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main
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6e1690ceea
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ea60bdeede
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565f7eebbd
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9239a34256
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b02543c848
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9
docs/res/sprites_metadata.c.txt
Normal file
9
docs/res/sprites_metadata.c.txt
Normal file
@@ -0,0 +1,9 @@
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sprite.c:
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struct Sprites
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collision_offset = {
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quad1x1, quad1y1, quad1x2, quad1y2,
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quad2x1, quad2y1, quad2x2, quad2y2,
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quad3x1, quad3y1, quad3x2, quad3y2
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}
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@@ -16,3 +16,10 @@ make all
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```
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the gameboy rom will be output to `obj/untitled2dshooter.gb`
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## credits
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### art
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a cool guy named louie - drew mike
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@@ -16,59 +16,171 @@ Sprite sprites_info[] = {
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.bitmap_indexes[SI_UP] = 12, .bitmap_prop[SI_UP] = 0,
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.collision_offset[SI_UP] = {
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.itl = { .x = 3, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 3, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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] = {
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.itl = { .x = 8, .y = 8},
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.itr = { .x = 5, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 5, .y = 1},
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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] = {
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.itl = { .x = 8, .y = 3},
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.itr = { .x = 1, .y = 3},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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] = {
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.itl = { .x = 8, .y = 3},
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.itr = { .x = 1, .y = 3},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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] = {
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.itl = { .x = 7, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 7, .y = 2},
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.ibr = { .x = 1, .y = 2},
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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] = {
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.itl = { .x = 8, .y = 8},
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.itr = { .x = 2, .y = 8},
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.ibl = { .x = 8, .y = 2},
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.ibr = { .x = 2, .y = 2},
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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] = {
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.itl = { .x = 8, .y = 7},
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.itr = { .x = 2, .y = 7},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 2, .y = 1},
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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] = {
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.itl = { .x = 7, .y = 7},
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.itr = { .x = 1, .y = 7},
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.ibl = { .x = 7, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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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.frames_since_last_jump = 0,
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.name = "dodgy_hat_guy",
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.has_diag_sprites = 0,
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.bitmap_index = SI_LEFT,
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.has_joypad = 0,
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.pos = { .x = 0, .y = 0},
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.vel = { .x = 0, .y = 0},
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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] = {
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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] = {
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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] = {
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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] = {
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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] = {
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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] = {
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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] = {
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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] = {
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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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.frames_since_last_jump = 0,
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.name = "mike",
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.has_diag_sprites = 0,
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.bitmap_index = SI_LEFT,
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.has_joypad = 0,
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.pos = { .x = 0, .y = 0},
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.vel = { .x = 0, .y = 0},
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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] = {
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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] = {
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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] = {
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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] = {
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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] = {
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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] = {
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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] = {
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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] = {
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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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@@ -10,7 +10,7 @@
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Compression : None.
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Counter : None.
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Tile size : 8 x 8
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Tiles : 0 to 13
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Tiles : 0 to 25
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Palette colors : None.
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SGB Palette : None.
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@@ -52,7 +52,31 @@ unsigned char sprites[] =
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0x00,0x02,0x00,0x07,0x02,0x00,0x02,0x00,
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0x02,0x00,0x00,0x02,0x00,0x07,0x00,0x05,
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0x00,0x03,0x02,0x01,0x04,0x00,0x08,0x00,
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0x00,0x30,0x00,0x50,0x00,0x20,0x00,0x00
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0x00,0x30,0x00,0x50,0x00,0x20,0x00,0x00,
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0x38,0x38,0x7C,0x7C,0x7C,0x44,0x38,0x00,
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0x18,0x00,0x18,0x18,0xBD,0xBD,0xBD,0xBD,
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0x38,0x38,0x7C,0x7C,0x7C,0x44,0x39,0x01,
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0x99,0x81,0x98,0x98,0x3C,0x3C,0x3C,0x3C,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x7E,
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0x25,0xFE,0x18,0xE7,0x7E,0xFF,0x00,0xDB,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x7C,
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0x38,0xEE,0x52,0xAD,0x7C,0xFF,0x01,0xD7,
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0x00,0x38,0x10,0x6E,0x2C,0x77,0x22,0xDD,
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0x7E,0xFF,0x12,0xC9,0x18,0xE7,0x00,0x7E,
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0x00,0x38,0x10,0x6C,0x3C,0xC6,0x60,0xBF,
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0x0E,0xFF,0x78,0xF3,0x00,0xDE,0x00,0x70,
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0x00,0x00,0x30,0x4C,0x70,0x9E,0x06,0xFB,
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0x7C,0xF3,0x0E,0x5F,0x00,0x7B,0x00,0x1E,
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0x00,0x7E,0x18,0xE7,0x36,0xED,0x02,0xFD,
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0x7E,0xFF,0x08,0x53,0x10,0x6E,0x00,0x38
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};
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/* End of SPRITES.C */
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BIN
res/sprites.gbr
BIN
res/sprites.gbr
Binary file not shown.
@@ -10,7 +10,7 @@
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Compression : None.
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Counter : None.
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Tile size : 8 x 8
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Tiles : 0 to 13
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Tiles : 0 to 25
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Palette colors : None.
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SGB Palette : None.
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@@ -4,15 +4,15 @@
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#define MAX_PLAYER_COUNT 1
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#define GRAV_ACC 1
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#define TERM_VELY 3
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#define TERM_VELY 2
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#define TERM_VELX 2
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#define TERM_VELY_DIVISOR 3
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#define TERM_VELY_DIVISOR 5
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#define TERM_VELX_DIVISOR 3
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#define JUMP_VEL 4
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#define JUMP_TIMEOUT_FRAMES 18
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#define DASH_VELL 7
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#define DASH_VELL 4
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// mfw when pythagoras irl :scream_cat:
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#define DASH_VELD 5
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#define DASH_TIMEOUT_FRAMES 30
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14
src/main.c
14
src/main.c
@@ -12,14 +12,14 @@
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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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// Load Background tiles and then map
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set_bkg_data(0, 23, tiles);
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set_bkg_tiles(0, 0, map.width, map.height, map.data);
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set_sprite_data(0, 14, sprites);
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set_sprite_data(0, 26, sprites);
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// Turn the background map on to make it visible
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SHOW_BKG;
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@@ -34,10 +34,11 @@ void main(void)
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struct Sprites screen_sprites[NO_SCREEN_SPRITES];
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|
||||
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memcpy(&(screen_sprites[0]), &(sprites_info[0]), 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[0]), &(sprites_info[2]), sizeof(Sprite));
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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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||||
@@ -54,7 +55,6 @@ 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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||||
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||||
// Done processing, yield CPU and wait for start of next frame
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||||
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||||
145
src/sprite.c
145
src/sprite.c
@@ -1,18 +1,14 @@
|
||||
#include <gb/gb.h>
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include "./vec.h"
|
||||
#include "./constants.h"
|
||||
#include "./flags.h"
|
||||
#include "./map.h"
|
||||
|
||||
|
||||
typedef struct SpriteCorners {
|
||||
UVec itl;
|
||||
UVec itr;
|
||||
UVec ibl;
|
||||
UVec ibr;
|
||||
} SpriteCorners;
|
||||
|
||||
#define LYO 8
|
||||
#define GET_TILE_INDEX_BY_COORD(x, y) ((((y) / PIXELS_PER_TILE) * 20) + ((x) / PIXELS_PER_TILE))
|
||||
|
||||
typedef struct Sprites {
|
||||
int gb_sprite_index;
|
||||
@@ -25,49 +21,25 @@ typedef struct Sprites {
|
||||
int has_diag_sprites;
|
||||
int has_joypad;
|
||||
char name[20];
|
||||
SpriteCorners collision_offset[8];
|
||||
int collision_offset[8][12];
|
||||
UVec pos;
|
||||
Vec vel;
|
||||
Vec acc;
|
||||
} Sprite;
|
||||
|
||||
|
||||
int get_tile_index_by_coord(unsigned int x, unsigned int y);
|
||||
void get_sprite_corners(Sprite *sprite, SpriteCorners *r);
|
||||
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_update_bitmap(Sprite *sprite);
|
||||
|
||||
|
||||
int get_tile_index_by_coord(unsigned int x, unsigned int y)
|
||||
{
|
||||
return ((y / PIXELS_PER_TILE) * 20) + (x / PIXELS_PER_TILE);
|
||||
}
|
||||
|
||||
|
||||
void get_sprite_corners(Sprite *sprite, SpriteCorners *sc)
|
||||
{
|
||||
sc->itl.x = sprite->pos.x - sprite->collision_offset[sprite->bitmap_index].itl.x;
|
||||
sc->itl.y = sprite->pos.y - sprite->collision_offset[sprite->bitmap_index].itl.y - 8;
|
||||
sc->itr.x = sprite->pos.x - sprite->collision_offset[sprite->bitmap_index].itr.x;
|
||||
sc->itr.y = sprite->pos.y - sprite->collision_offset[sprite->bitmap_index].itr.y - 8;
|
||||
sc->ibl.x = sprite->pos.x - sprite->collision_offset[sprite->bitmap_index].ibl.x;
|
||||
sc->ibl.y = sprite->pos.y - sprite->collision_offset[sprite->bitmap_index].ibl.y - 8;
|
||||
sc->ibr.x = sprite->pos.x - sprite->collision_offset[sprite->bitmap_index].ibr.x;
|
||||
sc->ibr.y = sprite->pos.y - sprite->collision_offset[sprite->bitmap_index].ibr.y - 8;
|
||||
}
|
||||
|
||||
|
||||
// update a sprite for stuff that changes every frame
|
||||
void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
|
||||
{
|
||||
int c, collision_check_steps;
|
||||
unsigned int colx, coly;
|
||||
UVec original_position;
|
||||
|
||||
// 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_dash <= DASH_TIMEOUT_FRAMES) sprite->frames_since_last_dash++;
|
||||
@@ -118,83 +90,64 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
|
||||
// slow down sprite in kind of realistic way
|
||||
// (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)
|
||||
if (sprite->vel.y > TERM_VELY) sprite->vel.y -= (abs(sprite->vel.y)-TERM_VELY)/TERM_VELY_DIVISOR;
|
||||
if (sprite->vel.y > TERM_VELY) sprite->vel.y = TERM_VELY;
|
||||
if (sprite->vel.y < -TERM_VELY) sprite->vel.y += (abs(sprite->vel.y)-TERM_VELY)/TERM_VELY_DIVISOR;
|
||||
if (sprite->vel.x > TERM_VELX) sprite->vel.x -= (abs(sprite->vel.x)-TERM_VELX)/TERM_VELX_DIVISOR;
|
||||
if (sprite->vel.x < -TERM_VELX) sprite->vel.x += (abs(sprite->vel.x)-TERM_VELX)/TERM_VELX_DIVISOR;
|
||||
|
||||
c = sprite_collision(map, sprite);
|
||||
|
||||
// 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 (((c & SC_BL) | (c & SC_BR)) && (sprite->vel.y > 0)) {
|
||||
// player jump
|
||||
if ((joypad & J_A) && (sprite->frames_since_last_jump > JUMP_TIMEOUT_FRAMES)) {
|
||||
int *offsets = sprite->collision_offset[sprite->bitmap_index];
|
||||
// jump if on platform
|
||||
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)];
|
||||
if (!coly) coly += map->data[GET_TILE_INDEX_BY_COORD(sprite->pos.x - offsets[2], sprite->pos.y - offsets[3]-LYO+1)];
|
||||
if(coly) {
|
||||
sprite->vel.y = -JUMP_VEL;
|
||||
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; }
|
||||
if (((c & SC_LT) | (c & SC_LB)) && (sprite->vel.x < 0)) { sprite->vel.x = 0; }
|
||||
|
||||
int absvelx = abs(sprite->vel.x);
|
||||
int absvely = abs(sprite->vel.y);
|
||||
collision_check_steps = (absvelx > absvely) ? absvelx : absvely;
|
||||
|
||||
original_position.x = sprite->pos.x;
|
||||
original_position.y = sprite->pos.y;
|
||||
// check if following the path by the velocity will lead to a collision
|
||||
for (int step = collision_check_steps; step >= 0; step--) {
|
||||
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);
|
||||
|
||||
if (!sprite_internal_collision(map, sprite)) break;
|
||||
// if no velocity component, pretend sprite has already collided
|
||||
colx = sprite->vel.x == 0;
|
||||
coly = sprite->vel.y == 0;
|
||||
|
||||
//for (int step = collision_check_steps; step >= 0; step--) {
|
||||
if(sprite->vel.y != 0){
|
||||
sprite->pos.y = original_position.y + sprite->vel.y;
|
||||
|
||||
if (sprite->vel.y < 0) {
|
||||
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)];
|
||||
} 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)];
|
||||
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(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 (colx) sprite->pos.x = original_position.x;
|
||||
}
|
||||
|
||||
sprite_update_bitmap(sprite);
|
||||
sprite_draw_to_screen(sprite);
|
||||
}
|
||||
|
||||
|
||||
// calculate internal collisions
|
||||
unsigned int sprite_internal_collision(Map *map, Sprite *sprite)
|
||||
{
|
||||
unsigned int rv = 0;
|
||||
SpriteCorners sc;
|
||||
get_sprite_corners(sprite, &sc);
|
||||
|
||||
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)
|
||||
{
|
||||
|
||||
sprite->bitmap_index_prev = sprite->bitmap_index;
|
||||
|
||||
if ((sprite->vel.y > 0) && (sprite->vel.x > 0)) sprite->bitmap_index = SI_DOWN_RIGHT;
|
||||
@@ -210,9 +163,11 @@ void sprite_update_bitmap(Sprite *sprite)
|
||||
|
||||
void sprite_draw_to_screen(Sprite *sprite)
|
||||
{
|
||||
if (sprite->bitmap_index_prev != 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]);
|
||||
int bmi = 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);
|
||||
}
|
||||
|
||||
@@ -22,15 +22,13 @@ typedef struct Sprites {
|
||||
int has_diag_sprites;
|
||||
int has_joypad;
|
||||
char name[20];
|
||||
SpriteCorners collision_offset[8];
|
||||
int collision_offset[8][12];
|
||||
UVec pos;
|
||||
Vec vel;
|
||||
Vec acc;
|
||||
} Sprite;
|
||||
|
||||
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);
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user