aboutsummaryrefslogtreecommitdiff
path: root/src/demo.c
blob: 95347cb458c102507d45f83622c5e2d4cad78a4a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
#include <math.h>

#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		 = 100,
	.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_up) + (1 * g_hh_controller_p1.dpad_down);	   // -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) / 16;
			modTileX = (g_hh_player_1.pos_x + (100 * g_hh_player_1.radius)) % 1600;
		} else if (directionX == -1) {
			tileColX = ((g_hh_player_1.pos_x / 100) - g_hh_player_1.radius) / 16;
			modTileX = (g_hh_player_1.pos_x - (100 * g_hh_player_1.radius)) % 1600;
		}

		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
	{
	}


	if(directionY != 0)
	{
	//	g_hh_player_1.pos_y = g_hh_player_1.pos_y + (directionY * g_hh_player_1.speed * 2); // NEW x set
	}
	// 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[])
}