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#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 "engine/bullet.h"
void hh_player_actions() {
static Bullet bullet ={
.isActive=false,
};
static hh_entity player={
.hp = 4,
.speed = 6,
.is_grounded = false,
.is_hit = false,
.radius = 8,
.pos = (vec2){32,32},
.vel = (vec2){0,0},
.vec = (vec2){0,0},
.render = {
.frame0 = 80,
.palette = 3,
.fam = (hh_s_ppu_loc_fam_entry){
.horizontal_flip = false,
.vertical_flip = false,
.palette_index = 2,
.tilemap_index = 60,
}
}
}, player_new = {0};
static hh_entity enemy={
.hp = 4,
.speed = 6,
.is_grounded = false,
.is_hit = false,
.radius = 8,
.pos = (vec2){128,48},
.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 = 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
}
if(g_hh_controller_p1.button_secondary==true){
shootBullet(player.pos,&bullet);
}
updateBullet(&bullet,5);
/*
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);
// 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_new.vel.x,
.y = player.pos.y + player_new.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 = hh_background_collision ( player, player_new);
//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);
enemy.render.fam.position_x = (enemy.pos.x-cam_pos.x);
enemy.render.fam.position_y = (enemy.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);
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.frame0 + i;
temp.palette_index = player.render.palette;
temp.horizontal_flip = !(player.vel.x>0);
hh_ppu_update_foreground(i,temp);
}
hh_ppu_update_foreground(4, enemy.render.fam);
}
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