lol its in c
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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;
}