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package demonchime

import "core:math"

import "phys"

PLAYER_SPEED :: 100
PLAYER_ACCEL :: 10
PLAYER_JUMP_FORCE :: 350
PLAYER_DOUBLE_JUMP_FORCE :: 250
PLAYER_JUMP_BUFFERING :: 0.07
PLAYER_COYOTE_TIME :: 0.06
PLAYER_JUMP_RELEASE_CUT :: -100

PLAYER_DASH_SPEED :: 500
PLAYER_DASH_TIME :: 0.15
PLAYER_DASH_COOLDOWN :: 0.3

Player_State :: enum {
  DEFAULT,
  DASH,
}

// there will only ever be one player, so just make it a global :)
player: struct {
  body_handle: phys.Body_Handle,
  sprite: Sprite,
  jump_buffer: f32,
  coyote_time: f32,
  dash_cooldown: f32,
  dash_timer: f32,
  state: Player_State,
  outside_room: bool,
  has_double_jumped: bool,
}

init_player :: proc() {
  handle, body := phys.make_body(phys.Rect{{-4, 17}, {8, 16}})
  player.body_handle = handle

  phys.set_body_position(handle, Vec2{50, 100})

  init_sprite(&player.sprite, .PLAYER)

  player.sprite.offset = Vec2 {
    math.floor(f32(player.sprite.width / 2)),
    -f32(player.sprite.height),
  }
}

delete_player :: proc() {
  phys.remove_body(player.body_handle)

  destroy_sprite(player.sprite)
}

@(private = "file")
_get_input_dir :: proc() -> f32 {
  input: f32

  if is_keybind_down(actions.move_left) {
    input -= 1
  }
  if is_keybind_down(actions.move_right) {
    input += 1
  }

  return input
}

@(private = "file")
_default_state :: proc(dt: f32) {
  input := _get_input_dir()

  if input != 0 {
    set_sprite_active_tag(&player.sprite, "run")
    player.sprite.scale.x = math.sign(input)
  } else {
    set_sprite_active_tag(&player.sprite, "idle")
  }

  if is_keybind_just_down(actions.jump) {
    player.jump_buffer = PLAYER_JUMP_BUFFERING
  }

  if is_keybind_just_down(actions.dash) && player.dash_cooldown <= 0 {
    _enter_dash()
    return
  }

  body := phys.get_body(player.body_handle)

  if .DOWN in body.collisions {
    player.coyote_time = PLAYER_COYOTE_TIME
    player.has_double_jumped = false
  } else {
    switch body.vel.y {
    case -math.INF_F32..<-50:
      set_sprite_active_tag(&player.sprite, "jump_up")
    case 50..<math.INF_F32:
      set_sprite_active_tag(&player.sprite, "jump_down")
    case:
      set_sprite_active_tag(&player.sprite, "jump_trans")
    }
  }

  if player.jump_buffer > 0 {
    if player.coyote_time > 0 {
      body.vel.y = -PLAYER_JUMP_FORCE

      player.jump_buffer = 0
      player.coyote_time = 0
    } else if !player.has_double_jumped {
      body.vel.y = -PLAYER_DOUBLE_JUMP_FORCE
      player.has_double_jumped = true

      player.jump_buffer = 0
    }
  }

  if .DOWN not_in body.collisions &&
     !is_keybind_down(actions.jump) &&
     body.vel.y < PLAYER_JUMP_RELEASE_CUT {
    body.vel.y = PLAYER_JUMP_RELEASE_CUT
  }

  body.vel.x = math.lerp(
    body.vel.x,
    input * PLAYER_SPEED,
    math.pow(0.5, dt * PLAYER_ACCEL),
  )
  body.vel.y = math.min(body.vel.y + GRAVITY * dt, TERMINAL_VELOCITY)

  phys.update_body(player.body_handle)
}

@(private = "file")
_enter_dash :: proc() {
  body := phys.get_body(player.body_handle)
  // the sprite x scale is the direction the player is facing :)
  body.vel = {math.sign(player.sprite.scale.x) * PLAYER_DASH_SPEED, 0}

  player.dash_timer = PLAYER_DASH_TIME
  player.state = .DASH
}

@(private = "file")
_dash_state :: proc(dt: f32) {
  phys.update_body(player.body_handle)

  player.dash_timer -= dt
  body := phys.get_body(player.body_handle)

  if player.dash_timer <= 0 || body.collisions != {} {
    _exit_dash()
  }
}

@(private = "file")
_exit_dash :: proc() {
  player.state = .DEFAULT

  player.dash_cooldown = PLAYER_DASH_COOLDOWN

  body := phys.get_body(player.body_handle)
  body.vel /= 2
}

@(private = "file")
_change_rooms :: proc() {
  body := phys.get_body(player.body_handle)

  width := f32(current_room.width)
  height := f32(current_room.height)

  if body.pos.x < 0 ||
     body.pos.x > width ||
     body.pos.y < 0 ||
     body.pos.y > height {
    prev_room_pos := Vec2{f32(current_room.x), f32(current_room.y)}
    changed := open_room_at({i32(body.pos.x), i32(body.pos.y)})

    if changed {
      new_room_pos := Vec2{f32(current_room.x), f32(current_room.y)}

      diff := prev_room_pos - new_room_pos
      new_pos := body.pos + diff - {0, 0}
      phys.set_body_position(player.body_handle, new_pos)
    }
  }
}

update_player :: proc(dt: f32) {
  switch player.state {
  case .DEFAULT: _default_state(dt)
  case .DASH:    _dash_state(dt)
  }

  body := phys.get_body(player.body_handle)

  player.sprite.pos = body.pos
  update_sprite(&player.sprite, dt)

  player.dash_cooldown -= dt
  player.jump_buffer -= dt
  player.coyote_time -= dt

  _change_rooms()
}

draw_player :: proc() {
  draw_sprite(player.sprite)
}

@(private = "file")
already_spawned_player := false

object_spawner_player_spawn :: proc(obj: Object_Resource) {
  if already_spawned_player {
    return
  }
  already_spawned_player = true

  phys.set_body_position(player.body_handle, obj.pos)
}