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-rw-r--r--src/engine/animator.c35
-rw-r--r--src/engine/animator.h5
-rw-r--r--src/engine/entity.c12
-rw-r--r--src/engine/maths.h1
-rw-r--r--src/engine/player_controller.c45
5 files changed, 69 insertions, 29 deletions
diff --git a/src/engine/animator.c b/src/engine/animator.c
index 887493c..58c50d8 100644
--- a/src/engine/animator.c
+++ b/src/engine/animator.c
@@ -1,6 +1,8 @@
#include "engine/animator.h"
#include "engine/entity.h"
#include "engine/maths.h"
+#include "ppu/consts.h"
+#include "ppu/ppu.h"
#define hh_white_palette 6
@@ -13,7 +15,7 @@ void hh_animate_hit(hh_s_rendering* in, bool hit) {
}
}
-void hh_animate(hh_s_rendering* in, hh_idx_t start, hh_idx_t end, uint8_t step) {
+void hh_animate(hh_s_rendering* in, uint16_t start, uint16_t end, uint8_t step) {
if (in->fam.palette_index >= start && in->fam.palette_index < end) {
in->fam.palette_index += step;
} else {// rollover
@@ -21,7 +23,32 @@ void hh_animate(hh_s_rendering* in, hh_idx_t start, hh_idx_t end, uint8_t step)
}
}
-void hh_update_sprite(hh_entity* in) {
- hh_animate_hit(&in->render, in->is_hit);
-
+uint16_t hh_update_sprite(uint16_t idx, hh_entity* in, vec_cor cam) {
+ hh_animate_hit(&in->render, in->is_hit);
+ hh_s_ppu_loc_fam_entry temp = in->render.fam;
+ for (int y = 0; y < CEILI(in->size.y,16); y++) {
+ temp.position_y = CLAMP(in->pos.y - cam.y + y*HH_PPU_SPRITE_HEIGHT, -16, HH_PPU_SCREEN_HEIGHT);
+ for (int x = 0; x < CEILI(in->size.x,16); x++) {
+ temp.position_x = CLAMP(in->pos.x - cam.x + x*HH_PPU_SPRITE_WIDTH, -16, HH_PPU_SCREEN_WIDTH);
+ hh_ppu_update_foreground(++idx, temp);
+ temp.tilemap_index++;
+ }
+ }
+ return idx;
}
+
+
+// void hh_update_sprite(hh_entity* in, vec_cor cam) {
+// hh_animate_hit(&in->render, in->is_hit);
+// // uint16_t idx = in->render.ppu_foreground_index;
+// uint16_t idx = 0;
+// hh_s_ppu_loc_fam_entry temp = in->render.fam;
+// for (int y = 0; y < CEILI(in->size.y,16); y++) {
+// temp.position_y = CLAMP(in->pos.y - cam.y + y*HH_PPU_SPRITE_HEIGHT, -16, HH_PPU_SCREEN_HEIGHT);
+// for (int x = 0; x < CEILI(in->size.x,16); x++) {
+// temp.position_x = CLAMP(in->pos.x - cam.x + x*HH_PPU_SPRITE_WIDTH, -16, HH_PPU_SCREEN_WIDTH);
+// hh_ppu_update_foreground(idx++, temp);
+// temp.tilemap_index++;
+// }
+// }
+// }
diff --git a/src/engine/animator.h b/src/engine/animator.h
index 3b015a6..10fa321 100644
--- a/src/engine/animator.h
+++ b/src/engine/animator.h
@@ -8,8 +8,7 @@
/** @brief flashes sprite white, also needs to be called next frame */
void hh_animate_hit(hh_s_rendering*, bool hit);
/** @brief updates current animation frame */
-void hh_animate(hh_s_rendering*, hh_idx_t start, hh_idx_t end, uint8_t step);
+void hh_animate(hh_s_rendering*, uint16_t start, uint16_t end, uint8_t step);
/** @brief passively updates sprite*/
-void hh_update_sprite(hh_entity* in);
-
+uint16_t hh_update_sprite(uint16_t idx, hh_entity* in, vec_cor cam);
diff --git a/src/engine/entity.c b/src/engine/entity.c
index b374f8c..58b62c9 100644
--- a/src/engine/entity.c
+++ b/src/engine/entity.c
@@ -50,13 +50,13 @@ hh_entity hh_background_collision (hh_entity temp_old_entity,hh_entity temp_new_
// solves x collision
if (temp_old_entity.vel.x <= 0) {
if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_old_entity.pos.y + 0})) ||
- hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_old_entity.pos.y + 15}))) {
+ hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_old_entity.pos.y + (temp_old_entity.size.y-1)}))) {
temp_new_entity.pos.x = (temp_new_entity.pos.x & ~15) + 16,
temp_new_entity.vel.x = 0;
}
} else {
- if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 16, .y=temp_old_entity.pos.y + 0})) ||
- hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 16, .y=temp_old_entity.pos.y + 15}))) {
+ if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + temp_old_entity.size.x, .y=temp_old_entity.pos.y + 0})) ||
+ hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + temp_old_entity.size.x, .y=temp_old_entity.pos.y + (temp_old_entity.size.y-1)}))) {
temp_new_entity.pos.x = temp_new_entity.pos.x & ~15, // <-- magic comma, NOT TOUCHY
temp_new_entity.vel.x = 0;
}
@@ -65,13 +65,13 @@ hh_entity hh_background_collision (hh_entity temp_old_entity,hh_entity temp_new_
//solves y collision
if (temp_old_entity.vel.y <= 0) {
if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_new_entity.pos.y + 0})) ||
- hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 15, .y=temp_new_entity.pos.y + 0}))) {
+ hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + (temp_new_entity.size.x-1), .y=temp_new_entity.pos.y + 0}))) {
temp_new_entity.pos.y = (temp_new_entity.pos.y & ~15) + 16,
temp_new_entity.vel.y = 0;
}
} else {
- if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_new_entity.pos.y + 15})) ||
- hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 15, .y=temp_new_entity.pos.y + 15}))) {
+ if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_new_entity.pos.y + (temp_new_entity.size.y-1)})) ||
+ hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + (temp_new_entity.size.x-1), .y=temp_new_entity.pos.y + (temp_new_entity.size.y-1)}))) {
temp_new_entity.pos.y = temp_new_entity.pos.y & ~15,
temp_new_entity.vel.y = 0;
temp_new_entity.is_grounded = true;
diff --git a/src/engine/maths.h b/src/engine/maths.h
index bef287e..6f66042 100644
--- a/src/engine/maths.h
+++ b/src/engine/maths.h
@@ -20,3 +20,4 @@ vec_cor vec_cor2cen(vec_cen in, vec2 halfDistance);
#define MIN(a,b) (((a)<(b))?(a):(b))
#define MAX(a,b) (((a)>(b))?(a):(b))
#define CLAMP(N,LOWER,UPPER) (MIN(MAX(LOWER, N), UPPER))
+#define CEILI(numerator, denominator) (numerator / denominator + (numerator % denominator != 0))
diff --git a/src/engine/player_controller.c b/src/engine/player_controller.c
index 5027655..7d2847e 100644
--- a/src/engine/player_controller.c
+++ b/src/engine/player_controller.c
@@ -17,11 +17,13 @@ void hh_player_actions() {
.is_grounded = false,
.is_hit = false,
.radius = 8,
- .pos = (vec2){32,32},
+ .pos = (vec2){128+16,32},
.vel = (vec2){0,0},
+ .size = (vec2){32,32},
.render = {
.frame0 = 80,
.palette = 3,
+ .ppu_foreground_index = 0,
.fam = (hh_s_ppu_loc_fam_entry){
.horizontal_flip = false,
.vertical_flip = false,
@@ -40,9 +42,11 @@ void hh_player_actions() {
.radius = 8,
.pos = (vec2){128,48},
.vel = (vec2){0,0},
+ .size = (vec2){16,16},
.render = {
.frame0 = 20,
.palette = 7,
+ .ppu_foreground_index = 16,
.fam = (hh_s_ppu_loc_fam_entry){
.horizontal_flip = false,
.vertical_flip = false,
@@ -155,28 +159,37 @@ void hh_player_actions() {
vec_cor cam_pos;//value in tiles
cam_pos = hh_update_camera(player.pos,(vec2){0,0},(vec2){.x=20*16,.y=30*16});//TODO: remove magic number(s)
- hh_update_sprite(&player);
+ uint16_t idx = 16;
+ idx = hh_update_sprite(idx, &player, cam_pos);
+ idx = hh_update_sprite(idx, &enemy, cam_pos);
hh_draw_screen(cam_pos);
+ idx =16;
+
// TODO: make this a function call
// 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);
+ // 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);
- enemy.render.fam.position_x = (enemy.pos.x-cam_pos.x);
- enemy.render.fam.position_y = (enemy.pos.y-cam_pos.y);
// TODO: make this loop a function call
- 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.fam.tilemap_index + i;
- temp.palette_index = player.render.fam.palette_index;
- temp.horizontal_flip = !(player.vel.x>0);
- hh_ppu_update_foreground(i,temp);
- }
+ // 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.fam.tilemap_index + i;
+ // temp.horizontal_flip = !(player.vel.x>0);
+ // hh_ppu_update_foreground(i,temp);
+
+ // // hh_s_ppu_loc_fam_entry temp = {
+ // // .position_x = player.render.fam.position_x+(!(player.vel.x>0)?-1:1)*(i%2?8:-8)
+ // // };
+
+ // }
hh_ppu_update_foreground(4, enemy.render.fam);