diff options
Diffstat (limited to 'src/demo.c')
-rw-r--r-- | src/demo.c | 208 |
1 files changed, 43 insertions, 165 deletions
@@ -5,36 +5,21 @@ #include "input.h" #include "ppu/ppu.h" -#define HH_DEMO_BALL_COUNT 2 +#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 = 11000, - .pos_y = 5000, - .radius = 4, + .pos_x = 31000, // 0b0000 0001 0011 0110 + .pos_y = 21000, + .radius = 8, .speed = 100, - .air_speed = 80, .direction_x = 1, - .accelY = 0, .rotation = 8, .in_air = false, }; -hh_s_entity_enemy g_hh_enemy_1 = { - .pos_x = 16000, - .pos_y = 20000, - .radius = 4, - .speed = 100, - .direction_x = 1, - .accelY = 0, - .in_air = false, -}; - void hh_player_movement(); -int hh_background_collision_x(hh_s_entity_player tempEntity); -hh_s_entity_player hh_background_collision_y_player(hh_s_entity_player tempEntity); - uint16_t g_hh_pos_x; // 0b0000 0001 0011 0110 uint16_t g_hh_pos_y; uint8_t g_hh_left = 0; @@ -83,7 +68,7 @@ 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 + // 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 @@ -91,14 +76,12 @@ void hh_demo_loop(unsigned long frame) { g_hh_pos_y = g_hh_player_1.pos_y / 100; + + // update player sprite on ppu g_hh_demo_balls[0].position_x = g_hh_pos_x; g_hh_demo_balls[0].position_y = g_hh_pos_y; - - g_hh_demo_balls[1].position_x = 220; - g_hh_demo_balls[1].position_y = 220; hh_ppu_update_foreground(0, g_hh_demo_balls[0]); - hh_ppu_update_foreground(1, g_hh_demo_balls[1]); // set background pattern position hh_ppu_update_aux((hh_s_ppu_loc_aux){ @@ -124,12 +107,6 @@ 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_up) + (1 * g_hh_controller_p1.dpad_down); // -1 = D || 1 == U - if(g_hh_controller_p1.button_primary == 1 && g_hh_player_1.accelY == 0 && g_hh_player_1.in_air == false) - { - g_hh_player_1.accelY = 25; - } - - uint8_t i, j; uint8_t rotation = 0; // 0-7 @@ -147,162 +124,63 @@ void hh_player_movement() { rotation++; } } - // X-axis calc - if (directionX != 0) // update direction and position if player is not idle + // direction calc + if (directionX != 0) // update direction if player is not idle { g_hh_player_1.direction_x = directionX; - g_hh_player_1.pos_x = hh_background_collision_x(g_hh_player_1); } + // collision map x-axis - - g_hh_player_1 = hh_background_collision_y_player(g_hh_player_1); - -} - - -int hh_background_collision_x(hh_s_entity_player tempEntity){ // tile calc including radius and direction for background coliision uint16_t tileColX; - uint16_t tileColY = (tempEntity.pos_y / 100) / 8; + 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) / 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) / 16; + modTileX = (g_hh_player_1.pos_x - (100 * g_hh_player_1.radius)) % 1600; + } - - - if (tempEntity.direction_x == 1) { - tileColX = ((tempEntity.pos_x / 100) + tempEntity.radius) / 8; - modTileX = 800 -((tempEntity.pos_x + (100 * tempEntity.radius)) % 800); - } else if (tempEntity.direction_x == -1) { - tileColX = ((tempEntity.pos_x / 100) - tempEntity.radius )/ 8; - modTileX = (tempEntity.pos_x - (100 * tempEntity.radius)) % 800; - } - - tileColY = (( tempEntity.pos_y / 100) + tempEntity.radius) / 8; //bottom of player box - - if (HH_DEMO_HITBOX_TILEMAP[tileColY][tileColX + tempEntity.direction_x] != 1) { - tileColY = (( tempEntity.pos_y / 100) - tempEntity.radius) / 8; //bottom of player box - if (HH_DEMO_HITBOX_TILEMAP[tileColY][tileColX + tempEntity.direction_x] != 1) { - if(tempEntity.in_air== true){ - tempEntity.pos_x= tempEntity.pos_x + (tempEntity.direction_x * tempEntity.air_speed); // 80% of max speed if in air - } else { - tempEntity.pos_x= tempEntity.pos_x + (tempEntity.direction_x * tempEntity.speed); // 80% of max speed if in air - } - } else { - if(tempEntity.in_air == true){ - if (modTileX < tempEntity.air_speed) { - tempEntity.pos_x = tempEntity.pos_x + (tempEntity.direction_x * modTileX); // NEW x set - } else { - tempEntity.pos_x= tempEntity.pos_x + (tempEntity.direction_x * tempEntity.air_speed); // - } - } else { - if (modTileX < g_hh_player_1.speed) { - tempEntity.pos_x= tempEntity.pos_x + (tempEntity.direction_x * modTileX); // NEW x set - } else { - tempEntity.pos_x = tempEntity.pos_x + (tempEntity.direction_x * tempEntity.speed); // - } - } + 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 } - } else if (HH_DEMO_HITBOX_TILEMAP[tileColY][tileColX + tempEntity.direction_x] == 1) { - if(tempEntity.in_air == true){ - if (modTileX < tempEntity.air_speed) { - tempEntity.pos_x = tempEntity.pos_x + (tempEntity.direction_x * modTileX); // NEW x set - } else { - tempEntity.pos_x = tempEntity.pos_x + (tempEntity.direction_x * tempEntity.air_speed); // - } - } else { + + else if (HH_DEMO_HITBOX_TILEMAP[tileColY][tileColX + directionX] == 1) { if (modTileX < g_hh_player_1.speed) { - tempEntity.pos_x = tempEntity.pos_x + (tempEntity.direction_x * modTileX); // NEW x set + g_hh_player_1.pos_x = g_hh_player_1.pos_x + (directionX * modTileX); // NEW x set } else { - tempEntity.pos_x= tempEntity.pos_x + (tempEntity.direction_x * tempEntity.speed); // + g_hh_player_1.pos_x = g_hh_player_1.pos_x + (directionX * g_hh_player_1.speed); // NEW x set } } - } - - - return tempEntity.pos_x; - -} - -hh_s_entity_player hh_background_collision_y_player(hh_s_entity_player tempEntity){ - - uint16_t tileColX; - uint16_t tileColY; - - - // remaining space between grid and exact - uint8_t modTileY; - if(g_hh_controller_p1.button_primary == 1 && tempEntity.accelY == 0 && tempEntity.in_air == false) + } else // if in air different all borders have to be checked { -// tempEntity.accelY = 25; } - - tileColY = (( tempEntity.pos_y / 100) + tempEntity.radius) / 8; //bottom of player box - tileColX = ((tempEntity.pos_x / 100) + tempEntity.radius) / 8; //right of player - modTileY = ((tempEntity.pos_y + (100 * tempEntity.radius)) % 800); //bottom of box - //rework arfter jumping - if(tempEntity.accelY <= 0){ //falling - if(HH_DEMO_HITBOX_TILEMAP[tileColY+1][tileColX] != 1) {//check bottom right first - tileColX = ((tempEntity.pos_x / 100) - tempEntity.radius) / 8; - if(HH_DEMO_HITBOX_TILEMAP[tileColY+1][tileColX] != 1) { - tempEntity.in_air = true; - tempEntity.pos_y = tempEntity.pos_y - (tempEntity.accelY * 8) ;// NEW y set - if (tempEntity.accelY > -35){ - tempEntity.accelY--; - } - } - else { - if(modTileY < tempEntity.accelY * -8) { - tempEntity.pos_y = tempEntity.pos_y + (modTileY) ;// NEW y set - } else { - tempEntity.pos_y = tempEntity.pos_y - (tempEntity.accelY * 8) ;// NEW y set - } - tempEntity.in_air = false; - tempEntity.accelY = 0; - } - } - else { - if(modTileY < tempEntity.accelY * -8) { - tempEntity.pos_y = tempEntity.pos_y + (modTileY) ;// NEW y set - } else { - tempEntity.pos_y = tempEntity.pos_y - (tempEntity.accelY * 8) ;// NEW y set - } - tempEntity.in_air = false; - tempEntity.accelY = 0; - } + + 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 } - else{ //jumping - tileColY = (( tempEntity.pos_y / 100) - tempEntity.radius) / 8; //top of player box - modTileY = 800 -((tempEntity.pos_y + (100 * tempEntity.radius)) % 800); //top of box - if(HH_DEMO_HITBOX_TILEMAP[tileColY-1][tileColX] != 1) {//check bottom right first - tileColX = ((tempEntity.pos_x / 100) - tempEntity.radius) / 8; - if(HH_DEMO_HITBOX_TILEMAP[tileColY-1][tileColX] != 1) { - tempEntity.pos_y = tempEntity.pos_y - (tempEntity.accelY * 8) ;// NEW y set - tempEntity.in_air = true; - tempEntity.accelY--; - } else { - if(modTileY < tempEntity.accelY * -8) { - tempEntity.pos_y = tempEntity.pos_y - (modTileY) ;// NEW y set - } else { - tempEntity.pos_y = tempEntity.pos_y - (tempEntity.accelY * 8) ; - } - tempEntity.accelY = 0; - } - } - else { - if(modTileY < tempEntity.accelY * -8) { - tempEntity.pos_y = tempEntity.pos_y - (modTileY) ;// NEW y set //makew var gravity - } else { - tempEntity.pos_y = tempEntity.pos_y - (tempEntity.accelY * 8) ;// NEW y set //makew var gravity - } - tempEntity.accelY = 0; - } - + // 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; + if(HH_DEMO_HITBOX_TILEMAP[tileColY+1][tileColX] != 1) //rework after jumping + { + g_hh_player_1.pos_y = g_hh_player_1.pos_y + 5 ;// NEW y set //makew var gravity + //playerStat = falling; //for later use of graphics/sound } - - return tempEntity; + */ + // else if(HH_DEMO_HITBOX_TILEMAP[]) } |