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authorUnavailableDev <ggwildplay@gmail.com>2023-03-13 17:11:30 +0100
committerUnavailableDev <ggwildplay@gmail.com>2023-03-13 17:11:30 +0100
commit2aa4abf6a3c268f7729f91b08115aac8f2e5bdae (patch)
treec32d981fb030e05754671f359f1a76eb3d0ded32
parent30eca8d3bd03c1efe52f2432c4b6b0c842fffa2d (diff)
parentbbb794de8878a163e77c05d24b19639b6d609b4d (diff)
Merge branch 'game-engine' of https://github.com/UnavailableDev/avans-arcade into game-engine
-rw-r--r--features.md72
-rw-r--r--src/demo.c18
2 files changed, 84 insertions, 6 deletions
diff --git a/features.md b/features.md
new file mode 100644
index 0000000..d044232
--- /dev/null
+++ b/features.md
@@ -0,0 +1,72 @@
+Af/Cancelled/Implement in sprint 3
+Done
+## Checkpoint room (shop)
+| feature | status |
+|-|-|
+|Upgrade abilities|Implement in sprint 3|
+|Interaction with shopkeeper|Implement in sprint 3|
+
+## Upgrades abilities
+| feature | status |
+|-|-|
+|HP boost|Implement in sprint 3|
+|Jump boost|Implement in sprint 3|
+|Speed boost|Implement in sprint 3|
+|Regular dash|Implement in sprint 3|
+|Super punch|Implement in sprint 3|
+|Smoke bomb|Implement in sprint 3|
+
+## Levels
+| feature | status |
+|-|-|
+|Breakable blocks|Implement in sprint 3|
+|Hidden secrets|Implement in sprint 3|
+|Boss fights|Implement in sprint 3|
+|Enemies|Implement in sprint 3|
+|audio|Implement in sprint 3|
+
+## player (Gozer)
+| feature | status |
+|-|-|
+|Move X-as|Done|
+|Jump|Done|
+|Special ability|Implement in sprint 3|
+|Health|Implement in sprint 3|
+|Currency/Scoreboard|Implement in sprint 3|
+
+## Enemy (Menneke)
+| feature | status |
+|-|-|
+|Move X-as|Implement in sprint 3|
+|Jump|Implement in sprint 3|
+|Hunt player|Implement in sprint 3|
+|Health (1 HP)|Implement in sprint 3|
+|Currency/Scoreboard|Implement in sprint 3|
+
+## Enemy (Ventje)
+| feature | status |
+|-|-|
+|Move X-as|Implement in sprint 3|
+|Jump|Implement in sprint 3|
+|Hunt player|Implement in sprint 3|
+|Health (2 HP) |Implement in sprint 3|
+|Splitting upon defeat|Implement in sprint 3|
+|Currency/Scoreboard|Implement in sprint 3|
+
+## Enemy (Terror uil)
+| feature | status |
+|-|-|
+|Movement|Implement in sprint 3|
+|Hunt player|Implement in sprint 3|
+|Health (1 HP) |Implement in sprint 3|
+|Splitting upon defeat|Implement in sprint 3|
+|Currency/Scoreboard|Implement in sprint 3|
+
+## Could have additions if time is enough
+| feature | status |
+|-|-|
+|Multiplayer|Implement in sprint 3|
+|Shared HP|Implement in sprint 3|
+|Special ability|Implement in sprint 3|
+|Health|Implement in sprint 3|
+|Currency/Scoreboard|Implement in sprint 3|
diff --git a/src/demo.c b/src/demo.c
index bb0aecf..95347cb 100644
--- a/src/demo.c
+++ b/src/demo.c
@@ -18,7 +18,7 @@ hh_s_entity_player g_hh_player_1 = {
.pos_x = 31000, // 0b0000 0001 0011 0110
.pos_y = 21000,
.radius = 8,
- .speed = 1,
+ .speed = 100,
.direction_x = 1,
.rotation = 8,
.in_air = false,
@@ -53,6 +53,7 @@ void hh_demo_setup() {
}
void hh_demo_loop(unsigned long frame) {
+
// hh_player_movement();
hh_player_actions();
@@ -72,7 +73,7 @@ void hh_demo_loop(unsigned long frame) {
void hh_player_movement() {
int8_t directionX = (-1 * g_hh_controller_p1.dpad_left) + (1 * g_hh_controller_p1.dpad_right); // -1 = L || 1 == R
- int8_t directionY = (-1 * g_hh_controller_p1.dpad_down) + (1 * g_hh_controller_p1.dpad_up); // -1 = D || 1 == U
+ int8_t directionY = (-1 * g_hh_controller_p1.dpad_up) + (1 * g_hh_controller_p1.dpad_down); // -1 = D || 1 == U
uint8_t i, j;
uint8_t rotation = 0; // 0-7
@@ -110,11 +111,11 @@ void hh_player_movement() {
if (g_hh_player_1.in_air == false && directionX != 0) {
if (directionX == 1) {
- tileColX = ((g_hh_player_1.pos_x / 100) + g_hh_player_1.radius) / 20;
- modTileX = (g_hh_player_1.pos_x + (100 * g_hh_player_1.radius)) % 2000;
+ tileColX = ((g_hh_player_1.pos_x / 100) + g_hh_player_1.radius) / 16;
+ modTileX = (g_hh_player_1.pos_x + (100 * g_hh_player_1.radius)) % 1600;
} else if (directionX == -1) {
- tileColX = ((g_hh_player_1.pos_x / 100) - g_hh_player_1.radius) / 20;
- modTileX = (g_hh_player_1.pos_x - (100 * g_hh_player_1.radius)) % 2000;
+ tileColX = ((g_hh_player_1.pos_x / 100) - g_hh_player_1.radius) / 16;
+ modTileX = (g_hh_player_1.pos_x - (100 * g_hh_player_1.radius)) % 1600;
}
if (HH_DEMO_HITBOX_TILEMAP[tileColY][tileColX + directionX] != 1) {
@@ -133,6 +134,11 @@ void hh_player_movement() {
{
}
+
+ if(directionY != 0)
+ {
+ // g_hh_player_1.pos_y = g_hh_player_1.pos_y + (directionY * g_hh_player_1.speed * 2); // NEW x set
+ }
// collision map floor (y-axis) (falling)
// if falling no jump press (implement)
/*