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Author SHA1 Message Date
1483af3177
i think this is less code maybe but also it doesn't work 2022-06-21 19:08:36 +01:00
7 changed files with 224 additions and 173 deletions

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@ -1,9 +0,0 @@
sprite.c:
struct Sprites
collision_offset = {
quad1x1, quad1y1, quad1x2, quad1y2,
quad2x1, quad2y1, quad2x2, quad2y2,
quad3x1, quad3y1, quad3x2, quad3y2
}

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@ -16,51 +16,59 @@ Sprite sprites_info[] = {
.bitmap_indexes[SI_UP] = 12, .bitmap_prop[SI_UP] = 0,
.collision_offset[SI_UP] = {
3, 8, 1, 7,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 3, .y = 8},
.itr = { .x = 1, .y = 8},
.ibl = { .x = 3, .y = 1},
.ibr = { .x = 1, .y = 1},
},
.bitmap_indexes[SI_DOWN] = 12, .bitmap_prop[SI_DOWN] = S_FLIPY,
.collision_offset[SI_DOWN] = {
3, 2, 1, 1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 3, .y = 8},
.itr = { .x = 1, .y = 8},
.ibl = { .x = 3, .y = 1},
.ibr = { .x = 1, .y = 1},
},
.bitmap_indexes[SI_LEFT] = 11, .bitmap_prop[SI_LEFT] = 0,
.collision_offset[SI_LEFT] = {
8, 3, 7, 1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 3},
.itr = { .x = 1, .y = 3},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 1, .y = 1},
},
.bitmap_indexes[SI_RIGHT] = 11, .bitmap_prop[SI_RIGHT] = S_FLIPX,
.collision_offset[SI_RIGHT] = {
2, 3, 1, 1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 3},
.itr = { .x = 1, .y = 3},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 1, .y = 1},
},
.bitmap_indexes[SI_UP_RIGHT] = 13, .bitmap_prop[SI_UP_RIGHT] = 0,
.collision_offset[SI_UP_RIGHT] = {
2, 8, 1, 7,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 7, .y = 8},
.itr = { .x = 1, .y = 8},
.ibl = { .x = 7, .y = 2},
.ibr = { .x = 1, .y = 2},
},
.bitmap_indexes[SI_UP_LEFT] = 13, .bitmap_prop[SI_UP_LEFT] = S_FLIPX,
.collision_offset[SI_UP_LEFT] = {
8, 8, 7, 7,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 8},
.itr = { .x = 2, .y = 8},
.ibl = { .x = 8, .y = 2},
.ibr = { .x = 2, .y = 2},
},
.bitmap_indexes[SI_DOWN_LEFT] = 13, .bitmap_prop[SI_DOWN_LEFT] = S_FLIPX | S_FLIPY,
.collision_offset[SI_DOWN_LEFT] = {
8, 2, 7, 1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 7},
.itr = { .x = 2, .y = 7},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 2, .y = 1},
},
.bitmap_indexes[SI_DOWN_RIGHT] = 13, .bitmap_prop[SI_DOWN_RIGHT] = S_FLIPY,
.collision_offset[SI_DOWN_RIGHT] = {
2, 2, 1, 1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 7, .y = 7},
.itr = { .x = 1, .y = 7},
.ibl = { .x = 7, .y = 1},
.ibr = { .x = 1, .y = 1},
}
},
{
@ -76,51 +84,59 @@ Sprite sprites_info[] = {
.bitmap_indexes[SI_UP] = 14, .bitmap_prop[SI_UP] = 0,
.collision_offset[SI_UP] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 8},
.itr = { .x = 1, .y = 8},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 1, .y = 1},
},
.bitmap_indexes[SI_DOWN] = 15, .bitmap_prop[SI_DOWN] = 0,
.collision_offset[SI_DOWN] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 8},
.itr = { .x = 1, .y = 8},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 1, .y = 1},
},
.bitmap_indexes[SI_LEFT] = 14, .bitmap_prop[SI_LEFT] = 0,
.collision_offset[SI_LEFT] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 8},
.itr = { .x = 1, .y = 8},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 1, .y = 1},
},
.bitmap_indexes[SI_RIGHT] = 14, .bitmap_prop[SI_RIGHT] = S_FLIPX,
.collision_offset[SI_RIGHT] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 8},
.itr = { .x = 1, .y = 8},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 1, .y = 1},
},
.bitmap_indexes[SI_UP_RIGHT] = 14, .bitmap_prop[SI_UP_RIGHT] = 0,
.collision_offset[SI_UP_RIGHT] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 8},
.itr = { .x = 1, .y = 8},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 1, .y = 1},
},
.bitmap_indexes[SI_UP_LEFT] = 14, .bitmap_prop[SI_UP_LEFT] = S_FLIPX,
.collision_offset[SI_UP_LEFT] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 8},
.itr = { .x = 1, .y = 8},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 1, .y = 1},
},
.bitmap_indexes[SI_DOWN_LEFT] = 15, .bitmap_prop[SI_DOWN_LEFT] = 0,
.collision_offset[SI_DOWN_LEFT] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 8},
.itr = { .x = 1, .y = 8},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 1, .y = 1},
},
.bitmap_indexes[SI_DOWN_RIGHT] = 15, .bitmap_prop[SI_DOWN_RIGHT] = S_FLIPX,
.collision_offset[SI_DOWN_RIGHT] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 8},
.itr = { .x = 1, .y = 8},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 1, .y = 1},
}
},
{
@ -136,51 +152,59 @@ Sprite sprites_info[] = {
.bitmap_indexes[SI_UP] = 25, .bitmap_prop[SI_UP] = 0,
.collision_offset[SI_UP] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 8},
.itr = { .x = 1, .y = 8},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 1, .y = 1},
},
.bitmap_indexes[SI_DOWN] = 22, .bitmap_prop[SI_DOWN] = 0,
.collision_offset[SI_DOWN] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 8},
.itr = { .x = 1, .y = 8},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 1, .y = 1},
},
.bitmap_indexes[SI_LEFT] = 21, .bitmap_prop[SI_LEFT] = 0,
.collision_offset[SI_LEFT] = {
8,5, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 5},
.itr = { .x = 1, .y = 5},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 1, .y = 1},
},
.bitmap_indexes[SI_RIGHT] = 21, .bitmap_prop[SI_RIGHT] = S_FLIPX,
.collision_offset[SI_RIGHT] = {
8,5, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 5},
.itr = { .x = 1, .y = 5},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 1, .y = 1},
},
.bitmap_indexes[SI_UP_RIGHT] = 23, .bitmap_prop[SI_UP_RIGHT] = 0,
.collision_offset[SI_UP_RIGHT] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 8},
.itr = { .x = 1, .y = 8},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 1, .y = 1},
},
.bitmap_indexes[SI_UP_LEFT] = 23, .bitmap_prop[SI_UP_LEFT] = S_FLIPX,
.collision_offset[SI_UP_LEFT] = {
8,8, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 8},
.itr = { .x = 1, .y = 8},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 1, .y = 1},
},
.bitmap_indexes[SI_DOWN_LEFT] = 24, .bitmap_prop[SI_DOWN_LEFT] = S_FLIPX,
.collision_offset[SI_DOWN_LEFT] = {
8,7, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 7},
.itr = { .x = 1, .y = 7},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 1, .y = 1},
},
.bitmap_indexes[SI_DOWN_RIGHT] = 24, .bitmap_prop[SI_DOWN_RIGHT] = 0,
.collision_offset[SI_DOWN_RIGHT] = {
8,7, 1,1,
255, 255, 255, 255,
255, 255, 255, 255
.itl = { .x = 8, .y = 7},
.itr = { .x = 1, .y = 7},
.ibl = { .x = 8, .y = 1},
.ibr = { .x = 1, .y = 1},
}
}
};

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@ -4,15 +4,15 @@
#define MAX_PLAYER_COUNT 1
#define GRAV_ACC 1
#define TERM_VELY 2
#define TERM_VELY 3
#define TERM_VELX 2
#define TERM_VELY_DIVISOR 5
#define TERM_VELY_DIVISOR 3
#define TERM_VELX_DIVISOR 3
#define JUMP_VEL 4
#define JUMP_TIMEOUT_FRAMES 18
#define DASH_VELL 4
#define DASH_VELL 7
// mfw when pythagoras irl :scream_cat:
#define DASH_VELD 5
#define DASH_TIMEOUT_FRAMES 30

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@ -12,7 +12,7 @@
#include "./sprite.h"
#include "./vec.h"
#define NO_SCREEN_SPRITES 6
#define NO_SCREEN_SPRITES 3
void init_gfx()
{
@ -36,9 +36,8 @@ void main(void)
memcpy(&(screen_sprites[0]), &(sprites_info[2]), sizeof(Sprite));
memcpy(&(screen_sprites[1]), &(sprites_info[1]), sizeof(Sprite));
for (i = 2; i < NO_SCREEN_SPRITES; i++) memcpy(&(screen_sprites[i]), &(sprites_info[0]), sizeof(Sprite));
screen_sprites[4].has_joypad = 1;
memcpy(&(screen_sprites[2]), &(sprites_info[0]), sizeof(Sprite));
screen_sprites[0].has_joypad = 1;
for (i = 0; i < NO_SCREEN_SPRITES; i++) {
screen_sprites[i].bitmap_index_prev = -1;

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@ -1,15 +1,31 @@
#include <gb/gb.h>
#include <stdlib.h>
#include <stdio.h>
#include "./vec.h"
#include "./constants.h"
#include "./flags.h"
#include "./map.h"
#define LYO 8
#define GET_TILE_INDEX_BY_COORD(x, y) ((((y) / PIXELS_PER_TILE) * 20) + ((x) / PIXELS_PER_TILE))
#define GET_SPRITE_CORNERS(sprite, 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;
typedef struct SpriteCorners {
UVec itl;
UVec itr;
UVec ibl;
UVec ibr;
} SpriteCorners;
typedef struct Sprites {
int gb_sprite_index;
int frames_since_last_dash;
@ -21,13 +37,14 @@ 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;
int get_tile_index_by_coord(unsigned int x, unsigned int y);
void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc);
void sprite_draw_to_screen(Sprite *sprite);
void sprite_update_bitmap(Sprite *sprite);
@ -36,10 +53,16 @@ void sprite_update_bitmap(Sprite *sprite);
// update a sprite for stuff that changes every frame
void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
{
unsigned int colx, coly;
UVec original_position;
SpriteCorners sc;
int c, collision_check_steps, sprite_internal_collision,
absvelx = abs(sprite->vel.x), absvely = abs(sprite->vel.y);
int b_right = joypad & J_RIGHT, b_left = joypad & J_LEFT, b_up = joypad & J_UP,
b_down = joypad & J_DOWN, b_a = joypad & J_A, b_b = joypad & J_B;
int tl, tr, bl, br, lt, lb, rt, rb;
// 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++;
@ -50,107 +73,119 @@ void sprite_iter_frame(Sprite *sprite, Map *map, int joypad, unsigned int *fc)
}
// player move left/right
if ((joypad & J_RIGHT) && (sprite->vel.x < TERM_VELX)) sprite->acc.x = 1;
else if ((joypad & J_LEFT) && (sprite->vel.x > -TERM_VELX)) sprite->acc.x = -1;
else sprite->acc.x = -sprite->vel.x/abs(sprite->vel.x);
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)) {
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 = 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;
absvelx = abs(sprite->vel.x);
absvely = abs(sprite->vel.y);
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;
// 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)];
}
if (coly) sprite->pos.y = original_position.y;
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(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;
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;
@ -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);
}

View File

@ -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