formatting, mostly
This commit is contained in:
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f338476aaf
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435f0c6274
@ -15,21 +15,53 @@ Sprite sprites_info[] = {
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.acc = { .x = 0, .y = 0},
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.bitmap_indexes[SI_UP] = 12, .bitmap_prop[SI_UP] = 0,
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.collision_offset[SI_UP] = { 3, 8, 1, 1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_UP] = {
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3, 8, 1, 7,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_DOWN] = 12, .bitmap_prop[SI_DOWN] = S_FLIPY,
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.collision_offset[SI_DOWN] = { 3,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_DOWN] = {
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3, 2, 1, 1,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_LEFT] = 11, .bitmap_prop[SI_LEFT] = 0,
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.collision_offset[SI_LEFT] = { 8,3, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_LEFT] = {
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8, 3, 7, 1,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_RIGHT] = 11, .bitmap_prop[SI_RIGHT] = S_FLIPX,
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.collision_offset[SI_RIGHT] = { 8,3, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_RIGHT] = {
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2, 3, 1, 1,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_UP_RIGHT] = 13, .bitmap_prop[SI_UP_RIGHT] = 0,
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.collision_offset[SI_UP_RIGHT] = { 7,8, 1,2, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_UP_RIGHT] = {
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2, 8, 1, 7,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_UP_LEFT] = 13, .bitmap_prop[SI_UP_LEFT] = S_FLIPX,
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.collision_offset[SI_UP_LEFT] = { 8,8, 2,2, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_UP_LEFT] = {
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8, 8, 7, 7,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_DOWN_LEFT] = 13, .bitmap_prop[SI_DOWN_LEFT] = S_FLIPX | S_FLIPY,
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.collision_offset[SI_DOWN_LEFT] = { 8,7, 2,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_DOWN_LEFT] = {
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8, 2, 7, 1,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_DOWN_RIGHT] = 13, .bitmap_prop[SI_DOWN_RIGHT] = S_FLIPY,
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.collision_offset[SI_DOWN_RIGHT] = { 7,7, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }
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.collision_offset[SI_DOWN_RIGHT] = {
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2, 2, 1, 1,
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255, 255, 255, 255,
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255, 255, 255, 255
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}
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},
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{
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.frames_since_last_dash = 0,
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@ -43,21 +75,53 @@ Sprite sprites_info[] = {
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.acc = { .x = 0, .y = 0},
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.bitmap_indexes[SI_UP] = 14, .bitmap_prop[SI_UP] = 0,
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.collision_offset[SI_UP] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_UP] = {
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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_DOWN] = 15, .bitmap_prop[SI_DOWN] = 0,
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.collision_offset[SI_DOWN] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_DOWN] = {
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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_LEFT] = 14, .bitmap_prop[SI_LEFT] = 0,
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.collision_offset[SI_LEFT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_LEFT] = {
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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_RIGHT] = 14, .bitmap_prop[SI_RIGHT] = S_FLIPX,
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.collision_offset[SI_RIGHT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_RIGHT] = {
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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_UP_RIGHT] = 14, .bitmap_prop[SI_UP_RIGHT] = 0,
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.collision_offset[SI_UP_RIGHT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_UP_RIGHT] = {
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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_UP_LEFT] = 14, .bitmap_prop[SI_UP_LEFT] = S_FLIPX,
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.collision_offset[SI_UP_LEFT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_UP_LEFT] = {
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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_DOWN_LEFT] = 15, .bitmap_prop[SI_DOWN_LEFT] = 0,
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.collision_offset[SI_DOWN_LEFT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_DOWN_LEFT] = {
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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_DOWN_RIGHT] = 15, .bitmap_prop[SI_DOWN_RIGHT] = S_FLIPX,
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.collision_offset[SI_DOWN_RIGHT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }
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.collision_offset[SI_DOWN_RIGHT] = {
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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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}
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},
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{
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.frames_since_last_dash = 0,
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@ -71,20 +135,52 @@ Sprite sprites_info[] = {
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.acc = { .x = 0, .y = 0},
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.bitmap_indexes[SI_UP] = 25, .bitmap_prop[SI_UP] = 0,
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.collision_offset[SI_UP] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_UP] = {
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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_DOWN] = 22, .bitmap_prop[SI_DOWN] = 0,
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.collision_offset[SI_DOWN] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_DOWN] = {
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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_LEFT] = 21, .bitmap_prop[SI_LEFT] = 0,
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.collision_offset[SI_LEFT] = { 8,5, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_LEFT] = {
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8,5, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_RIGHT] = 21, .bitmap_prop[SI_RIGHT] = S_FLIPX,
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.collision_offset[SI_RIGHT] = { 8,5, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_RIGHT] = {
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8,5, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_UP_RIGHT] = 23, .bitmap_prop[SI_UP_RIGHT] = 0,
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.collision_offset[SI_UP_RIGHT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_UP_RIGHT] = {
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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_UP_LEFT] = 23, .bitmap_prop[SI_UP_LEFT] = S_FLIPX,
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.collision_offset[SI_UP_LEFT] = { 8,8, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_UP_LEFT] = {
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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_DOWN_LEFT] = 24, .bitmap_prop[SI_DOWN_LEFT] = S_FLIPX,
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.collision_offset[SI_DOWN_LEFT] = { 8,7, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, },
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.collision_offset[SI_DOWN_LEFT] = {
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8,7, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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},
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.bitmap_indexes[SI_DOWN_RIGHT] = 24, .bitmap_prop[SI_DOWN_RIGHT] = 0,
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.collision_offset[SI_DOWN_RIGHT] = { 8,7, 1,1, 255, 255, 255, 255, 255, 255, 255, 255, }
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.collision_offset[SI_DOWN_RIGHT] = {
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8,7, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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}
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}
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};
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@ -35,8 +35,10 @@ void main(void)
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memcpy(&(screen_sprites[0]), &(sprites_info[2]), sizeof(Sprite));
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for (i = 1; i < NO_SCREEN_SPRITES; i++) memcpy(&(screen_sprites[i]), &(sprites_info[0]), sizeof(Sprite));
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screen_sprites[0].has_joypad = 1;
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memcpy(&(screen_sprites[1]), &(sprites_info[1]), sizeof(Sprite));
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for (i = 2; i < NO_SCREEN_SPRITES; i++) memcpy(&(screen_sprites[i]), &(sprites_info[0]), sizeof(Sprite));
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screen_sprites[4].has_joypad = 1;
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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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34
src/sprite.c
34
src/sprite.c
@ -6,6 +6,8 @@
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#include "./flags.h"
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#include "./map.h"
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#define LYO 8
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#define GET_TILE_INDEX_BY_COORD(x, y) ((((y) / PIXELS_PER_TILE) * 20) + ((x) / PIXELS_PER_TILE))
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typedef struct Sprites {
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@ -34,12 +36,10 @@ void sprite_update_bitmap(Sprite *sprite);
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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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{
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int lyo = 8;
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unsigned int colx, coly;
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UVec original_position;
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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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UVec original_position;
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if (sprite->frames_since_last_jump <= JUMP_TIMEOUT_FRAMES) sprite->frames_since_last_jump++;
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if (sprite->frames_since_last_dash <= DASH_TIMEOUT_FRAMES) sprite->frames_since_last_dash++;
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@ -96,8 +96,8 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
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int *offsets = sprite->collision_offset[sprite->bitmap_index];
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// jump if on platform
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if ((joypad & J_A) && (sprite->frames_since_last_jump > JUMP_TIMEOUT_FRAMES)) {
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coly = map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[3]-lyo+1)];
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if (!coly) coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[3]-lyo+1)];
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coly = map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[3]-LYO+1)];
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if (!coly) coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[3]-LYO+1)];
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if(coly) {
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sprite->vel.y = -JUMP_VEL;
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sprite->frames_since_last_jump = 0;
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@ -117,11 +117,11 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
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sprite->pos.y = original_position.y + sprite->vel.y;
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if (sprite->vel.y < 0) {
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coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[1]-lyo)];
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if (!coly) coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[1]-lyo)];
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coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[1]-LYO)];
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if (!coly) coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[1]-LYO)];
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} else if (sprite->vel.y > 0) {
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coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[3]-lyo)];
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if (!coly) coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[3]-lyo)];
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coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[3]-LYO)];
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if (!coly) coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[3]-LYO)];
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}
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if (coly) sprite->pos.y = original_position.y;
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@ -131,11 +131,11 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
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sprite->pos.x = original_position.x + sprite->vel.x;
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if (sprite->vel.x < 0) {
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colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[1]-lyo)];
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if(!colx) colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[3]-lyo)];
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colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[1]-LYO)];
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if(!colx) colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[0], sprite->pos.y - offsets[3]-LYO)];
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} else if (sprite->vel.x > 0) {
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colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[1]-lyo)];
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if(!colx) colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[3]-lyo)];
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colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[1]-LYO)];
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if(!colx) colx += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[3]-LYO)];
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}
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if (colx) sprite->pos.x = original_position.x;
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@ -163,9 +163,11 @@ void sprite_update_bitmap(Sprite *sprite)
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void sprite_draw_to_screen(Sprite *sprite)
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{
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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_prop(sprite->gb_sprite_index, sprite->bitmap_prop[sprite->bitmap_index]);
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int bmi = sprite->bitmap_index;
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if (sprite->bitmap_index_prev != bmi) {
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set_sprite_tile(sprite->gb_sprite_index, sprite->bitmap_indexes[bmi]);
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set_sprite_prop(sprite->gb_sprite_index, sprite->bitmap_prop[bmi]);
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}
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move_sprite(sprite->gb_sprite_index, sprite->pos.x, sprite->pos.y);
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}
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