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authorUnavailableDev <ggwildplay@gmail.com>2023-04-03 10:09:40 +0200
committerUnavailableDev <ggwildplay@gmail.com>2023-04-03 10:09:40 +0200
commit05504df10934cac60b774fb10e86593ec3897510 (patch)
tree89a418bb7477904f394e460d5e661c3047117030 /src/engine/player_controller.c
parent54c3e1139e3e0e328f7ce3e8a2a61b0bf530a772 (diff)
parent0a014f39c375c0cf28de70ebaab6cb0a5266f3c2 (diff)
Merge branch 'dev' of https://github.com/UnavailableDev/avans-arcade into dev
Diffstat (limited to 'src/engine/player_controller.c')
-rw-r--r--src/engine/player_controller.c252
1 files changed, 252 insertions, 0 deletions
diff --git a/src/engine/player_controller.c b/src/engine/player_controller.c
new file mode 100644
index 0000000..647b00c
--- /dev/null
+++ b/src/engine/player_controller.c
@@ -0,0 +1,252 @@
+#include "ppu/types.h"
+#include "engine/camera.h"
+#include "engine/draw_screen.h"
+#include "engine/sprite_controller.h"
+#include "engine/player_controller.h"
+
+#include "input.h"
+
+#include "engine/bullet.h"
+void hh_player_actions() {
+ static Bullet bullet ={
+ .isActive=false,
+ };
+ static hh_entity player={
+ .hp = 4,
+ .speed = 6,
+ .is_grounded = false,
+ .is_hit = false,
+ .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,
+ }
+ }
+ }, player_new = {0};
+
+
+ static hh_entity enemy={
+ .hp = 4,
+ .speed = 6,
+ .is_grounded = false,
+ .is_hit = false,
+ .radius = 8,
+ .pos = (vec2){128,48},
+ .vel = (vec2){0,0},
+ .vec = (vec2){0,0},
+ .render = {
+ .frame0 = 20,
+ .palette = 7,
+ .fam = (hh_s_ppu_loc_fam_entry){
+ .horizontal_flip = false,
+ .vertical_flip = false,
+ .palette_index = 7,
+ .tilemap_index = 1,
+ }
+ }
+ };
+ player_new = player;
+ // hh_input_read();
+ static uint8_t hit = 0;
+ int8_t hit_timer = 0;
+ int8_t direction_x = (-1 * g_hh_controller_p1.dpad_left) + (1 * g_hh_controller_p1.dpad_right);
+ int8_t direction_y = (-1 * g_hh_controller_p1.dpad_up) + (1 * g_hh_controller_p1.dpad_down);
+
+ if(player.is_hit == true){
+ hit_timer = 9;
+ player.is_hit = false;
+ }
+ if(hit_timer > -10){
+ hit_timer--;
+ }
+
+ if(hit_timer <= 0){
+ if(direction_x != 0){
+ if(player.vel.x > -1 * player.speed && player.vel.x < player.speed) {
+ player.vel.x = player.vel.x + direction_x;
+ } else {
+ if (player.vel.x > 0) {
+ player.vel.x--;
+ } else if(player.vel.x < 0) {
+ player.vel.x++;
+ }
+ }
+ } else {
+ if (player.vel.x > 0) {
+ player.vel.x--;
+ } else if(player.vel.x < 0) {
+ player.vel.x++;
+ }
+ }
+
+ /* // movement Y (w-s) disable gravity to use this
+ if(direction_y != 0){
+ if(player.vel.y > -4 && player.vel.y < 4 ) {
+ player.vel.y = player.vel.y + direction_y;
+ }
+ } else {
+ if (player.vel.y > 0) {
+ player.vel.y--;
+ } else if(player.vel.y < 0) {
+ player.vel.y++;
+ }
+ }
+
+ */
+ } else {
+ if (player.vel.x > 0) {
+ player.vel.x--;
+ } else if(player.vel.x < 0) {
+ player.vel.x++;
+ }
+ player.vel.y++;
+ }
+
+
+ if (g_hh_controller_p1.button_primary && player.is_grounded == true) {//JUMP
+ player.vel.y = -10;
+ player.is_grounded = false;
+ } else if (player.vel.y < 6){
+ player.vel.y += 1; //gravity
+ }
+
+ if(g_hh_controller_p1.button_secondary==true){
+ shootBullet(player.pos,&bullet);
+ }
+ updateBullet(&bullet,5);
+
+
+
+/*
+ player.vel = (vec2){.x = (-1 * g_hh_controller_p1.dpad_left) + (1 * g_hh_controller_p1.dpad_right),
+ .y = (-1 * g_hh_controller_p1.dpad_up) + (1 * g_hh_controller_p1.dpad_down) };
+
+ player_new.vel = (vec2){
+ .x = player.vel.x,
+ .y = player.vel.y,
+ };
+*/
+
+ player_new.vel = (vec2){
+ .x = player.vel.x,
+ .y = player.vel.y,
+ };
+
+ 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);
+ // player.vel.x = CLAMP(player.vel.x,-32,32);
+
+ player_new.pos = (vec2){
+ .x = player.pos.x + player_new.vel.x,
+ .y = player.pos.y + player_new.vel.y,
+ };
+
+
+
+ // 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 = 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_draw_screen(cam_pos);
+ // 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);
+
+ 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);
+
+ 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.horizontal_flip = !(player.vel.x>0);
+ hh_ppu_update_foreground(i,temp);
+ }
+
+
+
+ hh_ppu_update_foreground(4, enemy.render.fam);
+
+}
+
+
+