diff options
Diffstat (limited to 'src/demo.c')
-rw-r--r-- | src/demo.c | 208 |
1 files changed, 165 insertions, 43 deletions
@@ -5,21 +5,36 @@ #include "input.h" #include "ppu/ppu.h" -#define HH_DEMO_BALL_COUNT 1 +#define HH_DEMO_BALL_COUNT 2 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, + .pos_x = 11000, + .pos_y = 5000, + .radius = 4, .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; @@ -68,7 +83,7 @@ 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 @@ -76,12 +91,14 @@ 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){ @@ -107,6 +124,12 @@ 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 @@ -124,63 +147,162 @@ void hh_player_movement() { rotation++; } } - // direction calc - if (directionX != 0) // update direction if player is not idle + // X-axis calc + if (directionX != 0) // update direction and position 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 = (g_hh_player_1.pos_y / 100) / 16; + uint16_t tileColY = (tempEntity.pos_y / 100) / 8; ; // 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 (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 (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); // + } + } + } + } 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 { if (modTileX < g_hh_player_1.speed) { - g_hh_player_1.pos_x = g_hh_player_1.pos_x + (directionX * modTileX); // NEW x set + tempEntity.pos_x = tempEntity.pos_x + (tempEntity.direction_x * 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 + tempEntity.pos_x= tempEntity.pos_x + (tempEntity.direction_x * tempEntity.speed); // } } - - } else // if in air different all borders have to be checked - { } + + 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(directionY != 0) + if(g_hh_controller_p1.button_primary == 1 && tempEntity.accelY == 0 && tempEntity.in_air == false) { - // g_hh_player_1.pos_y = g_hh_player_1.pos_y + (directionY * g_hh_player_1.speed * 2); // NEW x set +// tempEntity.accelY = 25; } - // 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 + + 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; + } } - */ - // else if(HH_DEMO_HITBOX_TILEMAP[]) + 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; + } + + } + + return tempEntity; } |