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-rw-r--r--src/player.c42
1 files changed, 40 insertions, 2 deletions
diff --git a/src/player.c b/src/player.c
index b94290d..2231b9e 100644
--- a/src/player.c
+++ b/src/player.c
@@ -1,10 +1,48 @@
#include <math.h>
#include "player.h"
-int player_update(player_t *player)
+#define DEFAULT_STAND_HEIGHT 6.0f
+#define DEFAULT_DUCK_HEIGHT 2.5f
+#define DEFAULT_HEAD_MARGIN 1.0f
+
+void player_default(player_t *player)
+{
+ player->pos = (struct xyz){0.0f, 0.0f, 0.0f};
+ player->velocity = (struct xyz){0.0f, 0.0f, 0.0f};
+
+ player->angle = 0.0f; player->anglesin = 0.0f; player->anglecos = 1.0f;
+ player->sector = 0;
+
+ player->stand_height = DEFAULT_STAND_HEIGHT;
+ player->duck_height = DEFAULT_DUCK_HEIGHT;
+ player->head_margin = DEFAULT_HEAD_MARGIN;
+
+ player->ground = false; player->falling = true;
+ player->moving = false; player->ducking = false;
+}
+void player_input(player_t *player, bool *input, int rmouse_x, int rmouse_y)
{
+ (void)rmouse_y;
+ player->angle += rmouse_x * 0.03f;
+
+ float move_vec[2] = {0.f, 0.f};
+ if(input[0]) { move_vec[0] += player->anglecos*0.2f; move_vec[1] += player->anglesin*0.2f; }
+ if(input[2]) { move_vec[0] -= player->anglecos*0.2f; move_vec[1] -= player->anglesin*0.2f; }
+ if(input[1]) { move_vec[0] += player->anglesin*0.2f; move_vec[1] -= player->anglecos*0.2f; }
+ if(input[3]) { move_vec[0] -= player->anglesin*0.2f; move_vec[1] += player->anglecos*0.2f; }
+ player->moving = input[0] || input[1] || input[2] || input[3];
+ float acceleration = player->moving ? 0.4f : 0.2f;
+
+ player->velocity.x = player->velocity.x * (1-acceleration) + move_vec[0] * acceleration;
+ player->velocity.y = player->velocity.y * (1-acceleration) + move_vec[1] * acceleration;
+
player->anglesin = sinf(player->angle);
player->anglecos = cosf(player->angle);
+}
- return 0;
+void player_update(player_t *player)
+{
+ player->pos.x += player->velocity.x;
+ player->pos.y += player->velocity.y;
+ player->pos.z = player->stand_height; // temp
}