Create entity_t struct and define entityupdate() and entitydraw()
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161
app/main.c
161
app/main.c
@ -62,14 +62,32 @@ typedef struct {
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bool left, right, up, down;
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} input_state_t;
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typedef struct {
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int x, y;
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} ivec_t;
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typedef struct {
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double x, y;
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} dvec_t;
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typedef struct {
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dvec_t off, ext;
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} dbox_t;
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typedef struct {
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int svar, animlen;
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double speed;
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dvec_t pos, dir;
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ivec_t animstep, svarstep;
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dbox_t fbox;
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SDL_Texture *tex;
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SDL_Rect src;
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} entity_t;
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static SDL_Window *window;
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static SDL_Renderer *renderer;
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static unsigned map[MAPWIDTH][MAPHEIGHT];
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static SDL_Texture *tstex, *pidle, *pwalk, *ptex;
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static SDL_Texture *tstex, *pidle, *pwalk;
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static input_state_t input;
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static dvec_t vpos = { -128, -96 };
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static const unsigned impassable[] = { 284 };
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@ -104,6 +122,58 @@ static inline bool tilepassable(int x, int y)
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return true;
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}
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static void entityupdate(entity_t *e, double dt)
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{
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if (0 == e->speed)
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return;
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// Update sprite variant
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if (e->dir.y >= 0) {
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if (e->dir.x > 0)
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e->svar = SPRITE_DIR_RIGHT_DOWN;
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else if (e->dir.x < 0)
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e->svar = SPRITE_DIR_LEFT_DOWN;
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else
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e->svar = SPRITE_DIR_DOWN;
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} else if (e->dir.y < 0) {
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if (e->dir.x > 0)
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e->svar = SPRITE_DIR_RIGHT_UP;
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else if (e->dir.x < 0)
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e->svar = SPRITE_DIR_LEFT_UP;
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else
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e->svar = SPRITE_DIR_UP;
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}
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// Apply velocity (handling map collisions)
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const double nextx = e->pos.x + dt * e->speed * e->dir.x;
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const double nexty = e->pos.y + dt * e->speed * e->dir.y;
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const dvec_t pfb
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= { .x = nextx + e->fbox.off.x, .y = nexty + e->fbox.off.y };
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bool valid = true;
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valid &= tilepassable(pfb.x, pfb.y);
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valid &= tilepassable(pfb.x + e->fbox.ext.x, pfb.y);
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valid &= tilepassable(pfb.x, pfb.y + e->fbox.ext.y);
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valid &= tilepassable(pfb.x + e->fbox.ext.x, pfb.y + e->fbox.ext.y);
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if (valid) {
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e->pos.x = nextx;
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e->pos.y = nexty;
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}
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}
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static void entitydraw(entity_t *e, uint64_t t)
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{
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const unsigned frame = (t / BASEANIMPERIOD) % e->animlen;
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e->src.x = e->animstep.x * frame + e->svarstep.x * e->svar;
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e->src.y = e->animstep.y * frame + e->svarstep.y * e->svar;
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SDL_Rect dest = {
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.x = SCALE * (int)(e->pos.x - vpos.x - e->src.w / 2),
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.y = SCALE * (int)(e->pos.y - vpos.y - e->src.h / 2),
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.w = SCALE * e->src.w,
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.h = SCALE * e->src.h,
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};
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SDL_RenderCopy(renderer, e->tex, &e->src, &dest);
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}
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int main(int argc, char *argv[])
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{
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char path[MAX_PATH_LEN];
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@ -214,18 +284,26 @@ int main(int argc, char *argv[])
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assert(NULL != pwalk);
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// Initialize player
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SDL_Rect psrc = { .y = 0, .w = PWIDTH, .h = PHEIGHT };
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SDL_Rect pdest = { .w = SCALE * PWIDTH, .h = SCALE * PHEIGHT };
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dvec_t pvel = { 0, 0 }, ppos = { 0, 0 };
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sprite_dir_t pdir = SPRITE_DIR_DOWN;
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ptex = pidle;
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entity_t p = {
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.svar = SPRITE_DIR_DOWN,
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.animlen = PANIMLEN,
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.tex = pidle,
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.animstep = { .x = PWIDTH },
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.svarstep = { .y = PHEIGHT },
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.fbox = {
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.off = { .x = PFBOFFX, .y = PFBOFFY },
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.ext = { .x = PFBWIDTH, .y = PFBHEIGHT },
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},
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.src = { .w = PWIDTH, .h = PHEIGHT },
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};
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SDL_Event event;
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uint64_t prevt = SDL_GetTicks64();
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while (1) {
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// Calculate dt
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const uint64_t t = SDL_GetTicks64();
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const uint64_t dt = t - prevt;
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const uint64_t dt_ms = t - prevt;
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const double dt = dt_ms / 1000.0;
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prevt = t;
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// Handle events
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@ -277,58 +355,28 @@ int main(int argc, char *argv[])
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}
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// Calculate and apply velocity
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pvel.x = (input.left ? -1 : 0) + (input.right ? 1 : 0);
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pvel.y = (input.up ? -1 : 0) + (input.down ? 1 : 0);
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const double pspeed = mag(pvel);
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if (pspeed != 0) {
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pvel.x *= WALKSPEED / pspeed;
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pvel.y *= WALKSPEED / pspeed;
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// Check for terrain collision, update position if none
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const double nextx = ppos.x + (double)dt / 1000.0 * pvel.x;
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const double nexty = ppos.y + (double)dt / 1000.0 * pvel.y;
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const dvec_t pfb
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= { .x = nextx + PFBOFFX, .y = nexty + PFBOFFY };
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bool valid = true;
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valid &= tilepassable(pfb.x, pfb.y);
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valid &= tilepassable(pfb.x + PFBWIDTH, pfb.y);
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valid &= tilepassable(pfb.x, pfb.y + PFBHEIGHT);
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valid &= tilepassable(pfb.x + PFBWIDTH, pfb.y + PFBHEIGHT);
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if (valid) {
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ppos.x = nextx;
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ppos.y = nexty;
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}
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// Update direction
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if (pvel.y >= 0) {
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if (pvel.x > 0)
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pdir = SPRITE_DIR_RIGHT_DOWN;
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else if (pvel.x < 0)
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pdir = SPRITE_DIR_LEFT_DOWN;
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else
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pdir = SPRITE_DIR_DOWN;
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} else if (pvel.y < 0) {
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if (pvel.x > 0)
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pdir = SPRITE_DIR_RIGHT_UP;
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else if (pvel.x < 0)
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pdir = SPRITE_DIR_LEFT_UP;
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else
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pdir = SPRITE_DIR_UP;
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}
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ptex = pwalk;
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p.dir.x = (input.left ? -1 : 0) + (input.right ? 1 : 0);
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p.dir.y = (input.up ? -1 : 0) + (input.down ? 1 : 0);
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const double dmag = mag(p.dir);
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if (dmag != 0) {
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p.dir.x /= dmag;
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p.dir.y /= dmag;
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p.tex = pwalk;
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p.speed = WALKSPEED;
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} else {
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ptex = pidle;
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p.tex = pidle;
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p.speed = 0;
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}
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entityupdate(&p, dt);
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// Update view
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const dvec_t pvdisp = {
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.x = ppos.x - (vpos.x + VIEWWIDTH / 2),
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.y = ppos.y - (vpos.y + VIEWHEIGHT / 2),
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.x = p.pos.x - (vpos.x + VIEWWIDTH / 2),
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.y = p.pos.y - (vpos.y + VIEWHEIGHT / 2),
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};
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if (mag(pvdisp) > 72 && dot(pvdisp, pvel) > 0) {
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const double nextx = vpos.x + (double)dt / 1000.0 * pvel.x;
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const double nexty = vpos.y + (double)dt / 1000.0 * pvel.y;
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if (mag(pvdisp) > 72 && dot(pvdisp, p.dir) > 0) {
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const double nextx = vpos.x + dt * p.speed * p.dir.x;
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const double nexty = vpos.y + dt * p.speed * p.dir.y;
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const bool validx = nextx >= MAPMINX && nextx < MAPMAXX;
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const bool validy = nexty >= MAPMINY && nexty < MAPMAXY;
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if (validx && validy) {
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@ -364,12 +412,7 @@ int main(int argc, char *argv[])
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}
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// Draw player
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const unsigned piframe = (t / BASEANIMPERIOD) % PANIMLEN;
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psrc.x = PWIDTH * piframe;
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psrc.y = PHEIGHT * pdir;
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pdest.x = SCALE * (int)(ppos.x - vpos.x - PWIDTH / 2);
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pdest.y = SCALE * (int)(ppos.y - vpos.y - PHEIGHT / 2);
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SDL_RenderCopy(renderer, ptex, &psrc, &pdest);
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entitydraw(&p, t);
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SDL_RenderPresent(renderer);
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}
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