Player controller

This commit is contained in:
Pyrex 2024-02-27 21:07:15 -08:00
parent ab5c442433
commit 5f522abcb5
11 changed files with 256 additions and 35 deletions

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Width:  |  Height:  |  Size: 634 B

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Width:  |  Height:  |  Size: 601 B

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@ -8,16 +8,6 @@
uint32_t game_frame;
game_bbox game_player_bbox = {
.x=0x9000,
// .y=0x5800,
.y=0x0000,
.w=0x1000,
.h=0x1000,
};
sys_i32 game_player_dx = 0;
sys_i32 game_player_dy = 0;
const char* game_title() {
return "Croc Party!";
}
@ -26,6 +16,7 @@ void game_init() {
sys_init();
game_palette_init();
game_player_init();
}
void game_destroy() {
@ -33,32 +24,16 @@ void game_destroy() {
}
void game_update() {
sys_update();
game_frame += 1;
game_player_update();
game_player_dy += 1;
if (device_buttons[0]) { game_player_dx -= 16; }
if (device_buttons[1]) { game_player_dx += 16; }
game_collision collision = game_collision_move_to_contact(
&game_player_bbox,
game_player_dx,
game_player_dy
);
if (collision.collided_x) { game_player_dx = 0; }
if (collision.collided_y) { game_player_dy = 0; }
}
void game_draw() {
sys_cls(9);
sys_map_draw(map_game_map, spr_game_tiles, 0, 0, 0, 0, 32, 18);
sys_sprite_draw_ext(
spr_game_player,
(game_frame / 8) % 4 * 2,
game_player_bbox.x / 0x100,
game_player_bbox.y / 0x100,
2, 2,
false, false
);
game_player_draw();
}

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@ -3,6 +3,7 @@
#include "game_collision.h"
#include "game_palette.h"
#include "game_player.h"
const char* game_title();
void game_init();

159
game/game_player.c Normal file
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@ -0,0 +1,159 @@
#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 = {
.x=0x9000,
// .y=0x5800,
.y=0x0000,
.w=0x1000,
.h=0x1000,
};
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() {
}
void game_player_update() {
game_collision collision = game_collision_move_to_contact(
&game_player_bbox,
game_player_dx,
game_player_dy
);
if (collision.collided_x) { game_player_dx = 0; }
if (collision.collided_y) { game_player_dy = 0; }
game_player_grounded = !game_collision_can_move(game_player_bbox, 0, 1);
{
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) > 0x200) {
game_player_dx = sys_sgn_i32(game_player_dx) * 0x200;
}
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 (
game_player_grounded ||
(sys_sgn_i32(wanted_dx) == sys_sgn_i32(game_player_dx))
) {
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) {
if (sys_btn(DEVICE_BUTTON_U)) {
game_player_dy = -0x300;
game_player_jump_frames = 15;
game_player_grounded = false;
}
}
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 (game_player_dx < 0) { game_player_faceleft = true; }
if (game_player_dx > 0) { game_player_faceleft = false; }
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(
sys_min_i32(sys_abs_i32(game_player_dx) / 0x10, 0x8)
);
}
} else {
if (wants_to_go_higher) {
game_player_anim_transition(GAME_PLAYER_ANIM_FLOATING);
} else {
game_player_anim_transition(GAME_PLAYER_ANIM_STANDING);
}
}
}
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,
game_player_bbox.x / 0x100,
game_player_bbox.y / 0x100,
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;
}

8
game/game_player.h Normal file
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@ -0,0 +1,8 @@
#ifndef GAME_PLAYER_H
#define GAME_PLAYER_H
void game_player_init();
void game_player_update();
void game_player_draw();
#endif // GAME_PLAYER_H

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@ -65,16 +65,16 @@ int main(int argc, char** argv) {
sdl_host_loop();
// renderer_cleanup:
SDL_DestroyRenderer(sdl_host_renderer);
sdl_host_renderer = NULL;
renderer_done: ;
// target_cleanup:
SDL_DestroyTexture(sdl_host_target);
sdl_host_target = NULL;
target_done: ;
// renderer_cleanup:
SDL_DestroyRenderer(sdl_host_renderer);
sdl_host_renderer = NULL;
renderer_done: ;
// window_cleanup:
SDL_DestroyWindow(sdl_host_window);
sdl_host_window = NULL;

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@ -15,6 +15,10 @@ void sys_init() {
sys_dpal_reset();
}
void sys_update() {
sys_input_update();
}
bool sys_get_initialized() {
return sys_initialized;
}

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@ -10,6 +10,11 @@
*/
void sys_init();
/**
* Update sys -- usually for input state.
*/
void sys_update();
/**
* Return whether sys was initialized.
*/

36
sys/sys_input.c Normal file
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@ -0,0 +1,36 @@
#include "device/device.h"
#include "sys/sys.h"
#include "sys_input.h"
sys_i32 sys_input_down_frames[DEVICE_BUTTON_N];
void sys_input_update() {
for (DeviceButton db = 0; db < DEVICE_BUTTON_N; db++) {
if (device_buttons[db]) {
sys_input_down_frames[db] += 1;
} else {
sys_input_down_frames[db] = 0;
}
}
}
void sys_input_reset() {
for (DeviceButton db = 0; db < DEVICE_BUTTON_N; db++) {
sys_input_down_frames[db] = 0;
}
}
bool sys_btn(DeviceButton button) {
if (button >= DEVICE_BUTTON_N) { return false; }
return sys_input_down_frames[button] >= 1;
}
bool sys_btnp(DeviceButton button) {
if (button >= DEVICE_BUTTON_N) { return false; }
if (sys_input_down_frames[button] == 1) { return true; }
// 31 and every 8 frames after that
if (sys_input_down_frames[button] >= 31 && (sys_input_down_frames[button] - 31) % 8 == 0) {
return true;
}
return false;
}

33
sys/sys_input.h Normal file
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@ -0,0 +1,33 @@
#ifndef SYS_INPUT_H
#define SYS_INPUT_H
/**
* Update the state of every button. Each button's btnp state depends
* on how long it's been down, and calling this function adds one frame.
*
* Usually this is called by sys_update(), at the start of frame.
*/
void sys_input_update();
/**
* Resets the input state -- all buttons have been held for 0 frames.
*
* If the buttons are held next frame, this will lead to a btnp().
*
* There's rarely any reason for user code to call this.
*/
void sys_input_reset();
/**
* Return whether a button is down.
*/
bool sys_btn(DeviceButton button);
/**
* Return whether a button was just pressed.
*
* Repeats after 30 frames, returning true every 8 frames after that.
*/
bool sys_btnp(DeviceButton button);
#endif // SYS_INPUT_H