feat: Initial bandit roaming
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@@ -1,9 +1,11 @@
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#include "../player.h"
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_keycode.h>
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#include <stdio.h>
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void PlayerInput(SDL_Event *event, Player *player)
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{
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player->controls.shot = false;
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SDL_KeyboardEvent key = event->key;
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SDL_MouseButtonEvent mouseBtn = event->button;
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if(event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) {
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@@ -32,11 +34,21 @@ void PlayerInput(SDL_Event *event, Player *player)
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}
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}
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}
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if (mouseBtn.clicks == 1)
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{
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// shooting
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player->bulletsLoaded -= 1;
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}
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if (
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event->type == SDL_EVENT_MOUSE_BUTTON_DOWN
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&& mouseBtn.button == SDL_BUTTON_LEFT
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) {
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if(player->bulletsLoaded > 0) {
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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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} 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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};
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}
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}
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void PlayerUpdate(F32 delta, Player *player) {
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@@ -53,6 +65,13 @@ void PlayerUpdate(F32 delta, Player *player) {
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if(player->controls.rightDown) {
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dir.x += 1;
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}
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if(player->reloadTimer > 0) {
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player->reloadTimer-=delta;
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if(player->reloadTimer <= 0) {
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player->bulletsLoaded = PLAYER_BULLET_COUNT;
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player->reloadTimer = 0;
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}
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}
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dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
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player->pos.x += dir.x;
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player->pos.y += dir.y;
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