#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" #include "engine/level_const.h" #include "game_loop/starting_screen.h" #include "game_loop/gameplay.h" #include "game_loop/shop.h" #include hh_g_all_levels hh_game; uint16_t g_hh_pos_x = 1000; // 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_size = 8; int g_hh_tile_y; typedef struct { vec2 pos; uint8_t idx; }hh_s_tiles; hh_e_game_state hh_game_states; hh_entity hh_g_player, hh_g_player_new; void hh_demo_setup() { hh_setup_palettes(); hh_game = hh_init_game_levels(); } void hh_demo_loop(unsigned long frame) { switch (hh_game_states) { case hh_e_state_starting_screen: bool ret = hh_show_starting_screen(); if(ret){ hh_game_states = hh_e_state_shop; } break; case hh_e_state_shop: hh_shop(&hh_game_states); break; case hh_e_state_gameplay: hh_gameplay(&hh_game, &hh_game_states); break; case hh_e_state_game_over: // todo: // function: show game over screen // function: after time goto high score break; case hh_e_state_high_score: // todo: // fucntion: show all previously scored points // function: button pressed goto starting screen break; default: hh_game_states = hh_e_state_starting_screen; break; } } // void send_data(uint8_t address, uint16_t data) { // uint8_t bit_data[3]; // bit_data[2] = data & 0xff; // bit_data[1] = (data >> 8); // bit_data[0] = address; // first byte is address // // hal_gpio_write_pin(gpioa, gpio_pin_9, gpio_pin_reset); // hal_spi_transmit(&hspi1, bit_data, 3, 100); //2*8 bit data // hal_gpio_write_pin(gpioa, gpio_pin_9, gpio_pin_set); // }