Add more sprites

This commit is contained in:
Miloslav Číž 2018-09-13 14:39:51 +02:00
parent f18f10dbe7
commit ae960b050f

221
demo1.cpp
View file

@ -24,7 +24,7 @@
Player player;
#define SPRITES 13
#define SPRITES 17
#define SPRITE_MAX_DISTANCE 5 * UNITS_PER_SQUARE
Sprite sprites[SPRITES];
@ -430,7 +430,7 @@ const unsigned char texture4[] =
,0x12,0x00
};
const unsigned char sprite1[] =
const unsigned char spriteStatue[] =
{ 32, 32 // width, height
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x00
,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x07,0x07,0x07,0x07,0x07,0x07
@ -508,7 +508,7 @@ const unsigned char sprite1[] =
,0x07,0x07
};
const unsigned char sprite2[] =
const unsigned char spriteNPC[] =
{ 32, 32 // width, height
,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
@ -586,7 +586,7 @@ const unsigned char sprite2[] =
,0x07,0x07
};
const unsigned char sprite3[] =
const unsigned char spriteTree[] =
{ 32, 32 // width, height
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x7b,0x7b,0x58,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
@ -664,7 +664,7 @@ const unsigned char sprite3[] =
,0x07,0x07
};
const unsigned char sprite4[] =
const unsigned char spriteGrass[] =
{ 24, 24 // width, height
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x58,0x0a,0x0a,0x0a,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
@ -710,7 +710,7 @@ const unsigned char sprite4[] =
,0x07,0x07
};
const unsigned char sprite5[] =
const unsigned char spriteBarrel[] =
{ 32, 32 // width, height
,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
@ -788,6 +788,162 @@ const unsigned char sprite5[] =
,0x07,0x07
};
const unsigned char spriteTorch1[] =
{ 32, 32 // width, height
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,0x07,0x07
};
const unsigned char spriteTorch2[] =
{ 32, 32 // width, height
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
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,0x07,0x07,0x07,0x09,0x09,0x00,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,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
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,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
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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
,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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,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
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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
};
const unsigned char *textures[] = {texture1, texture2, texture3, texture4};
Unit textureAt(int16_t x, int16_t y)
@ -884,9 +1040,17 @@ void draw()
PixelInfo pos = mapToScreen(sprites[i].mPosition,sprites[i].mHeight,player.mCamera);
if (pos.depth > 0)
drawSpriteSquare(sprites[i].mImage,pos.position.x * SUBSAMPLE,
{
const unsigned char *image = sprites[i].mImage;
if (image == spriteTorch1 && // animate torch
(pokitto.frameCount >> 2) % 2 == 0)
image = spriteTorch2;
drawSpriteSquare(image,pos.position.x * SUBSAMPLE,
pos.position.y, pos.depth,
perspectiveScale(sprites[i].mPixelSize,pos.depth));
}
/* trick: sort the sprites by distance with bubble sort as we draw - the
order will be correct in a few frames */
@ -923,29 +1087,28 @@ int main()
player.setPositionSquare(6,4);
// statues
sprites[0] = Sprite(sprite1,10,5,1,100);
sprites[1] = Sprite(sprite1,14,5,1,100);
// NPC
sprites[2] = Sprite(sprite2,15,19,1,200);
// trees
sprites[3] = Sprite(sprite3,8,2,1,300);
sprites[0] = Sprite(spriteStatue,10,5,1,100);
sprites[1] = Sprite(spriteStatue,14,5,1,100);
sprites[2] = Sprite(spriteNPC,15,19,1,200);
sprites[3] = Sprite(spriteTree,8,2,1,300);
sprites[3].mPosition.y -= UNITS_PER_SQUARE / 2;
sprites[4] = Sprite(sprite3,20,5,1,300);
sprites[5] = Sprite(sprite3,26,18,1,300);
sprites[6] = Sprite(sprite3,16,12,1,300);
// grass
sprites[7] = Sprite(sprite4,27,16,0,100);
sprites[8] = Sprite(sprite4,6,6,0,150);
sprites[9] = Sprite(sprite4,8,5,0,120);
sprites[10] = Sprite(sprite4,17,6,0,150);
// barrels
sprites[11] = Sprite(sprite5,12,16,0,120);
sprites[12] = Sprite(sprite5,27,5,0,120);
sprites[4] = Sprite(spriteTree,20,5,1,300);
sprites[5] = Sprite(spriteTree,26,18,1,300);
sprites[6] = Sprite(spriteTree,16,12,1,300);
sprites[7] = Sprite(spriteGrass,27,16,0,100);
sprites[8] = Sprite(spriteGrass,6,6,0,150);
sprites[9] = Sprite(spriteGrass,8,5,0,120);
sprites[10] = Sprite(spriteGrass,17,6,0,150);
sprites[11] = Sprite(spriteBarrel,12,16,0,120);
sprites[12] = Sprite(spriteBarrel,27,5,0,120);
sprites[13] = Sprite(spriteTorch1,11,9,2,120);
sprites[13].mPosition.y += UNITS_PER_SQUARE / 3;
sprites[14] = Sprite(spriteTorch1,13,9,2,120);
sprites[14].mPosition.y += UNITS_PER_SQUARE / 3;
sprites[15] = Sprite(spriteTorch1,14,19,2,120);
sprites[15].mPosition.y += UNITS_PER_SQUARE / 3;
sprites[16] = Sprite(spriteTorch1,1,19,3,120);
sprites[16].mPosition.y += UNITS_PER_SQUARE / 3;
uint32_t previousTime = 0;
uint32_t dt;