#include #include "demo.h" #include "input.h" #include "entity.h" #include "ppu/ppu.h" #include "engine/maths.h" #include "engine/camera.h" #include "engine/entity.h" #include "engine/draw_screen.h" #include "engine/player_controller.h" #include "engine/sprite_controller.h" hh_s_entity_player g_hh_player_1 = { .pos_x = 31000, // 0b0000 0001 0011 0110 .pos_y = 21000, .radius = 8, .speed = 1, .direction_x = 1, .rotation = 8, .in_air = false, }; void hh_player_movement(); uint16_t g_hh_pos_x; // 0b0000 0001 0011 0110 uint16_t g_hh_pos_y; uint8_t g_hh_left = 0; uint8_t g_hh_right = 0; uint8_t g_hh_up = 0; uint8_t g_hh_down = 0; uint8_t g_hh_pos_x_bit[2]; uint8_t g_hh_pos_y_bit[2]; uint8_t g_hh_data_send[3]; int g_hh_tile_x; int g_hh_tile_y; typedef struct { vec2 pos; uint8_t idx; }hh_s_tiles; hh_entity hh_g_player, hh_g_player_new; void hh_demo_setup() { hh_setup_palettes(); hh_setup_screen(); } void hh_demo_loop(unsigned long frame) { // hh_player_movement(); hh_player_actions(); } // void sendData(uint8_t address, uint16_t data) { // uint8_t bitData[3]; // bitData[2] = data & 0xff; // bitData[1] = (data >> 8); // bitData[0] = address; // first byte is address // // HAL_GPIO_WritePin(GPIOA, GPIO_PIN_9, GPIO_PIN_RESET); // HAL_SPI_Transmit(&hspi1, bitData, 3, 100); //2*8 bit data // HAL_GPIO_WritePin(GPIOA, GPIO_PIN_9, GPIO_PIN_SET); // } void hh_player_movement() { int8_t directionX = (-1 * g_hh_controller_p1.dpad_left) + (1 * g_hh_controller_p1.dpad_right); // -1 = L || 1 == R int8_t directionY = (-1 * g_hh_controller_p1.dpad_down) + (1 * g_hh_controller_p1.dpad_up); // -1 = D || 1 == U uint8_t i, j; uint8_t rotation = 0; // 0-7 // rotation calc for (i = -1; i < 2; i++) { for (j = -1; j < 2; j++) { if (directionX == i) { if (directionY == j) { if (i != 0 && j != 0) // dont update when player idle { g_hh_player_1.rotation = rotation; } } } rotation++; } } // direction calc if (directionX != 0) // update direction if player is not idle { g_hh_player_1.direction_x = directionX; } // collision map x-axis // tile calc including radius and direction for background coliision uint16_t tileColX; uint16_t tileColY = (g_hh_player_1.pos_y / 100) / 16; ; // remaining space between grid and exact uint8_t modTileX; uint8_t modTileY; if (g_hh_player_1.in_air == false && directionX != 0) { if (directionX == 1) { tileColX = ((g_hh_player_1.pos_x / 100) + g_hh_player_1.radius) / 20; modTileX = (g_hh_player_1.pos_x + (100 * g_hh_player_1.radius)) % 2000; } else if (directionX == -1) { tileColX = ((g_hh_player_1.pos_x / 100) - g_hh_player_1.radius) / 20; modTileX = (g_hh_player_1.pos_x - (100 * g_hh_player_1.radius)) % 2000; } if (HH_DEMO_HITBOX_TILEMAP[tileColY][tileColX + directionX] != 1) { g_hh_player_1.pos_x = g_hh_player_1.pos_x + (directionX * g_hh_player_1.speed); // NEW x set } else if (HH_DEMO_HITBOX_TILEMAP[tileColY][tileColX + directionX] == 1) { if (modTileX < g_hh_player_1.speed) { g_hh_player_1.pos_x = g_hh_player_1.pos_x + (directionX * modTileX); // NEW x set } else { g_hh_player_1.pos_x = g_hh_player_1.pos_x + (directionX * g_hh_player_1.speed); // NEW x set } } } else // if in air different all borders have to be checked { } // collision map floor (y-axis) (falling) // if falling no jump press (implement) /* tileColY = (( g_hh_player_1.pos_y / 100) + g_hh_player_1.radius) / 16; //bottom of player box modTileY = 1; if(HH_DEMO_HITBOX_TILEMAP[tileColY+1][tileColX] != 1) //rework after jumping { g_hh_player_1.pos_y = g_hh_player_1.pos_y + 5 ;// NEW y set //makew var gravity //playerStat = falling; //for later use of graphics/sound } */ // else if(HH_DEMO_HITBOX_TILEMAP[]) }