mirror of
https://github.com/isometimes/rpi4-osdev
synced 2024-11-22 02:00:40 +00:00
Added wspr.c and examples/wgt22.c to exercise the new sprite library
This commit is contained in:
parent
4ca24f9693
commit
cb35371aa1
5 changed files with 885 additions and 2 deletions
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@ -23,11 +23,14 @@ bin/lettersspr.o: bin/letters.spr
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bin/spacespr.o: bin/space.spr
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$(LLVMPATH)/llvm-objcopy -I binary -O elf64-littleaarch64 -B aarch64 $< $@
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bin/invaderspr.o: bin/invader.spr
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$(LLVMPATH)/llvm-objcopy -I binary -O elf64-littleaarch64 -B aarch64 $< $@
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%.o: %.c
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$(LLVMPATH)/clang --target=aarch64-elf $(CLANGFLAGS) -c $< -o $@
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kernel8.img: boot/boot.o $(OFILES) bin/wgt1pal.o bin/wgt1blk.o bin/wgt2blk.o bin/lettersspr.o bin/spacespr.o
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$(LLVMPATH)/ld.lld -m aarch64elf -nostdlib boot/boot.o $(OFILES) bin/wgt1pal.o bin/wgt1blk.o bin/wgt2blk.o bin/lettersspr.o bin/spacespr.o -T boot/link.ld -o kernel8.elf
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kernel8.img: boot/boot.o $(OFILES) bin/wgt1pal.o bin/wgt1blk.o bin/wgt2blk.o bin/lettersspr.o bin/spacespr.o bin/invaderspr.o
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$(LLVMPATH)/ld.lld -m aarch64elf -nostdlib boot/boot.o $(OFILES) bin/wgt1pal.o bin/wgt1blk.o bin/wgt2blk.o bin/lettersspr.o bin/spacespr.o bin/invaderspr.o -T boot/link.ld -o kernel8.elf
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$(LLVMPATH)/llvm-objcopy -O binary kernel8.elf kernel8.img
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clean:
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BIN
part12-wgt/bin/invader.spr
Normal file
BIN
part12-wgt/bin/invader.spr
Normal file
Binary file not shown.
126
part12-wgt/examples/wgt22.c
Normal file
126
part12-wgt/examples/wgt22.c
Normal file
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@ -0,0 +1,126 @@
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#include "wgtspr.h"
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#include "include/mem.h"
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// ######## REQUIRED FUNCTIONS ########
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unsigned long state0 = 1000;
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unsigned long state1 = 2000;
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unsigned long rand(void)
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{
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unsigned long s1 = state0;
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unsigned long s0 = state1;
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state0 = s0;
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s1 ^= s1 << 23;
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s1 ^= s1 >> 17;
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s1 ^= s0;
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s1 ^= s0 >> 26;
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state1 = s1;
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return state0 + state1;
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}
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void wait_msec(unsigned int n)
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{
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register unsigned long f, t, r;
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// Get the current counter frequency
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asm volatile ("mrs %0, cntfrq_el0" : "=r"(f));
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// Read the current counter
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asm volatile ("mrs %0, cntpct_el0" : "=r"(t));
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// Calculate expire value for counter
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t+=((f/1000)*n)/1000;
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do{asm volatile ("mrs %0, cntpct_el0" : "=r"(r));}while(r<t);
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}
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// ######## STUB FUNCTIONS ########
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unsigned int kb = 0;
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unsigned int kbhit(void) {
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kb++;
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return kb / 500;
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}
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void getch(void) {
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wait_msec(0x500000);
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kb = 0;
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}
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// ######## WGT EXAMPLES ########
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#define SPRITES_IN_FILE 50
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color palette[256];
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block sprites[SPRITES_IN_FILE+1];
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void looper (void); /* a routine which controls the sprites */
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void wgt22()
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{
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set_clock_rate(get_max_clock());
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mem_init();
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vga256 (); /* Initializes WGT system */
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extern unsigned char _binary_bin_invader_spr_start[];
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wloadsprites (palette, &_binary_bin_invader_spr_start[0], sprites, 0, SPRITES_IN_FILE);
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/* load first 50 sprites */
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wsetpalette (0, 255, palette);
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initialize_sprites (sprites); /* initialize them */
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maxsprite = 10; /* number of sprites on */
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/* Spriteon has the following format:
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Sprite number, x coord, y coord, sprite number in array of sprites
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Therefore sprite #1 would be displayed at 160,150 with sprite 1 in the array */
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spriteon (1, 160, 150, 1); /* turn on any sprites */
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spriteon (2, 10, 100, 3); /* you need */
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/* This move will go left 1, for 300 times, and right 1 for 300 times,
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and repeat */
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movex (2, "(1,300,0)(-1,300,0)R");
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movexon (2);
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movex (1, "(1,150,0)(-1,150,0)R"); /* set up any movement */
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movexon (1); /* or animation needed */
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/* This animation will animate sprite 2 through a sequence of sprites
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in the sprite array and keep repeating. */
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animate (2,"(3,50)(4,50)(5,50)(4,50)R");
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animon (2);
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do {
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looper ();
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} while (1);
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spriteoff (1); /* turn off sprites */
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spriteoff (2);
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/* To be safe, turn off all sprites before ending program.
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This will free any memory used from them. */
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wfreesprites (sprites, 0, SPRITES_IN_FILE); /* free memory */
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deinitialize_sprites ();
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}
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void looper (void)
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{
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erase_sprites (); /* clear the sprites */
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/* any direct sprite movements must be placed */
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/* between erase_sprites and draw_sprites */
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/* notice how sprites #1 and #2 move and animates on their own now!
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You don't need to change anything to make them move! */
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draw_sprites (1); /* draw them back on */
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wait_msec(0x3E9F); /* Try removing this to see how fast the
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sprite engine really is */
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}
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void main()
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{
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wgt22();
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while (1);
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}
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67
part12-wgt/wgtspr.h
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67
part12-wgt/wgtspr.h
Normal file
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#include "wgt.h"
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/* The following defines should be altered to suit your program needs */
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#define MAX_SPRITES 100
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#define MAX_ANIMATION 40
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#define MAX_MOVE 15
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typedef struct
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{
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unsigned char num; /* Sprite number shown */
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short x, y; /* Coordinates on screen */
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unsigned char on; /* On/Off, for visibility */
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int ox, oy, ox2, oy2;
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signed char animon; /* Animation on/off */
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short animation_images[MAX_ANIMATION]; /* Animation numbers */
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unsigned char animation_speeds[MAX_ANIMATION]; /* Animation speeds */
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signed char current_animation; /* Current animation counter */
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unsigned char animation_count; /* Delay count for animation */
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signed char movex_on; /* X movement on/off */
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short movex_distance[MAX_MOVE]; /* X distance per frame */
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short movex_number[MAX_MOVE]; /* Number of times to move */
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unsigned char movex_speed[MAX_MOVE]; /* Delay between each movement */
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signed char current_movex; /* Movement index */
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short current_movex_number; /* Number of times moved */
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unsigned char movex_count; /* Delay count for X movement */
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signed char movey_on; /* Y movement on/off */
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short movey_distance[MAX_MOVE]; /* Y distance per frame */
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short movey_number[MAX_MOVE]; /* Number of times to move */
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unsigned char movey_speed[MAX_MOVE]; /* Delay between each movement */
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signed char current_movey; /* Movement index */
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short current_movey_number; /* Number of times moved */
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unsigned char movey_count; /* Delay count for Y movement */
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} sprite_object;
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extern sprite_object s[MAX_SPRITES];
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extern block backgroundscreen; /* Holds the constant background */
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extern block spritescreen; /* Work buffer */
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extern short maxsprite;
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extern short tempx1, tempx2, tempy1, tempy2;
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extern block *sprite_images;
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void animate (short spritenum, char *animation_sequence);
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void animoff (short spritenum);
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void animon (short spritenum);
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void copy_sprites (void);
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void deinitialize_sprites (void);
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void draw_sprites (int movement_multiplier);
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void erase_sprites (void);
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void expand_dirty_rectangle (int sprite_num, int x, int y, int x2, int y2);
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void initialize_sprites (block *sprite_blocks);
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void movex (short spritenum, char *movement_sequence);
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void movexoff (short spritenum);
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void movexon (short spritenum);
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void movey (short spritenum, char *movement_sequence);
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void moveyoff (short spritenum);
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void moveyon (short spritenum);
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short overlap (short spritenum_1, short spritenum_2);
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void spriteoff (short spritenum);
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void spriteon (short spritenum, short xcoord, short ycoord, short arrnumber);
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687
part12-wgt/wspr.c
Normal file
687
part12-wgt/wspr.c
Normal file
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#include "wgt.h"
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/* The following defines should be altered to suit your program needs */
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#define MAX_SPRITES 100
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#define MAX_ANIMATION 40
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#define MAX_MOVE 15
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typedef struct
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{
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unsigned char num; /* Sprite number shown */
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short x, y; /* Coordinates on screen */
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unsigned char on; /* On/Off, for visibility */
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int ox, oy, ox2, oy2;
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signed char animon; /* Animation on/off */
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short animation_images[MAX_ANIMATION]; /* Animation numbers */
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unsigned char animation_speeds[MAX_ANIMATION]; /* Animation speeds */
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signed char current_animation; /* Current animation counter */
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unsigned char animation_count; /* Delay count for animation */
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signed char movex_on; /* X movement on/off */
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short movex_distance[MAX_MOVE]; /* X distance per frame */
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short movex_number[MAX_MOVE]; /* Number of times to move */
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unsigned char movex_speed[MAX_MOVE]; /* Delay between each movement */
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signed char current_movex; /* Movement index */
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short current_movex_number; /* Number of times moved */
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unsigned char movex_count; /* Delay count for X movement */
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signed char movey_on; /* Y movement on/off */
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short movey_distance[MAX_MOVE]; /* Y distance per frame */
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short movey_number[MAX_MOVE]; /* Number of times to move */
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unsigned char movey_speed[MAX_MOVE]; /* Delay between each movement */
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signed char current_movey; /* Movement index */
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short current_movey_number; /* Number of times moved */
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unsigned char movey_count; /* Delay count for Y movement */
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} sprite_object;
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sprite_object s[MAX_SPRITES];
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block backgroundscreen = NULL; /* Holds the constant background */
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block spritescreen = NULL; /* Work buffer */
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short maxsprite;
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int tempx1, tempy1, tempx2, tempy2;
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block *sprite_images;
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void spriteon (short number, short x, short y, short image);
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void spriteoff (short number);
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void draw_sprites (int movement_multiplier);
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void initialize_sprites (block *sprite_blocks);
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void deinitialize_sprites (void);
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void erase_sprites (void);
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void animate (short spnum, char *str);
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void animon (short spnum);
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void animoff (short spnum);
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void movex (short spnum, char *str);
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void movey (short spnum, char *str);
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void movexon (short spnum);
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void movexoff (short spnum);
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void moveyon (short spnum);
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void moveyoff (short spnum);
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short overlap (short s1, short s2);
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void expand_dirty_rectangle (int x, int y, int x2, int y2);
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void copy_sprites (void);
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void spriteon (short number, short x, short y, short image)
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/* Turns a sprite on at (x,y), with sprites[image] */
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{
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tempx1 = x;
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tempy1 = y;
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tempx2 = x + wgetblockwidth (sprite_images[image]);
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tempy2 = y + wgetblockheight (sprite_images[image]);
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/* Find the update box */
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if (tempx1 < tx) /* X1 */
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tempx1 = tx;
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else
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if (tempx1 >= WGT_SYS.xres)
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tempx1 = WGT_SYS.xres - 1;
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if (tempy1 < ty) /* Y1 */
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tempy1 = ty;
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else
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if (tempy1 >= WGT_SYS.yres)
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tempy1 = WGT_SYS.yres - 1;
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if (tempx2 < tx) /* X2 */
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tempx2 = tx;
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else
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if (tempx2 >= WGT_SYS.xres)
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tempx2 = WGT_SYS.xres - 1;
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if (tempy2 < ty) /* Y2 */
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tempy2 = ty;
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else
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if (tempy2 >= WGT_SYS.yres)
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tempy2 = WGT_SYS.yres - 1;
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s[number].x = x; /* Set up the coords */
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s[number].y = y;
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s[number].num = image;
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s[number].on = 1;
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s[number].ox = tempx1; /* Set the dirty rectangle location */
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s[number].oy = tempy1;
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s[number].ox2 = tempx2;
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s[number].oy2 = tempy2;
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}
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void spriteoff (short number)
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/* Turns a sprite off */
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{
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if (s[number].on == 1)
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s[number].on = 2; /* Signals sprite is to be taken off */
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}
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void erase_sprites (void)
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/* Erases all sprites from background screen by copying the dirty
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rectangles */
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{
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short i;
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block curscreen;
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short osx, osy;
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sprite_object *spriteptr;
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int x, y, x2, y2;
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curscreen = abuf;
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osx = WGT_SYS.xres;
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osy = WGT_SYS.yres;
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wsetscreen (spritescreen); /* Go to background screen */
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spriteptr = s;
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for (i = 0; i <= maxsprite; i++) /* Loop through all sprites */
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{
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if (spriteptr->on == 1) /* If sprite is on */
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{
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x = spriteptr->ox; /* Get the old dirty rectangle coordinates */
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y = spriteptr->oy;
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x2 = spriteptr->ox2;
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y2 = spriteptr->oy2;
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if (x < tx) /* Clip them, but don't change the original */
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x = tx; /* values, because we need them later */
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else if (x > bx)
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x = bx;
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if (y < ty)
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y = ty;
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else if (y > by)
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y = by;
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wcopyscreen (x, y, x2, y2, backgroundscreen, x, y, spritescreen);
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}
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spriteptr++; /* Next sprite */
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}
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abuf = curscreen;
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WGT_SYS.xres = osx;
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WGT_SYS.yres = osy;
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}
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void expand_dirty_rectangle (int x, int y, int x2, int y2)
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/* Find boundaries of the old and new sprite rectangle */
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{
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if (x < tempx1) /* Compare with */
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tempx1 = x;
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if (x2 > tempx2)
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tempx2 = x2;
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if (y < tempy1)
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tempy1 = y;
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if (y2 > tempy2)
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tempy2 = y2;
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if (tempx1 < tx) /* Compare with clipping boundaries */
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tempx1 = tx;
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if (tempx2 > bx)
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tempx2 = bx;
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if (tempy1 < ty)
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tempy1 = ty;
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if (tempy2 > by)
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tempy2 = by;
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}
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void copy_sprites (void)
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{
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int i;
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sprite_object *spriteptr;
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int x, y, x2, y2;
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spriteptr = s;
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for (i = 0; i <= maxsprite; i++)
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{
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if (spriteptr->on > 0) /* If sprite is on */
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{
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if (spriteptr->on == 2)
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spriteptr->on = 0;
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/* Store these values because they are used more than once */
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x = spriteptr->x;
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y = spriteptr->y;
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x2 = x + wgetblockwidth (sprite_images[spriteptr->num]) - 1;
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y2 = y + wgetblockheight (sprite_images[spriteptr->num]) - 1;
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/* Set the dirty rectangle to the current position of the sprite */
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tempx1 = x;
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tempy1 = y;
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tempx2 = x2;
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tempy2 = y2;
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expand_dirty_rectangle (spriteptr->ox, spriteptr->oy,
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spriteptr->ox2, spriteptr->oy2);
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wcopyscreen (tempx1, tempy1, tempx2, tempy2, spritescreen, tempx1, tempy1,
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NULL);
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spriteptr->ox = x;
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spriteptr->oy = y;
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spriteptr->ox2 = x2;
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spriteptr->oy2 = y2;
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}
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spriteptr++;
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}
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}
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void draw_sprites (int movement_multiplier)
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/* Draw the sprites on the sprite screen */
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{
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||||
short i;
|
||||
block curscreen;
|
||||
short osx, osy;
|
||||
sprite_object *spriteptr;
|
||||
int move;
|
||||
|
||||
curscreen = abuf;
|
||||
osx = WGT_SYS.xres;
|
||||
osy = WGT_SYS.yres;
|
||||
|
||||
wsetscreen (spritescreen); /* Go to sprite screen */
|
||||
|
||||
|
||||
for (move = 0; move < movement_multiplier; move++)
|
||||
{
|
||||
spriteptr = s;
|
||||
for (i = 0; i <= maxsprite; i++) /* Loop through all sprites */
|
||||
{
|
||||
if (spriteptr->on == 1) /* If sprite is on */
|
||||
{
|
||||
if (spriteptr->movex_on == 1) /* X movement on */
|
||||
{
|
||||
if (spriteptr->movex_count != 0)/* Delay Count not reached 0? */
|
||||
spriteptr->movex_count--; /* Decrease count */
|
||||
else /* Get the next move */
|
||||
{
|
||||
spriteptr->current_movex_number++; /* Increase # of times moved */
|
||||
if (spriteptr->current_movex_number ==
|
||||
spriteptr->movex_number[spriteptr->current_movex])
|
||||
/* Moved the right number of times yet? */
|
||||
{
|
||||
spriteptr->current_movex++; /* Increase ptr in move array */
|
||||
if (spriteptr->movex_number[spriteptr->current_movex] == - 1)
|
||||
/* Repeat move */
|
||||
spriteptr->current_movex = 0;
|
||||
else if (spriteptr->movex_number[spriteptr->current_movex]
|
||||
== - 2) /* End move */
|
||||
{
|
||||
spriteptr->current_movex--;
|
||||
spriteptr->movex_on = 0; /* Turn off movement */
|
||||
}
|
||||
spriteptr->current_movex_number = 0;
|
||||
/* Reset number of times moved */
|
||||
}
|
||||
spriteptr->movex_count = spriteptr->movex_speed
|
||||
[spriteptr->current_movex]; /* Get delay */
|
||||
spriteptr->x += spriteptr->movex_distance
|
||||
[spriteptr->current_movex]; /* Update X coord */
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (spriteptr->movey_on == 1) /* Y movement on */
|
||||
{
|
||||
if (spriteptr->movey_count != 0)/* Delay Count not reached 0? */
|
||||
spriteptr->movey_count--; /* Decrease count */
|
||||
else /* Get the next move */
|
||||
{
|
||||
spriteptr->current_movey_number++; /* Increase # of times moved */
|
||||
if (spriteptr->current_movey_number ==
|
||||
spriteptr->movey_number[spriteptr->current_movey])
|
||||
/* Moved the right number of times yet? */
|
||||
{
|
||||
spriteptr->current_movey++; /* Increase ptr in move array */
|
||||
if (spriteptr->movey_number[spriteptr->current_movey] == - 1)
|
||||
/* Repeat move */
|
||||
spriteptr->current_movey = 0;
|
||||
else if (spriteptr->movey_number[spriteptr->current_movey]
|
||||
== - 2) /* End move */
|
||||
{
|
||||
spriteptr->current_movey--;
|
||||
spriteptr->movey_on = 0; /* Turn off movement */
|
||||
}
|
||||
spriteptr->current_movey_number = 0;
|
||||
/* Reset number of times moved */
|
||||
}
|
||||
spriteptr->movey_count = spriteptr->movey_speed
|
||||
[spriteptr->current_movey]; /* Get delay */
|
||||
spriteptr->y += spriteptr->movey_distance
|
||||
[spriteptr->current_movey]; /* Update Y coord */
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (spriteptr->animon == 1) /* update animation */
|
||||
{
|
||||
if (spriteptr->animation_count != 0) /* Delay count at 0? */
|
||||
spriteptr->animation_count--; /* No, so decrease by one. */
|
||||
else /* Otherwise animate the sprite */
|
||||
{
|
||||
spriteptr->current_animation++; /* Increase animation ptr */
|
||||
if (spriteptr->animation_images[spriteptr->current_animation]
|
||||
== - 1) /* Repeat animation */
|
||||
spriteptr->current_animation = 0;
|
||||
|
||||
if (spriteptr->animation_images[spriteptr->current_animation]
|
||||
== - 2) /* End animation */
|
||||
{
|
||||
spriteptr->current_animation--;
|
||||
spriteptr->animon = 0; /* Turn off animation */
|
||||
}
|
||||
|
||||
spriteptr->num = spriteptr->animation_images
|
||||
[spriteptr->current_animation]; /* Change sprite number */
|
||||
spriteptr->animation_count = spriteptr->animation_speeds
|
||||
[spriteptr->current_animation]; /* Reset delay count */
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
spriteptr++;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (i = 0; i <= maxsprite; i++) /* Loop through all sprites */
|
||||
if ((s[i].on == 1) && (sprite_images[ s[i].num ] != NULL))
|
||||
wputblock (s[i].x, s[i].y, sprite_images[ s[i].num ], 1);
|
||||
|
||||
abuf = curscreen;
|
||||
WGT_SYS.xres = osx;
|
||||
WGT_SYS.yres = osy;
|
||||
copy_sprites ();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void initialize_sprites (block *sprite_blocks)
|
||||
/* Set up everything for the sprite engine */
|
||||
{
|
||||
short i;
|
||||
|
||||
maxsprite = MAX_SPRITES - 1;
|
||||
|
||||
sprite_images = sprite_blocks;
|
||||
|
||||
for (i = 0; i < MAX_SPRITES; i++) /* Turn off the sprites */
|
||||
s[i].on = 0;
|
||||
|
||||
|
||||
if (spritescreen == NULL)
|
||||
spritescreen = wnewblock (0, 0, WGT_SYS.xres - 1, WGT_SYS.yres - 1);
|
||||
/* Make a virtual screen for the work buffer */
|
||||
|
||||
if (backgroundscreen == NULL)
|
||||
backgroundscreen = wnewblock (0, 0, WGT_SYS.xres - 1, WGT_SYS.yres - 1);
|
||||
/* Make a virtual screen for the background screen */
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void deinitialize_sprites (void)
|
||||
{
|
||||
short i;
|
||||
|
||||
for (i = 0; i < MAX_SPRITES; i++)
|
||||
s[i].on = 0;
|
||||
|
||||
wfreeblock (spritescreen);
|
||||
spritescreen = NULL;
|
||||
|
||||
wfreeblock (backgroundscreen);
|
||||
backgroundscreen = NULL;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void animate (short spnum, char *str)
|
||||
/* Parse animation string and put the data into an array */
|
||||
{
|
||||
short c, temp1;
|
||||
short x, in, len, minus;
|
||||
short change;
|
||||
|
||||
s[spnum].current_animation = 0; /* Reset current animation ptr */
|
||||
s[spnum].animation_count = s[spnum].animation_speeds[
|
||||
s[spnum].current_animation]; /* Reset delay count */
|
||||
|
||||
x = 0;
|
||||
in = 0;
|
||||
|
||||
len = strlen (str);
|
||||
|
||||
/* Parse animation string */
|
||||
|
||||
do {
|
||||
|
||||
do {/* Find the first bracket */
|
||||
c = str[x];
|
||||
x++;
|
||||
} while (c != '(');
|
||||
|
||||
change = 0;
|
||||
do {
|
||||
temp1 = 0;
|
||||
minus = 0;
|
||||
do {
|
||||
c = str[x];
|
||||
if ((c != ',') && (c != 'R') && (c != '-') && (c != ')'))
|
||||
temp1 = (temp1 * 10) + (c - 48);
|
||||
if (c == '-')
|
||||
minus = 1;
|
||||
x++;
|
||||
} while ((x != len) && (c != ',') && (c != 'R') && (c != ')'));
|
||||
|
||||
if (minus == 1)
|
||||
temp1 = - temp1;
|
||||
if (change == 0)
|
||||
s[spnum].animation_images[in] = temp1;
|
||||
else
|
||||
s[spnum].animation_speeds[in] = temp1;
|
||||
change++;
|
||||
} while (c != ')'); /* Until the last bracket */
|
||||
|
||||
in++;
|
||||
if (in >= MAX_ANIMATION)
|
||||
in = MAX_ANIMATION-1;
|
||||
|
||||
s[spnum].animation_images[in] = - 2;
|
||||
|
||||
c = str[x];
|
||||
if (c == 'R')
|
||||
{
|
||||
x = len;
|
||||
s[spnum].animation_images[in] = - 1;
|
||||
}
|
||||
} while (x != len);
|
||||
}
|
||||
|
||||
|
||||
void animon (short spnum)
|
||||
/* Turns animation for a sprite on */
|
||||
{
|
||||
s[spnum].animon = 1;
|
||||
}
|
||||
|
||||
|
||||
void animoff (short spnum)
|
||||
/* Turns animation for a sprite off */
|
||||
{
|
||||
s[spnum].animon = 0;
|
||||
}
|
||||
|
||||
|
||||
/* X movements */
|
||||
|
||||
void movexon (short spnum)
|
||||
/* Turns a sprite's x movement on */
|
||||
{
|
||||
s[spnum].movex_on = 1;
|
||||
}
|
||||
|
||||
|
||||
void movexoff (short spnum)
|
||||
/* Turns a sprite's x movement off */
|
||||
{
|
||||
s[spnum].movex_on = 0;
|
||||
}
|
||||
|
||||
|
||||
void movex (short spnum, char *str)
|
||||
/* Parses a movement string and places data into movement arrays */
|
||||
{
|
||||
short c, temp1;
|
||||
short x, in, len, minus;
|
||||
short change;
|
||||
|
||||
s[spnum].current_movex = 0; /* First x movement */
|
||||
s[spnum].movex_count = s[spnum].movex_speed[s[spnum].current_movex];
|
||||
s[spnum].current_movex_number = 0; /* First time it moved */
|
||||
|
||||
x = 0;
|
||||
in = 0;
|
||||
|
||||
len = strlen (str);
|
||||
|
||||
do {
|
||||
do {
|
||||
c = str[x];
|
||||
x++;
|
||||
} while (c != '(');
|
||||
change = 0;
|
||||
|
||||
do {
|
||||
temp1 = 0;
|
||||
minus = 0;
|
||||
do {
|
||||
c = str[x];
|
||||
if ((c != ',') && (c != 'R') && (c != '-') && (c != ')'))
|
||||
temp1 = (temp1*10) + (c - 48);
|
||||
if (c == '-')
|
||||
minus = 1;
|
||||
x++;
|
||||
} while ((x != len) && (c != ',') && (c != 'R') && (c != ')'));
|
||||
|
||||
if (minus == 1)
|
||||
temp1 = - temp1;
|
||||
if (change == 0)
|
||||
s[spnum].movex_distance[in] = temp1;
|
||||
else if (change == 1)
|
||||
s[spnum].movex_number[in] = temp1;
|
||||
else
|
||||
s[spnum].movex_speed[in] = temp1;
|
||||
|
||||
change++;
|
||||
} while (c != ')');
|
||||
in++;
|
||||
|
||||
if (in == MAX_MOVE)
|
||||
x = len;
|
||||
s[spnum].movex_number[in] = - 2;
|
||||
c = str[x];
|
||||
if (c == 'R')
|
||||
{
|
||||
x = len;
|
||||
s[spnum].movex_number[in] = - 1;
|
||||
}
|
||||
} while (x != len);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/* Y movements */
|
||||
|
||||
void moveyon (short spnum)
|
||||
/* Turns a sprite's y movement on */
|
||||
{
|
||||
s[spnum].movey_on = 1;
|
||||
}
|
||||
|
||||
|
||||
void moveyoff (short spnum)
|
||||
/* Turns a sprite's y movement off */
|
||||
{
|
||||
s[spnum].movey_on = 0;
|
||||
}
|
||||
|
||||
|
||||
void movey (short spnum, char *str)
|
||||
/* Parses a movement string and places data into movement arrays */
|
||||
{
|
||||
short c, temp1;
|
||||
short x, in, len, minus;
|
||||
short change;
|
||||
|
||||
s[spnum].current_movey = 0; /* First x movement */
|
||||
s[spnum].movey_count = s[spnum].movey_speed[s[spnum].current_movey];
|
||||
s[spnum].current_movey_number = 0; /* First time it moved */
|
||||
|
||||
x = 0;
|
||||
in = 0;
|
||||
|
||||
len = strlen (str);
|
||||
|
||||
do {
|
||||
do {
|
||||
c = str[x];
|
||||
x++;
|
||||
} while (c != '(');
|
||||
change = 0;
|
||||
|
||||
do {
|
||||
temp1 = 0;
|
||||
minus = 0;
|
||||
do {
|
||||
c = str[x];
|
||||
if ((c != ',') && (c != 'R') && (c != '-') && (c != ')'))
|
||||
temp1 = (temp1*10) + (c - 48);
|
||||
if (c == '-')
|
||||
minus = 1;
|
||||
x++;
|
||||
} while ((x != len) && (c != ',') && (c != 'R') && (c != ')'));
|
||||
|
||||
if (minus == 1)
|
||||
temp1 = - temp1;
|
||||
if (change == 0)
|
||||
s[spnum].movey_distance[in] = temp1;
|
||||
else if (change == 1)
|
||||
s[spnum].movey_number[in] = temp1;
|
||||
else
|
||||
s[spnum].movey_speed[in] = temp1;
|
||||
|
||||
change++;
|
||||
} while (c != ')');
|
||||
in++;
|
||||
|
||||
if (in == MAX_MOVE)
|
||||
x = len;
|
||||
s[spnum].movey_number[in] = - 2;
|
||||
c = str[x];
|
||||
if (c == 'R')
|
||||
{
|
||||
x = len;
|
||||
s[spnum].movey_number[in] = - 1;
|
||||
}
|
||||
} while (x != len);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
short overlap (short s1, short s2)
|
||||
/* Tests if two sprites overlap
|
||||
Not pixel precise, just checks rectangles */
|
||||
{
|
||||
short n1, n2;
|
||||
short width1, height1;
|
||||
short width2, height2;
|
||||
|
||||
if ((s[s2].on == 1) && (s[s1].on == 1)) // Make sure both are on
|
||||
{
|
||||
n1 = s[s1].num; // For easier reading
|
||||
n2 = s[s2].num;
|
||||
|
||||
width1 = wgetblockwidth (sprite_images[n1]);
|
||||
width2 = wgetblockwidth (sprite_images[n2]);
|
||||
height1 = wgetblockheight (sprite_images[n1]);
|
||||
height2 = wgetblockheight (sprite_images[n2]);
|
||||
|
||||
if (( s[s2].x >= s[s1].x - width2 ) &&
|
||||
( s[s2].x <= s[s1].x + width1 ) &&
|
||||
( s[s2].y >= s[s1].y - height2 ) &&
|
||||
( s[s2].y <= s[s1].y + height1 ))
|
||||
return 1; /* Collision! */
|
||||
}
|
||||
return 0; /* No collision */
|
||||
}
|
||||
|
Loading…
Reference in a new issue