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player.c
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#include <yaul.h>
#include <string.h>
#include "animation.h"
#include "collision.h"
#include "enemies.h"
#include "level.h"
#include "player.h"
#include "print.h"
#include "scroll.h"
#include "sound.h"
#include "sprite.h"
#define PLAYER_ACCEL (FIX16(0.25f))
#define PLAYER_MAX_SPEED (FIX16(2.5f))
// Furthest right the player sprite can go
#define PLAYER_MAX_X_POS (FIX16(140.0f))
// Jump stuff
#define PLAYER_MAX_JUMPS (1)
#define PLAYER_JUMP_SPEED (-FIX16(5.0f))
typedef enum anim_type {
PLAYER_ANIM_TYPE_IDLE,
PLAYER_ANIM_TYPE_WALK,
PLAYER_ANIM_TYPE_RUN,
PLAYER_ANIM_TYPE_JUMP,
PLAYER_ANIM_TYPE_DEATH,
PLAYER_ANIM_TYPE_ATTACK,
PLAYER_ANIM_TYPE_INVALID = 0xFF
} anim_type_t;
/* XXX: Hard coded */
extern smpc_peripheral_digital_t per_digital;
extern loaded_level_t *loaded_level;
static const animation_t _player_anims[] = {
ANIMATION_DEFINE("idle", 0, 4, 8, true),
ANIMATION_DEFINE("walk", 4, 4, 8, true),
ANIMATION_DEFINE("run", 8, 4, 8, true),
ANIMATION_DEFINE("jump", 12, 2, 8, true),
ANIMATION_DEFINE("death", 14, 8, 12, false),
ANIMATION_DEFINE("attack", 22, 4, 7, false)
};
static sprite_t _player;
static anim_type_t _prev_player_anim_type = PLAYER_ANIM_TYPE_INVALID;
static anim_type_t _player_anim_type = PLAYER_ANIM_TYPE_IDLE;
static bool _player_jumps = false;
static bool _player_grounded = false;
static void _loaded_level_state_update(void);
void
player_init(void)
{
sprite_make(0, 0, &_player);
const loaded_spr_t *loaded_spr = sprite_load(OBJECT_ID_GUY);
_player.loaded_spr = loaded_spr;
_player.render_width = fix16_int32_from(_player.loaded_spr->sprites[0].width);
_player.render_height = fix16_int32_from(_player.loaded_spr->sprites[0].height);
/* XXX: Hard coded -- add this to SPR! */
_player.bb_width = FIX16(16.0f);
_player.bb_height = FIX16(16.0f);
_player.bb_x = FIX16(16.0f);
_player.bb_y = FIX16(32.0f);
_loaded_level_state_update();
}
void
player_lvl_process(const lvl_t *lvl)
{
player_init();
_player.x_pos = loaded_level->player_start.x;
_player.y_pos = loaded_level->player_start.y;
_loaded_level_state_update();
}
int
player_cankill(const sprite_t *sprite)
{
return ((_player.dy > 0)) && (_player.y_pos < sprite->y_pos);
}
// Run when the player kills an enemy
void
player_killenemy(void)
{
_player.dy = PLAYER_JUMP_SPEED;
}
// Run when the player dies
void
player_die(void)
{
_player.x_pos = loaded_level->player_start.x;
_player.y_pos = loaded_level->player_start.y;
_player.dx = 0;
_player.dy = 0;
_loaded_level_state_update();
_player_jumps = false;
/* XXX: Hack */
level_reload();
}
void
player_input(void)
{
if ((per_digital.pressed.raw & PERIPHERAL_DIGITAL_LEFT) != 0) {
if (_player.dx > -PLAYER_MAX_SPEED) {
_player.dx -= PLAYER_ACCEL;
} else {
_player.dx += PLAYER_ACCEL;
}
_player.mirror = SPRITE_MIRROR_HORZ;
} else if ((per_digital.pressed.raw & PERIPHERAL_DIGITAL_RIGHT) != 0) {
if (_player.dx < PLAYER_MAX_SPEED) {
_player.dx += PLAYER_ACCEL;
} else {
_player.dx -= PLAYER_ACCEL;
}
_player.mirror &= ~SPRITE_MIRROR_HORZ;
} else {
if (_player.dx > 0) {
_player.dx -= PLAYER_ACCEL;
} else if (_player.dx < 0) {
_player.dx += PLAYER_ACCEL;
}
}
if ((per_digital.pressed.raw & PERIPHERAL_DIGITAL_A) != 0) {
}
_player.x_pos += _player.dx;
player_animate();
collision_horiz_eject(&_player);
if (((per_digital.pressed.raw & PERIPHERAL_DIGITAL_B) != 0) && !_player_jumps) {
_player.dy = PLAYER_JUMP_SPEED;
_player_jumps = true;
sound_play(SOUND_JUMP);
}
// If you hold the jump button longer, jump higher
else if (((per_digital.pressed.raw & PERIPHERAL_DIGITAL_B) != 0) && (_player.dy < 0)) {
_player.dy += FIX16(0.25f);
} else {
_player.dy += SPRITE_GRAVITY;
if (_player.dy > SPRITE_MAXFALLSPEED) {
_player.dy = SPRITE_MAXFALLSPEED;
}
// Jump button
// If we're falling and on a solid surface or a slope
if (((per_digital.pressed.raw & PERIPHERAL_DIGITAL_B) == 0) &&
(_player.dy > 0) &&
collision_below_check(&_player)) {
_player_jumps = false;
}
}
if (collision_below_check(&_player)) {
_player_grounded = true;
} else {
_player_grounded = false;
}
_player.y_pos += _player.dy;
/* XXX: Hard coded */
if (_player.y_pos >= FIX16(512.0f)) {
player_die();
}
collision_vert_eject(&_player);
const trigger_id_t trigger_id = collision_trigger_get(&_player);
if (trigger_id != TRIGGER_ID_INVALID) {
switch (trigger_id) {
case TRIGGER_ID_RESTART_LEVEL:
player_die();
break;
case TRIGGER_ID_PREVIOUS_LEVEL:
/* XXX: Hack */
level_load(loaded_level->level - 1);
break;
case TRIGGER_ID_NEXT_LEVEL:
/* XXX: Hack */
level_load(loaded_level->level + 1);
break;
default:
break;
}
}
_loaded_level_state_update();
}
void
player_animate(void)
{
if (_player_jumps && _player_grounded) {
_player_anim_type = PLAYER_ANIM_TYPE_JUMP;
} else if (_player.dx != FIX16(0.0f)) {
_player_anim_type = PLAYER_ANIM_TYPE_RUN;
} else {
_player_anim_type = PLAYER_ANIM_TYPE_IDLE;
}
const animation_t * const animation =
&_player_anims[_player_anim_type];
/* print_buffer(0, 0, "Animation: %s", animation->name); */
animation_update(&_player, animation);
}
/* Allows me to treat the player sprite like any other sprite while only moving
* the screen around him */
void
player_draw(void)
{
sprite_t copy_player;
fix16_t bg_scroll_val;
(void)memcpy(©_player, &_player, sizeof(sprite_t));
if (copy_player.x_pos > PLAYER_MAX_X_POS) {
fix16_t new_x_pos = copy_player.x_pos - PLAYER_MAX_X_POS;
scroll_set(SCROLL_BG_PLAYFIELD, new_x_pos, 0);
scroll_set(SCROLL_BG_OVERLAP, new_x_pos, 0);
bg_scroll_val = new_x_pos >> 1;
copy_player.x_pos = PLAYER_MAX_X_POS;
} else {
scroll_set(SCROLL_BG_PLAYFIELD, 0, 0);
scroll_set(SCROLL_BG_OVERLAP, 0, 0);
bg_scroll_val = 0;
}
fix16_t top_point = copy_player.y_pos + copy_player.render_height;
/* XXX: Hard coded values */
const fix16_t top_camera_y = FIX16(224.0f);
const fix16_t bottom_camera_y = FIX16(448.0f);
if ((top_point > top_camera_y) &&
(copy_player.y_pos < bottom_camera_y)) {
copy_player.y_pos -= top_camera_y;
sprite_draw(©_player);
}
scroll_linescroll4(SCROLL_BG_NEAR, bg_scroll_val, 3 * 16, 6 * 16, 224);
}
static void
_loaded_level_state_update(void)
{
loaded_level->player_pos.x = _player.x_pos;
loaded_level->player_pos.y = _player.y_pos;
loaded_level->player_width = fix16_int32_to(_player.bb_width);
loaded_level->player_height = fix16_int32_to(_player.bb_height);
}