there is now a player character and the world renders using a cammera

This commit is contained in:
2026-04-09 13:11:55 -07:00
parent 09c310cb4a
commit af639e62c3
47 changed files with 1737 additions and 83 deletions

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@@ -0,0 +1,5 @@
target_sources(${PROJECT_NAME} PRIVATE
Player.c
Centery.c
Gun.c
)

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@@ -1,15 +1,129 @@
#include "Centery.h"
#include "entity_utils.h"
#include <stdlib.h>
#include <stdio.h>
int CreateCentery(int tear, int classification) {
int CenteryInit(void* self) {
entity* ent = self;
centery* cen = ent->data;
cen->direction = 0;
return 0;
}
int ServerUpdate(void * ent) {
entity* e = (entity*)ent;
centery* cen = (centery*)e->userdata;
int CenteryUpdate(int arg, void* self) {
entity* e = self;
world* w = e->world;
centery* cen = e->data;
vec2 moveTo = {0,0};
int goodMove;
//do{
// goodMove = EntityMove(e,(vec2){e->position.x+ 0, e-> position.y + 1});
// if(goodMove == 1) {
// switch (cen->direction) {
// case 0:
// moveTo = (vec2){e->position.x+ 0, e-> position.y + 1};
// printf("moveing S\n");
// break;
// case 1:
// moveTo = (vec2){e->position.x+ 1, e-> position.y + 1};
// printf("moveing SE\n");
// break;
// case 2:
// moveTo = (vec2){e->position.x+ 1, e-> position.y + 0};
// printf("moveing E\n");
// break;
// case 3:
// moveTo = (vec2){e->position.x+ 1, e-> position.y + -1};
// printf("moveing NE\n");
// break;
// case 4:
// moveTo = (vec2){e->position.x+ 0, e-> position.y + -1};
// printf("moveing N\n");
// break;
// case 6:
// moveTo = (vec2){e->position.x+ -1, e->position.y+ -1};
// printf("moveing NW\n");
// break;
// case 7:
// moveTo = (vec2){e->position.x+ -1, e->position.y + 0};
// printf("moveing W\n");
// break;
// case 8:
// moveTo = (vec2){e->position.x+ -1, e->position.y + 1};
// printf("moveing SW\n");
// break;
// }
// goodMove = EntityMove(e,moveTo);
// if(cen->direction > 8) {
// cen->direction = 0;
// }else {
// cen->direction ++;
// }
//
// }
//}while(goodMove == 1);
printf("name of entity %s\n",e->name);
return 0;
}
int CenteryFree(void* self) {
entity* ent = self;
centery* cen = ent->data;
free(cen);
free(ent);
return 0;
}
entity* CreateCentery(int tear, int classification, world* w) {
entity* ent = (entity*)malloc(sizeof(entity));
centery* cen = (centery*)malloc(sizeof(centery));
*cen = (centery){
.weapon = 1,
.classification = 1,
.tear = 3,
.alert = 0,
.mode = 0,
.health = 30,
.ac = 3,
.str = 3,
.wis = 3,
.dex = 3,
};
*ent = (entity){
.id = CENTERY_ID,
.name = "Centery",
.description = "Your Basic Bad giy",
.tile = {
.simble = 'C',
.background = {0,0,0},
.forground = {0x3f,0x5f,0x10},
},
.position = (vec2){5,5},
.data = cen,
.world = w,
.callback = {
.init = CenteryInit,
.update = CenteryUpdate,
.free = CenteryFree,
},
.cleanup = 0,
};
return ent;
}
int ServerUpdate(void * ent) {
//entity* e = (entity*)ent;
//centery* cen = (centery*)e->userdata;
if(
return 0;
}
@@ -17,6 +131,7 @@ int ClientUpdate(int action, void * centery) {
return 0;
}
int Init(void * ent){
return 0;
}

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@@ -1,14 +1,16 @@
#ifndef CENTERY_H
#define CENTERY_H
#define CENTERY_ID 1
#include "../entity.h"
#include "../world.h"
typedef struct {
entity* target;
int weapon;
int classification;
int tear;
int alert;
int mode;
int direction;
int health;
int ac;
@@ -17,7 +19,7 @@ typedef struct {
int dex;
} centery;
int CreateCentery(int tear, int classification);
entity* CreateCentery(int tear, int classification,world* w);
int ServerUpdate(void*);
int ClientUpdate(int, void*);

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@@ -0,0 +1,99 @@
#include <stdio.h>
#include <stdlib.h>
#include "Gun.h"
int GunUpdate(int action, void* data) {
printf("Running Gun\n");
entity* e = (entity*)data;
vec2 bullet_pos = e->position;
Gun* g = (Gun*)e->data;
world* w = (world*)e->world;
if(g->inpact == 0) {
switch (g->direction) {
case SHOOT_N: bullet_pos.y -= 1; break;
case SHOOT_E: bullet_pos.x += 1; break;
case SHOOT_S: bullet_pos.y += 1; break;
case SHOOT_W: bullet_pos.x -= 1; break;
}
}
int entity_colied = EntityMove(e, bullet_pos);
if((entity_colied) && g->inpact == 0) {
if(w->wells[at(bullet_pos.x, bullet_pos.y, w)].cell->id == 1) {
w->wells[at(bullet_pos.x, bullet_pos.y, w)].cell = SetCell(2);
}
g->inpact ++;
}
if(g->inpact > 0) {
e->tile.simble = '*';
e->tile.background = (color){0xff,0x0a,0x0a};
e->tile.forground = (color){0xff,0xff,0xff};
g->inpact ++;
}
if(g->inpact > 25) {
e->tile.simble = 'o';
e->tile.background = (color){0xff,0x20,0x20};
e->tile.forground = (color){0xff,0x3f,0x3f};
}
if(g->inpact > 30) {
e->tile.simble = 'O';
e->tile.background = (color){0x01,0x01,0x01};
e->tile.forground = (color){0xff,0x0a,0x0a};
}
if(g->inpact > 40) {
e->tile.simble = '#';
e->tile.background = (color){0x01,0x01,0x01};
e->tile.forground = (color){0xff,0x0a,0x0a};
}
if(g->inpact > 75) {
printf("tagged for cleanup\n");
e->tile.simble = 'R';
e->cleanup = 1;
}
return 0;
}
entity* CreateGun(int direction, int bullet, world* w) {
entity* ent = malloc(sizeof(entity));
Gun* g= malloc(sizeof(Gun));
*g = (Gun){
.direction = direction,
.projectileId = bullet,
.fuse = 10,
.currentFuse = 0,
.inpact = 0,
};
*ent = (entity){
.id = 50,
.name = "Gun",
.description = "description",
.tile = {
.simble = '-',
.background = {0,0,0},
.forground = {0xff,0,0},
},
.position = (vec2){0,0},
.data = g,
.world = w,
.callback = {
.init = GunInit,
.update = GunUpdate,
.free = GunFree,
},
.cleanup = 0,
};
return ent;
}
int GunInit(void* ent) {return 0;}
int GunFree(void* ent) {return 0;}

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@@ -0,0 +1,26 @@
#ifndef ENTITY_Gun_H
#define ENTITY_Gun_H
#include "../entity.h"
#include "../world.h"
#define SHOOT_N 1
#define SHOOT_E 2
#define SHOOT_S 3
#define SHOOT_W 4
typedef struct {
int projectileId;
int direction;
int fuse;
int currentFuse;
int inpact;
} Gun;
entity* CreateGun(int direction,int bullet, world* w);
int GunUpdate(int, void*);
int GunInit(void*);
int GunFree(void*);
#endif // ENTITY_Gun_H

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@@ -0,0 +1,146 @@
#include <stdlib.h>
#include "Player.h"
#include "Gun.h"
#include "Centery.h"
#include "../../client_source/client.h"
void Shoot(entity* e,int direction) {
if(direction == SHOOT_N) {
entity* g = CreateGun(SHOOT_N, 0, e->world);
g->position = (vec2){e->position.x, e->position.y-1};
world* w = e->world;
AddEntity(w, g);
printf("Shoot N\n");
}
if(direction == SHOOT_E) {
entity* g = CreateGun(SHOOT_E, 0, e->world);
world* w = e->world;
g->position = (vec2){e->position.x + 1, e->position.y};
AddEntity(w, g);
printf("Shoot E\n");
}
if(direction == SHOOT_S) {
entity* g = CreateGun(SHOOT_S, 0, e->world);
world* w = e->world;
g->position = (vec2){e->position.x, e->position.y+1};
AddEntity(w, g);
printf("Shoot S\n");
}
if(direction == SHOOT_W) {
entity* g = CreateGun(SHOOT_W, 0, e->world);
world* w = e->world;
g->position = (vec2){e->position.x - 1, e->position.y};
AddEntity(w, g);
printf("Shoot W\n");
}
}
int PlayerUpdate(int action, void* data) {
entity* e = (entity*)data;
player* p= (player*)e->data;
world* w = e->world;
ssh_terminal_data* td = &p->cli->term;
vec2 mv = {e->position.x, e->position.y};
vec2 cammera_pos = {
p->cli->cam.pos_x + (p->cli->cam.size_x/2),
p->cli->cam.pos_y + (p->cli->cam.size_y/2),
};
int cammera_fallow_readious = 14;
printf("input buffer for player %s\n", td->inputBuffer);
if(!strcmp(td->inputBuffer, "k")) {mv.y -= 1;}
if(!strcmp(td->inputBuffer, "j")) {mv.y += 1;}
if(!strcmp(td->inputBuffer, "h")) {mv.x -= 1;}
if(!strcmp(td->inputBuffer, "l")) {mv.x += 1;}
int entity_can_move = EntityMove(e, mv);
if(!strcmp(td->inputBuffer, "w")) {Shoot(e,SHOOT_N);}
if(!strcmp(td->inputBuffer, "d")) {Shoot(e,SHOOT_E);}
if(!strcmp(td->inputBuffer, "s")) {Shoot(e,SHOOT_S);}
if(!strcmp(td->inputBuffer, "a")) {Shoot(e,SHOOT_W);}
printf("Cammera Position %d,%d\n", cammera_pos.x, cammera_pos.y);
if((e->position.x < cammera_pos.x - cammera_fallow_readious )){
p->cli->cam.pos_x += - 1;
}
if ((e->position.x > cammera_pos.x + cammera_fallow_readious)) {
p->cli->cam.pos_x += 1;
}
if((e->position.y < cammera_pos.y - (cammera_fallow_readious / 2) )){
p->cli->cam.pos_y += - 1;
}
if ((e->position.y > cammera_pos.y + (cammera_fallow_readious / 2))) {
p->cli->cam.pos_y += 1;
}
if(!entity_can_move) {
w->wells[at(mv.x, mv.y, w)].cell = SetCell(6);
}
printf("is this a good move? %d\n", EntityMove(e, mv));
memset(td->inputBuffer,0,32);
return 0;
}
entity* CreatePlayer(const char* username, client* cli,world* w) {
entity* ent = malloc(sizeof(entity));
player* p= malloc(sizeof(player));
*p = (player){
.holding = 0,
.class = 0,
.health = 0,
.ac = 0,
.str = 0,
.wis = 0,
.dex = 0,
.cli = cli,
};
*ent = (entity){
.id = 30,
.name = "Testing",
.description = "This is a player",
.tile = {
.simble = '@',
.background = {0,0,0},
.forground = {0x5f,0x3f,0x10},
},
.position = (vec2){5,5},
.data = p,
.world = w,
.callback = {
.init = PlayerInit,
.update = PlayerUpdate,
.free = PlayerFree,
},
.cleanup = 0,
};
p->cli->cam.pos_x = ent->position.x - (p->cli->cam.size_x/2);
p->cli->cam.pos_y = ent->position.y - (p->cli->cam.size_y/2);
return ent;
}
int PlayerServerUpdate(void*);
int PlayerClientUpdate(int, void*);
int PlayerInit(void* ent) {return 0;}
int PlayerFree(void* ent) {return 0;}

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@@ -0,0 +1,30 @@
#ifndef PLAYER_H
#define PLAYER_H
#include "../entity.h"
#include "../../client_source/client.h"
#include "../world.h"
typedef struct {
int holding;
int class;
int health;
int ac;
int str;
int wis;
int dex;
client* cli;
int invintory[30];
} player;
entity* CreatePlayer(const char* username, client* cli ,world* w);
int PlayerServerUpdate(void*);
int PlayerClientUpdate(int, void*);
int PlayerInit(void*);
int PlayerFree(void*);
#endif

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@@ -0,0 +1,42 @@
#include <stdlib.h>
#include "Template.h"
#include "../../client_source/client.h"
int templateUpdate(int action, void* data) {
return 0;
}
entity* Createtemplate() {
entity* ent = malloc(sizeof(entity));
template* p= malloc(sizeof(template));
*t = (template){
};
*ent = (entity){
.id = ID,
.name = "template",
.description = "description",
.tile = {
.simble = 'T',
.background = {0,0,0},
.forground = {0,0,0},
},
.position = (vec2){0,0},
.data = t,
.world = w,
.callback = {
.init = PlayerInit,
.update = PlayerUpdate,
.free = PlayerFree,
},
};
return ent;
}
int templateInit(void* ent) {return 0;}
int templateFree(void* ent) {return 0;}

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@@ -0,0 +1,16 @@
#ifndef ENTITY_template_H
#define ENTITY_template_H
#include "../entity.h"
#include "../world.h"
typedef struct {
} template;
entity* Createtemplate(initvar);
int templateUpdate(int, void*);
int templateInit(void*);
int templateFree(void*);
#endif // ENTITY_template_H