diff options
Diffstat (limited to 'src/engine/player_controller.c')
-rw-r--r-- | src/engine/player_controller.c | 56 |
1 files changed, 2 insertions, 54 deletions
diff --git a/src/engine/player_controller.c b/src/engine/player_controller.c index 096243b..83c5966 100644 --- a/src/engine/player_controller.c +++ b/src/engine/player_controller.c @@ -7,26 +7,8 @@ #include "engine/animator.h" #include "engine/bullet.h" -void hh_player_actions(hh_entity* player, vec_cor cam_pos){ - static hh_entity bullet={ -// .hp = 4, - .speed = 6, - .is_grounded = true, - .is_hit = false, - .radius = 8, - .pos = (vec2){-16,-16}, - .vel = (vec2){0,0}, - .render = { - .frame0 = 84, - .palette = 3, - .fam = (hh_s_ppu_loc_fam_entry){ - .horizontal_flip = false, - .vertical_flip = false, - .palette_index = 7, - .tilemap_index = 84, - } - } - }; +void hh_player_actions(hh_entity* player){ + static hh_entity player_new = {0}; player_new = *player; @@ -53,40 +35,6 @@ void hh_player_actions(hh_entity* player, vec_cor cam_pos){ *player = hh_background_collision ( *player, player_new); - - hh_shoot_bullet(player->pos, cam_pos ,&bullet); - uint16_t idx = 16; - idx = hh_update_sprite(idx, player, cam_pos); - // idx = hh_update_sprite(idx, &enemy, cam_pos); - - idx =16; - - // TODO: make this a function call - // update player sprite on ppu - // player.render.fam.position_x = (player.pos.x-cam_pos.x); - // player.render.fam.position_y = (player.pos.y-cam_pos.y); - - // enemy.render.fam.position_x = (enemy.pos.x-cam_pos.x); - // enemy.render.fam.position_y = (enemy.pos.y-cam_pos.y); - - - // TODO: make this loop a function call - // for (int i = 0; i < 4; i++) - // { - // hh_s_ppu_loc_fam_entry temp = player.render.fam; - // temp.position_x = player.render.fam.position_x+(!(player.vel.x>0)?-1:1)*(i%2?8:-8); - // temp.position_y = player.render.fam.position_y+(i>1?0:-16); - // temp.tilemap_index = player.render.fam.tilemap_index + i; - // temp.horizontal_flip = !(player.vel.x>0); - // hh_ppu_update_foreground(i,temp); - - // // hh_s_ppu_loc_fam_entry temp = { - // // .position_x = player.render.fam.position_x+(!(player.vel.x>0)?-1:1)*(i%2?8:-8) - // // }; - - // } - - // hh_ppu_update_foreground(4, enemy.render.fam); } |