diff options
author | lonkaars <loek@pipeframe.xyz> | 2023-03-10 13:16:16 +0100 |
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committer | lonkaars <loek@pipeframe.xyz> | 2023-03-10 13:16:16 +0100 |
commit | c37397234534e9888dfeed9b1728c46646c33b58 (patch) | |
tree | c0e97dcccb1fce5bcd4550db243a67949a42ea1a /src/demo.c | |
parent | bf8c5fdb43ae2446a502227a95f17167c3dcda33 (diff) |
`clang-format`
Diffstat (limited to 'src/demo.c')
-rw-r--r-- | src/demo.c | 182 |
1 files changed, 81 insertions, 101 deletions
@@ -1,36 +1,36 @@ #include <math.h> #include "demo.h" -#include "ppu/ppu.h" -#include "input.h" #include "entity.h" +#include "input.h" +#include "ppu/ppu.h" #define HH_DEMO_BALL_COUNT 1 hh_s_ppu_loc_fam_entry g_hh_demo_balls[HH_DEMO_BALL_COUNT]; hh_s_entity_player g_hh_player_1 = { - .pos_x = 31000, //0b0000 0001 0011 0110 - .pos_y = 21000, - .radius = 8, - .speed = 1, + .pos_x = 31000, // 0b0000 0001 0011 0110 + .pos_y = 21000, + .radius = 8, + .speed = 1, .direction_x = 1, - .rotation = 8, - .in_air = false, + .rotation = 8, + .in_air = false, }; -void playerMovement(); +void hh_player_movement(); -uint16_t pos_x; //0b0000 0001 0011 0110 -uint16_t pos_y; -uint8_t left = 0; -uint8_t right = 0; -uint8_t up = 0; -uint8_t down = 0; -uint8_t pos_x_bit[2]; -uint8_t pos_y_bit[2]; -uint8_t data_send[3]; -int tileX; -int tileY; +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; void hh_demo_setup() { // load sprites @@ -38,55 +38,54 @@ void hh_demo_setup() { 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}); + 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, - }); + 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}); + 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; + 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; } } void hh_demo_loop(unsigned long frame) { - playerMovement(); + hh_player_movement(); + + // adjust map size + g_hh_pos_x = g_hh_player_1.pos_x / 100; + g_hh_pos_y = g_hh_player_1.pos_y / 100; - //adjust map size - pos_x = g_hh_player_1.pos_x / 100; - pos_y = g_hh_player_1.pos_y / 100; - // input testing (no hitbox stuff) // pos_x += (-1 * g_hh_controller_p1.dpad_left) + (1 * g_hh_controller_p1.dpad_right); // -1 = L || 1 == R // pos_y += (-1 * g_hh_controller_p1.dpad_up) + (1 * g_hh_controller_p1.dpad_down); // -1 = D || 1 == U // update player sprite on ppu - g_hh_demo_balls[0].position_x = pos_x; - g_hh_demo_balls[0].position_y = pos_y; + g_hh_demo_balls[0].position_x = g_hh_pos_x; + g_hh_demo_balls[0].position_y = g_hh_pos_y; hh_ppu_update_foreground(0, g_hh_demo_balls[0]); - // set background pattern position - hh_ppu_update_aux((hh_s_ppu_loc_aux) { + 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, + .fg_fetch = 0, + .sysreset = 0, }); } @@ -95,91 +94,77 @@ void hh_demo_loop(unsigned long frame) { // 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 playerMovement() { +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_down) + (1 * g_hh_controller_p1.dpad_up); // -1 = D || 1 == U - uint8_t i,j; + 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 + // 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++; + rotation++; } } - //direction calc - if(directionX != 0) //update direction if player is not idle + // direction calc + if (directionX != 0) // update direction if player is not idle { g_hh_player_1.direction_x = directionX; } - //collision map x-axis + // collision map x-axis - //tile calc including radius and direction for background coliision + // tile calc including radius and direction for background coliision uint16_t tileColX; - uint16_t tileColY = ( g_hh_player_1.pos_y / 100) / 16; ; + 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 ) / 20; - modTileX = ( g_hh_player_1.pos_x + ( 100 * g_hh_player_1.radius ) ) % 2000; + 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; + } 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; } - 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; + + 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 } - if(HH_DEMO_HITBOX_TILEMAP[tileColY][tileColX + directionX] != 1) - { + 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(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 + } else // if in air different all borders have to be checked { - } - //collision map floor (y-axis) (falling) - // if falling no jump press (implement) + // 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; @@ -189,10 +174,5 @@ void playerMovement() { //playerStat = falling; //for later use of graphics/sound } */ - //else if(HH_DEMO_HITBOX_TILEMAP[]) - - - - - + // else if(HH_DEMO_HITBOX_TILEMAP[]) } |