diff options
Diffstat (limited to 'src/engine')
-rw-r--r-- | src/engine/bullet.c | 44 | ||||
-rw-r--r-- | src/engine/bullet.h | 16 | ||||
-rw-r--r-- | src/engine/draw_screen.c | 8 | ||||
-rw-r--r-- | src/engine/entity.c | 81 | ||||
-rw-r--r-- | src/engine/entity.h | 25 | ||||
-rw-r--r-- | src/engine/player_controller.c | 182 | ||||
-rw-r--r-- | src/engine/sprite_controller.h | 7 |
7 files changed, 317 insertions, 46 deletions
diff --git a/src/engine/bullet.c b/src/engine/bullet.c new file mode 100644 index 0000000..5aa9e51 --- /dev/null +++ b/src/engine/bullet.c @@ -0,0 +1,44 @@ +#include "bullet.h" +#include "engine/sprite_controller.h" + + +void shootBullet(vec2 playerPos, Bullet* bullet){ + // Set bullet's x and y coordinates to player's coordinates + bullet->x = playerPos.x; + bullet->y = playerPos.y; + // Set bullet's velocity to a fixed value + bullet->velocity = 1; + // Set bullet's status to active + bullet->isActive = true; +} +void updateBullet(Bullet* bullet, int deltaTime){ + // Only update bullet if it is active + static int latestLocationBullet = 0; + if (bullet->isActive) { + // Move bullet based on velocity and deltaTime + bullet->x += bullet->velocity * deltaTime; + drawBullet(bullet); + // Check if bullet has moved 16 pixels + if (bullet->x - latestLocationBullet > 32) { + // Set bullet's status to inactive + bullet->isActive = false; + drawBullet(&(Bullet){.x = -16,.y = -16. }); + } + } + else{ + latestLocationBullet = bullet->x; + } +} +void drawBullet(Bullet* bullet){ + + + hh_ppu_update_foreground(10, (hh_s_ppu_loc_fam_entry) + { + .position_x = bullet->x, + .position_y = bullet->y, + .horizontal_flip = false, + .vertical_flip = false, + .palette_index = 7, + .tilemap_index = 84, // change tilemap to the correct foreground index; + }); +} diff --git a/src/engine/bullet.h b/src/engine/bullet.h new file mode 100644 index 0000000..ad67d84 --- /dev/null +++ b/src/engine/bullet.h @@ -0,0 +1,16 @@ +#pragma once +#include "player_controller.h" + +typedef struct { + int x; + int y; + int velocity; + int isActive; + int hit; +} Bullet; + + +//Bullet* createBullet(float x, float y, float velocity, float direction); +void shootBullet(vec2 playerPos, Bullet* bullet); +void updateBullet(Bullet* bullet, int deltaTime); +void drawBullet(Bullet* bullet); diff --git a/src/engine/draw_screen.c b/src/engine/draw_screen.c index 58553bd..0c31bf6 100644 --- a/src/engine/draw_screen.c +++ b/src/engine/draw_screen.c @@ -3,7 +3,7 @@ uint8_t hh_world_to_tile(vec2 pos){ //TODO: remove magic file name here - FILE* level = fopen("static/tiles.bin", "rb"); /* open binary file */ + FILE* level = fopen("static/level1_test.bin", "rb"); /* open binary file */ if (!level) { /* check if file opened successfully */ fprintf(stderr, "Error: Failed to open file.\n"); return 0; @@ -61,7 +61,6 @@ void hh_setup_screen(){ } free(tile); } - void hh_clear_screen(){ // (HH_PPU_SCREEN_HEIGHT*HH_PPU_SCREEN_WIDTH)/(HH_PPU_SPRITE_HEIGHT*HH_PPU_SPRITE_WIDTH) for (int i = 0; i < HH_PPU_BG_CANVAS_TILES_H*HH_PPU_BG_CANVAS_TILES_V; i++) { @@ -82,6 +81,9 @@ void hh_clear_screen(){ void hh_clear_sprite(){ for (int i = 0; i < HH_PPU_FG_SPRITE_COUNT; i++) { - hh_ppu_update_sprite(i,(hh_s_ppu_loc_sprite){0}); + hh_ppu_update_foreground(i,(hh_s_ppu_loc_fam_entry){ + .position_x = -16, + .position_y = -16, + }); } } diff --git a/src/engine/entity.c b/src/engine/entity.c index 153e7e1..535759d 100644 --- a/src/engine/entity.c +++ b/src/engine/entity.c @@ -43,4 +43,85 @@ void hh_solve_collision(vec2 pos_environment, hh_entity* entity){ // entity->vel.x = 0; // } } +hh_entity hh_background_collision (hh_entity temp_old_entity,hh_entity temp_new_entity){ + temp_old_entity.is_grounded = false; + +// solves x collision + if (temp_old_entity.vel.x <= 0) { + if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_old_entity.pos.y + 0})) || + hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_old_entity.pos.y + 15}))) { + temp_new_entity.pos.x = (temp_new_entity.pos.x & ~15) + 16, + temp_new_entity.vel.x = 0; + } + } else { + if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 16, .y=temp_old_entity.pos.y + 0})) || + hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 16, .y=temp_old_entity.pos.y + 15}))) { + temp_new_entity.pos.x = temp_new_entity.pos.x & ~15, // <-- magic comma, NOT TOUCHY + temp_new_entity.vel.x = 0; + } + } + + //solves y collision + if (temp_old_entity.vel.y <= 0) { + if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_new_entity.pos.y + 0})) || + hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 15, .y=temp_new_entity.pos.y + 0}))) { + temp_new_entity.pos.y = (temp_new_entity.pos.y & ~15) + 16, + temp_new_entity.vel.y = 0; + } + } else { + if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_new_entity.pos.y + 15})) || + hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 15, .y=temp_new_entity.pos.y + 15}))) { + temp_new_entity.pos.y = temp_new_entity.pos.y & ~15, + temp_new_entity.vel.y = 0; + temp_old_entity.is_grounded = true; + } + } + temp_old_entity.pos = temp_new_entity.pos; + temp_old_entity.vel = temp_new_entity.vel; + return temp_old_entity; +} + +hh_entity hh_enemy_collision(hh_entity temp_player, hh_entity temp_enemy){ + + bool collide = hh_distance_circles( temp_player.pos, temp_enemy.pos, temp_player.radius, temp_enemy.radius); + + if (collide == true && temp_player.is_hit == false) + { + temp_player.is_hit = true; + //angle = atan2( tempEntity.pos_y - tempPlayer.pos_y, tempEntity.pos_x - tempPlayer.pos_x); + if(temp_player.pos.x <= temp_enemy.pos.x) //player left of enemy -- creates flinch movement L or R + { + // printf("BONK-left!/n"); + temp_player.vel.y = -5; + temp_player.vel.x = -8; + } else { + // printf("BONK-right!/n"); + temp_player.vel.y = -5; + temp_player.vel.x = 8; + } + // ghost mode / invulnerable or other things on hit + // temp_player.hp--; + + } else { + temp_player.is_hit = false; + + } + + +return temp_player; +} + + +bool hh_distance_circles (vec2 object_1, vec2 object_2, int radius_1, int radius_2){ + int a_squared = (object_1.x - object_2.x) * (object_1.x - object_2.x); + int b_squared = (object_1.y - object_2.y) * (object_1.y - object_2.y); + int c_squared = a_squared + b_squared; + int radius = ( radius_1 + radius_2) * ( radius_1 + radius_2 ); + + if( c_squared <= radius ){ + return true; + } else { + return false; + } +} diff --git a/src/engine/entity.h b/src/engine/entity.h index f45dae2..cad6ba4 100644 --- a/src/engine/entity.h +++ b/src/engine/entity.h @@ -2,6 +2,7 @@ #include <stdint.h> #include <stdbool.h> +#include <stdio.h> #include "ppu/types.h" @@ -32,6 +33,8 @@ typedef struct { typedef struct { vec2 pos, vel, vec; bool is_grounded; + bool is_hit; + uint8_t radius; int8_t hp; int8_t speed; hh_s_rendering render; @@ -55,3 +58,25 @@ bool hh_collision(vec2 pos1, vec2 pos2); /// @param entity position /// @return solved new entity position void hh_solve_collision(vec2 pos_environment, hh_entity* entity); + +/// @brief solve collision of entity with background tiles +/// @param temp_old_entity old data of entity +/// @param temp_new_entity new data of entity where it wants to go to +/// @return updated new entity where it actually can go to +hh_entity hh_background_collision (hh_entity temp_old_entity, hh_entity temp_new_entity); + +/// @brief solve collision of player with enemy +/// @param temp_player data of player +/// @param temp_enemy data of enemy +/// @return updated player with new stats if hitted with enemy +hh_entity hh_enemy_collision(hh_entity temp_player, hh_entity temp_enemy); + +/// @brief calculate if circles (entity) hit each other +/// @param object_1 position of first object (entity) +/// @param object_2 position of second object (entity) +/// @param radius_1 radius of first object (entity) +/// @param radius_2 radius of second object (entity) +/// @return true if objects collids +bool hh_distance_circles (vec2 object_1, vec2 object_2, int radius_1, int radius_2); + + 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); } + + diff --git a/src/engine/sprite_controller.h b/src/engine/sprite_controller.h index c6ebc93..fc6d3d3 100644 --- a/src/engine/sprite_controller.h +++ b/src/engine/sprite_controller.h @@ -12,7 +12,7 @@ //TODO: pack data inside of sprite_palette LUT //HH_PPU_PALETTE_COUNT #define HH_SPRITE_COUNT 80 -#define HH_PAL_IDX_SKY 0 +#define HH_PAL_IDX_SKY 512 #define HH_PAL_IDX_BRICK 1 const static uint8_t hh_g_sprite_palette[HH_SPRITE_COUNT] = { //TODO: make a buffer of 16 no-collider sprites (instead of the current 1) @@ -31,6 +31,7 @@ const static uint8_t hh_g_sprite_palette[HH_SPRITE_COUNT] = { 6,6,6,6,/*6,6,6,6,6,6, //title_screen large letters 6,6,6,6,*/ //other palettes here: + // [HH_PAL_IDX_SKY] = 0, }; @@ -67,9 +68,9 @@ const static hh_ppu_loc_palette_table_t hh_g_palette = { {0x1,0x1,0x1}, {0x4,0x2,0x5}, {0x7,0x3,0x7}, - {0x1,0x1,0x3}, {0xe,0xe,0xe}, - {0x0,0x0,0x0}, + {0xe,0xe,0xe}, //elemental + {0x0,0x0,0x0}, {0x0,0x0,0x0}}, { {0x0,0x0,0x0}, |