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src/game/player.h
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96
src/game/player.h
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#ifndef JNR_PLAYER_H
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#define JNR_PLAYER_H
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#include "engine/entity.h"
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#include "engine/camera.h"
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#include "engine/tilemap.h"
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/* Player physics tuning */
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#define PLAYER_SPEED 150.0f /* horizontal speed (px/s) */
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#define PLAYER_ACCEL 1200.0f /* ground acceleration */
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#define PLAYER_DECEL 1600.0f /* ground deceleration (friction)*/
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#define PLAYER_AIR_ACCEL 600.0f /* air acceleration */
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#define PLAYER_JUMP_FORCE 320.0f /* initial jump velocity */
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#define PLAYER_JUMP_CUT 0.4f /* multiplier when releasing jump*/
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#define PLAYER_COYOTE_TIME 0.08f /* seconds after leaving edge */
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#define PLAYER_JUMP_BUFFER 0.1f /* seconds before landing */
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#define PLAYER_WIDTH 12
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#define PLAYER_HEIGHT 16
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/* Sprite dimensions (art is larger than hitbox) */
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#define PLAYER_SPRITE_W 24
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#define PLAYER_SPRITE_H 24
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#define PLAYER_DEATH_SPRITE_W 32
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#define PLAYER_DEATH_SPRITE_H 32
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/* Shooting */
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#define PLAYER_SHOOT_COOLDOWN 0.12f /* seconds between shots */
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/* Dash / Jetpack */
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#define PLAYER_DASH_SPEED 350.0f /* dash velocity (px/s) */
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#define PLAYER_DASH_DURATION 0.15f /* seconds the dash lasts */
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#define PLAYER_DASH_MAX_CHARGES 3 /* max jetpack charges */
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#define PLAYER_DASH_RECHARGE 3.0f /* seconds to recharge one charge*/
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/* Invincibility after taking damage */
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#define PLAYER_INV_TIME 1.5f /* seconds of invincibility */
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/* Aim direction (for shooting) */
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typedef enum AimDir {
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AIM_FORWARD, /* horizontal, based on facing */
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AIM_UP, /* straight up */
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AIM_DIAG_UP, /* 45 degrees up + forward */
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} AimDir;
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typedef struct PlayerData {
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float coyote_timer;
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float jump_buffer_timer;
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bool jumping;
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bool was_on_ground; /* on_ground last frame (landing detect) */
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float shoot_cooldown;
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float inv_timer; /* invincibility timer */
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/* Dash / Jetpack */
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float dash_timer; /* remaining dash time (0=not dashing) */
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int dash_charges; /* available jetpack charges */
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int dash_max_charges; /* max charges (for HUD) */
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float dash_recharge_timer; /* time until next charge restored*/
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Vec2 dash_dir; /* direction of current dash */
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/* Aiming */
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AimDir aim_dir; /* current aim direction */
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bool looking_up; /* holding up without moving */
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float look_up_timer; /* how long up has been held */
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/* Death / Respawn */
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float respawn_timer; /* countdown after death anim finishes */
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Vec2 spawn_point; /* where to respawn */
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} PlayerData;
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/* Register player entity type with the entity manager */
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void player_register(EntityManager *em);
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/* Entity callbacks */
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void player_update(Entity *self, float dt, const Tilemap *map);
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void player_render(Entity *self, const Camera *cam);
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void player_destroy(Entity *self);
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/* Spawn a fully configured player entity */
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Entity *player_spawn(EntityManager *em, Vec2 pos);
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/* Set the entity manager the player lives in (for spawning projectiles) */
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void player_set_entity_manager(EntityManager *em);
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/* Get the player's current look-up offset for the camera */
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float player_get_look_up_offset(const Entity *self);
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/* Get jetpack dash charge info for HUD (returns false if entity is not player) */
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bool player_get_dash_charges(const Entity *self, int *charges, int *max_charges,
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float *recharge_pct);
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/* Check if the player is requesting a respawn (death anim finished + timer expired).
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* Returns true when respawn should occur. */
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bool player_wants_respawn(const Entity *self);
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/* Reset the player to alive state at the given position */
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void player_respawn(Entity *self, Vec2 pos);
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#endif /* JNR_PLAYER_H */
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