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