crocparty/game/game_player.c

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#include "art/game_player.h"
#include "art/game_tiles.h"
#include "device/device.h"
#include "map/game_map.h"
#include "game.h"
#include "sys/sys.h"
game_bbox game_player_bbox = {
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.x_origin=0x0500,
.y_origin=0x0c00,
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.x=0x9000,
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.y=0x1000,
.w=0x0a00,
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.h=0x0c00,
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};
bool game_player_grounded = false;
sys_i32 game_player_jump_frames = 0;
sys_i32 game_player_coyote_frames = 0;
sys_i32 game_player_dx = 0;
sys_i32 game_player_dy = 0;
bool game_player_faceleft = false;
typedef enum {
GAME_PLAYER_ANIM_STANDING,
GAME_PLAYER_ANIM_WALKING,
GAME_PLAYER_ANIM_FLOATING,
} game_player_anim;
game_player_anim game_player_anim_state = GAME_PLAYER_ANIM_STANDING;
uint8_t game_player_anim_progress = 0;
void game_player_anim_transition(game_player_anim anim);
void game_player_anim_add_progress(uint8_t amt);
void game_player_init() {
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game_player_bbox.x = game_map_player_start_x;
game_player_bbox.y = game_map_player_start_y;
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}
void game_player_update() {
game_collision collision = game_collision_move_to_contact(
&game_player_bbox,
game_player_dx,
game_player_dy
);
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if (collision.collided_x) { game_player_dx = 0; }
if (collision.collided_y) { game_player_dy = 0; }
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game_player_grounded = !game_collision_can_move(
game_player_bbox, 0, 1
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);
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{
sys_i32 fric_numerator = game_player_grounded ? 0x70 : 0x7f;
game_player_dx = (
game_player_dx * fric_numerator +
// round up
0x7f * sys_sgn_i32(game_player_dx)
) / 0x80;
if (sys_abs_i32(game_player_dx) > 0x140) {
game_player_dx = sys_sgn_i32(game_player_dx) * 0x140;
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}
int wanted_dx = game_player_dx;
if (sys_btn(DEVICE_BUTTON_L)) { wanted_dx -= 0x50; }
if (sys_btn(DEVICE_BUTTON_R)) { wanted_dx += 0x50; }
// allow this if grounded or if it's not a change of direction
if (
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/*
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game_player_grounded ||
(sys_sgn_i32(wanted_dx) == sys_sgn_i32(game_player_dx))
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*/
true
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) {
game_player_dx = wanted_dx;
} else {
// the smallest possible amount of movement without changing sign
game_player_dx = sys_sgn_i32(game_player_dx);
}
}
if (game_player_grounded || game_player_coyote_frames > 0) {
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if (sys_btnp(DEVICE_BUTTON_U, false)) {
game_player_dy = -0x200;
game_player_jump_frames = 13;
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game_player_grounded = false;
}
}
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if (game_player_dx < 0) { game_player_faceleft = true; }
if (game_player_dx > 0) { game_player_faceleft = false; }
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bool wants_to_go_higher = false;
if (game_player_grounded) {
game_player_coyote_frames = 5;
if (game_player_dy > 0) { game_player_dy = 0; }
if (sys_abs_i32(game_player_dx) < 0x20) { game_player_dx = 0; }
}
else {
game_player_coyote_frames =
sys_max_i32(0, game_player_coyote_frames - 1);
wants_to_go_higher = sys_btn(DEVICE_BUTTON_U);
bool is_going_higher = wants_to_go_higher && game_player_jump_frames > 0;
if (game_player_dy >= 0 || !is_going_higher) {
game_player_dy += 48;
} else {
game_player_jump_frames -= 1;
}
}
// deduce animation state
if (game_player_grounded) {
if (game_player_dx == 0) {
game_player_anim_transition(GAME_PLAYER_ANIM_STANDING);
} else {
game_player_anim_transition(GAME_PLAYER_ANIM_WALKING);
game_player_anim_add_progress(
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sys_min_i32(sys_abs_i32(game_player_dx) / 0x10, 0x20)
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);
}
} else {
if (wants_to_go_higher) {
game_player_anim_transition(GAME_PLAYER_ANIM_FLOATING);
} else {
game_player_anim_transition(GAME_PLAYER_ANIM_STANDING);
}
}
}
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void game_player_set_camera() {
sys_i32 x = game_player_bbox.x;
sys_i32 y = game_player_bbox.y;
// TODO: Use round_down et al
sys_i32 x_pixel = x / PIXEL_SZ_MICROPIXEL;
sys_i32 y_pixel = y / PIXEL_SZ_MICROPIXEL;
sys_i32 x_topcorner = x_pixel - x_pixel % DEVICE_W;
sys_i32 y_topcorner = y_pixel - y_pixel % DEVICE_H;
sys_camera_set(x_topcorner, y_topcorner);
}
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void game_player_draw() {
int game_player_image;
switch (game_player_anim_state) {
case GAME_PLAYER_ANIM_WALKING:
game_player_image = 2 + (game_player_anim_progress / 0x80) * 2;
break;
case GAME_PLAYER_ANIM_FLOATING:
game_player_image = 6;
break;
default:
case GAME_PLAYER_ANIM_STANDING:
game_player_image = 0;
break;
}
sys_sprite_draw_ext(
spr_game_player,
game_player_image,
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game_player_bbox.x / 0x100 - 8,
game_player_bbox.y / 0x100 - 16,
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2, 2,
game_player_faceleft, false
);
}
void game_player_anim_transition(game_player_anim anim) {
if (game_player_anim_state == anim) { return ;}
game_player_anim_state = anim;
game_player_anim_progress = 0;
}
void game_player_anim_add_progress(uint8_t amt) {
game_player_anim_progress = (
(uint32_t) game_player_anim_progress +
(uint32_t) amt
) & 0xff;
}
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void game_player_get_center(sys_i32* x, sys_i32* y) {
*x = game_player_bbox.x;
// center on me, not on feet
*y = game_player_bbox.y - 8 * PIXEL_SZ_MICROPIXEL;
}