mirror of
https://github.com/sam-astro/Z-Sharp.git
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137 lines
3.0 KiB
Plaintext
137 lines
3.0 KiB
Plaintext
int g_screenw = 256
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int g_screenh = 224
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int g_resolutionScale = 3
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float g_playerWalkSpeed = 150
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float g_playerRunSpeed = 210
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float g_jumpHeight = 200
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float g_currPlayerSpeed = 400
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bool g_running = false
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bool g_colliding = false
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float g_gravitySpeed = 86
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bool g_jumping = false
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float g_jumpingTime = 0
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//include "./extra-include.zs"
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func Main()
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{
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//SplitThread(ThreadedFunction())
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// Immediately creates the window, then runs Start(), then the game loop. The game loop calls Update() every frame
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ZS.Graphics.Init("Platformer game", g_screenw, g_screenh, g_resolutionScale)
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}
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func ThreadedFunction()
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{
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print "threaded:"
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}
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func Start()
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{
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float centerX = g_screenw / 2
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float centerY = g_screenh / 2
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global Vec2 g_screencenter = NVec2(g_screenw / 2, g_screenh / 2)
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global Sprite g_playerSprite = ZS.Graphics.Sprite("./mariostill.png", g_screencenter, NVec2(16, 16), 0)
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global Sprite g_groundSprite = ZS.Graphics.Sprite("./square.png", NVec2(g_screencenter.x, 192), NVec2(256, 16), 0)
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global Text g_instructionsText = ZS.Graphics.Text("Use Arrow Keys or WASD to Move and Spacebar to Jump", "./arial.ttf", NVec2(g_screencenter.x, g_screencenter.y), 8, 0, 255, 255, 255)
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g_instructionsText.antialias = false
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global Vec2 g_playerTargetPosition = g_screencenter
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}
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func Update(deltaTime)
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{
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float fps = 1 / deltaTime
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g_jumpingTime += deltaTime
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//print "FPS: " + fps
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//TestInclude()
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//// Test automatic conversion from bool to int
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//int c = GetKey("A")
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//print "Test: " + c
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// Shift key lets you sprint
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g_running = GetKey("SHIFT_L")
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if g_running == true
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{
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g_currPlayerSpeed = g_playerRunSpeed
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}
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if g_running == false
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{
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g_currPlayerSpeed = g_playerWalkSpeed
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}
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// Move Left And Right
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if GetKey("D") == true
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{
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g_playerTargetPosition.x += g_currPlayerSpeed * deltaTime
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}
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if GetKey("A") == true
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{
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g_playerTargetPosition.x -= g_currPlayerSpeed * deltaTime
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}
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// Apply gravity
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g_colliding = Colliding(g_playerSprite, g_groundSprite)
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print g_colliding
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if g_colliding == false
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{
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print g_jumping
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if g_jumping == false
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{
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g_playerTargetPosition.y += deltaTime * g_gravitySpeed
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print "grav"
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}
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if g_jumping == true
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{
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g_playerTargetPosition.y -= (g_jumpHeight * deltaTime) + (deltaTime * g_gravitySpeed * -g_jumpingTime * 5)
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print g_jumpingTime
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}
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}
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if g_colliding == true
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{
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if GetKey("SPACE") == false
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{
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if g_jumpingTime > 1
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{
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g_jumping = false
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}
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}
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if GetKey("SPACE") == true
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{
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g_jumping = true
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print "jump" + g_jumpingTime
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g_jumpingTime = 0
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g_playerTargetPosition.y -= 2
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}
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}
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// Lerps from old position to destination smoothly
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float stopSpeed = deltaTime * 15
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float lerpedX = Lerp(g_playerSprite.position.x, g_playerTargetPosition.x, stopSpeed)
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g_playerSprite.position = NVec2(lerpedX, g_playerTargetPosition.y)
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// Finally draws all of the sprites
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ZS.Graphics.Draw(g_playerSprite)
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ZS.Graphics.Draw(g_groundSprite)
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// Draw the text
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ZS.Graphics.DrawText(g_instructionsText)
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}
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func Colliding(a, b)
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{
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bool bo = ZS.Physics.AxisAlignedCollision(a, b)
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return bo
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}
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