Add scrolled texture

This commit is contained in:
Miloslav Číž 2018-09-10 09:33:09 +02:00
parent 7124e58b5e
commit 9a1b357fa4

119
demo2.cpp
View file

@ -19,7 +19,7 @@ Player player;
#define SHOT_SPEED 5 * UNITS_PER_SQUARE #define SHOT_SPEED 5 * UNITS_PER_SQUARE
#define INFO_BAR_START 70 #define INFO_BAR_START 70
#define TEXTURE_DISTANCE (UNITS_PER_SQUARE * 6) #define TEXTURE_MAX_DISTANCE (UNITS_PER_SQUARE * 6)
const unsigned char level[] = const unsigned char level[] =
{ {
@ -28,19 +28,19 @@ const unsigned char level[] =
4,0,0,4,0,0,4,0,0,4,0,0,2,4,0,4,4,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2, // 0 4,0,0,4,0,0,4,0,0,4,0,0,2,4,0,4,4,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2, // 0
0,0,0,0,0,0,0,0,0,0,0,0,3,4,0,0,0,0,1,3,2,4,0,4,0,0,0,0,0,0,0,0, // 1 0,0,0,0,0,0,0,0,0,0,0,0,3,4,0,0,0,0,1,3,2,4,0,4,0,0,0,0,0,0,0,0, // 1
0,0,0,0,0,0,0,0,0,0,0,0,2,4,0,0,0,0,1,0,0,0,0,3,0,0,0,0,0,0,0,0, // 2 0,0,0,0,0,0,0,0,0,0,0,0,2,4,0,0,0,0,1,0,0,0,0,3,0,0,0,0,0,0,0,0, // 2
0,0,4,0,0,0,0,0,0,0,0,0,2,4,4,0,3,1,1,0,2,1,2,3,0,0,1,0,1,0,0,2, // 3 0,0,5,0,0,0,0,0,0,0,0,0,2,4,4,0,3,1,1,0,2,1,2,3,0,0,1,0,1,0,0,2, // 3
0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,0,0,0,2, // 4 0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,0,0,0,2, // 4
0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,2,3,0,2,2,0,0,0,0,0,0,0,0,0,2, // 5 0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,2,3,0,2,2,0,0,0,0,0,0,0,0,0,2, // 5
4,0,3,1,3,1,0,2,2,2,3,2,2,2,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 6 4,0,3,1,3,1,0,2,2,2,3,2,2,2,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 6
0,0,2,0,0,0,0,0,0,4,0,0,0,0,0,0,0,2,0,0,0,0,1,2,0,3,4,0,0,0,0,0, // 7 0,0,2,0,0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,0,1,2,0,5,5,0,0,0,0,0, // 7
0,0,1,0,0,0,0,0,0,4,0,0,0,0,0,0,0,2,0,0,0,0,4,0,0,0,1,0,0,2,0,0, // 8 0,0,1,0,0,0,0,0,0,5,0,0,0,0,0,0,0,2,0,0,0,0,4,0,0,0,5,0,0,2,0,0, // 8
0,0,2,0,0,0,0,0,0,2,3,2,4,0,0,0,2,2,4,1,4,0,4,4,4,3,2,0,0,4,2,2, // 9 0,0,2,0,0,0,0,0,0,2,3,2,4,0,0,0,2,2,4,1,4,0,4,4,4,3,2,0,0,4,2,2, // 9
0,0,4,4,4,0,0,0,0,0,0,0,0,0,0,3,3,4,0,0,0,0,0,1,0,0,0,0,0,0,0,4, // 10 0,0,4,4,4,0,0,0,0,0,0,0,0,0,0,3,3,4,0,0,0,0,0,1,0,0,0,0,0,0,0,4, // 10
2,0,0,0,3,0,0,0,0,0,0,0,0,0,3,3,2,4,0,0,0,0,0,1,0,0,4,0,0,3,0,1, // 11 2,0,0,0,3,0,0,0,0,0,0,0,0,0,3,3,2,4,0,0,0,0,0,1,0,0,4,0,0,3,0,1, // 11
1,3,1,0,4,4,4,2,2,1,2,0,2,2,3,0,0,1,4,0,0,0,3,3,3,2,2,0,0,0,0,2, // 12 1,3,1,0,4,4,4,2,2,1,2,0,2,2,3,0,0,1,4,0,0,0,3,3,3,5,2,0,0,0,0,2, // 12
0,0,0,0,0,0,0,0,0,4,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,1, // 13 0,0,0,0,0,0,0,0,0,4,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,1, // 13
0,0,0,3,0,3,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, // 14 0,0,0,3,0,5,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4, // 14
0,0,0,0,0,0,0,0,0,4,0,0,0,0,2,0,0,4,0,0,4,0,0,1,0,3,0,3,0,3,0,1 // 15 0,0,0,0,0,0,0,0,0,4,0,0,0,0,2,0,0,5,0,0,4,0,0,1,0,3,0,3,0,3,0,1 // 15
}; };
const unsigned char texture1[] = const unsigned char texture1[] =
@ -391,6 +391,93 @@ const unsigned char texture4[] =
,0x09,0x09,0x59,0x09 ,0x09,0x09,0x59,0x09
}; };
const unsigned char texture5[] =
{ 32, 36 // width, height
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,0x09,0x09,0x09,0x12,0x09,0x09,0x00,0x09,0x00,0x00,0x00,0x09,0x09,0x00
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,0x00,0x09,0x00,0x00,0x00,0x09,0x09,0x00,0x00,0x00,0x00,0x00,0x00,0x00
,0x00,0x07,0x00,0x00,0x00,0x07,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
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,0x09,0x12,0x09,0x09
};
const unsigned char spritePlasma[] = const unsigned char spritePlasma[] =
{ 32, 32 // width, height { 32, 32 // width, height
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x58,0x07,0x07 ,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x58,0x07,0x07
@ -469,8 +556,12 @@ const unsigned char spritePlasma[] =
,0x48,0x07 ,0x48,0x07
}; };
const unsigned char *textures[] = {texture1, texture2, texture3, texture4}; #define TEXTURES 5
unsigned char textureAverageColors[4];
const unsigned char *textures[TEXTURES] =
{texture1, texture2, texture3, texture4, texture5};
unsigned char textureAverageColors[TEXTURES];
Unit floorHeightAt(int16_t x, int16_t y) Unit floorHeightAt(int16_t x, int16_t y)
{ {
@ -510,9 +601,11 @@ inline void pixelFunc(PixelInfo pixel)
if (pixel.isWall) if (pixel.isWall)
{ {
c = pixel.depth > TEXTURE_DISTANCE ? Unit textureScroll = pixel.hit.type != 4 ? 0 : 16 * pokitto.frameCount;
textureAverageColors[pixel.hit.type] :
sampleImage(textures[pixel.hit.type],pixel.hit.textureCoord,pixel.textureCoordY); c = pixel.depth < TEXTURE_MAX_DISTANCE ?
sampleImage(textures[pixel.hit.type],pixel.hit.textureCoord + textureScroll,pixel.textureCoordY) :
textureAverageColors[pixel.hit.type];
if (previousColumn == pixel.position.x) if (previousColumn == pixel.position.x)
{ {
@ -566,7 +659,7 @@ int main()
{ {
initGeneral(); initGeneral();
for (uint8_t i = 0; i < 4; ++i) for (uint8_t i = 0; i < TEXTURES; ++i)
textureAverageColors[i] = computeAverageColor(textures[i]); textureAverageColors[i] = computeAverageColor(textures[i]);
cFloor = rgbToIndex(0,1,1); cFloor = rgbToIndex(0,1,1);