first commit - a kind of working thingy

This commit is contained in:
Akbar Rahman 2022-06-06 22:19:34 +01:00
commit c78bc5e88b
Signed by: alvierahman90
GPG Key ID: 20609519444A1269
19 changed files with 652 additions and 0 deletions

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.gitignore vendored Normal file
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compile.bat
obj

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[submodule "gbdk-2020"]
path = gbdk-2020
url = https://github.com/gbdk-2020/gbdk-2020.git

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Makefile Normal file
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#
# A Makefile that compiles all .c and .s files in "src" and "res"
# subdirectories and places the output in a "obj" subdirectory
#
# If you move this project you can change the directory
# to match your GBDK root directory (ex: GBDK_HOME = "C:/GBDK/"
GBDK_HOME = ./gbdk-2020/
LCC = $(GBDK_HOME)bin/lcc
# You can set flags for LCC here
# For example, you can uncomment the line below to turn on debug output
# LCCFLAGS = -debug
# You can set the name of the .gb ROM file here
PROJECTNAME = untitled2dshooter
SRCDIR = src
OBJDIR = obj
RESDIR = res
BINS = $(OBJDIR)/$(PROJECTNAME).gb
CSOURCES = $(foreach dir,$(SRCDIR),$(notdir $(wildcard $(dir)/*.c))) $(foreach dir,$(RESDIR),$(notdir $(wildcard $(dir)/*.c)))
ASMSOURCES = $(foreach dir,$(SRCDIR),$(notdir $(wildcard $(dir)/*.s)))
OBJS = $(CSOURCES:%.c=$(OBJDIR)/%.o) $(ASMSOURCES:%.s=$(OBJDIR)/%.o)
all: prepare $(BINS)
compile.bat: Makefile
@echo "REM Automatically generated from Makefile" > compile.bat
@make -sn | sed y/\\//\\\\/ | grep -v make >> compile.bat
# Compile .c files in "src/" to .o object files
$(OBJDIR)/%.o: $(SRCDIR)/%.c
$(LCC) $(LCCFLAGS) -c -o $@ $<
# Compile .c files in "res/" to .o object files
$(OBJDIR)/%.o: $(RESDIR)/%.c
$(LCC) $(LCCFLAGS) -c -o $@ $<
# Compile .s assembly files in "src/" to .o object files
$(OBJDIR)/%.o: $(SRCDIR)/%.s
$(LCC) $(LCCFLAGS) -c -o $@ $<
# If needed, compile .c files i n"src/" to .s assembly files
# (not required if .c is compiled directly to .o)
$(OBJDIR)/%.s: $(SRCDIR)/%.c
$(LCC) $(LCCFLAGS) -S -o $@ $<
# Link the compiled object files into a .gb ROM file
$(BINS): $(OBJS)
$(LCC) $(LCCFLAGS) -o $(BINS) $(OBJS)
prepare:
mkdir -p $(OBJDIR)
clean:
# rm -f *.gb *.ihx *.cdb *.adb *.noi *.map
rm -f $(OBJDIR)/*.*

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gbdk-2020 Submodule

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Subproject commit ebbc0b0ed11267182c922fcbf87da915b9e90526

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readme.md Normal file
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# untitled2dshooter
an untitled 2d multiplayer shooter for the gameboy
## compile
```
make all
```
the gameboy rom will be output to `obj/untitled2dshooter.gb`

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res/map.c Normal file
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/*
MAP.C
Map Source File.
Info:
Section :
Bank : 0
Map size : 20 x 18
Tile set : Z:\home\alvie\d\p\wordboy\res\tiles.gbr
Plane count : 1 plane (8 bits)
Plane order : Tiles are continues
Tile offset : 0
Split data : No
This file was generated by GBMB v1.8
*/
#define mapWidth 20
#define mapHeight 18
#define mapBank 0
unsigned char map[] =
{
0x09,0x02,0x02,0x02,0x02,0x02,0x02,0x08,0x00,0x00,
0x00,0x07,0x02,0x02,0x02,0x02,0x02,0x02,0x02,0x0A,
0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x03,
0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x03,
0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x03,
0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x03,
0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x03,
0x04,0x00,0x00,0x0D,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x03,
0x04,0x00,0x00,0x11,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x03,
0x04,0x00,0x00,0x03,0x0F,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x03,
0x04,0x00,0x00,0x11,0x00,0x00,0x0E,0x12,0x12,0x12,
0x12,0x12,0x0F,0x00,0x00,0x00,0x00,0x00,0x00,0x03,
0x04,0x00,0x00,0x11,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x03,
0x04,0x00,0x00,0x11,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x0E,0x12,0x12,0x0F,0x00,0x00,0x00,0x03,
0x04,0x00,0x00,0x10,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x03,
0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x05,0x01,0x0B,
0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x03,0x13,0x13,
0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x05,0x0B,0x13,0x13,
0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x05,0x0B,0x13,0x13,0x13,
0x0C,0x01,0x01,0x01,0x01,0x01,0x01,0x06,0x00,0x00,
0x00,0x05,0x01,0x01,0x01,0x0B,0x13,0x13,0x13,0x13
};
/* End of MAP.C */

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/*
MAP.H
Map Include File.
Info:
Section :
Bank : 0
Map size : 20 x 18
Tile set : Z:\home\alvie\d\p\wordboy\res\tiles.gbr
Plane count : 1 plane (8 bits)
Plane order : Tiles are continues
Tile offset : 0
Split data : No
This file was generated by GBMB v1.8
*/
#define mapWidth 20
#define mapHeight 18
#define mapBank 0
extern unsigned char map[];
/* End of MAP.H */

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/*
SPRITES.C
Tile Source File.
Info:
Form : All tiles as one unit.
Format : Gameboy 4 color.
Compression : None.
Counter : None.
Tile size : 8 x 8
Tiles : 0 to 10
Palette colors : None.
SGB Palette : None.
CGB Palette : None.
Convert to metatiles : No.
This file was generated by GBTD v2.2
*/
/* Start of tile array. */
unsigned char sprites[] =
{
0xF7,0x08,0xED,0x12,0xFE,0x11,0xFF,0x38,
0xFE,0x39,0xFE,0x39,0xFF,0x7E,0xFF,0x6E,
0xFF,0x00,0xC3,0x42,0x81,0x00,0x81,0x00,
0x81,0x00,0x81,0x00,0xC3,0x42,0xFF,0x00,
0xC3,0xC3,0xDB,0xDB,0x3C,0x3C,0x7E,0x7E,
0x7E,0x7E,0x3C,0x3C,0xDB,0xDB,0xC3,0xC3,
0x43,0xC3,0xDB,0xDB,0x3C,0x3C,0x7E,0x7E,
0x7E,0x7E,0x3C,0x3C,0xDB,0xDB,0xC3,0xC3,
0xC2,0xC3,0xDB,0xDB,0x3C,0x3C,0x7E,0x7E,
0x7E,0x7E,0x3C,0x3C,0xDB,0xDB,0xC3,0xC3,
0xC3,0xC3,0xDB,0xDB,0x3C,0x3C,0x7E,0x7E,
0x7E,0x7E,0x3C,0x3C,0xDB,0xDB,0x43,0xC3,
0xC3,0xC3,0xDB,0xDB,0x3C,0x3C,0x7E,0x7E,
0x7E,0x7E,0x3C,0x3C,0xDB,0xDB,0xC2,0xC3,
0x42,0xC3,0xDB,0xDB,0x3C,0x3C,0x7E,0x7E,
0x7E,0x7E,0x3C,0x3C,0xDB,0xDB,0xC3,0xC3,
0xC2,0xC3,0xDB,0xDB,0x3C,0x3C,0x7E,0x7E,
0x7E,0x7E,0x3C,0x3C,0xDB,0xDB,0xC2,0xC3,
0xC3,0xC3,0xDB,0xDB,0x3C,0x3C,0x7E,0x7E,
0x7E,0x7E,0x3C,0x3C,0xDB,0xDB,0x42,0xC3,
0x43,0xC3,0xDB,0xDB,0x3C,0x3C,0x7E,0x7E,
0x7E,0x7E,0x3C,0x3C,0xDB,0xDB,0x43,0xC3
};
/* End of SPRITES.C */

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/*
SPRITES.H
Include File.
Info:
Form : All tiles as one unit.
Format : Gameboy 4 color.
Compression : None.
Counter : None.
Tile size : 8 x 8
Tiles : 0 to 10
Palette colors : None.
SGB Palette : None.
CGB Palette : None.
Convert to metatiles : No.
This file was generated by GBTD v2.2
*/
/* Bank of tiles. */
#define spritesBank 0
/* Start of tile array. */
extern unsigned char sprites[];
/* End of SPRITES.H */

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BIN
res/tilemap.gbm Normal file

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/*
TILES.C
Tile Source File.
Info:
Form : All tiles as one unit.
Format : Gameboy 4 color.
Compression : None.
Counter : None.
Tile size : 8 x 8
Tiles : 0 to 22
Palette colors : None.
SGB Palette : None.
CGB Palette : None.
Convert to metatiles : No.
This file was generated by GBTD v2.2
*/
/* Start of tile array. */
unsigned char tiles[] =
{
0x10,0x00,0x00,0x00,0x08,0x00,0x10,0x00,
0x30,0x00,0x20,0x00,0x60,0x00,0x50,0x20,
0xFF,0xFF,0xFF,0xFF,0x00,0xFF,0x00,0xFF,
0x00,0xFF,0x00,0xFF,0x00,0xFF,0x00,0xFF,
0x00,0xFF,0x00,0xFF,0x00,0xFF,0x00,0xFF,
0x00,0xFF,0x00,0xFF,0xFF,0xFF,0xFF,0xFF,
0xC0,0xFF,0xC0,0xFF,0xC0,0xFF,0xC0,0xFF,
0xC0,0xFF,0xC0,0xFF,0xC0,0xFF,0xC0,0xFF,
0x03,0xFF,0x03,0xFF,0x03,0xFF,0x03,0xFF,
0x03,0xFF,0x03,0xFF,0x03,0xFF,0x03,0xFF,
0x7F,0x7F,0xFF,0xFF,0xF0,0xFF,0xE0,0xFF,
0xC0,0xFF,0xC0,0xFF,0xC0,0xFF,0xC0,0xFF,
0xFE,0xFE,0xFF,0xFF,0x0F,0xFF,0x07,0xFF,
0x03,0xFF,0x03,0xFF,0x03,0xFF,0x03,0xFF,
0xC0,0xFF,0xC0,0xFF,0xC0,0xFF,0xC0,0xFF,
0xE0,0xFF,0xF0,0xFF,0xFF,0xFF,0x7F,0x7F,
0x03,0xFF,0x03,0xFF,0x03,0xFF,0x03,0xFF,
0x07,0xFF,0x0F,0xFF,0xFF,0xFF,0xFE,0xFE,
0x00,0xFF,0x00,0xFF,0x00,0xFF,0x00,0xFF,
0x00,0xFF,0x00,0xFF,0x01,0xFF,0x03,0xFF,
0x00,0xFF,0x00,0xFF,0x00,0xFF,0x00,0xFF,
0x00,0xFF,0x00,0xFF,0x80,0xFF,0xC0,0xFF,
0xC0,0xFF,0x80,0xFF,0x00,0xFF,0x00,0xFF,
0x00,0xFF,0x00,0xFF,0x00,0xFF,0x00,0xFF,
0x03,0xFF,0x01,0xFF,0x00,0xFF,0x00,0xFF,
0x00,0xFF,0x00,0xFF,0x00,0xFF,0x00,0xFF,
0x7E,0x7E,0xFF,0xFF,0xE7,0xFF,0xC3,0xFF,
0xC3,0xFF,0xC3,0xFF,0xC3,0xFF,0xC3,0xFF,
0x7F,0x7F,0xFF,0xFF,0xE0,0xFF,0xC0,0xFF,
0xC0,0xFF,0xE0,0xFF,0xFF,0xFF,0x7F,0x7F,
0xFE,0xFE,0xFF,0xFF,0x07,0xFF,0x03,0xFF,
0x03,0xFF,0x07,0xFF,0xFF,0xFF,0xFE,0xFE,
0xC3,0xFF,0xC3,0xFF,0xC3,0xFF,0xC3,0xFF,
0xC3,0xFF,0xE7,0xFF,0xFF,0xFF,0x7E,0x7E,
0xC3,0xFF,0xC3,0xFF,0xC3,0xFF,0xC3,0xFF,
0xC3,0xFF,0xC3,0xFF,0xC3,0xFF,0xC3,0xFF,
0xFF,0xFF,0xFF,0xFF,0x00,0xFF,0x00,0xFF,
0x00,0xFF,0x00,0xFF,0xFF,0xFF,0xFF,0xFF,
0x00,0xFF,0x00,0xFF,0x00,0xFF,0x00,0xFF,
0x00,0xFF,0x00,0xFF,0x00,0xFF,0x00,0xFF,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
};
/* End of TILES.C */

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/*
TILES.H
Include File.
Info:
Form : All tiles as one unit.
Format : Gameboy 4 color.
Compression : None.
Counter : None.
Tile size : 8 x 8
Tiles : 0 to 22
Palette colors : None.
SGB Palette : None.
CGB Palette : None.
Convert to metatiles : No.
This file was generated by GBTD v2.2
*/
/* Bank of tiles. */
#define tilesBank 0
/* Start of tile array. */
extern unsigned char tiles[];
/* End of TILES.H */

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#ifndef CONSTANTS_LOADED
#define CONSTANTS_LOADED
#define GRAV_ACC 1
#define TERM_VELY 3
#define TERM_VELX 2
#define TERM_VELY_DIVISOR 3
#define TERM_VELX_DIVISOR 3
#define JUMP_VEL 4
#define JUMP_TIMEOUT_FRAMES 18
#define DASH_VELL 7
#define DASH_VELD 5
#define DASH_TIMEOUT_FRAMES 30
#define SPRITE_WIDTH 8
#define SPRITE_HEIGHT 8
#define PIXELS_PER_TILE 8
#define TILES_PER_ROW 20
#endif

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#define SPRITE_PROP_BEHIND 0b10000000
#define SPRITE_PROP_VERTICAL_FLIP 0b01000000
#define SPRITE_PROP_HORIZONTAL_FLIP 0b00100000
#define COLLISION_TOP_LEFT 0b10000000
#define COLLISION_TOP_RIGHT 0b01000000
#define COLLISION_BOTTOM_LEFT 0b00100000
#define COLLISION_BOTTOM_RIGHT 0b00010000
// Sprite Collision flags used by uint8_t collision(uint8_t, uint8_t, uint8_t, uint8_t)
#define SC_TL 0b10000000
#define SC_TR 0b01000000
#define SC_BL 0b00100000
#define SC_BR 0b00010000
#define SC_LT 0b00001000
#define SC_LB 0b00000100
#define SC_RT 0b00000010
#define SC_RB 0b00000001
#define SC_ITL 0b1000
#define SC_ITR 0b0100
#define SC_IBL 0b0010
#define SC_IBR 0b0001
/* Sprite Collision point diagram:
* x TL LT x
* ------------
* LT x|x ITL ITR x|x RT
* | |
* | |
* | |
* | |
* | |
* LB x|x IBL IBR x|x RB
* ------------
* x TL LT x
*/

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#include <gb/gb.h>
#include <stdlib.h>
#include "../res/tiles.h"
#include "../res/map.h"
#include"../res/sprites.h"
#include "./flags.h"
#include "./constants.h"
#include "./vec.c"
int getTileIndexByCoord(unsigned int x, unsigned int y)
{
return ((y / PIXELS_PER_TILE) * 20) + (x / PIXELS_PER_TILE);
}
// check for external collisions (if rectangle is at least touchign something)
unsigned int collision(unsigned char map[], struct UVec *sprite_pos, struct UVec *sprite_size)
{
unsigned int rv = 0;
struct UVec itl, itr, ibl, ibr;
itl.x = sprite_pos->x-8; itl.y = sprite_pos->y-16;
itr.x = sprite_pos->x-1; itr.y = sprite_pos->y-16;
ibl.x = sprite_pos->x-8; ibl.y = sprite_pos->y-9;
ibr.x = sprite_pos->x-1; ibr.y = sprite_pos->y-9;
// check if corners are in a non 0 tile
if (map[getTileIndexByCoord(itl.x, itl.y-1)]) rv = rv | SC_TL;
if (map[getTileIndexByCoord(itr.x, itr.y-1)]) rv = rv | SC_TR;
if (map[getTileIndexByCoord(ibl.x, ibl.y+1)]) rv = rv | SC_BL;
if (map[getTileIndexByCoord(ibr.x, ibr.y+1)]) rv = rv | SC_BR;
if (map[getTileIndexByCoord(itl.x-1, itl.y)]) rv = rv | SC_LT;
if (map[getTileIndexByCoord(ibl.x-1, ibl.y)]) rv = rv | SC_LB;
if (map[getTileIndexByCoord(itr.x+1, itr.y)]) rv = rv | SC_RT;
if (map[getTileIndexByCoord(ibr.x+1, ibr.y)]) rv = rv | SC_RB;
return rv;
}
// calculate internal collisions from external collisions
unsigned int icollision(unsigned char map[], struct UVec *sprite_pos, struct UVec *sprite_size)
{
unsigned int c, rv = 0;
struct UVec itl, itr, ibl, ibr;
itl.x = sprite_pos->x-8; itl.y = sprite_pos->y-16;
itr.x = sprite_pos->x-1; itr.y = sprite_pos->y-16;
ibl.x = sprite_pos->x-8; ibl.y = sprite_pos->y-9;
ibr.x = sprite_pos->x-1; ibr.y = sprite_pos->y-9;
if (map[getTileIndexByCoord(itl.x, itl.y)]) rv = rv | SC_ITL;
if (map[getTileIndexByCoord(itr.x, itr.y)]) rv = rv | SC_ITR;
if (map[getTileIndexByCoord(ibl.x, ibl.y)]) rv = rv | SC_IBL;
if (map[getTileIndexByCoord(ibr.x, ibr.y)]) rv = rv | SC_IBR;
return rv;
}
void init_gfx()
{
// Load Background tiles and then map
set_bkg_data(0, 23, tiles);
set_bkg_tiles(0, 0, mapWidth, mapHeight, map);
set_sprite_data(0, 11, sprites);
set_sprite_tile(0, 2);
set_sprite_prop(0, 0);
// Turn the background map on to make it visible
SHOW_BKG;
SHOW_SPRITES;
}
void main(void)
{
unsigned int c, search_found, frames_since_last_jump, frames_since_last_dash, fc = 0;
int xsearch, ysearch;
struct UVec sprite_pos, search_pos, sprite_size;
struct Vec velocity, acceleration;
init_gfx();
sprite_pos.x = 72;
sprite_pos.y = 35;
sprite_size.x = 8;
sprite_size.y = 8;
frames_since_last_jump = JUMP_TIMEOUT_FRAMES;
frames_since_last_dash = DASH_TIMEOUT_FRAMES;
velocity.x = 0;
velocity.y = 0;
acceleration.x = 0;
acceleration.y = 0;
move_sprite(0, sprite_pos.x, sprite_pos.y);
// Loop forever
while(1) {
// the gameboy simulates physics too quickly to have good control over the speeds of things
// so draw them less often and move them more
if (frames_since_last_jump <= JUMP_TIMEOUT_FRAMES) frames_since_last_jump++;
if (frames_since_last_dash <= DASH_TIMEOUT_FRAMES) frames_since_last_dash++;
if (++fc % 2 == 0) {
velocity.y += GRAV_ACC;
fc = 0;
}
// player move left/right
if ((joypad() & J_RIGHT) && (velocity.x < TERM_VELX)) acceleration.x = 1;
else if ((joypad() & J_LEFT) && (velocity.x > -TERM_VELX)) acceleration.x = -1;
else acceleration.x = -velocity.x/abs(velocity.x);
velocity.x += acceleration.x;
// player dash
if ((joypad() & J_B) && (frames_since_last_dash > DASH_TIMEOUT_FRAMES)) {
int frames_since_last_dash_copy = frames_since_last_dash;
frames_since_last_dash = 0;
if ((joypad() & J_LEFT) && !(joypad() & (J_UP | J_RIGHT | J_DOWN))) {
velocity.x = -DASH_VELL;
} else if ((joypad() & J_RIGHT) && !(joypad() & (J_UP | J_LEFT | J_DOWN))) {
velocity.x = DASH_VELL;
} else if ((joypad() & J_UP) && !(joypad() & (J_RIGHT | J_LEFT | J_DOWN))) {
velocity.y = -DASH_VELL;
} else if ((joypad() & J_DOWN) && !(joypad() & (J_UP | J_LEFT | J_RIGHT))) {
velocity.y = DASH_VELL;
} else if ((joypad() & J_RIGHT) && (joypad() & J_UP)) {
velocity.x = DASH_VELD;
velocity.y = -DASH_VELD;
} else if ((joypad() & J_LEFT) && (joypad() & J_UP)) {
velocity.x = -DASH_VELD;
velocity.y = -DASH_VELD;
} else if ((joypad() & J_LEFT) && (joypad() & J_DOWN)) {
velocity.x = -DASH_VELD;
velocity.y = DASH_VELD;
} else if ((joypad() & J_RIGHT) && (joypad() & J_DOWN)) {
velocity.x = DASH_VELD;
velocity.y = DASH_VELD;
} else {
// if player doesn't hold the right buttons to dash, don't dash and set the
// frames_since_last_dash counter back to what it was before
frames_since_last_dash = frames_since_last_dash_copy;
}
}
// slow down sprite in kind of realistic way
// (in real life i think it's drag is proportional to velocity square but not
// sure if that is worth the compute yet)
if (velocity.y > TERM_VELY) velocity.y -= (abs(velocity.y)-TERM_VELY)/TERM_VELY_DIVISOR;
if (velocity.y < -TERM_VELY) velocity.y += (abs(velocity.y)-TERM_VELY)/TERM_VELY_DIVISOR;
if (velocity.x > TERM_VELX) velocity.x -= (abs(velocity.x)-TERM_VELX)/TERM_VELX_DIVISOR;
if (velocity.x < -TERM_VELX) velocity.x += (abs(velocity.x)-TERM_VELX)/TERM_VELX_DIVISOR;
// don't let player move in a direction which they are already touching something
if (((c & SC_TL) | (c & SC_TR)) && (velocity.y < 0)) { velocity.y = 0; }
if (((c & SC_BL) | (c & SC_BR)) && (velocity.y > 0)) {
// player jump
if ((joypad() & J_A) && (frames_since_last_jump > JUMP_TIMEOUT_FRAMES)) {
velocity.y = -JUMP_VEL;
frames_since_last_jump = 0;
}
else velocity.y = 0;
}
if (((c & SC_RT) | (c & SC_RB)) && (velocity.x > 0)) { velocity.x = 0; }
if (((c & SC_LT) | (c & SC_LB)) && (velocity.x < 0)) { velocity.x = 0; }
sprite_pos.x += velocity.x;
sprite_pos.y += velocity.y;
c = collision(map, &sprite_pos, &sprite_size);
// move player out of tiles by brute force searching :eyes:
// TODO this is really stupid and bad and i think it will have to be changed when there
// are more players moving around
search_found = 0;
for (ysearch = 0; ysearch <= SPRITE_HEIGHT; ysearch++) {
for (xsearch = 0; xsearch <= SPRITE_WIDTH; xsearch++) {
search_pos.x = sprite_pos.x + xsearch;
search_pos.y = sprite_pos.y + ysearch;
if(icollision(map, &search_pos, &sprite_size) == 0) {
sprite_pos.x = search_pos.x;
sprite_pos.y = search_pos.y;
search_found = 1;
break;
}
search_pos.x = sprite_pos.x - xsearch;
search_pos.y = sprite_pos.y + ysearch;
if(icollision(map, &search_pos, &sprite_size) == 0) {
sprite_pos.x = search_pos.x;
sprite_pos.y = search_pos.y;
search_found = 1;
break;
}
search_pos.x = sprite_pos.x - xsearch;
search_pos.y = sprite_pos.y - ysearch;
if(icollision(map, &search_pos, &sprite_size) == 0) {
sprite_pos.x = search_pos.x;
sprite_pos.y = search_pos.y;
search_found = 1;
break;
}
search_pos.x = sprite_pos.x + xsearch;
search_pos.y = sprite_pos.y - ysearch;
if(icollision(map, &search_pos, &sprite_size) == 0) {
sprite_pos.x = search_pos.x;
sprite_pos.y = search_pos.y;
search_found = 1;
break;
}
}
if (search_found) break;
}
// finally move the sprite
move_sprite(0, sprite_pos.x, sprite_pos.y);
// Done processing, yield CPU and wait for start of next frame
wait_vbl_done();
}
}

9
src/vec.c Normal file
View File

@ -0,0 +1,9 @@
struct UVec {
unsigned int x;
unsigned int y;
};
struct Vec {
int x;
int y;
};