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	updated to latest 'blah' version
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		 Submodule libs/blah updated: a72cd5cab6...3f07c03fa5
									
								
							| @ -181,10 +181,10 @@ bool TL::Collider::rect_to_grid(const Collider* a, const Collider* b, Point offs | |||||||
| 	RectI rect = a->m_rect + a->entity()->position + offset - b->entity()->position; | 	RectI rect = a->m_rect + a->entity()->position + offset - b->entity()->position; | ||||||
|  |  | ||||||
| 	// get the cells the rectangle overlaps | 	// get the cells the rectangle overlaps | ||||||
| 	int left = Calc::clamp_int(Calc::floor(rect.x / (float)b->m_grid.tile_size), 0, b->m_grid.columns); | 	int left = Calc::clamp((int)Calc::floor(rect.x / (float)b->m_grid.tile_size), 0, b->m_grid.columns); | ||||||
| 	int right = Calc::clamp_int(Calc::ceiling(rect.right() / (float)b->m_grid.tile_size), 0, b->m_grid.columns); | 	int right = Calc::clamp((int)Calc::ceiling(rect.right() / (float)b->m_grid.tile_size), 0, b->m_grid.columns); | ||||||
| 	int top = Calc::clamp_int(Calc::floor(rect.y / (float)b->m_grid.tile_size), 0, b->m_grid.rows); | 	int top = Calc::clamp((int)Calc::floor(rect.y / (float)b->m_grid.tile_size), 0, b->m_grid.rows); | ||||||
| 	int bottom = Calc::clamp_int(Calc::ceiling(rect.bottom() / (float)b->m_grid.tile_size), 0, b->m_grid.rows); | 	int bottom = Calc::clamp((int)Calc::ceiling(rect.bottom() / (float)b->m_grid.tile_size), 0, b->m_grid.rows); | ||||||
|  |  | ||||||
| 	// check each cell | 	// check each cell | ||||||
| 	for (int x = left; x < right; x++) | 	for (int x = left; x < right; x++) | ||||||
|  | |||||||
| @ -24,20 +24,15 @@ namespace | |||||||
|  |  | ||||||
| Player::Player() | Player::Player() | ||||||
| { | { | ||||||
| 	input_move = VirtualStick() | 	input_move.add_dpad(0); | ||||||
| 		.add_keys(Key::Left, Key::Right, Key::Up, Key::Down) | 	input_move.add_left_stick(0, 0.2f); | ||||||
| 		.add_buttons(0, Button::Left, Button::Right, Button::Up, Button::Down) | 	input_move.add(Key::Left, Key::Right, Key::Up, Key::Down); | ||||||
| 		.add_axes(0, Axis::LeftX, Axis::LeftY, 0.2f); |  | ||||||
|  |  | ||||||
| 	input_jump = VirtualButton() | 	input_jump.press_buffer = 0.15f; | ||||||
| 		.press_buffer(0.15f) | 	input_jump.add(Key::X, Button::A); | ||||||
| 		.add_key(Key::X) |  | ||||||
| 		.add_button(0, Button::A); |  | ||||||
|  |  | ||||||
| 	input_attack = VirtualButton() | 	input_attack.press_buffer = 0.15f; | ||||||
| 		.press_buffer(0.15f) | 	input_attack.add(Key::C, Button::X); | ||||||
| 		.add_key(Key::C) |  | ||||||
| 		.add_button(0, Button::X); |  | ||||||
| } | } | ||||||
|  |  | ||||||
| void Player::update() | void Player::update() | ||||||
| @ -51,7 +46,7 @@ void Player::update() | |||||||
| 	auto hitbox = get<Collider>(); | 	auto hitbox = get<Collider>(); | ||||||
| 	auto was_on_ground = m_on_ground; | 	auto was_on_ground = m_on_ground; | ||||||
| 	m_on_ground = mover->on_ground(); | 	m_on_ground = mover->on_ground(); | ||||||
| 	int input = input_move.value_i().x; | 	int input = input_move.sign().x; | ||||||
|  |  | ||||||
| 	// Sprite Stuff | 	// Sprite Stuff | ||||||
| 	{ | 	{ | ||||||
| @ -121,7 +116,7 @@ void Player::update() | |||||||
| 		{ | 		{ | ||||||
| 			if (input_jump.pressed() && mover->on_ground()) | 			if (input_jump.pressed() && mover->on_ground()) | ||||||
| 			{ | 			{ | ||||||
| 				input_jump.clear_press_buffer(); | 				input_jump.consume_press(); | ||||||
| 				anim->scale = Vec2(m_facing * 0.65f, 1.4f); | 				anim->scale = Vec2(m_facing * 0.65f, 1.4f); | ||||||
| 				mover->speed.x = input * max_air_speed; | 				mover->speed.x = input * max_air_speed; | ||||||
| 				m_jump_timer = jump_time; | 				m_jump_timer = jump_time; | ||||||
| @ -131,7 +126,7 @@ void Player::update() | |||||||
| 		// Begin Attack | 		// Begin Attack | ||||||
| 		if (input_attack.pressed()) | 		if (input_attack.pressed()) | ||||||
| 		{ | 		{ | ||||||
| 			input_attack.clear_press_buffer(); | 			input_attack.consume_press(); | ||||||
|  |  | ||||||
| 			m_state = st_attack; | 			m_state = st_attack; | ||||||
| 			m_attack_timer = 0; | 			m_attack_timer = 0; | ||||||
|  | |||||||
| @ -18,9 +18,9 @@ namespace TL | |||||||
|  |  | ||||||
| 		int health = max_health; | 		int health = max_health; | ||||||
|  |  | ||||||
| 		VirtualStick input_move; | 		StickBinding input_move; | ||||||
| 		VirtualButton input_jump; | 		Binding input_jump; | ||||||
| 		VirtualButton input_attack; | 		Binding input_attack; | ||||||
|  |  | ||||||
| 		Player(); | 		Player(); | ||||||
| 		void update() override; | 		void update() override; | ||||||
|  | |||||||
| @ -45,7 +45,7 @@ FilePath Content::path() | |||||||
| 		if (!Directory::exists(root)) | 		if (!Directory::exists(root)) | ||||||
| 			BLAH_ERROR("Unable to find content directory!"); | 			BLAH_ERROR("Unable to find content directory!"); | ||||||
|  |  | ||||||
| 		Log::print("Content Path: %s", root.cstr()); | 		Log::info("Content Path: %s", root.cstr()); | ||||||
| 	} | 	} | ||||||
|  |  | ||||||
| 	return root; | 	return root; | ||||||
|  | |||||||
| @ -241,8 +241,8 @@ void Game::update() | |||||||
| 				else | 				else | ||||||
| 				{ | 				{ | ||||||
| 					player->entity()->position = Point( | 					player->entity()->position = Point( | ||||||
| 						Calc::clamp_int(pos.x, bounds.x, bounds.x + bounds.w), | 						Calc::clamp(pos.x, bounds.x, bounds.x + bounds.w), | ||||||
| 						Calc::clamp_int(pos.y, bounds.y, bounds.y + bounds.h + 100)); | 						Calc::clamp(pos.y, bounds.y, bounds.y + bounds.h + 100)); | ||||||
|  |  | ||||||
| 					// reload if they fell out the bottom | 					// reload if they fell out the bottom | ||||||
| 					if (player->entity()->position.y > bounds.y + bounds.h + 64) | 					if (player->entity()->position.y > bounds.y + bounds.h + 64) | ||||||
|  | |||||||
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