formatting, mostly

This commit is contained in:
Akbar Rahman 2022-12-03 16:05:37 +00:00
parent f338476aaf
commit 435f0c6274
Signed by: alvierahman90
GPG Key ID: 20609519444A1269
3 changed files with 158 additions and 58 deletions

View File

@ -15,21 +15,53 @@ Sprite sprites_info[] = {
.acc = { .x = 0, .y = 0}, .acc = { .x = 0, .y = 0},
.bitmap_indexes[SI_UP] = 12, .bitmap_prop[SI_UP] = 0, .bitmap_indexes[SI_UP] = 12, .bitmap_prop[SI_UP] = 0,
.collision_offset[SI_UP] = { 3, 8, 1, 1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_UP] = {
3, 8, 1, 7,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_DOWN] = 12, .bitmap_prop[SI_DOWN] = S_FLIPY, .bitmap_indexes[SI_DOWN] = 12, .bitmap_prop[SI_DOWN] = S_FLIPY,
.collision_offset[SI_DOWN] = { 3,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_DOWN] = {
3, 2, 1, 1,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_LEFT] = 11, .bitmap_prop[SI_LEFT] = 0, .bitmap_indexes[SI_LEFT] = 11, .bitmap_prop[SI_LEFT] = 0,
.collision_offset[SI_LEFT] = { 8,3, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_LEFT] = {
8, 3, 7, 1,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_RIGHT] = 11, .bitmap_prop[SI_RIGHT] = S_FLIPX, .bitmap_indexes[SI_RIGHT] = 11, .bitmap_prop[SI_RIGHT] = S_FLIPX,
.collision_offset[SI_RIGHT] = { 8,3, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_RIGHT] = {
2, 3, 1, 1,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_UP_RIGHT] = 13, .bitmap_prop[SI_UP_RIGHT] = 0, .bitmap_indexes[SI_UP_RIGHT] = 13, .bitmap_prop[SI_UP_RIGHT] = 0,
.collision_offset[SI_UP_RIGHT] = { 7,8, 1,2, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_UP_RIGHT] = {
2, 8, 1, 7,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_UP_LEFT] = 13, .bitmap_prop[SI_UP_LEFT] = S_FLIPX, .bitmap_indexes[SI_UP_LEFT] = 13, .bitmap_prop[SI_UP_LEFT] = S_FLIPX,
.collision_offset[SI_UP_LEFT] = { 8,8, 2,2, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_UP_LEFT] = {
8, 8, 7, 7,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_DOWN_LEFT] = 13, .bitmap_prop[SI_DOWN_LEFT] = S_FLIPX | S_FLIPY, .bitmap_indexes[SI_DOWN_LEFT] = 13, .bitmap_prop[SI_DOWN_LEFT] = S_FLIPX | S_FLIPY,
.collision_offset[SI_DOWN_LEFT] = { 8,7, 2,1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_DOWN_LEFT] = {
8, 2, 7, 1,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_DOWN_RIGHT] = 13, .bitmap_prop[SI_DOWN_RIGHT] = S_FLIPY, .bitmap_indexes[SI_DOWN_RIGHT] = 13, .bitmap_prop[SI_DOWN_RIGHT] = S_FLIPY,
.collision_offset[SI_DOWN_RIGHT] = { 7,7, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, } .collision_offset[SI_DOWN_RIGHT] = {
2, 2, 1, 1,
255, 255, 255, 255,
255, 255, 255, 255
}
}, },
{ {
.frames_since_last_dash = 0, .frames_since_last_dash = 0,
@ -43,21 +75,53 @@ Sprite sprites_info[] = {
.acc = { .x = 0, .y = 0}, .acc = { .x = 0, .y = 0},
.bitmap_indexes[SI_UP] = 14, .bitmap_prop[SI_UP] = 0, .bitmap_indexes[SI_UP] = 14, .bitmap_prop[SI_UP] = 0,
.collision_offset[SI_UP] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_UP] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_DOWN] = 15, .bitmap_prop[SI_DOWN] = 0, .bitmap_indexes[SI_DOWN] = 15, .bitmap_prop[SI_DOWN] = 0,
.collision_offset[SI_DOWN] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_DOWN] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_LEFT] = 14, .bitmap_prop[SI_LEFT] = 0, .bitmap_indexes[SI_LEFT] = 14, .bitmap_prop[SI_LEFT] = 0,
.collision_offset[SI_LEFT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_LEFT] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_RIGHT] = 14, .bitmap_prop[SI_RIGHT] = S_FLIPX, .bitmap_indexes[SI_RIGHT] = 14, .bitmap_prop[SI_RIGHT] = S_FLIPX,
.collision_offset[SI_RIGHT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_RIGHT] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_UP_RIGHT] = 14, .bitmap_prop[SI_UP_RIGHT] = 0, .bitmap_indexes[SI_UP_RIGHT] = 14, .bitmap_prop[SI_UP_RIGHT] = 0,
.collision_offset[SI_UP_RIGHT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_UP_RIGHT] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_UP_LEFT] = 14, .bitmap_prop[SI_UP_LEFT] = S_FLIPX, .bitmap_indexes[SI_UP_LEFT] = 14, .bitmap_prop[SI_UP_LEFT] = S_FLIPX,
.collision_offset[SI_UP_LEFT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_UP_LEFT] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_DOWN_LEFT] = 15, .bitmap_prop[SI_DOWN_LEFT] = 0, .bitmap_indexes[SI_DOWN_LEFT] = 15, .bitmap_prop[SI_DOWN_LEFT] = 0,
.collision_offset[SI_DOWN_LEFT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_DOWN_LEFT] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_DOWN_RIGHT] = 15, .bitmap_prop[SI_DOWN_RIGHT] = S_FLIPX, .bitmap_indexes[SI_DOWN_RIGHT] = 15, .bitmap_prop[SI_DOWN_RIGHT] = S_FLIPX,
.collision_offset[SI_DOWN_RIGHT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, } .collision_offset[SI_DOWN_RIGHT] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
}
}, },
{ {
.frames_since_last_dash = 0, .frames_since_last_dash = 0,
@ -71,20 +135,52 @@ Sprite sprites_info[] = {
.acc = { .x = 0, .y = 0}, .acc = { .x = 0, .y = 0},
.bitmap_indexes[SI_UP] = 25, .bitmap_prop[SI_UP] = 0, .bitmap_indexes[SI_UP] = 25, .bitmap_prop[SI_UP] = 0,
.collision_offset[SI_UP] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_UP] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_DOWN] = 22, .bitmap_prop[SI_DOWN] = 0, .bitmap_indexes[SI_DOWN] = 22, .bitmap_prop[SI_DOWN] = 0,
.collision_offset[SI_DOWN] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_DOWN] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_LEFT] = 21, .bitmap_prop[SI_LEFT] = 0, .bitmap_indexes[SI_LEFT] = 21, .bitmap_prop[SI_LEFT] = 0,
.collision_offset[SI_LEFT] = { 8,5, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_LEFT] = {
8,5, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_RIGHT] = 21, .bitmap_prop[SI_RIGHT] = S_FLIPX, .bitmap_indexes[SI_RIGHT] = 21, .bitmap_prop[SI_RIGHT] = S_FLIPX,
.collision_offset[SI_RIGHT] = { 8,5, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_RIGHT] = {
8,5, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_UP_RIGHT] = 23, .bitmap_prop[SI_UP_RIGHT] = 0, .bitmap_indexes[SI_UP_RIGHT] = 23, .bitmap_prop[SI_UP_RIGHT] = 0,
.collision_offset[SI_UP_RIGHT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_UP_RIGHT] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_UP_LEFT] = 23, .bitmap_prop[SI_UP_LEFT] = S_FLIPX, .bitmap_indexes[SI_UP_LEFT] = 23, .bitmap_prop[SI_UP_LEFT] = S_FLIPX,
.collision_offset[SI_UP_LEFT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_UP_LEFT] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_DOWN_LEFT] = 24, .bitmap_prop[SI_DOWN_LEFT] = S_FLIPX, .bitmap_indexes[SI_DOWN_LEFT] = 24, .bitmap_prop[SI_DOWN_LEFT] = S_FLIPX,
.collision_offset[SI_DOWN_LEFT] = { 8,7, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }, .collision_offset[SI_DOWN_LEFT] = {
8,7, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
},
.bitmap_indexes[SI_DOWN_RIGHT] = 24, .bitmap_prop[SI_DOWN_RIGHT] = 0, .bitmap_indexes[SI_DOWN_RIGHT] = 24, .bitmap_prop[SI_DOWN_RIGHT] = 0,
.collision_offset[SI_DOWN_RIGHT] = { 8,7, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, } .collision_offset[SI_DOWN_RIGHT] = {
8,7, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
}
} }
}; };

View File

@ -35,8 +35,10 @@ void main(void)
memcpy(&(screen_sprites[0]), &(sprites_info[2]), sizeof(Sprite)); memcpy(&(screen_sprites[0]), &(sprites_info[2]), sizeof(Sprite));
for (i = 1; i < NO_SCREEN_SPRITES; i++) memcpy(&(screen_sprites[i]), &(sprites_info[0]), sizeof(Sprite)); memcpy(&(screen_sprites[1]), &(sprites_info[1]), sizeof(Sprite));
screen_sprites[0].has_joypad = 1; for (i = 2; i < NO_SCREEN_SPRITES; i++) memcpy(&(screen_sprites[i]), &(sprites_info[0]), sizeof(Sprite));
screen_sprites[4].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

@ -6,6 +6,8 @@
#include "./flags.h" #include "./flags.h"
#include "./map.h" #include "./map.h"
#define LYO 8
#define GET_TILE_INDEX_BY_COORD(x, y) ((((y) / PIXELS_PER_TILE) * 20) + ((x) / PIXELS_PER_TILE)) #define GET_TILE_INDEX_BY_COORD(x, y) ((((y) / PIXELS_PER_TILE) * 20) + ((x) / PIXELS_PER_TILE))
typedef struct Sprites { typedef struct Sprites {
@ -34,12 +36,10 @@ 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 lyo = 8;
unsigned int colx, coly; unsigned int colx, coly;
UVec original_position;
// 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};
UVec original_position;
if (sprite->frames_since_last_jump <= JUMP_TIMEOUT_FRAMES) sprite->frames_since_last_jump++; if (sprite->frames_since_last_jump <= JUMP_TIMEOUT_FRAMES) sprite->frames_since_last_jump++;
if (sprite->frames_since_last_dash <= DASH_TIMEOUT_FRAMES) sprite->frames_since_last_dash++; if (sprite->frames_since_last_dash <= DASH_TIMEOUT_FRAMES) sprite->frames_since_last_dash++;
@ -96,8 +96,8 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
int *offsets = sprite->collision_offset[sprite->bitmap_index]; int *offsets = sprite->collision_offset[sprite->bitmap_index];
// jump if on platform // jump if on platform
if ((joypad & J_A) && (sprite->frames_since_last_jump > JUMP_TIMEOUT_FRAMES)) { if ((joypad & J_A) && (sprite->frames_since_last_jump > JUMP_TIMEOUT_FRAMES)) {
coly = map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[3]-lyo+1)]; coly = map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[3]-LYO+1)];
if (!coly) coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[3]-lyo+1)]; if (!coly) coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[3]-LYO+1)];
if(coly) { if(coly) {
sprite->vel.y = -JUMP_VEL; sprite->vel.y = -JUMP_VEL;
sprite->frames_since_last_jump = 0; sprite->frames_since_last_jump = 0;
@ -113,33 +113,33 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
coly = sprite->vel.y == 0; coly = sprite->vel.y == 0;
//for (int step = collision_check_steps; step >= 0; step--) { //for (int step = collision_check_steps; step >= 0; step--) {
if(sprite->vel.y != 0){ if(sprite->vel.y != 0){
sprite->pos.y = original_position.y + sprite->vel.y; sprite->pos.y = original_position.y + sprite->vel.y;
if (sprite->vel.y < 0) { if (sprite->vel.y < 0) {
coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[1]-lyo)]; coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[1]-LYO)];
if (!coly) coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[1]-lyo)]; if (!coly) coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[1]-LYO)];
} else if (sprite->vel.y > 0) { } else if (sprite->vel.y > 0) {
coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[3]-lyo)]; coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[3]-LYO)];
if (!coly) coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[3]-lyo)]; if (!coly) coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[3]-LYO)];
} }
if (coly) sprite->pos.y = original_position.y; if (coly) sprite->pos.y = original_position.y;
}
if(sprite->vel.x != 0) {
sprite->pos.x = original_position.x + sprite->vel.x;
if (sprite->vel.x < 0) {
colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[1]-LYO)];
if(!colx) colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[3]-LYO)];
} else if (sprite->vel.x > 0) {
colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[1]-LYO)];
if(!colx) colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[3]-LYO)];
} }
if(sprite->vel.x != 0) { if (colx) sprite->pos.x = original_position.x;
sprite->pos.x = original_position.x + sprite->vel.x; }
if (sprite->vel.x < 0) {
colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[1]-lyo)];
if(!colx) colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[3]-lyo)];
} else if (sprite->vel.x > 0) {
colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[1]-lyo)];
if(!colx) colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[3]-lyo)];
}
if (colx) sprite->pos.x = original_position.x;
}
sprite_update_bitmap(sprite); sprite_update_bitmap(sprite);
sprite_draw_to_screen(sprite); sprite_draw_to_screen(sprite);
@ -163,9 +163,11 @@ void sprite_update_bitmap(Sprite *sprite)
void sprite_draw_to_screen(Sprite *sprite) void sprite_draw_to_screen(Sprite *sprite)
{ {
if (sprite->bitmap_index_prev != sprite->bitmap_index) { int bmi = 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]); if (sprite->bitmap_index_prev != bmi) {
set_sprite_tile(sprite->gb_sprite_index, sprite->bitmap_indexes[bmi]);
set_sprite_prop(sprite->gb_sprite_index, sprite->bitmap_prop[bmi]);
} }
move_sprite(sprite->gb_sprite_index, sprite->pos.x, sprite->pos.y); move_sprite(sprite->gb_sprite_index, sprite->pos.x, sprite->pos.y);
} }