Revision a2d58d3e
main.c | ||
---|---|---|
171 | 171 |
for(uint8_t delay = 0; delay < TICKS; delay++){ |
172 | 172 |
drawGameArea((player_t*)&player[playerNumber]); |
173 | 173 |
if(delay%20 == 0){ |
174 |
handleGamepadInput((player_t*)&player[playerNumber], ((~PIN(D))&(0b11110000))>>4); |
|
174 |
handleGamepadInput((player_t*)&player[playerNumber], |
|
175 |
((~PIN(CONTROLLER_PORT))& |
|
176 |
( (1<<CONTROLLER_LEFT) |
|
177 |
| (1<<CONTROLLER_DOWN) |
|
178 |
| (1<<CONTROLLER_RIGHT) |
|
179 |
| (1<<CONTROLLER_ROTATE)) |
|
180 |
)>>4); |
|
175 | 181 |
} |
176 | 182 |
} |
177 | 183 |
moveSpriteDown((sprite_t*)&(player[playerNumber].sprite)); |
... | ... | |
252 | 258 |
switch(input){ |
253 | 259 |
// move > rotate > down |
254 | 260 |
case (LEFT | DOWN | RIGHT | ROTATE): |
261 |
keypressCounter+=2; |
|
255 | 262 |
case (DOWN | ROTATE): |
256 | 263 |
rotateLeft((sprite_t*)&((*player).sprite)); |
257 | 264 |
rawToBlock((uint16_t*)(*player).sprite.block, (*player).sprite.raw, (*player).sprite.offset); |
258 | 265 |
moveSpriteDown((sprite_t*)&((*player).sprite)); |
259 | 266 |
keypressCounter+=2; |
260 | 267 |
break; |
261 |
case (DOWN): |
|
262 | 268 |
case (LEFT | DOWN | RIGHT): |
269 |
keypressCounter+=2; |
|
270 |
case (DOWN): |
|
263 | 271 |
moveSpriteDown((sprite_t*)&((*player).sprite)); |
264 | 272 |
keypressCounter+=1; |
265 | 273 |
break; |
... | ... | |
267 | 275 |
moveSpriteHorizontal((sprite_t*)&((*player).sprite), -1); |
268 | 276 |
keypressCounter+=1; |
269 | 277 |
break; |
278 |
case (LEFT | RIGHT | ROTATE): |
|
279 |
keypressCounter+=1; |
|
270 | 280 |
case (RIGHT | ROTATE): |
271 | 281 |
moveSpriteHorizontal((sprite_t*)&((*player).sprite), -1); |
272 | 282 |
keypressCounter+=1; |
273 | 283 |
case (ROTATE): |
274 |
case (LEFT | RIGHT | ROTATE): |
|
275 | 284 |
rotateLeft((sprite_t*)&((*player).sprite)); |
276 | 285 |
rawToBlock((uint16_t*)(*player).sprite.block, (*player).sprite.raw, (*player).sprite.offset); |
277 | 286 |
keypressCounter+=1; |
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