diff options
Diffstat (limited to 'src/engine')
-rw-r--r-- | src/engine/animator.c | 55 | ||||
-rw-r--r-- | src/engine/animator.h | 14 | ||||
-rw-r--r-- | src/engine/draw_screen.c | 14 | ||||
-rw-r--r-- | src/engine/entity.c | 22 | ||||
-rw-r--r-- | src/engine/entity.h | 46 | ||||
-rw-r--r-- | src/engine/level_const.c | 9 | ||||
-rw-r--r-- | src/engine/maths.h | 1 | ||||
-rw-r--r-- | src/engine/player_controller.c | 169 | ||||
-rw-r--r-- | src/engine/types.h | 44 |
9 files changed, 207 insertions, 167 deletions
diff --git a/src/engine/animator.c b/src/engine/animator.c new file mode 100644 index 0000000..1af8dde --- /dev/null +++ b/src/engine/animator.c @@ -0,0 +1,55 @@ +#include "engine/animator.h" +#include "engine/entity.h" +#include "engine/maths.h" +#include "ppu/consts.h" +#include "ppu/ppu.h" + + +#define hh_white_palette 6 + +void hh_animate_hit(hh_s_rendering* in, bool hit) { + if (hit) { + in->fam.palette_index = hh_white_palette; + } else { + in->fam.palette_index = in->palette; + } +} + +void hh_animate(hh_s_rendering* in, uint16_t start, uint16_t end, uint8_t step) { + if (in->fam.palette_index >= start && in->fam.palette_index < end) { + in->fam.palette_index += step; + } else {// rollover + in->fam.palette_index = start; + } +} + +//TODO: if entity not inside of screen, don't update idx +uint16_t hh_update_sprite(uint16_t idx, hh_entity* in, vec_cor cam) { + hh_animate_hit(&in->render, in->is_hit); + hh_s_ppu_loc_fam_entry temp = in->render.fam; + for (int y = 0; y < CEILI(in->size.y,16); y++) { + temp.position_y = CLAMP(in->pos.y - cam.y + y*HH_PPU_SPRITE_HEIGHT, -16, HH_PPU_SCREEN_HEIGHT); + for (int x = 0; x < CEILI(in->size.x,16); x++) { + temp.position_x = CLAMP(in->pos.x - cam.x + x*HH_PPU_SPRITE_WIDTH, -16, HH_PPU_SCREEN_WIDTH); + hh_ppu_update_foreground(++idx, temp); + temp.tilemap_index++; + } + } + return idx; +} + + +// void hh_update_sprite(hh_entity* in, vec_cor cam) { +// hh_animate_hit(&in->render, in->is_hit); +// // uint16_t idx = in->render.ppu_foreground_index; +// uint16_t idx = 0; +// hh_s_ppu_loc_fam_entry temp = in->render.fam; +// for (int y = 0; y < CEILI(in->size.y,16); y++) { +// temp.position_y = CLAMP(in->pos.y - cam.y + y*HH_PPU_SPRITE_HEIGHT, -16, HH_PPU_SCREEN_HEIGHT); +// for (int x = 0; x < CEILI(in->size.x,16); x++) { +// temp.position_x = CLAMP(in->pos.x - cam.x + x*HH_PPU_SPRITE_WIDTH, -16, HH_PPU_SCREEN_WIDTH); +// hh_ppu_update_foreground(idx++, temp); +// temp.tilemap_index++; +// } +// } +// } diff --git a/src/engine/animator.h b/src/engine/animator.h new file mode 100644 index 0000000..10fa321 --- /dev/null +++ b/src/engine/animator.h @@ -0,0 +1,14 @@ +#pragma once +#include <stdint.h> + +#include "ppu/types.h" +#include "engine/types.h" +#include "engine/entity.h" + +/** @brief flashes sprite white, also needs to be called next frame */ +void hh_animate_hit(hh_s_rendering*, bool hit); +/** @brief updates current animation frame */ +void hh_animate(hh_s_rendering*, uint16_t start, uint16_t end, uint8_t step); + +/** @brief passively updates sprite*/ +uint16_t hh_update_sprite(uint16_t idx, hh_entity* in, vec_cor cam); diff --git a/src/engine/draw_screen.c b/src/engine/draw_screen.c index d1d7a04..823c284 100644 --- a/src/engine/draw_screen.c +++ b/src/engine/draw_screen.c @@ -15,12 +15,12 @@ void hh_update_screen(vec2 view, vec2 player){ int current_tile_x = view.x / HH_PPU_SPRITE_WIDTH; int offset_py = view.y - (offsetY / 40 * HH_PPU_SPRITE_HEIGHT); int offset_px = view.x - offsetX * HH_PPU_SPRITE_WIDTH; - static int prev_ofsset = 0; + static int prev_offset = 0; int size = MIN(HH_PPU_BG_CANVAS_TILES_H,level.size.x) * MIN(HH_PPU_BG_CANVAS_TILES_V,level.size.y); - if( (offset_py == 0 || offset_py > 230) && level.size.y > level.size.x && prev_ofsset != offset_py){ + if( (offset_py == 0 || offset_py > 230) && level.size.y > level.size.x && prev_offset != offset_py){ if(offset_py==0){ - offsetY = (current_tile_y-14) * level.size.x; + offsetY = MAX(current_tile_y-14,0) * level.size.x; } else{ offsetY = current_tile_y * level.size.x; @@ -35,12 +35,12 @@ void hh_update_screen(vec2 view, vec2 player){ .tilemap_index = level.place[offsetY + BAM_index], }); } - prev_ofsset = offset_py; + prev_offset = offset_py; } - else if ((offset_px == 0 || offset_px > 310) && level.size.x > level.size.y && prev_ofsset != offset_px) + else if ((offset_px == 0 || offset_px > 310) && level.size.x > level.size.y && prev_offset != offset_px) { if(offset_px==0){ - offsetX = current_tile_x - 14; + offsetX = MAX((current_tile_x - 14),0); } else{ offsetX = current_tile_x; @@ -57,7 +57,7 @@ void hh_update_screen(vec2 view, vec2 player){ } } - prev_ofsset = offset_px; + prev_offset = offset_px; } void hh_setup_screen(hh_level_entity currentlevel){ diff --git a/src/engine/entity.c b/src/engine/entity.c index 535759d..58b62c9 100644 --- a/src/engine/entity.c +++ b/src/engine/entity.c @@ -45,18 +45,18 @@ void hh_solve_collision(vec2 pos_environment, hh_entity* entity){ } hh_entity hh_background_collision (hh_entity temp_old_entity,hh_entity temp_new_entity){ - temp_old_entity.is_grounded = false; + temp_new_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}))) { + hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_old_entity.pos.y + (temp_old_entity.size.y-1)}))) { 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}))) { + if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + temp_old_entity.size.x, .y=temp_old_entity.pos.y + 0})) || + hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + temp_old_entity.size.x, .y=temp_old_entity.pos.y + (temp_old_entity.size.y-1)}))) { temp_new_entity.pos.x = temp_new_entity.pos.x & ~15, // <-- magic comma, NOT TOUCHY temp_new_entity.vel.x = 0; } @@ -65,20 +65,22 @@ hh_entity hh_background_collision (hh_entity temp_old_entity,hh_entity temp_new_ //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}))) { + hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + (temp_new_entity.size.x-1), .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}))) { + if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_new_entity.pos.y + (temp_new_entity.size.y-1)})) || + hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + (temp_new_entity.size.x-1), .y=temp_new_entity.pos.y + (temp_new_entity.size.y-1)}))) { temp_new_entity.pos.y = temp_new_entity.pos.y & ~15, temp_new_entity.vel.y = 0; - temp_old_entity.is_grounded = true; + temp_new_entity.is_grounded = true; } } - temp_old_entity.pos = temp_new_entity.pos; - temp_old_entity.vel = temp_new_entity.vel; + temp_old_entity = temp_new_entity; + // temp_old_entity.is_grounded = temp_new_entity.is_grounded; + // temp_old_entity.pos = temp_new_entity.pos; + // temp_old_entity.vel = temp_new_entity.vel; return temp_old_entity; } diff --git a/src/engine/entity.h b/src/engine/entity.h index cad6ba4..68b450d 100644 --- a/src/engine/entity.h +++ b/src/engine/entity.h @@ -5,47 +5,11 @@ #include <stdio.h> #include "ppu/types.h" - #include "engine/maths.h" +#include "engine/types.h" +// #include "engine/animator.h" -typedef uint8_t hh_idx_t; - -typedef enum { - fire, ice, poison -}hh_e_damage_t; - -typedef struct { - hh_s_ppu_loc_fam_entry fam; //screen - hh_idx_t frame0; - hh_idx_t palette; - -}hh_s_rendering; - -typedef struct { - int8_t hp; - int8_t dmg; - hh_e_damage_t dmg_type; - int8_t speed_x, speed_y; - -} hh_s_atributes; - - -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; - //armor/block? -}hh_entity; - -typedef struct { - hh_entity p; - hh_s_atributes atr; -}hh_s_player; - +// TODO: make a sprite update function (and required data structs?) /// @brief detect for collision enity and eviroment /// @param pos1 position of environment tile to be checked @@ -63,7 +27,7 @@ void hh_solve_collision(vec2 pos_environment, hh_entity* entity); /// @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); +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 @@ -77,6 +41,6 @@ hh_entity hh_enemy_collision(hh_entity temp_player, hh_entity temp_enemy); /// @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); +bool hh_distance_circles(vec2 object_1, vec2 object_2, int radius_1, int radius_2); diff --git a/src/engine/level_const.c b/src/engine/level_const.c index 5ba0187..3847ad8 100644 --- a/src/engine/level_const.c +++ b/src/engine/level_const.c @@ -1,5 +1,6 @@ #include "engine/level_const.h" +#include <stdio.h> hh_g_all_levels hh_init_game_levels(){ hh_g_all_levels levels; @@ -14,6 +15,10 @@ hh_g_all_levels hh_init_game_levels(){ levels.level[1].hh_level_completed=false; FILE *fp = fopen("../test/bin/level1_test.bin", "rb"); + if (fp == NULL) { + printf("level1_test.bin not found!\n"); + return levels; + } fseek(fp, 0, SEEK_END); int size = ftell(fp) / sizeof(int); fseek(fp, (0 * sizeof(int)) + sizeof(int), SEEK_SET); @@ -22,6 +27,10 @@ hh_g_all_levels hh_init_game_levels(){ fclose(fp); FILE *lvl2 = fopen("../test/bin/level2_test.bin", "rb"); + if (lvl2 == NULL) { + printf("level2_test.bin not found!\n"); + return levels; + } fseek(lvl2, 0, SEEK_END); size = ftell(lvl2) / sizeof(int); fseek(lvl2, (0 * sizeof(int)) + sizeof(int), SEEK_SET); diff --git a/src/engine/maths.h b/src/engine/maths.h index bef287e..6f66042 100644 --- a/src/engine/maths.h +++ b/src/engine/maths.h @@ -20,3 +20,4 @@ vec_cor vec_cor2cen(vec_cen in, vec2 halfDistance); #define MIN(a,b) (((a)<(b))?(a):(b)) #define MAX(a,b) (((a)>(b))?(a):(b)) #define CLAMP(N,LOWER,UPPER) (MIN(MAX(LOWER, N), UPPER)) +#define CEILI(numerator, denominator) (numerator / denominator + (numerator % denominator != 0)) 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); } diff --git a/src/engine/types.h b/src/engine/types.h new file mode 100644 index 0000000..00b381b --- /dev/null +++ b/src/engine/types.h @@ -0,0 +1,44 @@ +#pragma once + +#include "engine/maths.h" + +typedef uint8_t hh_ppu_fg_idx; +// typedef uint16_t hh_bg_idx; + +typedef enum { + fire, ice, poison +}hh_e_damage_t; + + +typedef struct { + int8_t hp; + int8_t dmg; + hh_e_damage_t dmg_type; + int8_t speed_x, speed_y; + +} hh_s_atributes; + + +typedef struct { + hh_s_ppu_loc_fam_entry fam; //screen + uint16_t frame0; + uint16_t palette; + uint16_t ppu_foreground_index; + +}hh_s_rendering; + +typedef struct { + vec2 pos, vel, size; + bool is_grounded; + bool is_hit; + uint8_t radius; + int8_t hp; + int8_t speed; + hh_s_rendering render; + +}hh_entity; + +typedef struct { + hh_entity p; + hh_s_atributes atr; +}hh_s_player; |