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Origin/lumberjack #68
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Added base screen Added player animations
Added separate player file Started working on phyics logic added tilemap added animated tiles
Modified collision detection Tried to remove logging so that it works on device Modified level, but left it in hard coded Increased size of level Added character velocity Added jumping Trimmed green character sprite
Fixed sprites being cut off Added Secret Character we're not suppose to talk about Started enemy 1 sprite
Added bonk enemies from below so they can't move. Removed Hero struct Removed Enemy struct Created Entity struct to combine enemy and player struct Added ability to die and respawn Tweaked collision detection a bit
Load ALL of the sprites at the start of the game instead of just the ones we need Added enemies 2 & 3 Added system for changing sprites during game Fixed player red sprite Changed tag to LUM (For debugging) Removed unloading enemy (will cause a bug later) Moved ALL sprite loading to main class Added Ready for respawning
Updated Red Player Idle animation frame 4 Added sprite cleanup Added enemy alert Added enemy upgrading difficulty
Added lumberjackGame.c and moved everything to it Added menu to lumberjack so I can menu
Shifted player sprite array to have nulls at the end instead of the first 5 slots being empty.
Hook up lumberjackAudioCallback(), lumberjackExitGameMode() Add TODO headers for unused functions Declare arrays const where appropriate Remove duplicate set of enemy->type Only declare functions static when used in a single file Use ARRAY_SIZE() macro for accurate loop bounds Declare restartLevel() as restartLevel(void) Uniquely name loop variables to not shadow others Call lumberjackUpdatePlayerCollision() with appropriate arg Fixed types and duplicate in lumberjackDetectBump()
Changed player collision detection box size Moves some loose magic numbers into defines Fixed debug collision box drawing
Changed wifiMode to ESP_NOW from ESP_NOW_IMMEDIATE Fixed error where first frame of Lumber Jack game would send player through the floor Added first frame skip AND sending ready signal via ESP_NOW Removed some p2p cruft Added sloppy code for detecting attack button
Commented out collision box, will enable later if need be.
Second player moves around on both screens Ran clang-format very poorly Gave game modes better names Seperated drawFrame as a variable for easier time sending
@@ -21,6 +21,6 @@ void esp_log_write(esp_log_level_t level, const char* tag, const char* format, . | |||
vsnprintf(dbgStr, sizeof(dbgStr), format, args); | |||
va_end(args); | |||
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printf("%c| %s\n", levelChars[level], dbgStr); | |||
printf("%c|%s| %s\n", levelChars[level], tag, dbgStr); |
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This is the good stuff I wanted to get into main
main/swadge2024.c
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GPIO_NUM_2, // Down | ||
GPIO_NUM_4, // Left |
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Note to self, undo this eventually
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@MrTroyD I undid this in your branch before merging. Feel free to redo it for your board, or leave it as an uncommitted change
Description
Base gameplay for Lumber Jack. Doing this as a test for AEFeinsein
Test Instructions
Tested in emulator as well as on hardware
Ticket Links
Readiness Checklist
make format
to format the changesmake cppcheck
and checked thatcppcheck_result.txt
has no warnings for the changes/*! \file
comments with Design Philosophy, Usage, and Example sections for new headers.make docs
and checked thatdoxy_warnings.txt
has no warnings for the new code