WIP docs: commenting in player.c/player.h and README updates
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@@ -10,6 +10,8 @@ It consists of several components:
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- `src/main.c`, Main script. Takes all other src and actually renders the engine.
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- `src/physics.c`, All the science & math crap. Ugh. (physics.h: exposes UpdateEntities function)
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- `src/render.c`, Rendering of entities. Entities are currently limited to rectangles for... no particular reason. (render.h: exposes DrawEntities function)
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- `src/player.c`, Player control scripting. (player.h: exposes UpdatePlayerControls function)
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- More stuff in src. README in progress.
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@@ -1,10 +1,10 @@
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main.c - Done
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physics.c - Done, refine later
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physics.h - Done
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renderer.c - Done
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renderer.h - Done
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player.c
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player.h
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render.c - Done
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render.h - Done
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player.c - Done
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player.h - Done
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world.c
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world.h
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config.h
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@@ -5,11 +5,15 @@
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#include "raylib.h"
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// let's a go!
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void UpdatePlayerControls(void)
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{
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// if there isn't a player, you probably can't do much
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if (!player)
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return;
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// if a key pressed, push player to the left
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if (IsKeyDown(KEY_A))
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{
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ApplyForce(
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@@ -17,7 +21,7 @@ void UpdatePlayerControls(void)
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(Vector2){-PLAYER_FORCE, 0}
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);
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}
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// if d key pressed, push player to the right
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if (IsKeyDown(KEY_D))
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{
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ApplyForce(
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@@ -25,7 +29,7 @@ void UpdatePlayerControls(void)
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(Vector2){PLAYER_FORCE, 0}
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);
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}
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// if sspace key pressed (and player isn't already jumping), push player upward
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if (IsGrounded(player) &&
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IsKeyPressed(KEY_SPACE))
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{
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@@ -1,6 +1,8 @@
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#ifndef PLAYER_H
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#define PLAYER_H
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// FUNction declaration! yay!!!
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// run by main.c constantly to allow player input.
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void UpdatePlayerControls(void);
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#endif
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