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Copy pathobjects.c
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82 lines (73 loc) · 1.85 KB
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#include "objects.h"
#include "physic.h"
#include "constans.h"
void resolve_player_key_down(int key, struct Player* player) {
if (key == player->left_key) {
player->left = true;
}
if (key == player->right_key) {
player->right = true;
}
if (key == player->up_key) {
player->up = true;
}
if (key == player->down_key) {
player->down = true;
}
if (key == player->attack_key) {
player->shoot = player->face;
}
if (key == player-> powerA_key){
player->powerA= true;
}
}
void resolve_player_key_up(int key, struct Player* player) {
if (key == player->left_key) {
player->left = false;
}
if (key == player->right_key) {
player->right = false;
}
if (key == player->up_key) {
player->up = false;
}
if (key == player->down_key) {
player->down = false;
}
if (key == player->attack_key) {
player->shoot = false;
}
if (key == player-> powerA_key){
player->powerA= false;
}
}
void resolve_keyboard(SDL_Event e, struct Player* player) {
if (e.type == SDL_KEYDOWN) {
resolve_player_key_down(e.key.keysym.sym, player);
}
if (e.type == SDL_KEYUP) {
resolve_player_key_up(e.key.keysym.sym, player);
}
}
void set_player_pos(struct Player* player, float x, float y) {
player->position.x = x;
player->position.y = y;
}
struct Bullet init_bullet(int x, int y, int face) {
struct Bullet b;
b.position.x = x;
b.position.y = y;
b.position.w = BULLET_WIDTH;
b.position.h = BULLET_HEIGHT;
b.face = face;
return b;
}
struct PowerUp init_powerup(int x, int y, int powerup_type){
struct PowerUp p;
p.position.x= x;
p.position.y= y;
p.position.w= POWERUP_HEIGHT;
p.position.h= POWERUP_WIDTH;
p.powerup_type= powerup_type;
return p;
}