#include "ppu/types.h" #include "engine/camera.h" #include "engine/draw_screen.h" #include "engine/sprite_controller.h" #include "engine/player_controller.h" #include "engine/bullet.h" #include "input.h" void hh_player_actions() { static hh_entity player={ .hp = 4, .speed = 6, .is_grounded = false, .pos = (vec2){32,32}, .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, } } }, player_new = {0}; // hh_input_read(); 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) }; // shooting code static Bullet bullet; if(g_hh_controller_p1.button_primary){ bullet.isActive = false; shootBullet(player.vel, &bullet); } else{ updateBullet(&bullet, 1); } // 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.pos = (vec2){ .x = player.pos.x + player.vel.x, .y = player.pos.y + player.vel.y, }; // 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_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; 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); // 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); 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); }