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#include <math.h>
#include "demo.h"
#include "entity.h"
#include "input.h"
#include "ppu/ppu.h"
#define HH_DEMO_BALL_COUNT 2
hh_s_ppu_loc_fam_entry g_hh_demo_balls[HH_DEMO_BALL_COUNT];
hh_s_entity_player g_hh_player_1 = {
.pos_x = 11000,
.pos_y = 5000,
.radius = 4,
.speed = 100,
.air_speed = 80,
.direction_x = 1,
.accelY = 0,
.rotation = 8,
.in_air = false,
};
hh_s_entity_enemy g_hh_enemy_1 = {
.pos_x = 16000,
.pos_y = 20000,
.radius = 4,
.speed = 100,
.direction_x = 1,
.accelY = 0,
.in_air = false,
};
void hh_player_movement();
int hh_background_collision_x(hh_s_entity_player tempEntity);
hh_s_entity_player hh_background_collision_y_player(hh_s_entity_player tempEntity);
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;
void hh_demo_setup() {
// load sprites
hh_ppu_update_sprite(0, HH_DBG_SPRITE_BALL);
hh_ppu_update_sprite(1, HH_DBG_SPRITE_CHECKERBOARD);
// background pattern
hh_ppu_update_color(0, 1, (hh_ppu_rgb_color_t){0x4, 0x4, 0x4});
for (unsigned i = 0; i < HH_PPU_BG_CANVAS_TILES_H * HH_PPU_BG_CANVAS_TILES_V; i++) {
hh_ppu_update_background(i, (hh_s_ppu_loc_bam_entry){
.horizontal_flip = false,
.vertical_flip = false,
.palette_index = 0,
.tilemap_index = 1,
});
}
// cool colors
hh_ppu_update_color(1, 1, (hh_ppu_rgb_color_t){0xf, 0x0, 0xf});
hh_ppu_update_color(2, 1, (hh_ppu_rgb_color_t){0xf, 0xf, 0xf});
hh_ppu_update_color(3, 1, (hh_ppu_rgb_color_t){0xf, 0x0, 0x0});
hh_ppu_update_color(4, 1, (hh_ppu_rgb_color_t){0x0, 0xf, 0xf});
hh_ppu_update_color(5, 1, (hh_ppu_rgb_color_t){0x0, 0x0, 0xf});
// balls
for (unsigned i = 0; i < HH_DEMO_BALL_COUNT; i++) {
g_hh_demo_balls[i].horizontal_flip = false;
g_hh_demo_balls[i].vertical_flip = false;
g_hh_demo_balls[i].palette_index = i + 1;
g_hh_demo_balls[i].tilemap_index = 0;
}
}
void hh_demo_loop(unsigned long frame) {
hh_player_movement();
// input testing (no hitbox stuff)
// g_hh_player_1.pos_x += ((-1 * g_hh_controller_p1.dpad_left) + (1 * g_hh_controller_p1.dpad_right)) * g_hh_player_1.speed; // -1 = L || 1 == R
g_hh_player_1.pos_y += ((-1 * g_hh_controller_p1.dpad_up) + (1 * g_hh_controller_p1.dpad_down)) * g_hh_player_1.speed; // -1 = D || 1 == U
// adjust map size
g_hh_pos_x = g_hh_player_1.pos_x / 100;
g_hh_pos_y = g_hh_player_1.pos_y / 100;
// update player sprite on ppu
g_hh_demo_balls[0].position_x = g_hh_pos_x;
g_hh_demo_balls[0].position_y = g_hh_pos_y;
g_hh_demo_balls[1].position_x = 220;
g_hh_demo_balls[1].position_y = 220;
hh_ppu_update_foreground(0, g_hh_demo_balls[0]);
hh_ppu_update_foreground(1, g_hh_demo_balls[1]);
// set background pattern position
hh_ppu_update_aux((hh_s_ppu_loc_aux){
.bg_shift_x = (frame / 2) % HH_PPU_SPRITE_WIDTH,
.bg_shift_y = (frame / 8) % HH_PPU_SPRITE_HEIGHT,
.fg_fetch = 0,
.sysreset = 0,
});
}
// 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
if(g_hh_controller_p1.button_primary == 1 && g_hh_player_1.accelY == 0 && g_hh_player_1.in_air == false)
{
g_hh_player_1.accelY = 25;
}
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++;
}
}
// X-axis calc
if (directionX != 0) // update direction and position if player is not idle
{
g_hh_player_1.direction_x = directionX;
g_hh_player_1.pos_x = hh_background_collision_x(g_hh_player_1);
}
g_hh_player_1 = hh_background_collision_y_player(g_hh_player_1);
}
int hh_background_collision_x(hh_s_entity_player tempEntity){
// tile calc including radius and direction for background coliision
uint16_t tileColX;
uint16_t tileColY = (tempEntity.pos_y / 100) / 8;
;
// remaining space between grid and exact
uint8_t modTileX;
if (tempEntity.direction_x == 1) {
tileColX = ((tempEntity.pos_x / 100) + tempEntity.radius) / 8;
modTileX = 800 -((tempEntity.pos_x + (100 * tempEntity.radius)) % 800);
} else if (tempEntity.direction_x == -1) {
tileColX = ((tempEntity.pos_x / 100) - tempEntity.radius )/ 8;
modTileX = (tempEntity.pos_x - (100 * tempEntity.radius)) % 800;
}
tileColY = (( tempEntity.pos_y / 100) + tempEntity.radius) / 8; //bottom of player box
if (HH_DEMO_HITBOX_TILEMAP[tileColY][tileColX + tempEntity.direction_x] != 1) {
tileColY = (( tempEntity.pos_y / 100) - tempEntity.radius) / 8; //bottom of player box
if (HH_DEMO_HITBOX_TILEMAP[tileColY][tileColX + tempEntity.direction_x] != 1) {
if(tempEntity.in_air== true){
tempEntity.pos_x= tempEntity.pos_x + (tempEntity.direction_x * tempEntity.air_speed); // 80% of max speed if in air
} else {
tempEntity.pos_x= tempEntity.pos_x + (tempEntity.direction_x * tempEntity.speed); // 80% of max speed if in air
}
} else {
if(tempEntity.in_air == true){
if (modTileX < tempEntity.air_speed) {
tempEntity.pos_x = tempEntity.pos_x + (tempEntity.direction_x * modTileX); // NEW x set
} else {
tempEntity.pos_x= tempEntity.pos_x + (tempEntity.direction_x * tempEntity.air_speed); //
}
} else {
if (modTileX < g_hh_player_1.speed) {
tempEntity.pos_x= tempEntity.pos_x + (tempEntity.direction_x * modTileX); // NEW x set
} else {
tempEntity.pos_x = tempEntity.pos_x + (tempEntity.direction_x * tempEntity.speed); //
}
}
}
} else if (HH_DEMO_HITBOX_TILEMAP[tileColY][tileColX + tempEntity.direction_x] == 1) {
if(tempEntity.in_air == true){
if (modTileX < tempEntity.air_speed) {
tempEntity.pos_x = tempEntity.pos_x + (tempEntity.direction_x * modTileX); // NEW x set
} else {
tempEntity.pos_x = tempEntity.pos_x + (tempEntity.direction_x * tempEntity.air_speed); //
}
} else {
if (modTileX < g_hh_player_1.speed) {
tempEntity.pos_x = tempEntity.pos_x + (tempEntity.direction_x * modTileX); // NEW x set
} else {
tempEntity.pos_x= tempEntity.pos_x + (tempEntity.direction_x * tempEntity.speed); //
}
}
}
return tempEntity.pos_x;
}
hh_s_entity_player hh_background_collision_y_player(hh_s_entity_player tempEntity){
uint16_t tileColX;
uint16_t tileColY;
// remaining space between grid and exact
uint8_t modTileY;
if(g_hh_controller_p1.button_primary == 1 && tempEntity.accelY == 0 && tempEntity.in_air == false)
{
// tempEntity.accelY = 25;
}
tileColY = (( tempEntity.pos_y / 100) + tempEntity.radius) / 8; //bottom of player box
tileColX = ((tempEntity.pos_x / 100) + tempEntity.radius) / 8; //right of player
modTileY = ((tempEntity.pos_y + (100 * tempEntity.radius)) % 800); //bottom of box
//rework arfter jumping
if(tempEntity.accelY <= 0){ //falling
if(HH_DEMO_HITBOX_TILEMAP[tileColY+1][tileColX] != 1) {//check bottom right first
tileColX = ((tempEntity.pos_x / 100) - tempEntity.radius) / 8;
if(HH_DEMO_HITBOX_TILEMAP[tileColY+1][tileColX] != 1) {
tempEntity.in_air = true;
tempEntity.pos_y = tempEntity.pos_y - (tempEntity.accelY * 8) ;// NEW y set
if (tempEntity.accelY > -35){
tempEntity.accelY--;
}
}
else {
if(modTileY < tempEntity.accelY * -8) {
tempEntity.pos_y = tempEntity.pos_y + (modTileY) ;// NEW y set
} else {
tempEntity.pos_y = tempEntity.pos_y - (tempEntity.accelY * 8) ;// NEW y set
}
tempEntity.in_air = false;
tempEntity.accelY = 0;
}
}
else {
if(modTileY < tempEntity.accelY * -8) {
tempEntity.pos_y = tempEntity.pos_y + (modTileY) ;// NEW y set
} else {
tempEntity.pos_y = tempEntity.pos_y - (tempEntity.accelY * 8) ;// NEW y set
}
tempEntity.in_air = false;
tempEntity.accelY = 0;
}
}
else{ //jumping
tileColY = (( tempEntity.pos_y / 100) - tempEntity.radius) / 8; //top of player box
modTileY = 800 -((tempEntity.pos_y + (100 * tempEntity.radius)) % 800); //top of box
if(HH_DEMO_HITBOX_TILEMAP[tileColY-1][tileColX] != 1) {//check bottom right first
tileColX = ((tempEntity.pos_x / 100) - tempEntity.radius) / 8;
if(HH_DEMO_HITBOX_TILEMAP[tileColY-1][tileColX] != 1) {
tempEntity.pos_y = tempEntity.pos_y - (tempEntity.accelY * 8) ;// NEW y set
tempEntity.in_air = true;
tempEntity.accelY--;
} else {
if(modTileY < tempEntity.accelY * -8) {
tempEntity.pos_y = tempEntity.pos_y - (modTileY) ;// NEW y set
} else {
tempEntity.pos_y = tempEntity.pos_y - (tempEntity.accelY * 8) ;
}
tempEntity.accelY = 0;
}
}
else {
if(modTileY < tempEntity.accelY * -8) {
tempEntity.pos_y = tempEntity.pos_y - (modTileY) ;// NEW y set //makew var gravity
} else {
tempEntity.pos_y = tempEntity.pos_y - (tempEntity.accelY * 8) ;// NEW y set //makew var gravity
}
tempEntity.accelY = 0;
}
}
return tempEntity;
}
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