optimisation?
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9239a34256
commit
565f7eebbd
10
src/main.c
10
src/main.c
@ -12,7 +12,7 @@
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#include "./sprite.h"
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#include "./vec.h"
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#define NO_SCREEN_SPRITES 2
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#define NO_SCREEN_SPRITES 6
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void init_gfx()
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{
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@ -36,8 +36,11 @@ void main(void)
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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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screen_sprites[0].has_joypad = 1;
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screen_sprites[1].bitmap_index = SI_UP;
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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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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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screen_sprites[i].bitmap_index_prev = -1;
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@ -54,7 +57,6 @@ void main(void)
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jp = joypad();
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for (i = 0; i < NO_SCREEN_SPRITES; i++) {
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sprite_iter_frame(&(screen_sprites[i]), &map, screen_sprites[i].has_joypad ? jp : 0, &fc);
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//gprintf("x: %d y: %d\n", sprites[i].pos.x, sprites[i].pos.y);
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}
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// Done processing, yield CPU and wait for start of next frame
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84
src/sprite.c
84
src/sprite.c
@ -5,6 +5,18 @@
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#include "./flags.h"
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#include "./map.h"
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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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#define GET_SPRITE_CORNERS(sprite, sc) \
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sc.itl.x = sprite->pos.x - sprite->collision_offset[sprite->bitmap_index].itl.x; \
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sc.itl.y = sprite->pos.y - sprite->collision_offset[sprite->bitmap_index].itl.y - 8; \
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sc.itr.x = sprite->pos.x - sprite->collision_offset[sprite->bitmap_index].itr.x; \
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sc.itr.y = sprite->pos.y - sprite->collision_offset[sprite->bitmap_index].itr.y - 8; \
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sc.ibl.x = sprite->pos.x - sprite->collision_offset[sprite->bitmap_index].ibl.x; \
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sc.ibl.y = sprite->pos.y - sprite->collision_offset[sprite->bitmap_index].ibl.y - 8; \
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sc.ibr.x = sprite->pos.x - sprite->collision_offset[sprite->bitmap_index].ibr.x; \
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sc.ibr.y = sprite->pos.y - sprite->collision_offset[sprite->bitmap_index].ibr.y - 8;
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typedef struct SpriteCorners {
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UVec itl;
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@ -33,7 +45,6 @@ typedef struct Sprites {
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int get_tile_index_by_coord(unsigned int x, unsigned int y);
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void get_sprite_corners(Sprite *sprite, SpriteCorners *r);
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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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@ -41,29 +52,10 @@ void sprite_draw_to_screen(Sprite *sprite);
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void sprite_update_bitmap(Sprite *sprite);
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int get_tile_index_by_coord(unsigned int x, unsigned int y)
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{
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return ((y / PIXELS_PER_TILE) * 20) + (x / PIXELS_PER_TILE);
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}
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void get_sprite_corners(Sprite *sprite, SpriteCorners *sc)
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{
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sc->itl.x = sprite->pos.x - sprite->collision_offset[sprite->bitmap_index].itl.x;
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sc->itl.y = sprite->pos.y - sprite->collision_offset[sprite->bitmap_index].itl.y - 8;
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sc->itr.x = sprite->pos.x - sprite->collision_offset[sprite->bitmap_index].itr.x;
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sc->itr.y = sprite->pos.y - sprite->collision_offset[sprite->bitmap_index].itr.y - 8;
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sc->ibl.x = sprite->pos.x - sprite->collision_offset[sprite->bitmap_index].ibl.x;
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sc->ibl.y = sprite->pos.y - sprite->collision_offset[sprite->bitmap_index].ibl.y - 8;
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sc->ibr.x = sprite->pos.x - sprite->collision_offset[sprite->bitmap_index].ibr.x;
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sc->ibr.y = sprite->pos.y - sprite->collision_offset[sprite->bitmap_index].ibr.y - 8;
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}
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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 c, collision_check_steps;
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int c, collision_check_steps, absvelx = abs(sprite->vel.x), absvely = abs(sprite->vel.y);
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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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@ -80,7 +72,7 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
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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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else if ((joypad & J_LEFT) && (sprite->vel.x > -TERM_VELX)) sprite->acc.x = -1;
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else sprite->acc.x = -sprite->vel.x/abs(sprite->vel.x);
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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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// player dash
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@ -118,10 +110,16 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
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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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// 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 -= (abs(sprite->vel.y)-TERM_VELY)/TERM_VELY_DIVISOR;
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if (sprite->vel.y < -TERM_VELY) sprite->vel.y += (abs(sprite->vel.y)-TERM_VELY)/TERM_VELY_DIVISOR;
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if (sprite->vel.x > TERM_VELX) sprite->vel.x -= (abs(sprite->vel.x)-TERM_VELX)/TERM_VELX_DIVISOR;
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if (sprite->vel.x < -TERM_VELX) sprite->vel.x += (abs(sprite->vel.x)-TERM_VELX)/TERM_VELX_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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//
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//absvelx = abs(sprite->vel.x);
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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 ((absvelx == 0) && (absvely == 0)) return;
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c = sprite_collision(map, sprite);
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@ -138,8 +136,6 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
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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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int absvelx = abs(sprite->vel.x);
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int absvely = abs(sprite->vel.y);
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collision_check_steps = (absvelx > absvely) ? absvelx : absvely;
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original_position.x = sprite->pos.x;
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@ -154,6 +150,7 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
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sprite_update_bitmap(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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}
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@ -162,12 +159,12 @@ 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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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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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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@ -178,23 +175,24 @@ 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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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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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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{
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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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