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-rw-r--r--src/demo.c208
1 files changed, 43 insertions, 165 deletions
diff --git a/src/demo.c b/src/demo.c
index f5d2e71..baaf73d 100644
--- a/src/demo.c
+++ b/src/demo.c
@@ -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[])
}