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-rw-r--r--src/demo.c153
1 files changed, 148 insertions, 5 deletions
diff --git a/src/demo.c b/src/demo.c
index 019750a..c4e4d7a 100644
--- a/src/demo.c
+++ b/src/demo.c
@@ -2,10 +2,36 @@
#include "demo.h"
#include "ppu/ppu.h"
+#include "input.h"
+#include "entity.h"
-#define HH_DEMO_BALL_COUNT 5
+#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 = 31000, //0b0000 0001 0011 0110
+ .pos_y = 21000,
+ .radius = 8,
+ .speed = 1,
+ .direction_x = 1,
+ .rotation = 8,
+ .in_air = false,
+};
+
+void playerMovement();
+
+uint16_t pos_x; //0b0000 0001 0011 0110
+uint16_t pos_y;
+uint8_t left = 0;
+uint8_t right = 0;
+uint8_t up = 0;
+uint8_t down = 0;
+uint8_t pos_x_bit[2];
+uint8_t pos_y_bit[2];
+uint8_t data_send[3];
+int tileX;
+int tileY;
+
void hh_demo_setup() {
// load sprites
hh_ppu_update_sprite(0, HH_DBG_SPRITE_BALL);
@@ -39,6 +65,22 @@ void hh_demo_setup() {
}
void hh_demo_loop(unsigned long frame) {
+ playerMovement();
+
+ //adjust map size
+ pos_x = g_hh_player_1.pos_x / 100;
+ 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 = pos_x;
+ g_hh_demo_balls[0].position_y = 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,
@@ -46,10 +88,111 @@ void hh_demo_loop(unsigned long frame) {
.fg_fetch = 0,
.sysreset = 0,
});
+}
+
+// void sendData(uint8_t address, uint16_t data) {
+// uint8_t bitData[3];
+// bitData[2] = data & 0xff;
+// bitData[1] = (data >> 8);
+// bitData[0] = address; // first byte is address
+//
+// HAL_GPIO_WritePin(GPIOA, GPIO_PIN_9, GPIO_PIN_RESET);
+// HAL_SPI_Transmit(&hspi1, bitData, 3, 100); //2*8 bit data
+// HAL_GPIO_WritePin(GPIOA, GPIO_PIN_9, GPIO_PIN_SET);
+// }
+
+void playerMovement() {
+ 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
+ {
- for (unsigned i = 0; i < HH_DEMO_BALL_COUNT; i++) {
- g_hh_demo_balls[i].position_x = HH_PPU_SCREEN_WIDTH/2 - HH_PPU_SPRITE_WIDTH/2 + (int)(60 * (double)sin((1*(double)frame / 10) + (double)i * 12));
- g_hh_demo_balls[i].position_y = HH_PPU_SCREEN_HEIGHT/2 - HH_PPU_SPRITE_HEIGHT/2 + (int)(30 * (double)sin((2*(double)frame / 10) + (double)i * 12));
- hh_ppu_update_foreground(i, g_hh_demo_balls[i]);
}
+
+ //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[])
+
+
+
+
+
}