diff options
author | Flenk008 <frenk_0_0@hotmail.com> | 2023-03-11 20:56:26 +0100 |
---|---|---|
committer | Flenk008 <frenk_0_0@hotmail.com> | 2023-03-11 20:56:26 +0100 |
commit | c12ff10740927c6040c83b3399ad35e94117131c (patch) | |
tree | 6b72ba187f57f13d61e2ed3683d8e7601527382f /src | |
parent | b707ac24673ec20aa04fcd8dc1c022d36bc3a49a (diff) |
Fixed movement
Adjusted movement speed otherwise wouldnt show any movement. Also changed input testing lines so it does work
Diffstat (limited to 'src')
-rw-r--r-- | src/demo.c | 26 |
1 files changed, 17 insertions, 9 deletions
@@ -12,7 +12,7 @@ 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, @@ -66,14 +66,17 @@ void hh_demo_setup() { void hh_demo_loop(unsigned long frame) { hh_player_movement(); + // input testing (no hitbox stuff) + // g_hh_player_1.pos_x += ((-1 * g_hh_controller_p1.dpad_left) + (1 * g_hh_controller_p1.dpad_right)) * g_hh_player_1.speed; // -1 = L || 1 == R + // g_hh_player_1.pos_y += ((-1 * g_hh_controller_p1.dpad_up) + (1 * g_hh_controller_p1.dpad_down)) * g_hh_player_1.speed; // -1 = D || 1 == U + // 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; - // 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 = g_hh_pos_x; @@ -102,7 +105,7 @@ 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 @@ -140,11 +143,11 @@ 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) { @@ -163,6 +166,11 @@ 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) /* |