diff options
author | UnavailableDev <ggwildplay@gmail.com> | 2023-03-24 20:21:16 +0100 |
---|---|---|
committer | UnavailableDev <ggwildplay@gmail.com> | 2023-03-24 20:21:16 +0100 |
commit | cd41b5310bc3cb14dc41f6abe7923ad14339fc9f (patch) | |
tree | 49d40c1df67edc1e8d344ca982525f534d6d233b | |
parent | ba830f93a15299fd578b00969eff3c403456950c (diff) |
a little clean up of player_controller.c
-rw-r--r-- | src/engine/player_controller.c | 88 |
1 files changed, 11 insertions, 77 deletions
diff --git a/src/engine/player_controller.c b/src/engine/player_controller.c index 647b00c..5027655 100644 --- a/src/engine/player_controller.c +++ b/src/engine/player_controller.c @@ -3,9 +3,9 @@ #include "engine/draw_screen.h" #include "engine/sprite_controller.h" #include "engine/player_controller.h" - #include "input.h" +#include "engine/animator.h" #include "engine/bullet.h" void hh_player_actions() { static Bullet bullet ={ @@ -19,15 +19,14 @@ void hh_player_actions() { .radius = 8, .pos = (vec2){32,32}, .vel = (vec2){0,0}, - .vec = (vec2){0,0}, .render = { .frame0 = 80, .palette = 3, .fam = (hh_s_ppu_loc_fam_entry){ .horizontal_flip = false, .vertical_flip = false, - .palette_index = 2, - .tilemap_index = 60, + .palette_index = 3, + .tilemap_index = 80, } } }, player_new = {0}; @@ -41,7 +40,6 @@ void hh_player_actions() { .radius = 8, .pos = (vec2){128,48}, .vel = (vec2){0,0}, - .vec = (vec2){0,0}, .render = { .frame0 = 20, .palette = 7, @@ -140,29 +138,8 @@ void hh_player_actions() { .y = player.vel.y, }; - player_new = hh_enemy_collision(player, enemy); - + player_new = hh_enemy_collision(player, enemy); - // const int8_t maa = 3; - // const int8_t mbb = -3; - // if (g_hh_controller_p1.dpad_up) - // - // if (g_hh_controller_p1.dpad_down) - // - // if (g_hh_controller_p1.dpad_left) { - // player.vel.x += mbb; - // // g_hh_demo_balls[0].horizontal_flip = true; - // } - // if (g_hh_controller_p1.dpad_right) { - // player.vel.x += maa; - // // g_hh_demo_balls[0].horizontal_flip = true; - // } - // if (g_hh_controller_p1.button_primary /*&& player.is_grounded*/) //JUMP - // player.vel.y += -6; - // // // if (g_hh_controller_p1.button_secondary) - - // player.vel.y += 1; //gravity - //END OF VECTOR CHANGES // player.vel.y = CLAMP(player.vel.y,-32,32); @@ -174,52 +151,14 @@ void hh_player_actions() { }; - - // const uint8_t empty = 0; - // hh_s_tiles tiles[9]; - // const vec2 tile_offset[9] = { - // (vec2){-16,-16},(vec2){0,-16},(vec2){+16,-16}, - // (vec2){-16,0}, (vec2){0,0}, (vec2){+16,0}, - // (vec2){-16,+16},(vec2){0,+16},(vec2){+16,+16}, - // }; - // for (int i = 0; i < 9; i++) { - // vec2 temp_pos = vec_add(player.pos, tile_offset[i]); - // temp_pos =(vec2){ - // .x = temp_pos.x, - // .y = temp_pos.y, - // }; - // hh_s_tiles tile = { - // .pos = temp_pos, - // .idx = hh_world_to_tile(temp_pos) - // }; - // if(hh_colidable(tile.idx)) { - // tiles[i]=tile; - // // printf(" collidable near!"); - // } else { - // tiles[i].idx = 0; - // } - // } - /* - 012 - 345 - 678 - */ - // for (int i = 0; i < 9; i++) - // { - // if (tiles[i].idx != 0){ - // hh_solve_collision(tiles[i].pos, &player); - // } - // } - - player = hh_background_collision ( player, player_new); + player = hh_background_collision( player, player_new); - //player = player_new; - vec_cor cam_pos;//value in tiles - // cam_pos = (vec2){0,0}; cam_pos = hh_update_camera(player.pos,(vec2){0,0},(vec2){.x=20*16,.y=30*16});//TODO: remove magic number(s) - // printf("%i, %i:%i, %i\n",player.pos.x,player.pos.y,cam_pos.x,cam_pos.y); + hh_update_sprite(&player); hh_draw_screen(cam_pos); + + // TODO: make this a function call // update player sprite on ppu player.render.fam.position_x = (player.pos.x-cam_pos.x); player.render.fam.position_y = (player.pos.y-cam_pos.y); @@ -227,22 +166,17 @@ void hh_player_actions() { enemy.render.fam.position_x = (enemy.pos.x-cam_pos.x); enemy.render.fam.position_y = (enemy.pos.y-cam_pos.y); - player.render.fam.tilemap_index = 2;//TODO: these two lines should be redundant - player.render.fam.palette_index = 7; - // hh_ppu_update_foreground(0, player.render.fam); - + // TODO: make this loop a function call for (int i = 0; i < 4; i++) { hh_s_ppu_loc_fam_entry temp = player.render.fam; temp.position_x = player.render.fam.position_x+(!(player.vel.x>0)?-1:1)*(i%2?8:-8); temp.position_y = player.render.fam.position_y+(i>1?0:-16); - temp.tilemap_index = player.render.frame0 + i; - temp.palette_index = player.render.palette; + temp.tilemap_index = player.render.fam.tilemap_index + i; + temp.palette_index = player.render.fam.palette_index; temp.horizontal_flip = !(player.vel.x>0); hh_ppu_update_foreground(i,temp); } - - hh_ppu_update_foreground(4, enemy.render.fam); |