#include "ppu/types.h" #include "engine/camera.h" #include "engine/draw_screen.h" #include "engine/sprite_controller.h" #include "engine/player_controller.h" #include "input.h" #include "static/tilemap.h" #include "engine/animator.h" #include "engine/bullet.h" void hh_player_actions() { static hh_entity player={ .hp = 4, .speed = 6, .is_grounded = false, .is_hit = false, .radius = 16, .pos = (vec2){128+16,32}, .vel = (vec2){0,0}, .size = (vec2){16,32}, .render = { .frame0 = HH_TM_GOZER_OFFSET, .palette = 3, .fam = (hh_s_ppu_loc_fam_entry){ .horizontal_flip = false, .vertical_flip = false, .palette_index = 3, .tilemap_index = HH_TM_GOZER_OFFSET, } } }, 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 = HH_TM_BULLET_OFFSET, .palette = 3, .fam = (hh_s_ppu_loc_fam_entry){ .horizontal_flip = false, .vertical_flip = false, .palette_index = 3, .tilemap_index = HH_TM_BULLET_OFFSET, } } }; static hh_entity enemy={ .hp = 4, .speed = 6, .is_grounded = false, .is_hit = false, .radius = 8, .pos = (vec2){128,48}, .vel = (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, .palette_index = 7, .tilemap_index = 1, } } }; 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 } /* 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); player_new.pos = (vec2){ .x = player.pos.x + player_new.vel.x, .y = player.pos.y + player_new.vel.y, }; player = hh_background_collision( player, player_new); vec_cor cam_pos;//value in tiles cam_pos = hh_draw_screen(player.pos); hh_shoot_bullet(player.pos, cam_pos ,&bullet); uint16_t idx = 16; // hh_clear_sprite(); hh_update_sprite(&idx, &enemy, cam_pos); hh_update_sprite(&idx, &player, 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); // 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); }