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/* 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
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