i think this is less code maybe but also it doesn't work
This commit is contained in:
parent
565f7eebbd
commit
1483af3177
@ -12,7 +12,7 @@
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#include "./sprite.h"
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#include "./sprite.h"
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#include "./vec.h"
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#include "./vec.h"
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#define NO_SCREEN_SPRITES 6
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#define NO_SCREEN_SPRITES 3
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void init_gfx()
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void init_gfx()
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{
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{
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@ -35,12 +35,9 @@ void main(void)
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memcpy(&(screen_sprites[0]), &(sprites_info[2]), sizeof(Sprite));
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memcpy(&(screen_sprites[0]), &(sprites_info[2]), sizeof(Sprite));
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memcpy(&(screen_sprites[1]), &(sprites_info[0]), sizeof(Sprite));
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memcpy(&(screen_sprites[1]), &(sprites_info[1]), sizeof(Sprite));
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memcpy(&(screen_sprites[2]), &(sprites_info[0]), sizeof(Sprite));
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memcpy(&(screen_sprites[2]), &(sprites_info[0]), sizeof(Sprite));
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memcpy(&(screen_sprites[3]), &(sprites_info[0]), sizeof(Sprite));
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screen_sprites[0].has_joypad = 1;
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memcpy(&(screen_sprites[4]), &(sprites_info[0]), sizeof(Sprite));
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memcpy(&(screen_sprites[5]), &(sprites_info[0]), sizeof(Sprite));
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screen_sprites[1].has_joypad = 1;
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for (i = 0; i < NO_SCREEN_SPRITES; i++) {
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for (i = 0; i < NO_SCREEN_SPRITES; i++) {
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screen_sprites[i].bitmap_index_prev = -1;
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screen_sprites[i].bitmap_index_prev = -1;
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168
src/sprite.c
168
src/sprite.c
@ -46,8 +46,6 @@ typedef struct Sprites {
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int get_tile_index_by_coord(unsigned int x, unsigned int y);
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int get_tile_index_by_coord(unsigned int x, unsigned int y);
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void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc);
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void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc);
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unsigned int sprite_internal_collision(Map *map, Sprite *sprite);
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unsigned int sprite_collision(Map *map, Sprite *sprite);
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void sprite_draw_to_screen(Sprite *sprite);
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void sprite_draw_to_screen(Sprite *sprite);
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void sprite_update_bitmap(Sprite *sprite);
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void sprite_update_bitmap(Sprite *sprite);
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@ -55,7 +53,12 @@ void sprite_update_bitmap(Sprite *sprite);
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// update a sprite for stuff that changes every frame
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// update a sprite for stuff that changes every frame
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void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
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void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
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{
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{
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int c, collision_check_steps, absvelx = abs(sprite->vel.x), absvely = abs(sprite->vel.y);
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SpriteCorners sc;
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int c, collision_check_steps, sprite_internal_collision,
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absvelx = abs(sprite->vel.x), absvely = abs(sprite->vel.y);
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int b_right = joypad & J_RIGHT, b_left = joypad & J_LEFT, b_up = joypad & J_UP,
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b_down = joypad & J_DOWN, b_a = joypad & J_A, b_b = joypad & J_B;
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int tl, tr, bl, br, lt, lb, rt, rb;
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// target displacement is sprite->vel but may collide, giving actual displacment
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// target displacement is sprite->vel but may collide, giving actual displacment
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Vec displacement = {.x = 0, .y = 0};
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Vec displacement = {.x = 0, .y = 0};
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@ -70,71 +73,91 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
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}
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}
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// player move left/right
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// player move left/right
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if ((joypad & J_RIGHT) && (sprite->vel.x < TERM_VELX)) sprite->acc.x = 1;
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if ((joypad & b_right) && (sprite->vel.x < TERM_VELX)) sprite->acc.x = 1;
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else if ((joypad & J_LEFT) && (sprite->vel.x > -TERM_VELX)) sprite->acc.x = -1;
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else if ((joypad & b_left) && (sprite->vel.x > -TERM_VELX)) sprite->acc.x = -1;
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else sprite->acc.x = -sprite->vel.x/absvelx;
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else sprite->acc.x = -sprite->vel.x/absvelx;
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sprite->vel.x += sprite->acc.x;
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sprite->vel.x += sprite->acc.x;
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// player dash
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// player dash
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if ((joypad & J_B) && (sprite->frames_since_last_dash > DASH_TIMEOUT_FRAMES)) {
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if (b_b && (sprite->frames_since_last_dash > DASH_TIMEOUT_FRAMES)) {
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int frames_since_last_dash_copy = sprite->frames_since_last_dash;
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int frames_since_last_dash_copy = sprite->frames_since_last_dash;
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sprite->frames_since_last_dash = 0;
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sprite->frames_since_last_dash = 0;
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if ((joypad & J_LEFT) && !(joypad & (J_UP | J_RIGHT | J_DOWN))) {
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if (b_left) {
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sprite->vel.x = -DASH_VELL;
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if (b_up) {
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} else if ((joypad & J_RIGHT) && !(joypad & (J_UP | J_LEFT | J_DOWN))) {
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sprite->vel.x = -DASH_VELD;
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sprite->vel.x = DASH_VELL;
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sprite->vel.y = -DASH_VELD;
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} else if ((joypad & J_UP) && !(joypad & (J_RIGHT | J_LEFT | J_DOWN))) {
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} else if (b_down) {
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sprite->vel.y = -DASH_VELL;
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sprite->vel.x = -DASH_VELD;
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} else if ((joypad & J_DOWN) && !(joypad & (J_UP | J_LEFT | J_RIGHT))) {
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sprite->vel.y = DASH_VELD;
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sprite->vel.y = DASH_VELL;
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} else {
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} else if ((joypad & J_RIGHT) && (joypad & J_UP)) {
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sprite->vel.x = -DASH_VELL;
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sprite->vel.x = DASH_VELD;
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}
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sprite->vel.y = -DASH_VELD;
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} else if (b_right) {
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} else if ((joypad & J_LEFT) && (joypad & J_UP)) {
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if (b_up) {
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sprite->vel.x = -DASH_VELD;
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sprite->vel.x = DASH_VELD;
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sprite->vel.y = -DASH_VELD;
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sprite->vel.y = -DASH_VELD;
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} else if ((joypad & J_LEFT) && (joypad & J_DOWN)) {
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} else if (b_down) {
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sprite->vel.x = -DASH_VELD;
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sprite->vel.x = DASH_VELD;
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sprite->vel.y = DASH_VELD;
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sprite->vel.y = DASH_VELD;
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} else if ((joypad & J_RIGHT) && (joypad & J_DOWN)) {
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} else {
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sprite->vel.x = DASH_VELD;
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sprite->vel.x = DASH_VELL;
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sprite->vel.y = DASH_VELD;
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}
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} else {
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// if player doesn't hold the right buttons to dash, don't dash and set the
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// frames_since_last_dash counter back to what it was before
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sprite->frames_since_last_dash = frames_since_last_dash_copy;
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}
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}
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else if (b_up) sprite->vel.y = -DASH_VELL;
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else if (b_down) sprite->vel.y = DASH_VELL;
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// if player doesn't hold the right buttons to dash, don't dash and set the
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// frames_since_last_dash counter back to what it was before
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else sprite->frames_since_last_dash = frames_since_last_dash_copy;
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}
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}
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// slow down sprite in kind of realistic way
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// slow down sprite in kind of realistic way
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// (in real life i think it's drag is proportional to sprite->vel square but not
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// (in real life i think it's drag is proportional to sprite->vel square but not
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// sure if that is worth the compute yet cause everythign else is shit)
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// sure if that is worth the compute yet cause everythign else is shit)
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//if (sprite->vel.y > TERM_VELY) sprite->vel.y -= (absvely-TERM_VELY)/TERM_VELY_DIVISOR;
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if (sprite->vel.y > TERM_VELY) sprite->vel.y -= (absvely-TERM_VELY)/TERM_VELY_DIVISOR;
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//if (sprite->vel.y < -TERM_VELY) sprite->vel.y += (absvely-TERM_VELY)/TERM_VELY_DIVISOR;
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if (sprite->vel.y < -TERM_VELY) sprite->vel.y += (absvely-TERM_VELY)/TERM_VELY_DIVISOR;
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//if (sprite->vel.x > TERM_VELX) sprite->vel.x -= (absvelx-TERM_VELX)/TERM_VELX_DIVISOR;
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if (sprite->vel.x > TERM_VELX) sprite->vel.x -= (absvelx-TERM_VELX)/TERM_VELX_DIVISOR;
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//if (sprite->vel.x < -TERM_VELX) sprite->vel.x += (absvelx-TERM_VELX)/TERM_VELX_DIVISOR;
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if (sprite->vel.x < -TERM_VELX) sprite->vel.x += (absvelx-TERM_VELX)/TERM_VELX_DIVISOR;
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//
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//absvelx = abs(sprite->vel.x);
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absvelx = abs(sprite->vel.x);
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//absvely = abs(sprite->vel.y);
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absvely = abs(sprite->vel.y);
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// if sprite not moving, no more logic needs to be done --- right?
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// if sprite not moving, no more logic needs to be done --- right?
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if ((absvelx == 0) && (absvely == 0)) return;
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if ((absvelx == 0) && (absvely == 0)) return;
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c = sprite_collision(map, sprite);
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GET_SPRITE_CORNERS(sprite, sc);
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// don't let player move in a direction which they are already touching something
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// don't let player move in a direction which they are already touching something
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if (((c & SC_TL) | (c & SC_TR)) && (sprite->vel.y < 0)) { sprite->vel.y = 0; }
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if (sprite->vel.y > 0) {
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if (((c & SC_BL) | (c & SC_BR)) && (sprite->vel.y > 0)) {
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br = map->data[GET_TILE_INDEX_BY_COORD(sc.ibl.x, sc.ibl.y+1)];
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// player jump
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bl = map->data[GET_TILE_INDEX_BY_COORD(sc.ibr.x, sc.ibr.y+1)];
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if ((joypad & J_A) && (sprite->frames_since_last_jump > JUMP_TIMEOUT_FRAMES)) {
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sprite->vel.y = -JUMP_VEL;
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if (bl | br) {
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sprite->frames_since_last_jump = 0;
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sprite->vel.y = 0;
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// player jump
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if (b_a && (sprite->frames_since_last_jump > JUMP_TIMEOUT_FRAMES)) {
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sprite->vel.y = -JUMP_VEL;
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sprite->frames_since_last_jump = 0;
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}
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}
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}
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else sprite->vel.y = 0;
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} else if (sprite->vel.y < 0) {
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tl = map->data[GET_TILE_INDEX_BY_COORD(sc.itl.x, sc.itl.y-1)];
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tr = map->data[GET_TILE_INDEX_BY_COORD(sc.itr.x, sc.itr.y-1)];
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if (tl | tr) sprite->vel.y = 0;
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}
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}
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if (((c & SC_RT) | (c & SC_RB)) && (sprite->vel.x > 0)) { sprite->vel.x = 0; }
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if (((c & SC_LT) | (c & SC_LB)) && (sprite->vel.x < 0)) { sprite->vel.x = 0; }
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if (sprite->vel.x > 0) {
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rt = map->data[GET_TILE_INDEX_BY_COORD(sc.itr.x+1, sc.itr.y)];
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rb = map->data[GET_TILE_INDEX_BY_COORD(sc.ibr.x+1, sc.ibr.y)];
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if (rt | rb) sprite->vel.x = 0;
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} else if (sprite->vel.x < 0) {
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lt = map->data[GET_TILE_INDEX_BY_COORD(sc.itl.x-1, sc.itl.y)];
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lb = map->data[GET_TILE_INDEX_BY_COORD(sc.ibl.x-1, sc.ibl.y)];
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if (lt | lb) sprite->vel.x = 0;
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}
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absvelx = abs(sprite->vel.x);
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absvely = abs(sprite->vel.y);
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collision_check_steps = (absvelx > absvely) ? absvelx : absvely;
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collision_check_steps = (absvelx > absvely) ? absvelx : absvely;
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@ -145,57 +168,24 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
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sprite->pos.x = original_position.x + ((step * sprite->vel.x)/collision_check_steps);
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sprite->pos.x = original_position.x + ((step * sprite->vel.x)/collision_check_steps);
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sprite->pos.y = original_position.y + ((step * sprite->vel.y)/collision_check_steps);
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sprite->pos.y = original_position.y + ((step * sprite->vel.y)/collision_check_steps);
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if (!sprite_internal_collision(map, sprite)) break;
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sprite_internal_collision = 0;
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if (map->data[GET_TILE_INDEX_BY_COORD(sc.itl.x, sc.itl.y)]) sprite_internal_collision++;
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if (map->data[GET_TILE_INDEX_BY_COORD(sc.itr.x, sc.itr.y)]) sprite_internal_collision++;
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if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibl.x, sc.ibl.y)]) sprite_internal_collision++;
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if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibr.x, sc.ibr.y)]) sprite_internal_collision++;
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if (sprite_internal_collision == 0) break;
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}
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}
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sprite_update_bitmap(sprite);
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sprite_draw_to_screen(sprite);
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sprite_draw_to_screen(sprite);
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move_sprite(sprite->gb_sprite_index, sprite->pos.x, sprite->pos.y);
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move_sprite(sprite->gb_sprite_index, sprite->pos.x, sprite->pos.y);
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}
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}
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// calculate internal collisions
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// set new sprite bitmap
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unsigned int sprite_internal_collision(Map *map, Sprite *sprite)
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{
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unsigned int rv = 0;
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SpriteCorners sc;
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GET_SPRITE_CORNERS(sprite, sc);
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// (((y / PIXELS_PER_TILE) * 20) + (x / PIXELS_PER_TILE))
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if (map->data[GET_TILE_INDEX_BY_COORD(sc.itl.x, sc.itl.y)]) rv = rv | SC_ITL;
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if (map->data[GET_TILE_INDEX_BY_COORD(sc.itr.x, sc.itr.y)]) rv = rv | SC_ITR;
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if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibl.x, sc.ibl.y)]) rv = rv | SC_IBL;
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if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibr.x, sc.ibr.y)]) rv = rv | SC_IBR;
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return rv;
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}
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// check for external collisions (if rectangle is at least touchign something)
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unsigned int sprite_collision(Map *map, Sprite *sprite)
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{
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unsigned int rv = 0;
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SpriteCorners sc;
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GET_SPRITE_CORNERS(sprite, sc);
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// check if corners are in a non 0 tile
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if (map->data[GET_TILE_INDEX_BY_COORD(sc.itl.x, sc.itl.y-1)]) rv = rv | SC_TL;
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if (map->data[GET_TILE_INDEX_BY_COORD(sc.itr.x, sc.itr.y-1)]) rv = rv | SC_TR;
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if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibl.x, sc.ibl.y+1)]) rv = rv | SC_BL;
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if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibr.x, sc.ibr.y+1)]) rv = rv | SC_BR;
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if (map->data[GET_TILE_INDEX_BY_COORD(sc.itl.x-1, sc.itl.y )]) rv = rv | SC_LT;
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if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibl.x-1, sc.ibl.y )]) rv = rv | SC_LB;
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if (map->data[GET_TILE_INDEX_BY_COORD(sc.itr.x+1, sc.itr.y )]) rv = rv | SC_RT;
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if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibr.x+1, sc.ibr.y )]) rv = rv | SC_RB;
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return rv;
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}
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void sprite_update_bitmap(Sprite *sprite)
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void sprite_update_bitmap(Sprite *sprite)
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{
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{
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sprite->bitmap_index_prev = sprite->bitmap_index;
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sprite->bitmap_index_prev = sprite->bitmap_index;
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if ((sprite->vel.y > 0) && (sprite->vel.x > 0)) sprite->bitmap_index = SI_DOWN_RIGHT;
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if ((sprite->vel.y > 0) && (sprite->vel.x > 0)) sprite->bitmap_index = SI_DOWN_RIGHT;
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else if ((sprite->vel.y < 0) && (sprite->vel.x > 0)) sprite->bitmap_index = SI_UP_RIGHT;
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else if ((sprite->vel.y < 0) && (sprite->vel.x > 0)) sprite->bitmap_index = SI_UP_RIGHT;
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else if ((sprite->vel.y > 0) && (sprite->vel.x < 0)) sprite->bitmap_index = SI_DOWN_LEFT;
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else if ((sprite->vel.y > 0) && (sprite->vel.x < 0)) sprite->bitmap_index = SI_DOWN_LEFT;
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else if ((sprite->vel.y < 0) && (sprite->vel.x < 0)) sprite->bitmap_index = SI_UP_LEFT;
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else if ((sprite->vel.y < 0) && (sprite->vel.x < 0)) sprite->bitmap_index = SI_UP_LEFT;
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@ -208,6 +198,8 @@ void sprite_update_bitmap(Sprite *sprite)
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void sprite_draw_to_screen(Sprite *sprite)
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void sprite_draw_to_screen(Sprite *sprite)
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{
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{
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// only set sprite if sprite to be used has changed
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sprite_update_bitmap(sprite);
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if (sprite->bitmap_index_prev != sprite->bitmap_index) {
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if (sprite->bitmap_index_prev != sprite->bitmap_index) {
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set_sprite_tile(sprite->gb_sprite_index, sprite->bitmap_indexes[sprite->bitmap_index]);
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set_sprite_tile(sprite->gb_sprite_index, sprite->bitmap_indexes[sprite->bitmap_index]);
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set_sprite_prop(sprite->gb_sprite_index, sprite->bitmap_prop[sprite->bitmap_index]);
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set_sprite_prop(sprite->gb_sprite_index, sprite->bitmap_prop[sprite->bitmap_index]);
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Block a user