forked from francis-ng/OSGCC6
/
Player.cpp
158 lines (147 loc) · 4.9 KB
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Player.cpp
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#include "Player.h"
plyr_init_Vals plyrInitVals;
void plyr_load(Player *player, std::string type) {
std::string filename = "plyr_" + type + ".lua";
loadScript(&player->script, filename);
regFunction(&player->script, "init", plyr_init);
regFunction(&player->script, "isFiring", plyr_isFiring);
regFunction(&player->script, "addBullet", plyr_addBullet);
regFunction(&player->script, "currentPos", plyr_sendPos);
runFunction(&player->script, "start");
plyr_loadValues(player);
player->fireFront = player->fireBack = player->fireSide = 0;
}
int plyr_init(lua_State *L) {
plyrInitVals.type = lua_tostring(L, 1);
plyrInitVals.rad = lua_tonumber(L, 2);
plyrInitVals.px = lua_tonumber(L, 3);
plyrInitVals.py = lua_tonumber(L, 4);
plyrInitVals.width = lua_tonumber(L, 5);
plyrInitVals.height = lua_tonumber(L, 6);
plyrInitVals.mhlth = lua_tonumber(L, 7);
plyrInitVals.speed = lua_tonumber(L, 8);
plyrInitVals.focusspeed = lua_tonumber(L, 9);
plyrInitVals.frames = lua_tointeger(L, 10);
plyrInitVals.animdelay = lua_tointeger(L, 11);
lua_pop(L, 11);
return 0;
}
void plyr_loadValues(Player *player) {
player->curframe = 0;
player->animframespast = 0;
player->dead = player->movel = player->mover = player->moveu = player->moved = player->shielded = player->focused = false;
player->canFire = true;
player->frames = plyrInitVals.frames;
player->animdelay = plyrInitVals.animdelay;
player->images = (ALLEGRO_BITMAP **)malloc(plyrInitVals.frames * sizeof(ALLEGRO_BITMAP *));
for (int i = 0; i < player->frames; i++) {
std::stringstream out;
out << i;
std::string filename = "player/" + plyrInitVals.type + "/" + out.str() + ".png";
player->images[i] = dx_getGame()->resources.get_image(filename);
}
player->x = plyrInitVals.px;
player->y = plyrInitVals.py;
player->radius = plyrInitVals.rad;
player->width = plyrInitVals.width;
player->height = plyrInitVals.height;
player->health = player->maxhealth = plyrInitVals.mhlth;
player->speed = plyrInitVals.speed;
player->focusspeed = plyrInitVals.focusspeed;
circ_init(&player->hitbox, (player->x + (player->width/2)), (player->y + (player->height/2)), player->radius);
rect_init(&player->pickupbox, player->x, player->y, player->width, player->height);
}
bool plyr_hit(Player *player, EnemyBullet *p) {
if (!player->dead) {
if (circ_intersects(&player->hitbox, &p->hitbox)) return true;
}
return false;
}
int plyr_addBullet(lua_State *L) {
std::string type = lua_tostring(L, 1);
float srcx = lua_tonumber(L, 2);
float srcy = lua_tonumber(L, 3);
float tgtx = lua_tonumber(L, 4);
float tgty = lua_tonumber(L, 5);
lua_pop(L, 5);
PlayerBullet newblt;
plblt_load(&newblt, type, srcx, srcy, tgtx, tgty);
dx_getGame()->playerbullets.push_back(newblt);
return 0;
}
int plyr_isFiring(lua_State *L) {
lua_pushinteger(L, dx_getGame()->player->fireFront);
lua_pushinteger(L, dx_getGame()->player->fireBack);
lua_pushinteger(L, dx_getGame()->player->fireSide);
return 3;
}
int plyr_sendPos(lua_State *L) {
lua_pushnumber(L, dx_getGame()->player->x);
lua_pushnumber(L, dx_getGame()->player->y);
return 2;
}
void plyr_update(Player *player) {
runFunction(&player->script, "update");
if (player->movel) {
if (player->focused) {
player->x -= player->focusspeed;
circ_translate(&player->hitbox, -player->focusspeed, 0);
rect_translate(&player->pickupbox, -player->focusspeed, 0);
}
else {
player->x -= player->speed;
circ_translate(&player->hitbox, -player->speed, 0);
rect_translate(&player->pickupbox, -player->speed, 0);
}
}
if (player->mover) {
if (player->focused) {
player->x += player->focusspeed;
circ_translate(&player->hitbox, -player->focusspeed, 0);
rect_translate(&player->pickupbox, player->focusspeed, 0);
}
else {
player->x += player->speed;
circ_translate(&player->hitbox, player->speed, 0);
rect_translate(&player->pickupbox, player->speed, 0);
}
}
if (player->moveu) {
if (player->focused) {
player->y -= player->focusspeed;
circ_translate(&player->hitbox, 0, -player->focusspeed);
rect_translate(&player->pickupbox, 0, -player->focusspeed);
}
else {
player->y -= player->speed;
circ_translate(&player->hitbox, 0, -player->speed);
rect_translate(&player->pickupbox, 0, -player->speed);
}
}
if (player->moved) {
if (player->focused) {
player->y += player->focusspeed;
circ_translate(&player->hitbox, 0, player->focusspeed);
rect_translate(&player->pickupbox, 0, player->focusspeed);
}
else {
player->y += player->speed;
circ_translate(&player->hitbox, 0, player->speed);
rect_translate(&player->pickupbox, 0, player->speed);
}
}
plyr_animate(player);
}
void plyr_animate(Player *player) {
if (player->frames > 1) {
player->animframespast++;
if (player->animframespast == player->animdelay) {
player->animframespast = 0;
player->curframe = (player->curframe + 1) % player->frames;
}
}
}
void plyr_close(Player *player) {
closeScript(&player->script);
free(player->images);
}