Compare commits
4 Commits
3eb6cc58ef
...
more_effic
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1483af3177
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565f7eebbd
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9239a34256
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b02543c848
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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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@@ -23,10 +23,10 @@ Sprite sprites_info[] = {
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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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.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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},
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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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@@ -70,5 +70,141 @@ Sprite sprites_info[] = {
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.ibl = { .x = 7, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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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.itl = { .x = 8, .y = 5},
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.itr = { .x = 1, .y = 5},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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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.itl = { .x = 8, .y = 5},
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.itr = { .x = 1, .y = 5},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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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.itl = { .x = 8, .y = 8},
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.itr = { .x = 1, .y = 8},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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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.itl = { .x = 8, .y = 7},
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.itr = { .x = 1, .y = 7},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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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.itl = { .x = 8, .y = 7},
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.itr = { .x = 1, .y = 7},
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.ibl = { .x = 8, .y = 1},
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.ibr = { .x = 1, .y = 1},
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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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@@ -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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11
src/main.c
11
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 3
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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 +34,10 @@ void main(void)
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struct Sprites screen_sprites[NO_SCREEN_SPRITES];
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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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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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memcpy(&(screen_sprites[2]), &(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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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 +54,6 @@ 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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208
src/sprite.c
208
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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@@ -33,37 +45,20 @@ 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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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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SpriteCorners sc;
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int c, collision_check_steps, sprite_internal_collision,
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absvelx = abs(sprite->vel.x), absvely = abs(sprite->vel.y);
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int b_right = joypad & J_RIGHT, b_left = joypad & J_LEFT, b_up = joypad & J_UP,
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b_down = joypad & J_DOWN, b_a = joypad & J_A, b_b = joypad & J_B;
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int tl, tr, bl, br, lt, lb, rt, rb;
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// target displacement is sprite->vel but may collide, giving actual displacment
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Vec displacement = {.x = 0, .y = 0};
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@@ -78,68 +73,92 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
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}
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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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if ((joypad & b_right) && (sprite->vel.x < TERM_VELX)) sprite->acc.x = 1;
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else if ((joypad & b_left) && (sprite->vel.x > -TERM_VELX)) sprite->acc.x = -1;
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else sprite->acc.x = -sprite->vel.x/absvelx;
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sprite->vel.x += sprite->acc.x;
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||||
|
||||
// player dash
|
||||
if ((joypad & J_B) && (sprite->frames_since_last_dash > DASH_TIMEOUT_FRAMES)) {
|
||||
if (b_b && (sprite->frames_since_last_dash > DASH_TIMEOUT_FRAMES)) {
|
||||
int frames_since_last_dash_copy = sprite->frames_since_last_dash;
|
||||
sprite->frames_since_last_dash = 0;
|
||||
|
||||
if ((joypad & J_LEFT) && !(joypad & (J_UP | J_RIGHT | J_DOWN))) {
|
||||
sprite->vel.x = -DASH_VELL;
|
||||
} else if ((joypad & J_RIGHT) && !(joypad & (J_UP | J_LEFT | J_DOWN))) {
|
||||
sprite->vel.x = DASH_VELL;
|
||||
} else if ((joypad & J_UP) && !(joypad & (J_RIGHT | J_LEFT | J_DOWN))) {
|
||||
sprite->vel.y = -DASH_VELL;
|
||||
} else if ((joypad & J_DOWN) && !(joypad & (J_UP | J_LEFT | J_RIGHT))) {
|
||||
sprite->vel.y = DASH_VELL;
|
||||
} else if ((joypad & J_RIGHT) && (joypad & J_UP)) {
|
||||
sprite->vel.x = DASH_VELD;
|
||||
sprite->vel.y = -DASH_VELD;
|
||||
} else if ((joypad & J_LEFT) && (joypad & J_UP)) {
|
||||
sprite->vel.x = -DASH_VELD;
|
||||
sprite->vel.y = -DASH_VELD;
|
||||
} else if ((joypad & J_LEFT) && (joypad & J_DOWN)) {
|
||||
sprite->vel.x = -DASH_VELD;
|
||||
sprite->vel.y = DASH_VELD;
|
||||
} else if ((joypad & J_RIGHT) && (joypad & J_DOWN)) {
|
||||
sprite->vel.x = DASH_VELD;
|
||||
sprite->vel.y = DASH_VELD;
|
||||
} else {
|
||||
// if player doesn't hold the right buttons to dash, don't dash and set the
|
||||
// frames_since_last_dash counter back to what it was before
|
||||
sprite->frames_since_last_dash = frames_since_last_dash_copy;
|
||||
if (b_left) {
|
||||
if (b_up) {
|
||||
sprite->vel.x = -DASH_VELD;
|
||||
sprite->vel.y = -DASH_VELD;
|
||||
} else if (b_down) {
|
||||
sprite->vel.x = -DASH_VELD;
|
||||
sprite->vel.y = DASH_VELD;
|
||||
} else {
|
||||
sprite->vel.x = -DASH_VELL;
|
||||
}
|
||||
} else if (b_right) {
|
||||
if (b_up) {
|
||||
sprite->vel.x = DASH_VELD;
|
||||
sprite->vel.y = -DASH_VELD;
|
||||
} else if (b_down) {
|
||||
sprite->vel.x = DASH_VELD;
|
||||
sprite->vel.y = DASH_VELD;
|
||||
} else {
|
||||
sprite->vel.x = DASH_VELL;
|
||||
}
|
||||
}
|
||||
else if (b_up) sprite->vel.y = -DASH_VELL;
|
||||
else if (b_down) sprite->vel.y = DASH_VELL;
|
||||
// if player doesn't hold the right buttons to dash, don't dash and set the
|
||||
// frames_since_last_dash counter back to what it was before
|
||||
else sprite->frames_since_last_dash = frames_since_last_dash_copy;
|
||||
}
|
||||
|
||||
// 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 += (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;
|
||||
if (sprite->vel.y > TERM_VELY) sprite->vel.y -= (absvely-TERM_VELY)/TERM_VELY_DIVISOR;
|
||||
if (sprite->vel.y < -TERM_VELY) sprite->vel.y += (absvely-TERM_VELY)/TERM_VELY_DIVISOR;
|
||||
if (sprite->vel.x > TERM_VELX) sprite->vel.x -= (absvelx-TERM_VELX)/TERM_VELX_DIVISOR;
|
||||
if (sprite->vel.x < -TERM_VELX) sprite->vel.x += (absvelx-TERM_VELX)/TERM_VELX_DIVISOR;
|
||||
|
||||
c = sprite_collision(map, sprite);
|
||||
absvelx = abs(sprite->vel.x);
|
||||
absvely = abs(sprite->vel.y);
|
||||
|
||||
// if sprite not moving, no more logic needs to be done --- right?
|
||||
if ((absvelx == 0) && (absvely == 0)) return;
|
||||
|
||||
GET_SPRITE_CORNERS(sprite, sc);
|
||||
|
||||
// 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)) {
|
||||
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; }
|
||||
if (sprite->vel.y > 0) {
|
||||
br = map->data[GET_TILE_INDEX_BY_COORD(sc.ibl.x, sc.ibl.y+1)];
|
||||
bl = map->data[GET_TILE_INDEX_BY_COORD(sc.ibr.x, sc.ibr.y+1)];
|
||||
|
||||
if (bl | br) {
|
||||
sprite->vel.y = 0;
|
||||
// player jump
|
||||
if (b_a && (sprite->frames_since_last_jump > JUMP_TIMEOUT_FRAMES)) {
|
||||
sprite->vel.y = -JUMP_VEL;
|
||||
sprite->frames_since_last_jump = 0;
|
||||
}
|
||||
}
|
||||
} else if (sprite->vel.y < 0) {
|
||||
tl = map->data[GET_TILE_INDEX_BY_COORD(sc.itl.x, sc.itl.y-1)];
|
||||
tr = map->data[GET_TILE_INDEX_BY_COORD(sc.itr.x, sc.itr.y-1)];
|
||||
if (tl | tr) sprite->vel.y = 0;
|
||||
}
|
||||
|
||||
if (sprite->vel.x > 0) {
|
||||
rt = map->data[GET_TILE_INDEX_BY_COORD(sc.itr.x+1, sc.itr.y)];
|
||||
rb = map->data[GET_TILE_INDEX_BY_COORD(sc.ibr.x+1, sc.ibr.y)];
|
||||
if (rt | rb) sprite->vel.x = 0;
|
||||
} else if (sprite->vel.x < 0) {
|
||||
lt = map->data[GET_TILE_INDEX_BY_COORD(sc.itl.x-1, sc.itl.y)];
|
||||
lb = map->data[GET_TILE_INDEX_BY_COORD(sc.ibl.x-1, sc.ibl.y)];
|
||||
if (lt | lb) sprite->vel.x = 0;
|
||||
}
|
||||
|
||||
absvelx = abs(sprite->vel.x);
|
||||
absvely = abs(sprite->vel.y);
|
||||
|
||||
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;
|
||||
@@ -149,55 +168,24 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
|
||||
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;
|
||||
sprite_internal_collision = 0;
|
||||
if (map->data[GET_TILE_INDEX_BY_COORD(sc.itl.x, sc.itl.y)]) sprite_internal_collision++;
|
||||
if (map->data[GET_TILE_INDEX_BY_COORD(sc.itr.x, sc.itr.y)]) sprite_internal_collision++;
|
||||
if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibl.x, sc.ibl.y)]) sprite_internal_collision++;
|
||||
if (map->data[GET_TILE_INDEX_BY_COORD(sc.ibr.x, sc.ibr.y)]) sprite_internal_collision++;
|
||||
if (sprite_internal_collision == 0) break;
|
||||
}
|
||||
|
||||
sprite_update_bitmap(sprite);
|
||||
sprite_draw_to_screen(sprite);
|
||||
move_sprite(sprite->gb_sprite_index, sprite->pos.x, sprite->pos.y);
|
||||
}
|
||||
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
// set new sprite bitmap
|
||||
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;
|
||||
if ((sprite->vel.y > 0) && (sprite->vel.x > 0)) sprite->bitmap_index = SI_DOWN_RIGHT;
|
||||
else if ((sprite->vel.y < 0) && (sprite->vel.x > 0)) sprite->bitmap_index = SI_UP_RIGHT;
|
||||
else if ((sprite->vel.y > 0) && (sprite->vel.x < 0)) sprite->bitmap_index = SI_DOWN_LEFT;
|
||||
else if ((sprite->vel.y < 0) && (sprite->vel.x < 0)) sprite->bitmap_index = SI_UP_LEFT;
|
||||
@@ -210,6 +198,8 @@ void sprite_update_bitmap(Sprite *sprite)
|
||||
|
||||
void sprite_draw_to_screen(Sprite *sprite)
|
||||
{
|
||||
// only set sprite if sprite to be used has changed
|
||||
sprite_update_bitmap(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]);
|
||||
|
||||
Reference in New Issue
Block a user