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https://github.com/NoelFB/tiny_link.git
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updated to latest 'blah' version
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26bc63236d
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4740c54465
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@ -1 +1 @@
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Subproject commit a72cd5cab60f297926e18fa6d3d1fc125551bb9d
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Subproject commit 3f07c03fa51162cee4dbe53abf4a958bb6c35cda
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@ -181,10 +181,10 @@ bool TL::Collider::rect_to_grid(const Collider* a, const Collider* b, Point offs
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RectI rect = a->m_rect + a->entity()->position + offset - b->entity()->position;
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RectI rect = a->m_rect + a->entity()->position + offset - b->entity()->position;
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// get the cells the rectangle overlaps
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// get the cells the rectangle overlaps
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int left = Calc::clamp_int(Calc::floor(rect.x / (float)b->m_grid.tile_size), 0, b->m_grid.columns);
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int left = Calc::clamp((int)Calc::floor(rect.x / (float)b->m_grid.tile_size), 0, b->m_grid.columns);
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int right = Calc::clamp_int(Calc::ceiling(rect.right() / (float)b->m_grid.tile_size), 0, b->m_grid.columns);
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int right = Calc::clamp((int)Calc::ceiling(rect.right() / (float)b->m_grid.tile_size), 0, b->m_grid.columns);
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int top = Calc::clamp_int(Calc::floor(rect.y / (float)b->m_grid.tile_size), 0, b->m_grid.rows);
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int top = Calc::clamp((int)Calc::floor(rect.y / (float)b->m_grid.tile_size), 0, b->m_grid.rows);
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int bottom = Calc::clamp_int(Calc::ceiling(rect.bottom() / (float)b->m_grid.tile_size), 0, b->m_grid.rows);
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int bottom = Calc::clamp((int)Calc::ceiling(rect.bottom() / (float)b->m_grid.tile_size), 0, b->m_grid.rows);
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// check each cell
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// check each cell
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for (int x = left; x < right; x++)
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for (int x = left; x < right; x++)
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@ -24,20 +24,15 @@ namespace
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Player::Player()
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Player::Player()
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{
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{
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input_move = VirtualStick()
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input_move.add_dpad(0);
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.add_keys(Key::Left, Key::Right, Key::Up, Key::Down)
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input_move.add_left_stick(0, 0.2f);
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.add_buttons(0, Button::Left, Button::Right, Button::Up, Button::Down)
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input_move.add(Key::Left, Key::Right, Key::Up, Key::Down);
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.add_axes(0, Axis::LeftX, Axis::LeftY, 0.2f);
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input_jump = VirtualButton()
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input_jump.press_buffer = 0.15f;
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.press_buffer(0.15f)
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input_jump.add(Key::X, Button::A);
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.add_key(Key::X)
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.add_button(0, Button::A);
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input_attack = VirtualButton()
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input_attack.press_buffer = 0.15f;
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.press_buffer(0.15f)
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input_attack.add(Key::C, Button::X);
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.add_key(Key::C)
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.add_button(0, Button::X);
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}
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}
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void Player::update()
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void Player::update()
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@ -51,7 +46,7 @@ void Player::update()
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auto hitbox = get<Collider>();
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auto hitbox = get<Collider>();
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auto was_on_ground = m_on_ground;
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auto was_on_ground = m_on_ground;
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m_on_ground = mover->on_ground();
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m_on_ground = mover->on_ground();
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int input = input_move.value_i().x;
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int input = input_move.sign().x;
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// Sprite Stuff
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// Sprite Stuff
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{
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{
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@ -121,7 +116,7 @@ void Player::update()
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{
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{
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if (input_jump.pressed() && mover->on_ground())
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if (input_jump.pressed() && mover->on_ground())
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{
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{
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input_jump.clear_press_buffer();
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input_jump.consume_press();
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anim->scale = Vec2(m_facing * 0.65f, 1.4f);
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anim->scale = Vec2(m_facing * 0.65f, 1.4f);
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mover->speed.x = input * max_air_speed;
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mover->speed.x = input * max_air_speed;
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m_jump_timer = jump_time;
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m_jump_timer = jump_time;
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@ -131,7 +126,7 @@ void Player::update()
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// Begin Attack
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// Begin Attack
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if (input_attack.pressed())
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if (input_attack.pressed())
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{
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{
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input_attack.clear_press_buffer();
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input_attack.consume_press();
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m_state = st_attack;
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m_state = st_attack;
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m_attack_timer = 0;
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m_attack_timer = 0;
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@ -18,9 +18,9 @@ namespace TL
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int health = max_health;
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int health = max_health;
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VirtualStick input_move;
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StickBinding input_move;
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VirtualButton input_jump;
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Binding input_jump;
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VirtualButton input_attack;
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Binding input_attack;
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Player();
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Player();
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void update() override;
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void update() override;
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@ -45,7 +45,7 @@ FilePath Content::path()
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if (!Directory::exists(root))
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if (!Directory::exists(root))
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BLAH_ERROR("Unable to find content directory!");
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BLAH_ERROR("Unable to find content directory!");
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Log::print("Content Path: %s", root.cstr());
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Log::info("Content Path: %s", root.cstr());
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}
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}
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return root;
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return root;
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@ -241,8 +241,8 @@ void Game::update()
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else
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else
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{
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{
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player->entity()->position = Point(
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player->entity()->position = Point(
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Calc::clamp_int(pos.x, bounds.x, bounds.x + bounds.w),
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Calc::clamp(pos.x, bounds.x, bounds.x + bounds.w),
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Calc::clamp_int(pos.y, bounds.y, bounds.y + bounds.h + 100));
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Calc::clamp(pos.y, bounds.y, bounds.y + bounds.h + 100));
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// reload if they fell out the bottom
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// reload if they fell out the bottom
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if (player->entity()->position.y > bounds.y + bounds.h + 64)
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if (player->entity()->position.y > bounds.y + bounds.h + 64)
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