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-rw-r--r--src/engine/player_controller.c169
1 files changed, 60 insertions, 109 deletions
diff --git a/src/engine/player_controller.c b/src/engine/player_controller.c
index 647b00c..cec28df 100644
--- a/src/engine/player_controller.c
+++ b/src/engine/player_controller.c
@@ -3,35 +3,52 @@
#include "engine/draw_screen.h"
#include "engine/sprite_controller.h"
#include "engine/player_controller.h"
-
#include "input.h"
+#include "engine/animator.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},
+ .pos = (vec2){128+16,32},
.vel = (vec2){0,0},
- .vec = (vec2){0,0},
+ .size = (vec2){32,32},
.render = {
.frame0 = 80,
.palette = 3,
+ .ppu_foreground_index = 0,
.fam = (hh_s_ppu_loc_fam_entry){
.horizontal_flip = false,
.vertical_flip = false,
- .palette_index = 2,
- .tilemap_index = 60,
+ .palette_index = 3,
+ .tilemap_index = 80,
}
}
}, player_new = {0};
+ 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,
+ }
+ }
+ };
static hh_entity enemy={
.hp = 4,
@@ -41,10 +58,11 @@ void hh_player_actions() {
.radius = 8,
.pos = (vec2){128,48},
.vel = (vec2){0,0},
- .vec = (vec2){0,0},
+ .size = (vec2){16,16},
.render = {
.frame0 = 20,
.palette = 7,
+ .ppu_foreground_index = 16,
.fam = (hh_s_ppu_loc_fam_entry){
.horizontal_flip = false,
.vertical_flip = false,
@@ -117,13 +135,6 @@ void hh_player_actions() {
} 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),
@@ -140,33 +151,7 @@ void hh_player_actions() {
.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)
- //
- // if (g_hh_controller_p1.dpad_down)
- //
- // if (g_hh_controller_p1.dpad_left) {
- // player.vel.x += mbb;
- // // g_hh_demo_balls[0].horizontal_flip = true;
- // }
- // if (g_hh_controller_p1.dpad_right) {
- // player.vel.x += maa;
- // // g_hh_demo_balls[0].horizontal_flip = true;
- // }
- // if (g_hh_controller_p1.button_primary /*&& player.is_grounded*/) //JUMP
- // player.vel.y += -6;
- // // // if (g_hh_controller_p1.button_secondary)
-
- // player.vel.y += 1; //gravity
-
-
- //END OF VECTOR CHANGES
- // player.vel.y = CLAMP(player.vel.y,-32,32);
- // player.vel.x = CLAMP(player.vel.x,-32,32);
+ player_new = hh_enemy_collision(player, enemy);
player_new.pos = (vec2){
.x = player.pos.x + player_new.vel.x,
@@ -174,77 +159,43 @@ void hh_player_actions() {
};
-
- // const uint8_t empty = 0;
- // hh_s_tiles tiles[9];
- // const vec2 tile_offset[9] = {
- // (vec2){-16,-16},(vec2){0,-16},(vec2){+16,-16},
- // (vec2){-16,0}, (vec2){0,0}, (vec2){+16,0},
- // (vec2){-16,+16},(vec2){0,+16},(vec2){+16,+16},
- // };
- // for (int i = 0; i < 9; i++) {
- // vec2 temp_pos = vec_add(player.pos, tile_offset[i]);
- // temp_pos =(vec2){
- // .x = temp_pos.x,
- // .y = temp_pos.y,
- // };
- // hh_s_tiles tile = {
- // .pos = temp_pos,
- // .idx = hh_world_to_tile(temp_pos)
- // };
- // if(hh_colidable(tile.idx)) {
- // tiles[i]=tile;
- // // printf(" collidable near!");
- // } else {
- // tiles[i].idx = 0;
- // }
- // }
- /*
- 012
- 345
- 678
- */
- // for (int i = 0; i < 9; i++)
- // {
- // if (tiles[i].idx != 0){
- // hh_solve_collision(tiles[i].pos, &player);
- // }
- // }
-
- player = hh_background_collision ( 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};
- cam_pos = hh_update_camera(player.pos,(vec2){0,0},(vec2){.x=20*16,.y=30*16});//TODO: remove magic number(s)
- // printf("%i, %i:%i, %i\n",player.pos.x,player.pos.y,cam_pos.x,cam_pos.y);
- hh_draw_screen(cam_pos);
+ cam_pos = hh_draw_screen(player.pos);
+ 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);
-
- 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);
-
- 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);
- }
-
+ // 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);
- hh_ppu_update_foreground(4, enemy.render.fam);
+ // 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);
}