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-rw-r--r--src/demo.c21
1 files changed, 13 insertions, 8 deletions
diff --git a/src/demo.c b/src/demo.c
index 58cb461..8f7f71d 100644
--- a/src/demo.c
+++ b/src/demo.c
@@ -19,7 +19,7 @@ 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,
@@ -99,12 +99,14 @@ void hh_demo_setup() {
}
void hh_demo_loop(unsigned long frame) {
+
// 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;
+
// input testing (no hitbox stuff)
// g_hh_pos_x += (-1 * g_hh_controller_p1.dpad_left) + (1 * g_hh_controller_p1.dpad_right); // -1 = L || 1 == R
// g_hh_pos_y += (-1 * g_hh_controller_p1.dpad_up) + (1 * g_hh_controller_p1.dpad_down); // -1 = D || 1 == U
@@ -145,8 +147,6 @@ void hh_demo_loop(unsigned long frame) {
};
-
-
// const uint8_t empty = 0;
// hh_s_tiles tiles[9];
// const vec2 tile_offset[9] = {
@@ -263,7 +263,7 @@ 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
@@ -301,11 +301,11 @@ 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) {
@@ -324,6 +324,11 @@ 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)
/*