feat: Added basic shooting
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@@ -34,3 +34,7 @@ bool AABB_Slab(V2f origin, V2f point, AABB a)
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return tMax >= tMin;
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}
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V2f AABB_Centre(AABB a) {
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return V2F(a.pos.x + a.size.x/2, a.pos.y + a.size.y/2);
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}
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@@ -42,8 +42,8 @@ void PlayerInput(SDL_Event *event, Player *player)
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// shooting
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player->bulletsLoaded -= 1;
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player->controls.shot = true;
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player->shotPos = V2F(mouseBtn.x, mouseBtn.y);
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printf("shot %f %f\n", mouseBtn.x, mouseBtn.y);
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player->shotPos = player->world->mouseProjected;
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printf("shot %f %f\n", player->shotPos.x, player->shotPos.y);
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} else if(player->reloadTimer == 0) {
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player->reloadTimer = PLAYER_RELOAD_TIME;
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printf("reloading\n");
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@@ -1,6 +1,7 @@
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#include "../world.h"
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#include "../npc.h"
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#include "../player.h"
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#include "../aabb.h"
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#include <SDL3/SDL_events.h>
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void UpdateWorld(F32 delta, World *world)
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@@ -30,8 +31,9 @@ void ProcessEvents(SDL_Event *event, World *world)
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void RenderWorld(World *world, D_Context *draw) {
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for(U32 i = 0; i < world->npcCount; i++) {
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NPC npc = world->npcs[i];
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D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 1);
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D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 0, .dim = npc.collision.size);
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V2f drawPos = AABB_Centre(npc.collision);
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D_Rect(draw, drawPos.x, drawPos.y, .texture = 1);
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D_Rect(draw, drawPos.x, drawPos.y, .texture = 0, .dim = npc.collision.size, .flags = D_RECT_IGNORE_ASPECT);
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}
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D_Rect(draw, world->bandit.collision.pos.x, world->bandit.collision.pos.y, .texture = 9);
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D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
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