aboutsummaryrefslogtreecommitdiff
path: root/src/demo.c
diff options
context:
space:
mode:
authorlonkaars <loek@pipeframe.xyz>2023-03-13 20:04:54 +0100
committerlonkaars <loek@pipeframe.xyz>2023-03-13 20:04:54 +0100
commitbec47edeefed4d9a545ad0bfa43d7edee6379b03 (patch)
tree87935cfc33ffe66c296db2f246a2bbc16019cf40 /src/demo.c
parent74ec145c5e44a51789e9117b1ae93dfd7be24d86 (diff)
parent5a747929ed2099755fb03c930ea68c77fda805b3 (diff)
merge `dev` into `ppu`
Diffstat (limited to 'src/demo.c')
-rw-r--r--src/demo.c183
1 files changed, 141 insertions, 42 deletions
diff --git a/src/demo.c b/src/demo.c
index 019750a..95347cb 100644
--- a/src/demo.c
+++ b/src/demo.c
@@ -1,55 +1,154 @@
#include <math.h>
#include "demo.h"
+#include "input.h"
+#include "entity.h"
#include "ppu/ppu.h"
-#define HH_DEMO_BALL_COUNT 5
-hh_s_ppu_loc_fam_entry g_hh_demo_balls[HH_DEMO_BALL_COUNT];
+#include "engine/maths.h"
+#include "engine/camera.h"
+#include "engine/entity.h"
+#include "engine/draw_screen.h"
+#include "engine/player_controller.h"
+#include "engine/sprite_controller.h"
+
+
+hh_s_entity_player g_hh_player_1 = {
+ .pos_x = 31000, // 0b0000 0001 0011 0110
+ .pos_y = 21000,
+ .radius = 8,
+ .speed = 100,
+ .direction_x = 1,
+ .rotation = 8,
+ .in_air = false,
+};
+
+void hh_player_movement();
+
+uint16_t g_hh_pos_x; // 0b0000 0001 0011 0110
+uint16_t g_hh_pos_y;
+uint8_t g_hh_left = 0;
+uint8_t g_hh_right = 0;
+uint8_t g_hh_up = 0;
+uint8_t g_hh_down = 0;
+uint8_t g_hh_pos_x_bit[2];
+uint8_t g_hh_pos_y_bit[2];
+uint8_t g_hh_data_send[3];
+int g_hh_tile_x;
+int g_hh_tile_y;
+
+typedef struct {
+ vec2 pos;
+ uint8_t idx;
+}hh_s_tiles;
+
+
+hh_entity hh_g_player, hh_g_player_new;
void hh_demo_setup() {
- // load sprites
- hh_ppu_update_sprite(0, HH_DBG_SPRITE_BALL);
- hh_ppu_update_sprite(1, HH_DBG_SPRITE_CHECKERBOARD);
-
- // background pattern
- hh_ppu_update_color(0, 1, (hh_ppu_rgb_color_t) {0x4, 0x4, 0x4});
- for (unsigned i = 0; i < HH_PPU_BG_CANVAS_TILES_H * HH_PPU_BG_CANVAS_TILES_V; i++) {
- hh_ppu_update_background(i, (hh_s_ppu_loc_bam_entry) {
- .horizontal_flip = false,
- .vertical_flip = false,
- .palette_index = 0,
- .tilemap_index = 1,
- });
- }
- // cool colors
- hh_ppu_update_color(1, 1, (hh_ppu_rgb_color_t) {0xf, 0x0, 0xf});
- hh_ppu_update_color(2, 1, (hh_ppu_rgb_color_t) {0xf, 0xf, 0xf});
- hh_ppu_update_color(3, 1, (hh_ppu_rgb_color_t) {0xf, 0x0, 0x0});
- hh_ppu_update_color(4, 1, (hh_ppu_rgb_color_t) {0x0, 0xf, 0xf});
- hh_ppu_update_color(5, 1, (hh_ppu_rgb_color_t) {0x0, 0x0, 0xf});
-
- // balls
- for (unsigned i = 0; i < HH_DEMO_BALL_COUNT; i++) {
- g_hh_demo_balls[i].horizontal_flip = false;
- g_hh_demo_balls[i].vertical_flip = false;
- g_hh_demo_balls[i].palette_index = i+1;
- g_hh_demo_balls[i].tilemap_index = 0;
- }
+ hh_setup_palettes();
+ hh_setup_screen();
+
}
void hh_demo_loop(unsigned long frame) {
- // set background pattern position
- hh_ppu_update_aux((hh_s_ppu_loc_aux) {
- .bg_shift_x = (frame / 2) % HH_PPU_SPRITE_WIDTH,
- .bg_shift_y = (frame / 8) % HH_PPU_SPRITE_HEIGHT,
- .fg_fetch = 0,
- .sysreset = 0,
- });
-
- for (unsigned i = 0; i < HH_DEMO_BALL_COUNT; i++) {
- g_hh_demo_balls[i].position_x = HH_PPU_SCREEN_WIDTH/2 - HH_PPU_SPRITE_WIDTH/2 + (int)(60 * (double)sin((1*(double)frame / 10) + (double)i * 12));
- g_hh_demo_balls[i].position_y = HH_PPU_SCREEN_HEIGHT/2 - HH_PPU_SPRITE_HEIGHT/2 + (int)(30 * (double)sin((2*(double)frame / 10) + (double)i * 12));
- hh_ppu_update_foreground(i, g_hh_demo_balls[i]);
+
+ // hh_player_movement();
+
+ hh_player_actions();
+
+}
+
+// void sendData(uint8_t address, uint16_t data) {
+// uint8_t bitData[3];
+// bitData[2] = data & 0xff;
+// bitData[1] = (data >> 8);
+// bitData[0] = address; // first byte is address
+//
+// HAL_GPIO_WritePin(GPIOA, GPIO_PIN_9, GPIO_PIN_RESET);
+// HAL_SPI_Transmit(&hspi1, bitData, 3, 100); //2*8 bit data
+// HAL_GPIO_WritePin(GPIOA, GPIO_PIN_9, GPIO_PIN_SET);
+// }
+
+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_up) + (1 * g_hh_controller_p1.dpad_down); // -1 = D || 1 == U
+
+ uint8_t i, j;
+ uint8_t rotation = 0; // 0-7
+
+ // rotation calc
+ for (i = -1; i < 2; i++) {
+ for (j = -1; j < 2; j++) {
+ if (directionX == i) {
+ if (directionY == j) {
+ if (i != 0 && j != 0) // dont update when player idle
+ {
+ g_hh_player_1.rotation = rotation;
+ }
+ }
+ }
+ rotation++;
+ }
+ }
+ // direction calc
+ if (directionX != 0) // update direction if player is not idle
+ {
+ g_hh_player_1.direction_x = directionX;
+ }
+ // collision map x-axis
+
+ // tile calc including radius and direction for background coliision
+
+ uint16_t tileColX;
+ uint16_t tileColY = (g_hh_player_1.pos_y / 100) / 16;
+ ;
+
+ // remaining space between grid and exact
+ uint8_t modTileX;
+ uint8_t modTileY;
+
+ 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) / 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) / 16;
+ modTileX = (g_hh_player_1.pos_x - (100 * g_hh_player_1.radius)) % 1600;
+ }
+
+ if (HH_DEMO_HITBOX_TILEMAP[tileColY][tileColX + directionX] != 1) {
+ g_hh_player_1.pos_x = g_hh_player_1.pos_x + (directionX * g_hh_player_1.speed); // NEW x set
+ }
+
+ else if (HH_DEMO_HITBOX_TILEMAP[tileColY][tileColX + directionX] == 1) {
+ if (modTileX < g_hh_player_1.speed) {
+ g_hh_player_1.pos_x = g_hh_player_1.pos_x + (directionX * modTileX); // NEW x set
+ } else {
+ g_hh_player_1.pos_x = g_hh_player_1.pos_x + (directionX * g_hh_player_1.speed); // NEW x set
+ }
+ }
+
+ } else // if in air different all borders have to be checked
+ {
+ }
+
+
+ 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)
+ /*
+ tileColY = (( g_hh_player_1.pos_y / 100) + g_hh_player_1.radius) / 16; //bottom of player box
+ modTileY = 1;
+ if(HH_DEMO_HITBOX_TILEMAP[tileColY+1][tileColX] != 1) //rework after jumping
+ {
+ g_hh_player_1.pos_y = g_hh_player_1.pos_y + 5 ;// NEW y set //makew var gravity
+ //playerStat = falling; //for later use of graphics/sound
}
+ */
+ // else if(HH_DEMO_HITBOX_TILEMAP[])
}