1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
|
#include "player.h"
#include "raymath.h"
#include "globals.h"
void UpdatePlayer(Player *p, MapManager *mapMgr) {
Vector2 move = {0};
if (IsKeyDown(KEY_W)) move.y -= 1;
if (IsKeyDown(KEY_S)) move.y += 1;
if (IsKeyDown(KEY_A)) move.x -= 1;
if (IsKeyDown(KEY_D)) move.x += 1;
int newState = (Vector2Length(move) > 0) ? 1 : 0;
bool newFacingRight = p->facingRight;
if (move.x > 0) newFacingRight = true;
else if (move.x < 0) newFacingRight = false;
if (newState != p->state || newFacingRight != p->facingRight) {
p->state = newState;
p->facingRight = newFacingRight;
p->currentFrame = 0;
p->frameTime = 0;
}
// Update bounds based on current position (Feet hitbox: 8x6 centered horizontally, offset bottom)
p->bounds = (Rectangle){ p->position.x - 4, p->position.y + 2, 8, 6 };
if (Vector2Length(move) > 0) {
move = Vector2Scale(Vector2Normalize(move), p->speed * GetFrameTime());
// Try moving X
Rectangle nextX = p->bounds;
nextX.x += move.x;
if (!IsWallCollision(mapMgr, nextX)) {
p->position.x += move.x;
p->bounds.x += move.x;
}
// Try moving Y
Rectangle nextY = p->bounds;
nextY.y += move.y;
if (!IsWallCollision(mapMgr, nextY)) {
p->position.y += move.y;
p->bounds.y += move.y;
}
}
// Determine base tile ID from tileset for current animation
int baseTileId = 0;
if (p->state == 0) baseTileId = p->facingRight ? 0 : 7;
else if (p->state == 1) baseTileId = p->facingRight ? 14 : 21;
// Animation Update using Tiled metadata
TmxTilesetTile *tileData = NULL;
for (uint32_t i = 0; i < p->tileset.tilesLength; i++) {
if (p->tileset.tiles[i].id == (uint32_t)baseTileId) {
tileData = &p->tileset.tiles[i];
break;
}
}
if (tileData && tileData->hasAnimation) {
p->frameTime += GetFrameTime(); // raytmx stores durations in seconds
float duration = tileData->animation.frames[p->currentFrame].duration;
if (p->frameTime >= duration) {
p->frameTime -= duration;
p->currentFrame = (p->currentFrame + 1) % tileData->animation.framesLength;
}
}
}
void DrawPlayer(Player *p) {
int baseTileId = 0;
if (p->state == 0) baseTileId = p->facingRight ? 0 : 7;
else if (p->state == 1) baseTileId = p->facingRight ? 14 : 21;
TmxTilesetTile *tileData = NULL;
for (uint32_t i = 0; i < p->tileset.tilesLength; i++) {
if (p->tileset.tiles[i].id == (uint32_t)baseTileId) {
tileData = &p->tileset.tiles[i];
break;
}
}
int displayTileId = baseTileId;
if (tileData && tileData->hasAnimation) {
displayTileId = tileData->animation.frames[p->currentFrame].gid;
}
// Calculate source rectangle from tile ID
int col = displayTileId % p->tileset.columns;
int row = displayTileId / p->tileset.columns;
Rectangle source = {
(float)(col * TILE_SIZE),
(float)(row * TILE_SIZE),
(float)TILE_SIZE,
(float)TILE_SIZE
};
Vector2 pos = { p->position.x - (float)TILE_SIZE / 2.0f, p->position.y - (float)TILE_SIZE / 2.0f };
DrawTextureRec(p->tileset.image.texture, source, pos, WHITE);
if (debugMode) {
DrawRectangleLinesEx(p->bounds, 1, GREEN);
}
}
|