Change colors

This commit is contained in:
Miloslav Číž 2018-09-10 17:27:39 +02:00
parent 3287ff2a31
commit dbdedf48fb

View file

@ -32,7 +32,7 @@ class Change
public:
Vector2D mCoords;
Unit mHeight;
uint8_t mColor;
int8_t mColor;
};
#define MAX_CHANGES 16
@ -44,6 +44,9 @@ bool editing = false;
uint16_t changeIndex = 0;
int16_t editCounter = 0;
#define SQUARE_COLORS 4
uint8_t squareColors[SQUARE_COLORS];
#define HEIGHT_PROFILE_LENGTH 256
const int8_t heightProfile[] = {
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,
@ -149,6 +152,11 @@ const unsigned char imageBackground[] =
Unit floorHeightAt(int16_t x, int16_t y)
{
/*
This for loop may become a bottleneck, since this function is called
very often - if more changes are to be kept, optimizations are needed -
probably a hash table, sorting by coordinates etc.
*/
for (uint16_t i = 0; i < MAX_CHANGES; ++i)
if (changes[i].mCoords.x == x && changes[i].mCoords.y == y)
return changes[i].mHeight;
@ -158,6 +166,16 @@ Unit floorHeightAt(int16_t x, int16_t y)
UNITS_PER_SQUARE;
}
Unit colorAt(int16_t x, int16_t y)
{
for (uint16_t i = 0; i < MAX_CHANGES; ++i)
if (changes[i].mCoords.x == x && changes[i].mCoords.y == y)
return changes[i].mColor;
return min((heightProfile[absVal(x * 2) % HEIGHT_PROFILE_LENGTH] +
heightProfile[absVal(y) % HEIGHT_PROFILE_LENGTH]) / 10,3);
}
uint16_t previousColumn = 255;
uint16_t backgroundColumn = 0;
@ -172,7 +190,8 @@ inline void pixelFunc(PixelInfo pixel)
if (pixel.isWall)
{
c = pixel.hit.square.x != selectedSquare.x || pixel.hit.square.y != selectedSquare.y || (editing && pokitto.frameCount % 2) == 0 ? 50 : 30;
c = pixel.hit.square.x != selectedSquare.x || pixel.hit.square.y != selectedSquare.y || (editing && pokitto.frameCount % 2) == 0 ?
squareColors[pixel.hit.type] : 30;
intensity = pixel.depth / (UNITS_PER_SQUARE * 3);
intensity += pixel.hit.direction % 2 == 0 ? 2 : 0;
@ -219,7 +238,7 @@ void draw()
c.maxSteps = 20;
c.computeTextureCoords = 0;
render(player.mCamera,floorHeightAt,0,0,pixelFunc,c);
render(player.mCamera,floorHeightAt,0,colorAt,pixelFunc,c);
/*
pokitto.display.setColor(rgbToIndex(7,7,3));
pokitto.display.setCursor(1,1);
@ -237,6 +256,11 @@ int main()
floorColor = rgbToIndex(4,2,0);
squareColors[0] = rgbToIndex(0,0,3);
squareColors[1] = rgbToIndex(7,0,0);
squareColors[2] = rgbToIndex(0,7,0);
squareColors[3] = rgbToIndex(4,4,0);
player.setPositionSquare(4,5);
for (uint16_t i = 0; i < MAX_CHANGES; ++i)
@ -320,6 +344,7 @@ int main()
}
changes[changeIndex].mHeight = floorHeightAt(selectedSquare.x,selectedSquare.y);
changes[changeIndex].mColor = colorAt(selectedSquare.x,selectedSquare.y);
changes[changeIndex].mCoords.x = selectedSquare.x;
changes[changeIndex].mCoords.y = selectedSquare.y;
editReleased = false;
@ -338,8 +363,6 @@ int main()
changes[changeIndex].mHeight += UNITS_PER_SQUARE / 4;
editCounter = 4;
}
else
editCounter--;
}
else if (aButton)
player.mCamera.shear = min(player.mCamera.shear + 10,60);
@ -355,8 +378,6 @@ int main()
changes[changeIndex].mHeight -= UNITS_PER_SQUARE / 4;
editCounter = 4;
}
else
editCounter--;
}
else if (aButton)
player.mCamera.shear = max(player.mCamera.shear - 10,-60);
@ -369,7 +390,6 @@ int main()
else
{
player.mCamera.shear /= 2;
editCounter = 0;
}
if (!aButton)
@ -377,24 +397,34 @@ int main()
int addition = 0;
if (!editing)
{
if (pokitto.rightBtn())
addition = 1;
else if (pokitto.leftBtn())
addition = -1;
}
if (pokitto.rightBtn())
addition = 1;
else if (pokitto.leftBtn())
addition = -1;
if (aButton)
if (editing)
{
d = angleToDirection(player.mCamera.direction + UNITS_PER_SQUARE / 4);
d.x = (d.x * horizontalStep * addition) / UNITS_PER_SQUARE;
d.y = (d.y * horizontalStep * addition) / UNITS_PER_SQUARE;
moveOffset = d;
if (editCounter == 0)
{
changes[changeIndex].mColor = wrap(changes[changeIndex].mColor + addition,SQUARE_COLORS);
editCounter = 4;
}
}
else
player.mCamera.direction = wrap(player.mCamera.direction + addition * rotationStep,UNITS_PER_SQUARE);
{
if (aButton)
{
d = angleToDirection(player.mCamera.direction + UNITS_PER_SQUARE / 4);
d.x = (d.x * horizontalStep * addition) / UNITS_PER_SQUARE;
d.y = (d.y * horizontalStep * addition) / UNITS_PER_SQUARE;
moveOffset = d;
}
else
player.mCamera.direction = wrap(player.mCamera.direction + addition * rotationStep,UNITS_PER_SQUARE);
}
editCounter = max(0, editCounter - 1);
Unit prevHeight = player.mCamera.height;