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- #include "player.h"
-
- #include <string.h>
-
- #include "actor.h"
- #include "game.h"
- #include "sdk/assets.h"
- #include "sdk/joypad.h"
-
- #define PLAYER_SPEED 2
- #define GRAVITY 0x002e //!< 0.18
- #define PLAYER_INIT_JUMP_VY 0x0399 //!< 3.6
- #define PLAYER_INIT_FALL_VY 0xff1a //!< -1.1015625
- #define MAX_VY 0xf900 //!< -7.0
-
- #define SWITCH_ANIM_STATE(state) \
- do { \
- PLAYER_ACTOR->anim = (state); \
- PLAYER_ACTOR->frame_counter = 0; \
- PLAYER_ACTOR->frame_idx = 0; \
- } while (0)
-
- player_t PLAYER;
-
- ASSET(player_tiles, "player.2bpp");
- ASSET(player_map, "player.map");
-
- void player_init(void) {
- PLAYER.state = PLAYER_STATE_STAND;
- memcpy(VRAM_TILE_PTR(TILE_INDEX_PLAYER), &player_tiles[0],
- player_tiles_end - player_tiles);
- }
-
- void player_update(void) {
- if ((joypad_pressed & PAD_UP) && PLAYER.state != PLAYER_STATE_JUMP) {
- SWITCH_ANIM_STATE(ANIM_JUMP);
- PLAYER.state = PLAYER_STATE_JUMP;
- PLAYER.vy = PLAYER_INIT_JUMP_VY;
- }
-
- if (PLAYER.state == PLAYER_STATE_JUMP) {
- PLAYER.vy -= GRAVITY;
- *((uint16_t*)&PLAYER.y_lo) -= PLAYER.vy;
-
- if (player_bg_collides()) {
- if (PLAYER.vy & (1 << 15)) {
- PLAYER.y_hi--;
- while (player_bg_collides()) {
- PLAYER.y_hi--;
- }
- SWITCH_ANIM_STATE(ANIM_STAND);
- PLAYER.state = PLAYER_STATE_STAND;
- } else {
- PLAYER.y_hi++;
- while (player_bg_collides()) {
- PLAYER.y_hi++;
- }
- }
- PLAYER.vy = 0;
- }
- }
-
- if ((joypad_state & PAD_RIGHT) && PLAYER.x + TILE_WIDTH * 2 < SCRN_X) {
- PLAYER.dir = DIR_RIGHT;
- PLAYER.x += PLAYER_SPEED;
- if (player_bg_collides()) {
- PLAYER.x -= PLAYER_SPEED;
- }
- } else if ((joypad_state & PAD_LEFT) && PLAYER.x > 0) {
- PLAYER.dir = DIR_LEFT;
- PLAYER.x -= PLAYER_SPEED;
- if (player_bg_collides()) {
- PLAYER.x += PLAYER_SPEED;
- }
- }
-
- if (player_in_air() && PLAYER.state != PLAYER_STATE_JUMP) {
- PLAYER.state = PLAYER_STATE_JUMP;
- PLAYER.vy = PLAYER_INIT_FALL_VY;
- }
-
- PLAYER_ACTOR->flip = PLAYER.dir == DIR_LEFT;
- PLAYER_ACTOR->x = PLAYER.x;
- PLAYER_ACTOR->y = PLAYER.y_hi;
- }
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