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-rw-r--r--src/engine/player_controller.c182
1 files changed, 142 insertions, 40 deletions
diff --git a/src/engine/player_controller.c b/src/engine/player_controller.c
index 22f6eb6..647b00c 100644
--- a/src/engine/player_controller.c
+++ b/src/engine/player_controller.c
@@ -6,29 +6,143 @@
#include "input.h"
+#include "engine/bullet.h"
void hh_player_actions() {
+ static Bullet bullet ={
+ .isActive=false,
+ };
static hh_entity player={
.hp = 4,
.speed = 6,
.is_grounded = false,
+ .is_hit = false,
+ .radius = 8,
.pos = (vec2){32,32},
.vel = (vec2){0,0},
.vec = (vec2){0,0},
.render = {
+ .frame0 = 80,
+ .palette = 3,
+ .fam = (hh_s_ppu_loc_fam_entry){
+ .horizontal_flip = false,
+ .vertical_flip = false,
+ .palette_index = 2,
+ .tilemap_index = 60,
+ }
+ }
+ }, player_new = {0};
+
+
+ static hh_entity enemy={
+ .hp = 4,
+ .speed = 6,
+ .is_grounded = false,
+ .is_hit = false,
+ .radius = 8,
+ .pos = (vec2){128,48},
+ .vel = (vec2){0,0},
+ .vec = (vec2){0,0},
+ .render = {
.frame0 = 20,
.palette = 7,
.fam = (hh_s_ppu_loc_fam_entry){
.horizontal_flip = false,
.vertical_flip = false,
.palette_index = 7,
- .tilemap_index = 2,
+ .tilemap_index = 1,
}
}
- }, player_new = {0};
-
+ };
+ player_new = player;
// hh_input_read();
+ static uint8_t hit = 0;
+ int8_t hit_timer = 0;
+ int8_t direction_x = (-1 * g_hh_controller_p1.dpad_left) + (1 * g_hh_controller_p1.dpad_right);
+ int8_t direction_y = (-1 * g_hh_controller_p1.dpad_up) + (1 * g_hh_controller_p1.dpad_down);
+
+ if(player.is_hit == true){
+ hit_timer = 9;
+ player.is_hit = false;
+ }
+ if(hit_timer > -10){
+ hit_timer--;
+ }
+
+ if(hit_timer <= 0){
+ if(direction_x != 0){
+ if(player.vel.x > -1 * player.speed && player.vel.x < player.speed) {
+ player.vel.x = player.vel.x + direction_x;
+ } else {
+ if (player.vel.x > 0) {
+ player.vel.x--;
+ } else if(player.vel.x < 0) {
+ player.vel.x++;
+ }
+ }
+ } else {
+ if (player.vel.x > 0) {
+ player.vel.x--;
+ } else if(player.vel.x < 0) {
+ player.vel.x++;
+ }
+ }
+
+ /* // movement Y (w-s) disable gravity to use this
+ if(direction_y != 0){
+ if(player.vel.y > -4 && player.vel.y < 4 ) {
+ player.vel.y = player.vel.y + direction_y;
+ }
+ } else {
+ if (player.vel.y > 0) {
+ player.vel.y--;
+ } else if(player.vel.y < 0) {
+ player.vel.y++;
+ }
+ }
+
+ */
+ } else {
+ if (player.vel.x > 0) {
+ player.vel.x--;
+ } else if(player.vel.x < 0) {
+ player.vel.x++;
+ }
+ player.vel.y++;
+ }
+
+
+ if (g_hh_controller_p1.button_primary && player.is_grounded == true) {//JUMP
+ player.vel.y = -10;
+ player.is_grounded = false;
+ } else if (player.vel.y < 6){
+ player.vel.y += 1; //gravity
+ }
+
+ if(g_hh_controller_p1.button_secondary==true){
+ shootBullet(player.pos,&bullet);
+ }
+ updateBullet(&bullet,5);
+
+
+
+/*
player.vel = (vec2){.x = (-1 * g_hh_controller_p1.dpad_left) + (1 * g_hh_controller_p1.dpad_right),
.y = (-1 * g_hh_controller_p1.dpad_up) + (1 * g_hh_controller_p1.dpad_down) };
+
+ player_new.vel = (vec2){
+ .x = player.vel.x,
+ .y = player.vel.y,
+ };
+*/
+
+ player_new.vel = (vec2){
+ .x = player.vel.x,
+ .y = player.vel.y,
+ };
+
+ player_new = hh_enemy_collision(player, enemy);
+
+
// const int8_t maa = 3;
// const int8_t mbb = -3;
// if (g_hh_controller_p1.dpad_up)
@@ -55,8 +169,8 @@ void hh_player_actions() {
// player.vel.x = CLAMP(player.vel.x,-32,32);
player_new.pos = (vec2){
- .x = player.pos.x + player.vel.x,
- .y = player.pos.y + player.vel.y,
+ .x = player.pos.x + player_new.vel.x,
+ .y = player.pos.y + player_new.vel.y,
};
@@ -97,40 +211,9 @@ void hh_player_actions() {
// }
// }
- player_new.is_grounded = false;
-
- // solves x collision
- if (player.vel.x <= 0) {
- if (hh_colidable(hh_world_to_tile((vec2){.x=player_new.pos.x + 0, .y=player.pos.y + 0})) ||
- hh_colidable(hh_world_to_tile((vec2){.x=player_new.pos.x + 0, .y=player.pos.y + 15}))) {
- player_new.pos.x = (player_new.pos.x & ~15) + 16,
- player_new.vel.x = 0;
- }
- } else {
- if (hh_colidable(hh_world_to_tile((vec2){.x=player_new.pos.x + 16, .y=player.pos.y + 0})) ||
- hh_colidable(hh_world_to_tile((vec2){.x=player_new.pos.x + 16, .y=player.pos.y + 15}))) {
- player_new.pos.x = player_new.pos.x & ~15, // <-- magic comma, NOT TOUCHY
- player_new.vel.x = 0;
- }
- }
-
- //solves y collision
- if (player.vel.y <= 0) {
- if (hh_colidable(hh_world_to_tile((vec2){.x=player_new.pos.x + 0, .y=player_new.pos.y + 0})) ||
- hh_colidable(hh_world_to_tile((vec2){.x=player_new.pos.x + 0, .y=player_new.pos.y + 15}))) {
- player_new.pos.y = (player_new.pos.y & ~15) + 16,
- player_new.vel.y = 0;
- }
- } else {
- if (hh_colidable(hh_world_to_tile((vec2){.x=player_new.pos.x + 0, .y=player_new.pos.y + 16})) ||
- hh_colidable(hh_world_to_tile((vec2){.x=player_new.pos.x + 16, .y=player_new.pos.y + 15}))) {
- player_new.pos.y = player_new.pos.y & ~15,
- player_new.vel.y = 0;
- player_new.is_grounded = true;
- }
- }
-
- player = player_new;
+ player = hh_background_collision ( player, player_new);
+
+ //player = player_new;
vec_cor cam_pos;//value in tiles
// cam_pos = (vec2){0,0};
@@ -141,10 +224,29 @@ void hh_player_actions() {
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);
player.render.fam.tilemap_index = 2;//TODO: these two lines should be redundant
player.render.fam.palette_index = 7;
- hh_ppu_update_foreground(0, player.render.fam);
+ // hh_ppu_update_foreground(0, player.render.fam);
+
+ 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.frame0 + i;
+ temp.palette_index = player.render.palette;
+ temp.horizontal_flip = !(player.vel.x>0);
+ hh_ppu_update_foreground(i,temp);
+ }
+
+
+
+ hh_ppu_update_foreground(4, enemy.render.fam);
}
+
+