Change colors
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3287ff2a31
commit
dbdedf48fb
1 changed files with 54 additions and 24 deletions
78
demo3.cpp
78
demo3.cpp
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@ -32,7 +32,7 @@ class Change
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public:
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Vector2D mCoords;
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Unit mHeight;
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uint8_t mColor;
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int8_t mColor;
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};
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#define MAX_CHANGES 16
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@ -44,6 +44,9 @@ bool editing = false;
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uint16_t changeIndex = 0;
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int16_t editCounter = 0;
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#define SQUARE_COLORS 4
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uint8_t squareColors[SQUARE_COLORS];
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#define HEIGHT_PROFILE_LENGTH 256
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const int8_t heightProfile[] = {
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9,9,9,10,10,10,11,11,12,13,13,14,14,14,15,15,15,16,16,16,16,16,15,15,15,14,14,
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@ -149,6 +152,11 @@ const unsigned char imageBackground[] =
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Unit floorHeightAt(int16_t x, int16_t y)
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{
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/*
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This for loop may become a bottleneck, since this function is called
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very often - if more changes are to be kept, optimizations are needed -
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probably a hash table, sorting by coordinates etc.
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*/
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for (uint16_t i = 0; i < MAX_CHANGES; ++i)
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if (changes[i].mCoords.x == x && changes[i].mCoords.y == y)
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return changes[i].mHeight;
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@ -158,6 +166,16 @@ Unit floorHeightAt(int16_t x, int16_t y)
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UNITS_PER_SQUARE;
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}
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Unit colorAt(int16_t x, int16_t y)
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{
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for (uint16_t i = 0; i < MAX_CHANGES; ++i)
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if (changes[i].mCoords.x == x && changes[i].mCoords.y == y)
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return changes[i].mColor;
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return min((heightProfile[absVal(x * 2) % HEIGHT_PROFILE_LENGTH] +
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heightProfile[absVal(y) % HEIGHT_PROFILE_LENGTH]) / 10,3);
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}
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uint16_t previousColumn = 255;
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uint16_t backgroundColumn = 0;
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@ -172,7 +190,8 @@ inline void pixelFunc(PixelInfo pixel)
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if (pixel.isWall)
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{
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c = pixel.hit.square.x != selectedSquare.x || pixel.hit.square.y != selectedSquare.y || (editing && pokitto.frameCount % 2) == 0 ? 50 : 30;
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c = pixel.hit.square.x != selectedSquare.x || pixel.hit.square.y != selectedSquare.y || (editing && pokitto.frameCount % 2) == 0 ?
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squareColors[pixel.hit.type] : 30;
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intensity = pixel.depth / (UNITS_PER_SQUARE * 3);
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intensity += pixel.hit.direction % 2 == 0 ? 2 : 0;
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@ -219,7 +238,7 @@ void draw()
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c.maxSteps = 20;
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c.computeTextureCoords = 0;
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render(player.mCamera,floorHeightAt,0,0,pixelFunc,c);
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render(player.mCamera,floorHeightAt,0,colorAt,pixelFunc,c);
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/*
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pokitto.display.setColor(rgbToIndex(7,7,3));
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pokitto.display.setCursor(1,1);
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@ -237,6 +256,11 @@ int main()
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floorColor = rgbToIndex(4,2,0);
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squareColors[0] = rgbToIndex(0,0,3);
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squareColors[1] = rgbToIndex(7,0,0);
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squareColors[2] = rgbToIndex(0,7,0);
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squareColors[3] = rgbToIndex(4,4,0);
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player.setPositionSquare(4,5);
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for (uint16_t i = 0; i < MAX_CHANGES; ++i)
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@ -320,6 +344,7 @@ int main()
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}
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changes[changeIndex].mHeight = floorHeightAt(selectedSquare.x,selectedSquare.y);
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changes[changeIndex].mColor = colorAt(selectedSquare.x,selectedSquare.y);
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changes[changeIndex].mCoords.x = selectedSquare.x;
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changes[changeIndex].mCoords.y = selectedSquare.y;
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editReleased = false;
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@ -338,8 +363,6 @@ int main()
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changes[changeIndex].mHeight += UNITS_PER_SQUARE / 4;
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editCounter = 4;
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}
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else
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editCounter--;
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}
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else if (aButton)
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player.mCamera.shear = min(player.mCamera.shear + 10,60);
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@ -355,8 +378,6 @@ int main()
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changes[changeIndex].mHeight -= UNITS_PER_SQUARE / 4;
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editCounter = 4;
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}
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else
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editCounter--;
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}
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else if (aButton)
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player.mCamera.shear = max(player.mCamera.shear - 10,-60);
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@ -369,33 +390,42 @@ int main()
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else
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{
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player.mCamera.shear /= 2;
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editCounter = 0;
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}
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if (!aButton)
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player.mCamera.shear /= 2;
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int addition = 0;
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if (!editing)
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{
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if (pokitto.rightBtn())
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addition = 1;
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else if (pokitto.leftBtn())
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addition = -1;
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}
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if (pokitto.rightBtn())
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addition = 1;
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else if (pokitto.leftBtn())
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addition = -1;
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if (aButton)
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if (editing)
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{
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d = angleToDirection(player.mCamera.direction + UNITS_PER_SQUARE / 4);
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d.x = (d.x * horizontalStep * addition) / UNITS_PER_SQUARE;
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d.y = (d.y * horizontalStep * addition) / UNITS_PER_SQUARE;
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moveOffset = d;
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if (editCounter == 0)
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{
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changes[changeIndex].mColor = wrap(changes[changeIndex].mColor + addition,SQUARE_COLORS);
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editCounter = 4;
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}
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}
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else
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player.mCamera.direction = wrap(player.mCamera.direction + addition * rotationStep,UNITS_PER_SQUARE);
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{
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if (aButton)
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{
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d = angleToDirection(player.mCamera.direction + UNITS_PER_SQUARE / 4);
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d.x = (d.x * horizontalStep * addition) / UNITS_PER_SQUARE;
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d.y = (d.y * horizontalStep * addition) / UNITS_PER_SQUARE;
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moveOffset = d;
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}
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else
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player.mCamera.direction = wrap(player.mCamera.direction + addition * rotationStep,UNITS_PER_SQUARE);
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}
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editCounter = max(0, editCounter - 1);
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Unit prevHeight = player.mCamera.height;
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moveCameraWithCollision(&player.mCamera,moveOffset,player.mVericalSpeed,
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