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#include "player.h"
#include <math.h>
#include <stdio.h>
void player_accelerate(struct Player *player, int dir_x, int dir_y, float delta)
{
double vel_x = player->vel_x + dir_x * delta * player->accel_x;
double vel_y = player->vel_y + dir_y * delta * player->accel_y;
if (vel_x > player->max_vel_x)
vel_x = player->max_vel_x;
if (vel_x < -player->max_vel_x)
vel_x = -player->max_vel_x;
if (vel_y > player->max_vel_y)
vel_y = player->max_vel_y;
if (vel_y < -player->max_vel_y)
vel_y = -player->max_vel_y;
player->vel_x = vel_x;
player->vel_y = vel_y;
}
// TODO: field boundaries
void player_move(struct Player *player, enum Direction direction, float delta)
{
if (direction == UP) {
player->pos_y -= player->vel_y * delta;
for (int i = 0; i < player->geometry_len; i++) {
player->geometry[i].position.y -= player->vel_y * delta;
}
}
if (direction == DOWN) {
player->pos_y += player->vel_y * delta;
for (int i = 0; i < player->geometry_len; i++) {
player->geometry[i].position.y += player->vel_y * delta;
}
}
if (direction == LEFT) {
player->pos_x -= player->vel_x * delta;
for (int i = 0; i < player->geometry_len; i++) {
player->geometry[i].position.x -= player->vel_x * delta;
}
}
if (direction == RIGHT) {
player->pos_x += player->vel_x * delta;
for (int i = 0; i < player->geometry_len; i++) {
player->geometry[i].position.x += player->vel_x * delta;
}
}
}
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