made it so the player cant leave the playable area and made a border around the playable area
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a7ec60390c
commit
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2 changed files with 62 additions and 3 deletions
63
src/main.c
63
src/main.c
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@ -1,8 +1,30 @@
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#include <stdio.h> //printf and shit
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#include <time.h>
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#include "linux.h"
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#include "linux.h" //TODO make this detect and change depending on os
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int render_border (int width, int height) {
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width++;
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height++;
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// int widthold = width;
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int heightold = height;
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while(height > 0){
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zom_putcharat(width, height, '&');
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height--;
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}
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height = heightold;
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while(width > 0){
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zom_putcharat(width, height, '&');
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width--;
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}
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return 0;
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}
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int main( int argc, char *argv[] ) { //yoinked from the internet argc is number of args and argv is a "array of arguments"
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clock_t prevtime, currenttime;
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prevtime = clock();
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@ -26,10 +48,14 @@ int main( int argc, char *argv[] ) { //yoinked from the internet argc is number
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zom_scrinit();
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render_border(80, 40);
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while(gamerun) {
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currenttime = clock();
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dosspin = clock() % 4;
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if ((currenttime - prevtime) > delay) {
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//TODO fix the timing cancer
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// if ((currenttime - prevtime) > delay) {
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if ((currenttime % 5000)==0) {
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player.xold = player.x;
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player.yold = player.y;
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enemy.xold = enemy.x;
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@ -84,6 +110,33 @@ int main( int argc, char *argv[] ) { //yoinked from the internet argc is number
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enemy.y--;
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} else {enemy.y++;}
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}
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/*
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TODO clean this shit up
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this should apply to everything not just the player
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it should also be generalized to all entitys using a for loop or somthing
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*/
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//anti go off screen
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if (player.x < 0) {
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player.x = 0;
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}
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if (player.x > 80) {
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player.x = 80;
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}
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if (player.y < 0) {
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player.y = 0;
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}
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if (player.y > 40) {
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player.y = 40;
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}
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prevtime = currenttime;
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}
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//entity rendering
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@ -116,5 +169,11 @@ int main( int argc, char *argv[] ) { //yoinked from the internet argc is number
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printf("Args %d",argc); //anti Wall Werror Wextra
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puts(argv[0]);//anti Wall Werror Wextra
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printf("%d", delay);
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printf("%ld", prevtime);
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return 0;
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}
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