odin-raylib-game/game/player.odin

72 lines
1.5 KiB
Odin

package game
import rl "vendor:raylib"
import "core:fmt"
Player :: struct {
position : rl.Vector2,
}
handle_player_input :: proc(p : ^Player, w: ^World) {
target_pos := get_player_grid_position(p)
// fmt.printfln("MOVING TO: %v : %v", target_pos, get_grid_tile(w, vec2_to_vec2i(target_pos)).type)
if rl.IsKeyPressed(.RIGHT) {
target_pos.x += 1
if !will_collide(target_pos, w) {
player.position.x += CELL_SIZE
}
}
if rl.IsKeyPressed(.LEFT) {
target_pos.x -= 1
if !will_collide(target_pos, w) {
player.position.x -= CELL_SIZE
}
}
if rl.IsKeyPressed(.UP) {
target_pos.y -= 1
if !will_collide(target_pos, w) {
player.position.y -= CELL_SIZE
}
}
if rl.IsKeyPressed(.DOWN) {
target_pos.y += 1
if !will_collide(target_pos, w) {
player.position.y += CELL_SIZE
}
}
}
get_player_grid_position :: proc(player:^Player) -> rl.Vector2 {
grid_pos_x := player.position.x / CELL_SIZE
grid_pos_y := player.position.y / CELL_SIZE
return {grid_pos_x, grid_pos_y}
}
draw_player :: proc(player:^Player) {
draw_tile({27,0}, player.position, rl.DARKBLUE)
}
will_collide :: proc(pos:rl.Vector2, w:^World) -> bool {
if pos.y > WORLD_SIZE * CELL_SIZE || pos.x > WORLD_SIZE * CELL_SIZE {
return false
}
tile := get_grid_tile(w, vec2_to_vec2i(pos))
#partial switch tile.type {
case .WALL:
return true
}
return false
}