Add sprites

This commit is contained in:
Miloslav Číž 2018-09-06 08:54:03 +02:00
parent c1329c8cf8
commit 4f1cb9aaaa

275
game.cpp
View file

@ -25,7 +25,7 @@
#define MIDDLE_ROW (SCREEN_HEIGHT / 2)
#define MIDDLE_COLUMN (SCREEN_WIDTH / 2)
#define SPRITES 6
#define SPRITES 3
Pokitto::Core p;
@ -343,82 +343,160 @@ const unsigned char texture3[] =
,0x56,0x54
};
const unsigned char sprite[] =
const unsigned char sprite1[] =
{ 32, 32 // width, height
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,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x00,0x00,0x00
,0x00,0x00,0x00,0x00,0x00,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07
};
const unsigned char sprite2[] =
{ 32, 32 // width, height
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,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
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,0x07,0x07,0x07,0x07,0x07,0x07,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x00,0xbf,0xbf
,0xbf,0x00,0x07,0x07,0x07,0x07,0x07,0x00,0x00,0x00,0x27,0x00,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x00,0xbf,0x5b,0x5b,0x00,0x00,0x00,0x00,0x00,0x00,0x27,0x27,0x27
,0x0c,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x00,0x52,0x6d,0x5b,0x09,0x0c,0x0c,0x0c,0x27,0x27
,0x27,0x0c,0x0a,0x0a,0x0a,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
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,0x00,0x07,0x00,0x3e,0xb6,0x00,0x07,0x00,0x07,0x07,0x07,0x00,0x15,0x15
,0x3d,0x09,0x09,0x09,0x00,0x01,0x01,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x01
,0x01,0x01,0x01,0x52,0x52,0x00,0x07,0x00,0x3e,0x6d,0x00,0xb6,0x00,0x07
,0x00,0x0c,0x0c,0x15,0x15,0x3d,0x00,0x00,0x0a,0x0a,0x00,0x00,0x00,0x01
,0x01,0x01,0x01,0x01,0x01,0x01,0x52,0x6d,0x52,0x00,0x07,0x07,0x00,0x3d
,0x5b,0x6d,0x00,0x00,0x27,0x27,0x0c,0x0c,0x15,0x3f,0x00,0x01,0x00,0x00
,0x09,0x00,0x52,0x00,0x09,0x00,0x00,0x00,0x01,0x01,0x09,0xb6,0x09,0x00
,0x07,0x07,0x07,0x00,0x3d,0x09,0x00,0x0a,0x0c,0x15,0x27,0x09,0x09,0x09
,0x09,0x00,0x3f,0x00,0x52,0x09,0x64,0x00,0x3d,0x3d,0x3f,0x64,0x64,0x09
,0xb6,0x6d,0x09,0x00,0x07,0x07,0x00,0xbf,0x6d,0x00,0x5b,0x52,0x0a,0x09
,0x09,0x09,0x5b,0x6d,0x09,0x5b,0x3d,0x00,0x64,0x00,0x64,0x09,0x00,0x1d
,0x3f,0x5b,0x52,0x52,0x09,0x52,0x00,0x00,0x07,0x00,0xb6,0xff,0x3e,0x00
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,0x1d,0x3d,0x00,0x64,0x00,0x52,0x00,0x02,0x00,0x00,0x09,0x00,0x00,0x01
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,0x0a,0x27,0x09,0x09,0x09,0x09,0x52,0x5b,0x3f,0x00,0x00,0x64,0x00,0x52
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,0x3f,0x09,0x00,0x0a,0x0c,0x27,0x0c,0x15,0x3f,0x09,0x09,0x09,0x3f,0x00
,0x64,0x00,0x52,0x09,0x00,0x3d,0x3f,0x5b,0x00,0x00,0x01,0x01,0x00,0x07
,0x07,0x07,0x00,0x1d,0x52,0x5b,0x00,0x0c,0x27,0x0c,0x0c,0x15,0x0c,0x3d
,0x00,0x00,0x00,0x00,0x52,0x09,0x00,0x00,0x3f,0x3e,0x3d,0x52,0x52,0x64
,0x09,0x52,0x00,0x00,0x07,0x00,0x1d,0x5b,0x00,0x5b,0x00,0x27,0x0c,0x0c
,0x15,0x15,0x15,0x3d,0x52,0x52,0x0a,0x52,0xbf,0x6d,0x00,0x00,0x00,0x3f
,0x52,0x12,0x12,0x09,0x64,0xb6,0x52,0x00,0x00,0x3f,0x5b,0x00,0x07,0x00
,0x07,0x00,0x00,0x0c,0x27,0x15,0x15,0x3e,0x00,0x09,0x52,0xbf,0x6d,0x5b
,0x0a,0x0a,0x0a,0x01,0x00,0x00,0x00,0x00,0x00,0x64,0x09,0x00,0x00,0x00
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,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x00,0x00,0x00,0x00
,0x00,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07
};
const unsigned char *textures[] = {texture1, texture2, texture3};
@ -428,7 +506,7 @@ inline uint8_t sampleImage(const unsigned char *image, Unit x, Unit y)
// TODO: optimize
x = wrap(x,UNITS_PER_SQUARE);
y = UNITS_PER_SQUARE - wrap(y,UNITS_PER_SQUARE) - 1;
y = wrap(y,UNITS_PER_SQUARE);
int32_t index =
image[1] * ((image[1] * x) / UNITS_PER_SQUARE) + (image[0] * y) /
@ -437,6 +515,8 @@ inline uint8_t sampleImage(const unsigned char *image, Unit x, Unit y)
return image[2 + index];
}
unsigned char translaprentColor;
void drawSprite(const unsigned char *sprite, int16_t x, int16_t y, Unit depth, int16_t size)
{
// TODO: optimize
@ -462,7 +542,7 @@ void drawSprite(const unsigned char *sprite, int16_t x, int16_t y, Unit depth, i
{
c = sampleImage(sprite,(i * UNITS_PER_SQUARE) / size,(j * UNITS_PER_SQUARE) / size);
if (c != 0xff)
if (c != translaprentColor)
p.display.drawPixel(xPos,y + j,c);
}
}
@ -506,8 +586,10 @@ inline uint8_t addIntensity(uint8_t color, int intensity)
class Sprite
{
public:
const unsigned char *mImage;
Vector2D mPosition;
Unit mHeight;
Unit mPixelSize;
};
class Character
@ -517,9 +599,9 @@ public:
Character()
{
mCamera.position.x = 27127;//UNITS_PER_SQUARE * 1;
mCamera.position.y = 1361;//UNITS_PER_SQUARE * 5;
mCamera.direction = -3400;//200;
mCamera.position.x = 8898;//UNITS_PER_SQUARE * 1;
mCamera.position.y = 4818;//UNITS_PER_SQUARE * 5;
mCamera.direction = -3175;//200;
mCamera.fovAngle = UNITS_PER_SQUARE / 4;
mCamera.height = UNITS_PER_SQUARE * 2;
mCamera.resolution.x = 110 / SUBSAMPLE;
@ -605,21 +687,23 @@ void draw()
{
RayConstraints c;
c.maxHits = 16;
c.maxSteps = 16;
c.maxHits = 8;
c.maxSteps = 10;
c.computeTextureCoords = 1;
render(player.mCamera,floorHeightAt,ceilingHeightAt,textureAt,pixelFunc,c);
Unit previousDepth;
// draw sprites
for (uint8_t i = 0; i < SPRITES; ++i)
{
PixelInfo pos = mapToScreen(sprites[i].mPosition,sprites[i].mHeight,player.mCamera);
if (pos.depth > 0)
drawSprite(sprite,pos.position.x * SUBSAMPLE,pos.position.y,
pos.depth,perspectiveScale(32,pos.depth));
drawSprite(sprites[i].mImage,pos.position.x * SUBSAMPLE,pos.position.y,
pos.depth,perspectiveScale(sprites[i].mPixelSize,pos.depth));
if (i != 0 && pos.depth > previousDepth)
{
@ -643,17 +727,18 @@ p.display.print(player.mCamera.direction);
int main()
{
#define placeSprite(I,X,Y,Z)\
translaprentColor = rgbToIndex(7,0,0);
#define placeSprite(S,I,X,Y,Z,P)\
sprites[I].mImage = S;\
sprites[I].mPosition.x = X * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;\
sprites[I].mPosition.y = Y * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;\
sprites[I].mHeight = Z * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;
sprites[I].mHeight = Z * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;\
sprites[I].mPixelSize = P;
placeSprite(0,5,7,0)
placeSprite(1,6,7,0)
placeSprite(2,5,8,0)
placeSprite(3,6,8,0)
placeSprite(4,-1,-2,1)
placeSprite(5,12,5,1)
placeSprite(sprite1,0,10,5,1,100)
placeSprite(sprite1,1,14,5,1,100)
placeSprite(sprite2,2,15,19,1,200)
#undef placeSprite
@ -664,7 +749,6 @@ int main()
for (uint8_t b = 0; b < 4; ++b)
pal[rgbToIndex(r,g,b)] = p.display.RGBto565(36 * r, 36 * g, 85 * b);
p.display.load565Palette(&pal[0]); // load a palette the same way as any other palette in any other screen mode
p.display.persistence = 1;
p.setFrameRate(60);
@ -734,9 +818,6 @@ int main()
}
else
player.mCamera.direction += addition * step2;
player.mCamera.height =
max(floorHeightAt(player.mCamera.position.x / UNITS_PER_SQUARE,player.mCamera.position.y / UNITS_PER_SQUARE) + UNITS_PER_SQUARE / 2,player.mCamera.height);
}
}