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main
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more_effic
Author | SHA1 | Date | |
---|---|---|---|
1483af3177 |
@ -1,9 +0,0 @@
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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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@ -16,51 +16,59 @@ 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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3, 8, 1, 7,
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255, 255, 255, 255,
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255, 255, 255, 255
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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_DOWN] = 12, .bitmap_prop[SI_DOWN] = S_FLIPY,
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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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.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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8, 3, 7, 1,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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},
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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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2, 3, 1, 1,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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},
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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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2, 8, 1, 7,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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},
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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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8, 8, 7, 7,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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},
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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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8, 2, 7, 1,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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},
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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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2, 2, 1, 1,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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}
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},
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{
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@ -76,51 +84,59 @@ Sprite sprites_info[] = {
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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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.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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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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@ -136,51 +152,59 @@ Sprite sprites_info[] = {
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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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.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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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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8,5, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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8,5, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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8,8, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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8,7, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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8,7, 1,1,
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255, 255, 255, 255,
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255, 255, 255, 255
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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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BIN
res/sprites.gbr
BIN
res/sprites.gbr
Binary file not shown.
@ -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 2
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#define TERM_VELY 3
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#define TERM_VELX 2
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#define TERM_VELY_DIVISOR 5
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#define TERM_VELY_DIVISOR 3
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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 4
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#define DASH_VELL 7
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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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@ -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 6
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#define NO_SCREEN_SPRITES 3
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void init_gfx()
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{
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@ -36,9 +36,8 @@ 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[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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memcpy(&(screen_sprites[2]), &(sprites_info[0]), sizeof(Sprite));
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screen_sprites[0].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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181
src/sprite.c
181
src/sprite.c
@ -1,15 +1,31 @@
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#include <gb/gb.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include "./vec.h"
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#include "./constants.h"
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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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#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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UVec itr;
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UVec ibl;
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UVec ibr;
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} SpriteCorners;
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typedef struct Sprites {
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int gb_sprite_index;
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int frames_since_last_dash;
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@ -21,13 +37,14 @@ typedef struct Sprites {
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int has_diag_sprites;
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int has_joypad;
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char name[20];
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int collision_offset[8][12];
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SpriteCorners collision_offset[8];
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UVec pos;
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Vec vel;
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Vec acc;
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} Sprite;
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int get_tile_index_by_coord(unsigned int x, unsigned int y);
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void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc);
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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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@ -36,10 +53,16 @@ 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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unsigned int colx, coly;
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UVec original_position;
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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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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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@ -50,106 +73,118 @@ 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;
|
||||
else if ((joypad & b_left) && (sprite->vel.x > -TERM_VELX)) sprite->acc.x = -1;
|
||||
else sprite->acc.x = -sprite->vel.x/absvelx;
|
||||
sprite->vel.x += sprite->acc.x;
|
||||
|
||||
// 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)) {
|
||||
if (b_left) {
|
||||
if (b_up) {
|
||||
sprite->vel.x = -DASH_VELD;
|
||||
sprite->vel.y = -DASH_VELD;
|
||||
} else if ((joypad & J_LEFT) && (joypad & J_DOWN)) {
|
||||
} else if (b_down) {
|
||||
sprite->vel.x = -DASH_VELD;
|
||||
sprite->vel.y = DASH_VELD;
|
||||
} else if ((joypad & J_RIGHT) && (joypad & J_DOWN)) {
|
||||
} 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
|
||||
sprite->frames_since_last_dash = frames_since_last_dash_copy;
|
||||
}
|
||||
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 = TERM_VELY;
|
||||
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 -= (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;
|
||||
|
||||
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) {
|
||||
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 (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);
|
||||
|
||||
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 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)];
|
||||
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;
|
||||
}
|
||||
|
||||
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);
|
||||
move_sprite(sprite->gb_sprite_index, sprite->pos.x, sprite->pos.y);
|
||||
}
|
||||
|
||||
|
||||
// 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;
|
||||
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;
|
||||
@ -163,11 +198,11 @@ void sprite_update_bitmap(Sprite *sprite)
|
||||
|
||||
void sprite_draw_to_screen(Sprite *sprite)
|
||||
{
|
||||
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]);
|
||||
// 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]);
|
||||
}
|
||||
move_sprite(sprite->gb_sprite_index, sprite->pos.x, sprite->pos.y);
|
||||
}
|
||||
|
@ -22,13 +22,15 @@ typedef struct Sprites {
|
||||
int has_diag_sprites;
|
||||
int has_joypad;
|
||||
char name[20];
|
||||
int collision_offset[8][12];
|
||||
SpriteCorners collision_offset[8];
|
||||
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
|
||||
|
Loading…
Reference in New Issue
Block a user