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#include <ctime>
#include <list>
#include "map.h"
#include "renderer.h"
using namespace::std;
const int FRAMES_PER_SECOND = 60;
bool holding_left = false;
bool holding_right = false;
bool quit = false;
mob_t* player;
// Initialize jump physics
double jump_height = TILE_HEIGHT*3;
double jump_length = 0.25 * FRAMES_PER_SECOND;
double jump_velocity = -2 * jump_height / jump_length;
double jump_gravity = -1 * jump_velocity / jump_length;
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (action == GLFW_PRESS)
{
switch (key)
{
case GLFW_KEY_LEFT: holding_left = true; break;
case GLFW_KEY_RIGHT: holding_right = true; break;
case GLFW_KEY_UP: player->y_vel = jump_velocity; break;
case GLFW_KEY_ESCAPE: quit = true; break;
}
} else if (action == GLFW_RELEASE)
{
switch (key)
{
case GLFW_KEY_LEFT: holding_left = false; break;
case GLFW_KEY_RIGHT: holding_right = false; break;
}
}
}
int main()
{
GLFWwindow* window = initRenderer();
glfwSwapInterval(1);
glfwSetKeyCallback(window, key_callback);
Texture* buffer = createTexture(GAME_WIDTH, GAME_HEIGHT);
// Initialize player data
player = new mob_t();
player->x = 100;
player->y = 100;
player->x_vel = 0;
player->y_vel = 0;
player->x_accel = 0;
player->y_accel = jump_gravity;
player->w = 10;
player->h = 14;
Map* map = new Map();
Texture* tiles = loadTextureFromBMP("../res/tiles.bmp");
while (!quit)
{
if (holding_left && player->x_vel >= 0)
{
player->x_vel = -2;
} else if (holding_right && player->x_vel <= 0)
{
player->x_vel = 2;
} else if (!holding_left && !holding_right) {
player->x_vel = 0;
}
player->x_vel += player->x_accel;
if (player->x_vel < -16) player->x_vel = -16;
if (player->x_vel > 16) player->x_vel = 16;
int playerx_next = player->x + player->x_vel;
player->y_vel += player->y_accel;
if (player->y_vel > 16) player->y_vel = 16; // Terminal velocity
if (player->y_vel < -16) player->y_vel = -16;
int playery_next = player->y + player->y_vel;
map->check_collisions(player, playerx_next, playery_next);
// Do rendering
map->render(buffer);
//Rectangle src_rect(96, 0, 8, 8);
Rectangle dst_rect(player->x, player->y, player->w, player->h);
//blitTexture(tiles, buffer, &src_rect, &dst_rect);
fillTexture(buffer, &dst_rect, 255, 255, 255);
renderScreen(buffer);
glfwPollEvents();
}
delete map;
delete player;
destroyRenderer();
return 0;
}
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