/* SPDX-License-Identifier: MIT */ /* * konplatformer.h * * Copyright (c) 2026 KonAki * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #ifndef KONPLATFORMER_H #define KONPLATFORMER_H #include "koncollide.h" #include "kontile.h" #ifdef __cplusplus extern "C" { #endif /*** platformer ***/ /* a box that runs and jumps through a tilemap. the game sets moveX and jumpHeld every frame, calls kon_platformerUpdate and reads box, velocity and onGround back. everything is in map pixels and seconds. kon_platformerInit fills in the tuning values, change them afterwards as you like */ typedef struct kon_platformer { kon_box2_t box; kon_vec2_t velocity; int onGround; int moveX; /* -1 left, 0 stand, 1 right */ int jumpHeld; float runSpeed; float groundAccel, airAccel; /* how fast velocity.x closes in on the run speed, per second */ float gravity; float jumpSpeed; float jumpCut; /* letting go of jump early slows the rise to this speed */ float maxFall; float coyoteTime; /* seconds after leaving a ledge a jump still works */ float bufferTime; /* seconds before landing a jump press is remembered */ /* private */ float coyote, buffer, leftover; int jumpWas; } kon_platformer_t; void kon_platformerInit(kon_platformer_t *p, kon_box2_t box); /* one step of dt seconds, dt should be small and steady. returns the KON_HIT_ flags of the move */ int kon_platformerStep(kon_platformer_t *p, const kon_tilemap_t *map, const uint8_t *solid, int solidCount, float dt); /* takes the frame time and runs steps of 1/120 of a second, so the jump feels the same at any frame rate */ void kon_platformerUpdate(kon_platformer_t *p, const kon_tilemap_t *map, const uint8_t *solid, int solidCount, double dt); #ifdef __cplusplus } #endif #endif