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/*
* Copyright (c) 2021, Johnny Richard
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* 3. Neither the name of the copyright holder nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
#include "player.h"
#include <SDL.h>
#include <assert.h>
void
player_init(player_t* player)
{
assert(player && "player is required");
player->x = 0;
player->y = 0;
player->width = 20;
player->height = 20;
player->speed = 8;
}
void
player_update(player_t* player,
controller_t* ctrl,
int screen_width,
int screen_height)
{
if (controller_is_up_pressed(ctrl) && player->y > 0) {
player->y -= player->speed;
player->y = player->y < 0 ? 0 : player->y;
}
if (controller_is_down_pressed(ctrl) && player->y < screen_height) {
player->y += player->speed;
player->y = player->y + player->height > screen_height
? screen_height - player->height
: player->y;
}
if (controller_is_left_pressed(ctrl) && player->x > 0) {
player->x -= player->speed;
player->x = player->x < 0 ? 0 : player->x;
}
if (controller_is_right_pressed(ctrl) && player->x < screen_width) {
player->x += player->speed;
player->x = player->x + player->width > screen_width
? screen_width - player->width
: player->x;
}
}
void
player_draw(player_t* player, SDL_Renderer* renderer)
{
SDL_Rect rect = {
.x = player->x, .y = player->y, .w = player->width, .h = player->height
};
SDL_SetRenderDrawColor(renderer, 0, 0, 0xFF, 1);
SDL_RenderFillRect(renderer, &rect);
}
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