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#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 = 1,
.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_down) + (1 * g_hh_controller_p1.dpad_up); // -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) / 20;
modTileX = (g_hh_player_1.pos_x + (100 * g_hh_player_1.radius)) % 2000;
} else if (directionX == -1) {
tileColX = ((g_hh_player_1.pos_x / 100) - g_hh_player_1.radius) / 20;
modTileX = (g_hh_player_1.pos_x - (100 * g_hh_player_1.radius)) % 2000;
}
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
{
}
// 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[])
}
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