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87
.gitea/workflows/build.yaml
Normal file
87
.gitea/workflows/build.yaml
Normal file
@@ -0,0 +1,87 @@
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name: Build Project
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on:
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push:
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branches:
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- main
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pull_request:
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branches:
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- main
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jobs:
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build:
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strategy:
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fail-fast: false
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matrix:
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os:
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- ubuntu-latest
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# - windows-latest
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runs-on: ${{ matrix.os }}
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steps:
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- name: Checkout code
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uses: actions/checkout@v3
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- name: Install Dependencies (Linux)
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if: runner.os == 'Linux'
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run: |
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sudo apt-get update
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sudo apt-get install -y \
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build-essential \
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gcc \
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g++ \
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make \
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git \
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cmake \
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libasound2-dev \
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mesa-common-dev \
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libx11-dev \
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libxrandr-dev \
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libxinerama-dev \
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libxcursor-dev \
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libxi-dev \
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libgl1-mesa-dev \
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libglu1-mesa-dev
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- name: Build & Install Raylib (Linux)
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if: runner.os == 'Linux'
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run: |
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git clone --depth 1 https://github.com/raysan5/raylib.git
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cd raylib/src
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make PLATFORM=PLATFORM_DESKTOP
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sudo make install
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# - name: Install MSYS2 and Raylib (Windows)
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# if: runner.os == 'Windows'
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# uses: msys2/setup-msys2@v2
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# with:
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# msystem: MINGW64
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# update: true
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# install: >
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# mingw-w64-x86_64-gcc
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# mingw-w64-x86_64-make
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# mingw-w64-x86_64-raylib
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- name: Build (Linux)
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if: runner.os == 'Linux'
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run: make
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# - name: Build (Windows)
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# if: runner.os == 'Windows'
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# shell: msys2 {0}
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# run: make
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- name: Upload Linux Artifact
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if: runner.os == 'Linux'
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uses: actions/upload-artifact@v3
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with:
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name: wrldbox-linux
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path: wrldbox
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# - name: Upload Windows Artifact
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# if: runner.os == 'Windows'
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# uses: actions/upload-artifact@v3
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# with:
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# name: wrldbox-windows
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# path: "*.exe"
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5
MakefileMacOS
Normal file
5
MakefileMacOS
Normal file
@@ -0,0 +1,5 @@
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gcc src/*.c -o wrldboxMacOS \
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-I/opt/homebrew/include \
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-L/opt/homebrew/lib \
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-lraylib \
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-framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
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@@ -26,5 +26,4 @@ Clone the repository. Once you have navigated to the folder, you can run:
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## 🏅Credits
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This project was impossible without the support of all three `wholeworldcoding` members.
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and Alex
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This project was impossible without the support of all four `wholeworldcoding` members.
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106
src/collision.c
106
src/collision.c
@@ -2,59 +2,67 @@
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#include <math.h>
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#include "config.h"
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#include "collision.h"
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<<<<<<< HEAD
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#include "player.h"
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=======
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>>>>>>> dff3a5d2c4b8cd3d6d86ab9792e394cd0d27a619
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#include <stdio.h>
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void checkCollision(){
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float playerx=0.0;
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float playery=0.0;
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float plrsize=0.0;
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for (int i = 0; i < MAX_ENTITIES; i++){
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Entity *e = &entities[i];
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if (!e->active)
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continue;
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if(e->isPlayer == false){
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float objposx=e->position.x;
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//float objposy=e->position.y;
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float objsize=e->size;
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if(playerx-(plrsize/2)<objposx+(objsize/2) && playerx-(plrsize/2)>objposx-(objsize/2)){
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ApplyForce(
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e,
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<<<<<<< HEAD
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(Vector2){10000, 1000}
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);
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if(dir){
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ApplyForce(
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player,
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(Vector2){(curhorvel*3), 1000}
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);
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for(int u=0; u<=MAX_ENTITIES-1; u++){
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Entity *en1 = &entities[u];
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if(!en1->active){
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continue;
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}
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en1->headgrounded = false;
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for(int j=u+1; j<=MAX_ENTITIES-1; j++){
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if(u!=j){
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Entity *en2 = &entities[j];
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if(!en2->active){
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continue;
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}
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else{
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ApplyForce(
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player,
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(Vector2){-(curhorvel*3), 1000}
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);
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printf("%d\n", en1->headgrounded);
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float half = (en1->size + en2->size) * 0.5f;
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float overlapX = half - fabsf(en1->position.x - en2->position.x);
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float overlapY = half - fabsf(en1->position.y - en2->position.y);
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if (overlapX > 0 && overlapY > 0)
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{
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if (overlapY < overlapX && en1->position.y < en2->position.y)
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{
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// top collision
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en1->position.y = en2->position.y - half;
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en1->velocity.y = 0;
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en1->velocity.x *= en2->drag;
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en1->headgrounded = true;
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} else {
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en1->headgrounded = false;
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float forcex=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.x)+(scale))+((en2->velocity.x)+(scale)))/2))*(scale*1.5);
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float forcey=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.y)+(scale))+((en2->velocity.y)+(scale)))/2))*(scale/4);
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if(en1->position.x < en2->position.x){
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en1->velocity.x=0;
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en2->velocity.x=0;
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ApplyForce(
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en1,
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(Vector2){-forcex, 0}
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);
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ApplyForce(
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en2,
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(Vector2){forcex, 0}
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);
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}
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else{
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en1->velocity.x=0;
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en2->velocity.x=0;
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ApplyForce(
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en1,
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(Vector2){forcex, 0}
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);
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ApplyForce(
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en2,
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(Vector2){-forcex, 0}
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);
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}
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}
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}
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=======
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(Vector2){1000, 1000}
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);
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ApplyForce(
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player,
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(Vector2){-1000, 1000}
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);
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>>>>>>> dff3a5d2c4b8cd3d6d86ab9792e394cd0d27a619
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}
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}
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else{
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playerx=e->position.x;
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playery=e->position.y;
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if(playery==playery)
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plrsize=e->size;
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}
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}
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}
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}
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@@ -10,6 +10,7 @@ typedef struct Entity
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bool isPlayer;
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bool affectedByGravity;
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bool headgrounded;
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float mass;
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float size;
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@@ -20,6 +21,7 @@ typedef struct Entity
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Vector2 force;
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Color color;
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float drag;
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} Entity;
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@@ -59,7 +59,8 @@ int main(void)
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GetRandomValue(50,255),
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GetRandomValue(50,255),
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255
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});
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},
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GetRandomValue(0, 1) + 0.1f);
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}
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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@@ -72,7 +73,8 @@ int main(void)
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m.y,
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25,
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1.0f,
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ORANGE);
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ORANGE,
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0.1f);
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}
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if (isSimulating)
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@@ -21,7 +21,7 @@ void UpdateEntities(float dt, int screenWidth)
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bool onGround = IsGrounded(e);
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// Apply gravity force if enabled for this entity
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if (e->affectedByGravity)
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if (e->affectedByGravity && !onGround)
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{
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ApplyForce(
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e,
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@@ -7,10 +7,7 @@
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// let's a go!
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float curhorvel=0.0f; //current horizonatal velocity
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<<<<<<< HEAD
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bool dir=0;
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=======
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>>>>>>> dff3a5d2c4b8cd3d6d86ab9792e394cd0d27a619
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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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@@ -23,10 +20,7 @@ void UpdatePlayerControls(void)
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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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<<<<<<< HEAD
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dir=1;
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=======
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>>>>>>> dff3a5d2c4b8cd3d6d86ab9792e394cd0d27a619
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if(curhorvel<MAX_PLAYER_SPEED){
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curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
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}
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@@ -38,10 +32,7 @@ void UpdatePlayerControls(void)
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// if d key pressed, push player to the right
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else if (IsKeyDown(KEY_D))
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{
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<<<<<<< HEAD
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dir=0;
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=======
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>>>>>>> dff3a5d2c4b8cd3d6d86ab9792e394cd0d27a619
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if(curhorvel<=MAX_PLAYER_SPEED){
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curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
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}
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@@ -3,11 +3,6 @@
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// FUNction declaration! yay!!!
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// run by main.c constantly to allow player input.
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<<<<<<< HEAD
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extern bool dir;
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extern float curhorvel;
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=======
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>>>>>>> dff3a5d2c4b8cd3d6d86ab9792e394cd0d27a619
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void UpdatePlayerControls(void);
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#endif
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24
src/world.c
24
src/world.c
@@ -1,5 +1,6 @@
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#include <stddef.h>
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#include "world.h"
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#include "collision.h"
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// the beeg one. hooooooooooooooooh boy
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@@ -39,12 +40,12 @@ bool IsGrounded(Entity *e)
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{
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if (!e)
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return false;
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return (
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e->position.y +
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e->size * 0.5f >=
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ground_y - 2.0f
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);
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if(e->position.y +e->size * 0.5f >=ground_y - 2.0f || e->headgrounded){
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return true;
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}
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else{
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return false;
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}
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}
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Entity *SpawnEntity(
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@@ -52,7 +53,8 @@ Entity *SpawnEntity(
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float y,
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float size,
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float mass,
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Color color)
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Color color,
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float drag)
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{
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for (int i = 0; i < MAX_ENTITIES; i++)
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{
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@@ -67,6 +69,7 @@ Entity *SpawnEntity(
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e->mass = mass;
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e->size = size;
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e->drag = drag;
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e->position = (Vector2){x, y};
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e->velocity = (Vector2){0, 0};
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@@ -74,6 +77,7 @@ Entity *SpawnEntity(
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e->force = (Vector2){0, 0};
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e->color = color;
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e->headgrounded = false;
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return e;
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}
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@@ -104,7 +108,8 @@ void InitWorld(void)
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120,
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40,
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1.0f,
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BLUE);
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BLUE,
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0.1f);
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if (player)
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{
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@@ -118,7 +123,8 @@ void InitWorld(void)
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50,
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25,
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1.0f,
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RED);
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RED,
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0.9f);
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}
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|
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simTime = 0.0f;
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@@ -12,10 +12,13 @@ extern bool isSimulating;
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extern float simTime;
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extern const float scale;
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|
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extern const float MAX_PLAYER_SPEED;
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|
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extern const float PLAYER_SPEED_FACTOR;
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|
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void ApplyForce(Entity *e, Vector2 force);
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bool IsGrounded(Entity *e);
|
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|
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@@ -24,7 +27,8 @@ Entity *SpawnEntity(
|
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float y,
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float size,
|
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float mass,
|
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Color color);
|
||||
Color color,
|
||||
float drag);
|
||||
|
||||
void ClearWorld(void);
|
||||
void InitWorld(void);
|
||||
|
||||
BIN
wrldboxMacOS
Executable file
BIN
wrldboxMacOS
Executable file
Binary file not shown.
Reference in New Issue
Block a user