i think this is less code maybe but also it doesn't work

This commit is contained in:
Akbar Rahman 2022-06-21 18:59:13 +01:00
parent 565f7eebbd
commit 1483af3177
Signed by: alvierahman90
GPG Key ID: 20609519444A1269
2 changed files with 83 additions and 94 deletions

View File

@ -12,7 +12,7 @@
#include "./sprite.h" #include "./sprite.h"
#include "./vec.h" #include "./vec.h"
#define NO_SCREEN_SPRITES 6 #define NO_SCREEN_SPRITES 3
void init_gfx() void init_gfx()
{ {
@ -35,12 +35,9 @@ void main(void)
memcpy(&(screen_sprites[0]), &(sprites_info[2]), sizeof(Sprite)); memcpy(&(screen_sprites[0]), &(sprites_info[2]), sizeof(Sprite));
memcpy(&(screen_sprites[1]), &(sprites_info[0]), sizeof(Sprite)); memcpy(&(screen_sprites[1]), &(sprites_info[1]), sizeof(Sprite));
memcpy(&(screen_sprites[2]), &(sprites_info[0]), sizeof(Sprite)); memcpy(&(screen_sprites[2]), &(sprites_info[0]), sizeof(Sprite));
memcpy(&(screen_sprites[3]), &(sprites_info[0]), sizeof(Sprite)); screen_sprites[0].has_joypad = 1;
memcpy(&(screen_sprites[4]), &(sprites_info[0]), sizeof(Sprite));
memcpy(&(screen_sprites[5]), &(sprites_info[0]), sizeof(Sprite));
screen_sprites[1].has_joypad = 1;
for (i = 0; i < NO_SCREEN_SPRITES; i++) { for (i = 0; i < NO_SCREEN_SPRITES; i++) {
screen_sprites[i].bitmap_index_prev = -1; screen_sprites[i].bitmap_index_prev = -1;

View File

@ -46,8 +46,6 @@ typedef struct Sprites {
int get_tile_index_by_coord(unsigned int x, unsigned int y); int get_tile_index_by_coord(unsigned int x, unsigned int y);
void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc); void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc);
unsigned int sprite_internal_collision(Map *map, Sprite *sprite);
unsigned int sprite_collision(Map *map, Sprite *sprite);
void sprite_draw_to_screen(Sprite *sprite); void sprite_draw_to_screen(Sprite *sprite);
void sprite_update_bitmap(Sprite *sprite); void sprite_update_bitmap(Sprite *sprite);
@ -55,7 +53,12 @@ void sprite_update_bitmap(Sprite *sprite);
// update a sprite for stuff that changes every frame // update a sprite for stuff that changes every frame
void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc) void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
{ {
int c, collision_check_steps, absvelx = abs(sprite->vel.x), absvely = abs(sprite->vel.y); SpriteCorners sc;
int c, collision_check_steps, sprite_internal_collision,
absvelx = abs(sprite->vel.x), absvely = abs(sprite->vel.y);
int b_right = joypad & J_RIGHT, b_left = joypad & J_LEFT, b_up = joypad & J_UP,
b_down = joypad & J_DOWN, b_a = joypad & J_A, b_b = joypad & J_B;
int tl, tr, bl, br, lt, lb, rt, rb;
// target displacement is sprite->vel but may collide, giving actual displacment // target displacement is sprite->vel but may collide, giving actual displacment
Vec displacement = {.x = 0, .y = 0}; Vec displacement = {.x = 0, .y = 0};
@ -70,71 +73,91 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
} }
// player move left/right // player move left/right
if ((joypad & J_RIGHT) && (sprite->vel.x < TERM_VELX)) sprite->acc.x = 1; if ((joypad & b_right) && (sprite->vel.x < TERM_VELX)) sprite->acc.x = 1;
else if ((joypad & J_LEFT) && (sprite->vel.x > -TERM_VELX)) sprite->acc.x = -1; else if ((joypad & b_left) && (sprite->vel.x > -TERM_VELX)) sprite->acc.x = -1;
else sprite->acc.x = -sprite->vel.x/absvelx; else sprite->acc.x = -sprite->vel.x/absvelx;
sprite->vel.x += sprite->acc.x; sprite->vel.x += sprite->acc.x;
// player dash // player dash
if ((joypad & J_B) && (sprite->frames_since_last_dash > DASH_TIMEOUT_FRAMES)) { if (b_b && (sprite->frames_since_last_dash > DASH_TIMEOUT_FRAMES)) {
int frames_since_last_dash_copy = sprite->frames_since_last_dash; int frames_since_last_dash_copy = sprite->frames_since_last_dash;
sprite->frames_since_last_dash = 0; sprite->frames_since_last_dash = 0;
if ((joypad & J_LEFT) && !(joypad & (J_UP | J_RIGHT | J_DOWN))) { if (b_left) {
sprite->vel.x = -DASH_VELL; if (b_up) {
} else if ((joypad & J_RIGHT) && !(joypad & (J_UP | J_LEFT | J_DOWN))) {
sprite->vel.x = DASH_VELL;
} else if ((joypad & J_UP) && !(joypad & (J_RIGHT | J_LEFT | J_DOWN))) {
sprite->vel.y = -DASH_VELL;
} else if ((joypad & J_DOWN) && !(joypad & (J_UP | J_LEFT | J_RIGHT))) {
sprite->vel.y = DASH_VELL;
} else if ((joypad & J_RIGHT) && (joypad & J_UP)) {
sprite->vel.x = DASH_VELD;
sprite->vel.y = -DASH_VELD;
} else if ((joypad & J_LEFT) && (joypad & J_UP)) {
sprite->vel.x = -DASH_VELD; sprite->vel.x = -DASH_VELD;
sprite->vel.y = -DASH_VELD; sprite->vel.y = -DASH_VELD;
} else if ((joypad & J_LEFT) && (joypad & J_DOWN)) { } else if (b_down) {
sprite->vel.x = -DASH_VELD; sprite->vel.x = -DASH_VELD;
sprite->vel.y = DASH_VELD; sprite->vel.y = DASH_VELD;
} else if ((joypad & J_RIGHT) && (joypad & J_DOWN)) { } else {
sprite->vel.x = -DASH_VELL;
}
} else if (b_right) {
if (b_up) {
sprite->vel.x = DASH_VELD;
sprite->vel.y = -DASH_VELD;
} else if (b_down) {
sprite->vel.x = DASH_VELD; sprite->vel.x = DASH_VELD;
sprite->vel.y = DASH_VELD; sprite->vel.y = DASH_VELD;
} else { } else {
sprite->vel.x = DASH_VELL;
}
}
else if (b_up) sprite->vel.y = -DASH_VELL;
else if (b_down) sprite->vel.y = DASH_VELL;
// if player doesn't hold the right buttons to dash, don't dash and set the // 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 counter back to what it was before
sprite->frames_since_last_dash = frames_since_last_dash_copy; else sprite->frames_since_last_dash = frames_since_last_dash_copy;
}
} }
// slow down sprite in kind of realistic way // slow down sprite in kind of realistic way
// (in real life i think it's drag is proportional to sprite->vel square but not // (in real life i think it's drag is proportional to sprite->vel square but not
// sure if that is worth the compute yet cause everythign else is shit) // sure if that is worth the compute yet cause everythign else is shit)
//if (sprite->vel.y > TERM_VELY) sprite->vel.y -= (absvely-TERM_VELY)/TERM_VELY_DIVISOR; if (sprite->vel.y > TERM_VELY) sprite->vel.y -= (absvely-TERM_VELY)/TERM_VELY_DIVISOR;
//if (sprite->vel.y < -TERM_VELY) sprite->vel.y += (absvely-TERM_VELY)/TERM_VELY_DIVISOR; if (sprite->vel.y < -TERM_VELY) sprite->vel.y += (absvely-TERM_VELY)/TERM_VELY_DIVISOR;
//if (sprite->vel.x > TERM_VELX) sprite->vel.x -= (absvelx-TERM_VELX)/TERM_VELX_DIVISOR; if (sprite->vel.x > TERM_VELX) sprite->vel.x -= (absvelx-TERM_VELX)/TERM_VELX_DIVISOR;
//if (sprite->vel.x < -TERM_VELX) sprite->vel.x += (absvelx-TERM_VELX)/TERM_VELX_DIVISOR; if (sprite->vel.x < -TERM_VELX) sprite->vel.x += (absvelx-TERM_VELX)/TERM_VELX_DIVISOR;
//
//absvelx = abs(sprite->vel.x); absvelx = abs(sprite->vel.x);
//absvely = abs(sprite->vel.y); absvely = abs(sprite->vel.y);
// if sprite not moving, no more logic needs to be done --- right? // if sprite not moving, no more logic needs to be done --- right?
if ((absvelx == 0) && (absvely == 0)) return; if ((absvelx == 0) && (absvely == 0)) return;
c = sprite_collision(map, sprite); GET_SPRITE_CORNERS(sprite, sc);
// don't let player move in a direction which they are already touching something // don't let player move in a direction which they are already touching something
if (((c & SC_TL) | (c & SC_TR)) && (sprite->vel.y < 0)) { sprite->vel.y = 0; } if (sprite->vel.y > 0) {
if (((c & SC_BL) | (c & SC_BR)) && (sprite->vel.y > 0)) { br = map->data[GET_TILE_INDEX_BY_COORD(sc.ibl.x, sc.ibl.y+1)];
bl = map->data[GET_TILE_INDEX_BY_COORD(sc.ibr.x, sc.ibr.y+1)];
if (bl | br) {
sprite->vel.y = 0;
// player jump // player jump
if ((joypad & J_A) && (sprite->frames_since_last_jump > JUMP_TIMEOUT_FRAMES)) { if (b_a && (sprite->frames_since_last_jump > JUMP_TIMEOUT_FRAMES)) {
sprite->vel.y = -JUMP_VEL; sprite->vel.y = -JUMP_VEL;
sprite->frames_since_last_jump = 0; sprite->frames_since_last_jump = 0;
} }
else sprite->vel.y = 0;
} }
if (((c & SC_RT) | (c & SC_RB)) && (sprite->vel.x > 0)) { sprite->vel.x = 0; } } else if (sprite->vel.y < 0) {
if (((c & SC_LT) | (c & SC_LB)) && (sprite->vel.x < 0)) { sprite->vel.x = 0; } tl = map->data[GET_TILE_INDEX_BY_COORD(sc.itl.x, sc.itl.y-1)];
tr = map->data[GET_TILE_INDEX_BY_COORD(sc.itr.x, sc.itr.y-1)];
if (tl | tr) sprite->vel.y = 0;
}
if (sprite->vel.x > 0) {
rt = map->data[GET_TILE_INDEX_BY_COORD(sc.itr.x+1, sc.itr.y)];
rb = map->data[GET_TILE_INDEX_BY_COORD(sc.ibr.x+1, sc.ibr.y)];
if (rt | rb) sprite->vel.x = 0;
} else if (sprite->vel.x < 0) {
lt = map->data[GET_TILE_INDEX_BY_COORD(sc.itl.x-1, sc.itl.y)];
lb = map->data[GET_TILE_INDEX_BY_COORD(sc.ibl.x-1, sc.ibl.y)];
if (lt | lb) sprite->vel.x = 0;
}
absvelx = abs(sprite->vel.x);
absvely = abs(sprite->vel.y);
collision_check_steps = (absvelx > absvely) ? absvelx : absvely; collision_check_steps = (absvelx > absvely) ? absvelx : absvely;
@ -145,56 +168,23 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
sprite->pos.x = original_position.x + ((step * sprite->vel.x)/collision_check_steps); sprite->pos.x = original_position.x + ((step * sprite->vel.x)/collision_check_steps);
sprite->pos.y = original_position.y + ((step * sprite->vel.y)/collision_check_steps); sprite->pos.y = original_position.y + ((step * sprite->vel.y)/collision_check_steps);
if (!sprite_internal_collision(map, sprite)) break; sprite_internal_collision = 0;
if (map->data[GET_TILE_INDEX_BY_COORD(sc.itl.x, sc.itl.y)]) sprite_internal_collision++;
if (map->data[GET_TILE_INDEX_BY_COORD(sc.itr.x, sc.itr.y)]) sprite_internal_collision++;
if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibl.x, sc.ibl.y)]) sprite_internal_collision++;
if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibr.x, sc.ibr.y)]) sprite_internal_collision++;
if (sprite_internal_collision == 0) break;
} }
sprite_update_bitmap(sprite);
sprite_draw_to_screen(sprite); sprite_draw_to_screen(sprite);
move_sprite(sprite->gb_sprite_index, sprite->pos.x, sprite->pos.y); move_sprite(sprite->gb_sprite_index, sprite->pos.x, sprite->pos.y);
} }
// calculate internal collisions // set new sprite bitmap
unsigned int sprite_internal_collision(Map *map, Sprite *sprite)
{
unsigned int rv = 0;
SpriteCorners sc;
GET_SPRITE_CORNERS(sprite, sc);
// (((y / PIXELS_PER_TILE) * 20) + (x / PIXELS_PER_TILE))
if (map->data[GET_TILE_INDEX_BY_COORD(sc.itl.x, sc.itl.y)]) rv = rv | SC_ITL;
if (map->data[GET_TILE_INDEX_BY_COORD(sc.itr.x, sc.itr.y)]) rv = rv | SC_ITR;
if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibl.x, sc.ibl.y)]) rv = rv | SC_IBL;
if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibr.x, sc.ibr.y)]) rv = rv | SC_IBR;
return rv;
}
// check for external collisions (if rectangle is at least touchign something)
unsigned int sprite_collision(Map *map, Sprite *sprite)
{
unsigned int rv = 0;
SpriteCorners sc;
GET_SPRITE_CORNERS(sprite, sc);
// check if corners are in a non 0 tile
if (map->data[GET_TILE_INDEX_BY_COORD(sc.itl.x, sc.itl.y-1)]) rv = rv | SC_TL;
if (map->data[GET_TILE_INDEX_BY_COORD(sc.itr.x, sc.itr.y-1)]) rv = rv | SC_TR;
if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibl.x, sc.ibl.y+1)]) rv = rv | SC_BL;
if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibr.x, sc.ibr.y+1)]) rv = rv | SC_BR;
if (map->data[GET_TILE_INDEX_BY_COORD(sc.itl.x-1, sc.itl.y )]) rv = rv | SC_LT;
if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibl.x-1, sc.ibl.y )]) rv = rv | SC_LB;
if (map->data[GET_TILE_INDEX_BY_COORD(sc.itr.x+1, sc.itr.y )]) rv = rv | SC_RT;
if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibr.x+1, sc.ibr.y )]) rv = rv | SC_RB;
return rv;
}
void sprite_update_bitmap(Sprite *sprite) void sprite_update_bitmap(Sprite *sprite)
{ {
sprite->bitmap_index_prev = sprite->bitmap_index; sprite->bitmap_index_prev = sprite->bitmap_index;
if ((sprite->vel.y > 0) && (sprite->vel.x > 0)) sprite->bitmap_index = SI_DOWN_RIGHT; if ((sprite->vel.y > 0) && (sprite->vel.x > 0)) sprite->bitmap_index = SI_DOWN_RIGHT;
else if ((sprite->vel.y < 0) && (sprite->vel.x > 0)) sprite->bitmap_index = SI_UP_RIGHT; else if ((sprite->vel.y < 0) && (sprite->vel.x > 0)) sprite->bitmap_index = SI_UP_RIGHT;
else if ((sprite->vel.y > 0) && (sprite->vel.x < 0)) sprite->bitmap_index = SI_DOWN_LEFT; else if ((sprite->vel.y > 0) && (sprite->vel.x < 0)) sprite->bitmap_index = SI_DOWN_LEFT;
@ -208,6 +198,8 @@ void sprite_update_bitmap(Sprite *sprite)
void sprite_draw_to_screen(Sprite *sprite) void sprite_draw_to_screen(Sprite *sprite)
{ {
// only set sprite if sprite to be used has changed
sprite_update_bitmap(sprite);
if (sprite->bitmap_index_prev != sprite->bitmap_index) { if (sprite->bitmap_index_prev != sprite->bitmap_index) {
set_sprite_tile(sprite->gb_sprite_index, sprite->bitmap_indexes[sprite->bitmap_index]); set_sprite_tile(sprite->gb_sprite_index, sprite->bitmap_indexes[sprite->bitmap_index]);
set_sprite_prop(sprite->gb_sprite_index, sprite->bitmap_prop[sprite->bitmap_index]); set_sprite_prop(sprite->gb_sprite_index, sprite->bitmap_prop[sprite->bitmap_index]);