Merge branch 'main' of yibble.dev:bulmanator/ld58
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@@ -48,8 +48,13 @@ void PlayerInit(G_State *game, Player *player) {
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World *world = game->world;
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player->world = world;
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world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
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world->player.currentArea = WORLD_AREA_OUTSIDE;
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player->bulletsLoaded = PLAYER_BULLET_COUNT;
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player->currentArea = WORLD_AREA_OUTSIDE;
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player->health = 3;
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player->collision.size.x = 1;
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player->collision.size.x = 2;
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G_Outfit *outfit = &player->outfit;
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@@ -122,6 +127,10 @@ void PlayerInput(SDL_Event *event, Player *player)
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void PlayerUpdate(F32 delta, Player *player) {
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player->controls.shot = false;
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V2f dir = V2F(0, 0);
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if(player->health == 0){
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printf("dead :(");
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player->health = 3;
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}
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if(player->controls.upDown) {
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dir.y -= 1;
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player->outfit.dir = G_OUTFIT_DIR_BACK;
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@@ -154,8 +163,8 @@ void PlayerUpdate(F32 delta, Player *player) {
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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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player->collision.pos.x += dir.x;
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player->collision.pos.y += dir.y;
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}
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void PlayerDraw(D_Context *draw, Player *player) {
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@@ -170,7 +179,7 @@ void PlayerDraw(D_Context *draw, Player *player) {
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U32 tid = outfit->e[dir].e[it];
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if (tid != 0) {
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U32 flags = D_RECT_UV_ASPECT | (flipped ? D_RECT_FLIP_X : 0);
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D_Rect(draw, player->pos.x, player->pos.y, .texture = tid, .uv = pframe, .flags = flags);
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D_Rect(draw, player->collision.pos.x, player->collision.pos.y, .texture = tid, .uv = pframe, .flags = flags);
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}
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}
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}
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