Add macro
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93bb145d48
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1 changed files with 12 additions and 14 deletions
26
demo1.cpp
26
demo1.cpp
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@ -949,12 +949,15 @@ const unsigned char spriteTorch2[] =
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const unsigned char *textures[] = {texture1, texture2, texture3, texture4};
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const unsigned char *textures[] = {texture1, texture2, texture3, texture4};
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#define withinMapReturn(what,whatElse)\
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int16_t index = (LEVEL_Y_RES - y - 1) * LEVEL_X_RES + x;\
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if (index > 0 && index < LEVEL_Y_RES * LEVEL_X_RES)\
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return (what);\
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return (whatElse);
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Unit textureAt(int16_t x, int16_t y)
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Unit textureAt(int16_t x, int16_t y)
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{
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{
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if (x >= 0 && x < LEVEL_X_RES && y >= 0 && y < LEVEL_Y_RES)
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withinMapReturn(levelTexture[index],0)
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return levelTexture[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x];
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return 0;
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}
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}
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Unit floorHeightAt(int16_t x, int16_t y)
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Unit floorHeightAt(int16_t x, int16_t y)
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@ -963,22 +966,17 @@ Unit floorHeightAt(int16_t x, int16_t y)
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return
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return
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((absVal(-1 * (pokitto.frameCount % 64) + 32)) * UNITS_PER_SQUARE) / 8;
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((absVal(-1 * (pokitto.frameCount % 64) + 32)) * UNITS_PER_SQUARE) / 8;
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if (x >= 0 && x < LEVEL_X_RES && y >= 0 && y < LEVEL_Y_RES)
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withinMapReturn((levelFloor[index] * UNITS_PER_SQUARE) / 8,0)
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return (levelFloor[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x] * UNITS_PER_SQUARE) / 8;
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return 0;
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}
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}
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Unit ceilingHeightAt(int16_t x, int16_t y)
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Unit ceilingHeightAt(int16_t x, int16_t y)
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{
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{
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signed char v = 127;
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withinMapReturn(levelCeiling[index] * UNITS_PER_SQUARE / 8,
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127 * UNITS_PER_SQUARE / 8)
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if (x >= 0 && x < LEVEL_X_RES && y >= 0 && y < LEVEL_Y_RES)
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v = levelCeiling[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x];
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return (v * UNITS_PER_SQUARE) / 8;
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}
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}
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#undef withinMapReturn
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/**
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/**
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Function for drawing a single pixel (like fragment shader). Bottleneck =>
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Function for drawing a single pixel (like fragment shader). Bottleneck =>
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should be as fast as possible.
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should be as fast as possible.
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