#include "util.h"
#include "intr.h"
#include "input.h"
+#include "player.h"
#include "sprite.h"
#include "debug.h"
#include "level.h"
"#### ###\n"
"########\n";
-static struct xvertex cube[] __attribute__((section(".rodata"))) = {
- /* front */
- {-0x10000, -0x10000, -0x10000, 0, 0, -0x10000, 255},
- {0x10000, -0x10000, -0x10000, 0, 0, -0x10000, 255},
- {0x10000, 0x10000, -0x10000, 0, 0, -0x10000, 255},
- {-0x10000, 0x10000, -0x10000, 0, 0, -0x10000, 255},
- /* right */
- {0x10000, -0x10000, -0x10000, 0x10000, 0, 0, 128},
- {0x10000, -0x10000, 0x10000, 0x10000, 0, 0, 128},
- {0x10000, 0x10000, 0x10000, 0x10000, 0, 0, 128},
- {0x10000, 0x10000, -0x10000, 0x10000, 0, 0, 128},
- /* back */
- {0x10000, -0x10000, 0x10000, 0, 0, 0x10000, 200},
- {-0x10000, -0x10000, 0x10000, 0, 0, 0x10000, 200},
- {-0x10000, 0x10000, 0x10000, 0, 0, 0x10000, 200},
- {0x10000, 0x10000, 0x10000, 0, 0, 0x10000, 200},
- /* left */
- {-0x10000, -0x10000, 0x10000, -0x10000, 0, 0, 192},
- {-0x10000, -0x10000, -0x10000, -0x10000, 0, 0, 192},
- {-0x10000, 0x10000, -0x10000, -0x10000, 0, 0, 192},
- {-0x10000, 0x10000, 0x10000, -0x10000, 0, 0, 192},
- /* top */
- {-0x10000, 0x10000, -0x10000, 0, 0x10000, 0, 150},
- {0x10000, 0x10000, -0x10000, 0, 0x10000, 0, 150},
- {0x10000, 0x10000, 0x10000, 0, 0x10000, 0, 150},
- {-0x10000, 0x10000, 0x10000, 0, 0x10000, 0, 150},
- /* bottom */
- {0x10000, -0x10000, -0x10000, 0, -0x10000, 0, 210},
- {-0x10000, -0x10000, -0x10000, 0, -0x10000, 0, 210},
- {-0x10000, -0x10000, 0x10000, 0, -0x10000, 0, 210},
- {0x10000, -0x10000, 0x10000, 0, -0x10000, 0, 210}
+static struct xvertex tm_floor[] __attribute__((section(".rodata"))) = {
+ {0x10000, -0x10000, 0x10000, 0, 0x10000, 0, 210},
+ {-0x10000, -0x10000, 0x10000, 0, 0x10000, 0, 210},
+ {-0x10000, -0x10000, -0x10000, 0, 0x10000, 0, 210},
+ {0x10000, -0x10000, -0x10000, 0, 0x10000, 0, 210}
};
static struct level *lvl;
-static int32_t cam_theta, cam_phi;
+static struct player player;
+
void gamescr(void)
{
xgl_init();
- select_input(BN_DPAD);
+ memset(&player, 0, sizeof player);
+ player.y = 0x60000;
+
+ select_input(BN_DPAD | BN_A | BN_B);
mask(INTR_VBLANK);
screen_vblank = vblank;
bnstate = get_input();
- if(bnstate & KEY_UP) {
- cam_phi += 0x2000;
- if(cam_phi > X_HPI) cam_phi = X_HPI;
- }
- if(bnstate & KEY_DOWN) {
- cam_phi -= 0x2000;
- if(cam_phi < -X_HPI) cam_phi = -X_HPI;
- }
- if(bnstate & KEY_LEFT) {
- cam_theta += 0x2000;
- if(cam_theta > X_2PI) cam_theta -= X_2PI;
- }
- if(bnstate & KEY_RIGHT) {
- cam_theta -= 0x2000;
- if(cam_theta < X_2PI) cam_theta += X_2PI;
- }
+ player_input(&player, bnstate);
}
static void draw(void)
{
xgl_load_identity();
- //xgl_translate(0, -0x50000, 0);
- xgl_translate(0, 0, 0x80000);
- xgl_rotate_x(cam_phi);
- xgl_rotate_y(cam_theta);
+ xgl_rotate_x(player.phi);
+ xgl_rotate_y(player.theta);
+ xgl_translate(player.x, 0, player.y);
- xgl_draw(XGL_QUADS, cube, sizeof cube / sizeof *cube);
+ xgl_draw(XGL_QUADS, tm_floor, sizeof tm_floor / sizeof *tm_floor);
}
__attribute__((noinline, target("arm"), section(".iwram")))