261 lines
7.4 KiB
C
261 lines
7.4 KiB
C
#include <assert.h>
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#include "art/game_hud.h"
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#include "art/game_player.h"
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#include "art/game_tiles.h"
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#include "device/device.h"
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#include "map/game_map.h"
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#include "game.h"
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#include "sys/sys.h"
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game_bbox game_player_bbox = {
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.x_origin=0x0500,
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.y_origin=0x0c00,
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.x=0x9000,
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.y=0x1000,
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.w=0x0a00,
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.h=0x0c00,
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};
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bool game_player_grounded = false;
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sys_i32 game_player_jump_frames = 0;
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sys_i32 game_player_coyote_frames = 0;
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sys_i32 game_player_dx = 0;
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sys_i32 game_player_dy = 0;
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bool game_player_faceleft = false;
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game_player_collectibles_t game_player_collectibles = {
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.n_cake=0,
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.n_dollars=0
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};
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typedef enum {
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GAME_PLAYER_ANIM_STANDING,
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GAME_PLAYER_ANIM_WALKING,
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GAME_PLAYER_ANIM_FLOATING,
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} game_player_anim;
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game_player_anim game_player_anim_state = GAME_PLAYER_ANIM_STANDING;
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uint8_t game_player_anim_progress = 0;
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void game_player_anim_transition(game_player_anim anim);
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void game_player_anim_add_progress(uint8_t amt);
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void game_player_init() {
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game_player_bbox.x = game_map_player_start_x;
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game_player_bbox.y = game_map_player_start_y;
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}
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void game_player_update(bool* allow_input) {
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game_collision collision = game_collision_move_to_contact(
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&game_player_bbox,
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game_player_dx,
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game_player_dy
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);
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if (collision.collided_x) { game_player_dx = 0; }
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if (collision.collided_y) { game_player_dy = 0; }
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game_player_grounded = !game_collision_can_move(
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game_player_bbox, 0, 1
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);
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{
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sys_i32 fric_numerator = game_player_grounded ? 0x70 : 0x7f;
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game_player_dx = (
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game_player_dx * fric_numerator +
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// round up
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0x7f * sys_sgn_i32(game_player_dx)
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) / 0x80;
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if (sys_abs_i32(game_player_dx) > 0x140) {
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game_player_dx = sys_sgn_i32(game_player_dx) * 0x140;
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}
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int wanted_dx = game_player_dx;
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if (*allow_input && sys_btn(DEVICE_BUTTON_L)) { wanted_dx -= 0x50; }
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if (*allow_input && sys_btn(DEVICE_BUTTON_R)) { wanted_dx += 0x50; }
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// allow this if grounded or if it's not a change of direction
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if (
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/*
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game_player_grounded ||
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(sys_sgn_i32(wanted_dx) == sys_sgn_i32(game_player_dx))
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*/
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true
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) {
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game_player_dx = wanted_dx;
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} else {
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// the smallest possible amount of movement without changing sign
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game_player_dx = sys_sgn_i32(game_player_dx);
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}
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}
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if (game_player_grounded || game_player_coyote_frames > 0) {
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if (*allow_input && sys_btnp(DEVICE_BUTTON_U, false)) {
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game_player_dy = -0x200;
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game_player_jump_frames = 13;
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game_player_grounded = false;
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}
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}
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if (game_player_dx < 0) { game_player_faceleft = true; }
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if (game_player_dx > 0) { game_player_faceleft = false; }
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bool wants_to_go_higher = false;
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if (game_player_grounded) {
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game_player_coyote_frames = 5;
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if (game_player_dy > 0) { game_player_dy = 0; }
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if (sys_abs_i32(game_player_dx) < 0x20) { game_player_dx = 0; }
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}
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else {
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game_player_coyote_frames =
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sys_max_i32(0, game_player_coyote_frames - 1);
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wants_to_go_higher = sys_btn(DEVICE_BUTTON_U);
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bool is_going_higher = wants_to_go_higher && game_player_jump_frames > 0;
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if (game_player_dy >= 0 || !is_going_higher) {
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game_player_dy += 48;
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} else {
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game_player_jump_frames -= 1;
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}
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}
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// deduce animation state
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if (game_player_grounded) {
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if (game_player_dx == 0) {
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game_player_anim_transition(GAME_PLAYER_ANIM_STANDING);
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} else {
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game_player_anim_transition(GAME_PLAYER_ANIM_WALKING);
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game_player_anim_add_progress(
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sys_min_i32(sys_abs_i32(game_player_dx) / 0x10, 0x20)
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);
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}
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} else {
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if (wants_to_go_higher) {
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game_player_anim_transition(GAME_PLAYER_ANIM_FLOATING);
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} else {
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game_player_anim_transition(GAME_PLAYER_ANIM_STANDING);
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}
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}
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}
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void game_player_get_center(sys_i32* x, sys_i32* y) {
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*x = game_player_bbox.x;
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// center on me, not on feet
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*y = game_player_bbox.y - 8 * PIXEL_SZ_MICROPIXEL;
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}
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void game_player_set_camera() {
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sys_i32 x = game_player_bbox.x;
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sys_i32 y = game_player_bbox.y;
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// TODO: Use round_down et al
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sys_i32 x_pixel = x / PIXEL_SZ_MICROPIXEL;
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sys_i32 y_pixel = y / PIXEL_SZ_MICROPIXEL;
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sys_i32 x_topcorner = x_pixel - x_pixel % DEVICE_W;
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sys_i32 y_topcorner = y_pixel - y_pixel % DEVICE_H;
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sys_camera_set(x_topcorner, y_topcorner);
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}
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void game_player_draw() {
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int game_player_image;
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switch (game_player_anim_state) {
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case GAME_PLAYER_ANIM_WALKING:
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game_player_image = 2 + (game_player_anim_progress / 0x80) * 2;
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break;
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case GAME_PLAYER_ANIM_FLOATING:
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game_player_image = 6;
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break;
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default:
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case GAME_PLAYER_ANIM_STANDING:
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game_player_image = 0;
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break;
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}
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sys_sprite_draw_ext(
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spr_game_player,
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game_player_image,
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game_player_bbox.x / 0x100 - 8,
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game_player_bbox.y / 0x100 - 16,
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2, 2,
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game_player_faceleft, false
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);
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}
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void game_player_anim_transition(game_player_anim anim) {
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if (game_player_anim_state == anim) { return ;}
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game_player_anim_state = anim;
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game_player_anim_progress = 0;
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}
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void game_player_anim_add_progress(uint8_t amt) {
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game_player_anim_progress = (
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(uint32_t) game_player_anim_progress +
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(uint32_t) amt
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) & 0xff;
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}
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void game_player_draw_hud_number(sys_i32 number, sys_i32 x, sys_i32 y);
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void game_player_draw_hud() {
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sys_i32 y = 4;
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if (game_player_collectibles.n_dollars > 0) {
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sys_sprite_draw_ext(
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spr_game_hud,
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1,
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4, y,
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1, 1,
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false, false
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);
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game_player_draw_hud_number(game_player_collectibles.n_dollars, 16, y);
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y += 10;
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}
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if (game_player_collectibles.n_cake > 0) {
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sys_sprite_draw_ext(
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spr_game_hud,
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0,
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4, y - 1,
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1, 1,
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false, false
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);
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game_player_draw_hud_number(game_player_collectibles.n_cake, 16, y);
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y += 10;
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}
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}
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void game_player_draw_hud_number1(sys_i32 number, sys_i32 x, sys_i32 y, uint8_t color) {
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number = sys_min_i32(sys_max_i32(number, 0), 255);
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char s[2];
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s[1] = 0;
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if (number >= 100) {
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sys_i32 top_digit = number / 100;
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assert(0 <= top_digit && top_digit < 10);
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s[0] = '0' + top_digit;
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number = number % 100;
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sys_print(s, x, y, color);
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x += 8;
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}
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if (number >= 10) {
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sys_i32 top_digit = number / 10;
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assert(0 <= top_digit && top_digit < 10);
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s[0] = '0' + top_digit;
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number = number % 10;
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sys_print(s, x, y, color);
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x += 8;
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}
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sys_i32 top_digit = number;
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assert(0 <= top_digit && top_digit < 10);
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s[0] = '0' + top_digit;
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sys_print(s, x, y, color);
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}
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void game_player_draw_hud_number(sys_i32 number, sys_i32 x_start, sys_i32 y_start) {
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for (sys_i32 dy = -1; dy <= 1; dy++) {
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for (sys_i32 dx = -1; dx <= 1; dx++) {
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game_player_draw_hud_number1(number, x_start+dx, y_start+dy, 0);
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}
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}
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game_player_draw_hud_number1(number, x_start, y_start, 7);
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} |