aboutsummaryrefslogtreecommitdiff
path: root/src/engine/player_controller.c
blob: cec28dff7626deb1d724abb0e5fdefc88e29021c (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
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
#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/animator.h"
#include "engine/bullet.h"
void hh_player_actions() {
	static hh_entity player={
		.hp = 4,
		.speed = 6,
		.is_grounded = false,
		.is_hit = false,
		.radius = 8,
		.pos = (vec2){128+16,32},
		.vel = (vec2){0,0},
		.size = (vec2){32,32},
		.render = {
			.frame0 = 80,
			.palette = 3,
			.ppu_foreground_index = 0,
			.fam = (hh_s_ppu_loc_fam_entry){
				.horizontal_flip = false,
				.vertical_flip = false,
				.palette_index = 3,
				.tilemap_index = 80,
			}
		}
	}, player_new = {0};

    static hh_entity bullet={
//        .hp = 4,
        .speed = 6,
        .is_grounded = true,
        .is_hit = false,
        .radius = 8,
        .pos = (vec2){-16,-16},
        .vel = (vec2){0,0},
        .render = {
            .frame0 = 84,
            .palette = 3,
            .fam = (hh_s_ppu_loc_fam_entry){
                .horizontal_flip = false,
                .vertical_flip = false,
                .palette_index = 7,
                .tilemap_index = 84,
            }
        }
    };

	static hh_entity enemy={
		.hp = 4,
		.speed = 6,
		.is_grounded = false,
		.is_hit = false,
		.radius = 8,
		.pos = (vec2){128,48},
		.vel = (vec2){0,0},
		.size = (vec2){16,16},
		.render = {
			.frame0 = 20,
			.palette = 7,
			.ppu_foreground_index = 16,
			.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
	}
	
/*
	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);

	player_new.pos = (vec2){
		.x = player.pos.x + player_new.vel.x,
		.y = player.pos.y + player_new.vel.y,
	};


	player =  hh_background_collision( player, player_new);
	
	vec_cor cam_pos;//value in tiles
	cam_pos = hh_draw_screen(player.pos);
	hh_shoot_bullet(player.pos, cam_pos ,&bullet);
	uint16_t idx = 16;
	idx = hh_update_sprite(idx, &player, cam_pos);
	idx = hh_update_sprite(idx, &enemy, cam_pos);

	idx =16;

	// TODO: make this a function call
	// 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);


	// TODO: make this loop a function call
	// 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.fam.tilemap_index + i;
	// 	temp.horizontal_flip = !(player.vel.x>0);
	// 	hh_ppu_update_foreground(i,temp);

	// 	// hh_s_ppu_loc_fam_entry temp = {
	// 	// 	.position_x = player.render.fam.position_x+(!(player.vel.x>0)?-1:1)*(i%2?8:-8)
	// 	// };

	// }

	// hh_ppu_update_foreground(4, enemy.render.fam);

}