diff options
Diffstat (limited to 'src/demo.c')
-rw-r--r-- | src/demo.c | 217 |
1 files changed, 77 insertions, 140 deletions
@@ -1,26 +1,31 @@ #include <math.h> #include "demo.h" -#include "entity.h" #include "input.h" +#include "entity.h" #include "ppu/ppu.h" -#define HH_DEMO_BALL_COUNT 1 -hh_s_ppu_loc_fam_entry g_hh_demo_balls[HH_DEMO_BALL_COUNT]; +#include "engine/maths.h" +#include "engine/camera.h" +#include "engine/entity.h" +#include "engine/draw_screen.h" +#include "engine/player_controller.h" +#include "engine/sprite_controller.h" +#include "GameLoop/startingScreen.h" + + +typedef enum { + hh_e_STATE_startingScreen, + hh_e_STATE_Shop, + hh_e_STATE_Gameplay, + hh_e_STATE_GameOver, + hh_e_STATE_HighScore +} hh_e_GameState; +hh_e_GameState hh_gameStates; -hh_s_entity_player g_hh_player_1 = { - .pos_x = 31000, // 0b0000 0001 0011 0110 - .pos_y = 21000, - .radius = 8, - .speed = 1, - .direction_x = 1, - .rotation = 8, - .in_air = false, -}; -void hh_player_movement(); -uint16_t g_hh_pos_x; // 0b0000 0001 0011 0110 +uint16_t g_hh_pos_x = 1000; // 0b0000 0001 0011 0110 uint16_t g_hh_pos_y; uint8_t g_hh_left = 0; uint8_t g_hh_right = 0; @@ -29,64 +34,67 @@ uint8_t g_hh_down = 0; uint8_t g_hh_pos_x_bit[2]; uint8_t g_hh_pos_y_bit[2]; uint8_t g_hh_data_send[3]; -int g_hh_tile_x; +int g_hh_tile_size = 8; int g_hh_tile_y; +typedef struct { + vec2 pos; + uint8_t idx; +}hh_s_tiles; + + +hh_entity hh_g_player, hh_g_player_new; void hh_demo_setup() { - // load sprites - hh_ppu_update_sprite(0, HH_DBG_SPRITE_BALL); - hh_ppu_update_sprite(1, HH_DBG_SPRITE_CHECKERBOARD); - - // background pattern - hh_ppu_update_color(0, 1, (hh_ppu_rgb_color_t){0x4, 0x4, 0x4}); - for (unsigned i = 0; i < HH_PPU_BG_CANVAS_TILES_H * HH_PPU_BG_CANVAS_TILES_V; i++) { - hh_ppu_update_background(i, (hh_s_ppu_loc_bam_entry){ - .horizontal_flip = false, - .vertical_flip = false, - .palette_index = 0, - .tilemap_index = 1, - }); - } - // cool colors - hh_ppu_update_color(1, 1, (hh_ppu_rgb_color_t){0xf, 0x0, 0xf}); - hh_ppu_update_color(2, 1, (hh_ppu_rgb_color_t){0xf, 0xf, 0xf}); - hh_ppu_update_color(3, 1, (hh_ppu_rgb_color_t){0xf, 0x0, 0x0}); - hh_ppu_update_color(4, 1, (hh_ppu_rgb_color_t){0x0, 0xf, 0xf}); - hh_ppu_update_color(5, 1, (hh_ppu_rgb_color_t){0x0, 0x0, 0xf}); - - // balls - for (unsigned i = 0; i < HH_DEMO_BALL_COUNT; i++) { - g_hh_demo_balls[i].horizontal_flip = false; - g_hh_demo_balls[i].vertical_flip = false; - g_hh_demo_balls[i].palette_index = i + 1; - g_hh_demo_balls[i].tilemap_index = 0; - } + hh_setup_palettes(); + // hh_setup_screen(); + + } 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) - // 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; - g_hh_demo_balls[0].position_y = g_hh_pos_y; - hh_ppu_update_foreground(0, g_hh_demo_balls[0]); - - // set background pattern position - hh_ppu_update_aux((hh_s_ppu_loc_aux){ - .bg_shift_x = (frame / 2) % HH_PPU_SPRITE_WIDTH, - .bg_shift_y = (frame / 8) % HH_PPU_SPRITE_HEIGHT, - .fg_fetch = 0, - .sysreset = 0, - }); + + + switch (hh_gameStates) + { + case hh_e_STATE_startingScreen: + bool ret = hh_show_startingScreen(); + if(ret){ + hh_gameStates = hh_e_STATE_Shop; + } + break; + case hh_e_STATE_Shop: + // TODO: + // if(hh_show_Shop()){ + hh_clear_screen(); + hh_clear_sprite(); + hh_setup_screen(); + hh_clear_sprite(); + hh_gameStates = hh_e_STATE_Gameplay; + // } + // function: new level is chosen goto level + break; + case hh_e_STATE_Gameplay: + hh_player_actions(); + + // TODO: + // function: if level complete goto shop + // function: if player is dead goto game over + break; + case hh_e_STATE_GameOver: + // TODO: + // function: show game over screen + // function: after time goto high score + break; + case hh_e_STATE_HighScore: + // TODO: + // fucntion: show all previously scored points + // function: button pressed goto starting screen + break; + default: + hh_gameStates = hh_e_STATE_startingScreen; + break; + } } // void sendData(uint8_t address, uint16_t data) { @@ -100,79 +108,8 @@ void hh_demo_loop(unsigned long frame) { // HAL_GPIO_WritePin(GPIOA, GPIO_PIN_9, GPIO_PIN_SET); // } -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 - - uint8_t i, j; - uint8_t rotation = 0; // 0-7 - - // rotation calc - for (i = -1; i < 2; i++) { - for (j = -1; j < 2; j++) { - if (directionX == i) { - if (directionY == j) { - if (i != 0 && j != 0) // dont update when player idle - { - g_hh_player_1.rotation = rotation; - } - } - } - rotation++; - } - } - // direction calc - if (directionX != 0) // update direction if player is not idle - { - g_hh_player_1.direction_x = directionX; - } - // collision map x-axis - - // tile calc including radius and direction for background coliision - - uint16_t tileColX; - 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) / 20; - modTileX = (g_hh_player_1.pos_x + (100 * g_hh_player_1.radius)) % 2000; - } 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; - } - - 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 + directionX] == 1) { - if (modTileX < g_hh_player_1.speed) { - g_hh_player_1.pos_x = g_hh_player_1.pos_x + (directionX * modTileX); // NEW x set - } else { - g_hh_player_1.pos_x = g_hh_player_1.pos_x + (directionX * g_hh_player_1.speed); // NEW x set - } - } - - } else // if in air different all borders have to be checked - { - } - // 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 - } - */ - // else if(HH_DEMO_HITBOX_TILEMAP[]) -} + + + + |