2022-05-25 07:46:22 -04:00

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int g_screenw = 256
int g_screenh = 224
int g_resolutionScale = 3
float g_playerWalkSpeed = 400
float g_playerRunSpeed = 700
float g_jumpHeight = 20
float g_currPlayerSpeed = 400
bool g_running = false
bool g_colliding = false
float g_gravitySpeed = -86
include "./extra-include.zs"
func Main()
{
//SplitThread(ThreadedFunction())
// Immediately creates the window, then runs Start(), then the game loop. The game loop calls Update() every frame
ZS.Graphics.Init("Platformer game", g_screenw, g_screenh, g_resolutionScale)
}
func ThreadedFunction()
{
print "threaded:"
}
func Start()
{
global Vec2 g_screencenter = NVec2(g_screenw / 2, g_screenh / 2)
global Sprite g_playerSprite = ZS.Graphics.Sprite("./mariostill.png", g_screencenter, NVec2(16, 16), 0)
global Sprite g_groundSprite = ZS.Graphics.Sprite("./square.png", NVec2(g_screencenter.x, 192), NVec2(256, 16), 0)
global Text g_instructionsText = ZS.Graphics.Text("Use Arrow Keys or WASD to Move and Spacebar to Jump", "./arial.ttf", NVec2(centerOfScreen.x, centerOfScreen.y), 11, 0, 255, 255, 255)
global Vec2 g_playerTargetPosition = playerPos
}
func Update(deltaTime) {
float fps = 1 / deltaTime
print "FPS: " + fps + "\r"
//TestInclude()
//// Test automatic conversion from bool to int
//int c = GetKey("A")
//print "Test: " + c
// Shift key lets you sprint
g_running = GetKey("SHIFT_L")
if g_running == true {
g_currPlayerSpeed = g_playerRunSpeed
}
if g_running == false {
g_currPlayerSpeed = g_playerWalkSpeed
}
// Move Left And Right
if GetKey("A") == true
{
float newX = g_playerTargetPosition.x - g_currPlayerSpeed * deltaTime
g_playerTargetPosition = NVec2(newX, g_playerSprite.position.y)
}
if GetKey("D") == true
{
float newX = g_playerTargetPosition.x + g_currPlayerSpeed * deltaTime
g_playerTargetPosition = NVec2(newX, g_playerSprite.position.y)
}
// Apply gravity
g_colliding = Colliding(g_playerSprite, g_groundSprite)
if g_colliding == false {
g_playerTargetPosition.y -= deltaTime * g_gravitySpeed
}
// Lerps from old position to destination smoothly
float stopSpeed = deltaTime * 7
float lerpedX = Lerp(g_playerSprite.position.x, g_playerTargetPosition.x, stopSpeed)
g_playerSprite.position = NVec2(lerpedX, g_playerTargetPosition.y)
// Finally draws all of the sprites
ZS.Graphics.Draw(g_playerSprite)
ZS.Graphics.Draw(g_groundSprite)
// Draw the text
ZS.Graphics.DrawText(g_instructionsText)
}
func Colliding(a, b)
{
bool b = ZS.Physics.AxisAlignedCollision(a, b)
return b
}