Add headbob

This commit is contained in:
Miloslav Číž 2019-10-09 17:44:31 +02:00
parent 2263a9c059
commit 8e266422b4
3 changed files with 82 additions and 8 deletions

View File

@ -1,4 +1,3 @@
- add headbob
- port to GB Meta
- custom font
- GUI
@ -17,6 +16,7 @@ bugs:
done:
- add headbob
- make zBuffer 8bit only?
- texture coords of floor walls should start from the floor? NO, CAUSES ISSUES
- vertical visual noise when standing on elevator

77
main.c
View File

@ -132,6 +132,15 @@ void SFG_init();
#define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME 1
#endif
#define SFG_HEADBOB_FRAME_INCREASE_PER_FRAME \
(SFG_HEADBOB_SPEED / SFG_FPS)
#if SFG_HEADBOB_FRAME_INCREASE_PER_FRAME == 0
#define SFG_HEADBOB_FRAME_INCREASE_PER_FRAME 1
#endif
#define SFG_HEADBOB_ENABLED (SFG_HEADBOB_SPEED > 0 && SFG_HEADBOB_OFFSET > 0)
uint8_t SFG_zBuffer[SFG_GAME_RESOLUTION_X];
#define SFG_RCL_UNIT_TO_Z_BUFFER(x) (x / RCL_UNITS_PER_SQUARE)
@ -156,6 +165,7 @@ struct
RCL_Unit previousVerticalSpeed; /**< Vertical speed in previous frame, needed
for determining whether player is in the
air. */
uint16_t headBobFrame;
} SFG_player;
@ -203,6 +213,8 @@ void SFG_initPlayer()
SFG_recompurePLayerDirection();
SFG_player.verticalSpeed = 0;
SFG_player.previousVerticalSpeed = 0;
SFG_player.headBobFrame = 0;
}
RCL_RayConstraints SFG_rayConstraints;
@ -677,12 +689,6 @@ void SFG_setAndInitLevel(const SFG_Level *level)
SFG_currentLevel.frameStart = SFG_gameFrame;
SFG_initPlayer();
SFG_player.camera.position.x = 5674;
SFG_player.camera.position.y = 19257;
SFG_player.camera.direction = 352;
SFG_player.camera.height = 8480;
}
void SFG_init()
@ -777,17 +783,60 @@ void SFG_gameStep()
(SFG_player.verticalSpeed - SFG_GRAVITY_SPEED_INCREASE_PER_FRAME);
#endif
#if SFG_HEADBOB_ENABLED
int8_t bobbing = 0;
#endif
if (SFG_keyPressed(SFG_KEY_UP))
{
moveOffset.x += SFG_player.direction.x;
moveOffset.y += SFG_player.direction.y;
#if SFG_HEADBOB_ENABLED
bobbing = 1;
#endif
}
else if (SFG_keyPressed(SFG_KEY_DOWN))
{
moveOffset.x -= SFG_player.direction.x;
moveOffset.y -= SFG_player.direction.y;
#if SFG_HEADBOB_ENABLED
bobbing = 1;
#endif
}
#if SFG_HEADBOB_ENABLED
if (bobbing)
{
SFG_player.headBobFrame += SFG_HEADBOB_FRAME_INCREASE_PER_FRAME;
}
else if (SFG_player.headBobFrame != 0)
{
// smoothly stop bobbing
uint8_t quadrant = (SFG_player.headBobFrame % RCL_UNITS_PER_SQUARE) /
(RCL_UNITS_PER_SQUARE / 4);
/* when in quadrant in which sin is going away from zero, switch to the
same value of the next quadrant, so that bobbing starts to go towards
zero immediately */
if (quadrant % 2 == 0)
SFG_player.headBobFrame =
((quadrant + 1) * RCL_UNITS_PER_SQUARE / 4) +
(RCL_UNITS_PER_SQUARE / 4 - SFG_player.headBobFrame %
(RCL_UNITS_PER_SQUARE / 4));
RCL_Unit currentFrame = SFG_player.headBobFrame;
RCL_Unit nextFrame = SFG_player.headBobFrame + 16;
// only stop bobbing when we pass frame at which sin crosses ero
SFG_player.headBobFrame =
(currentFrame / (RCL_UNITS_PER_SQUARE / 2) ==
nextFrame / (RCL_UNITS_PER_SQUARE / 2)) ?
nextFrame : 0;
}
#endif
RCL_Unit previousHeight = SFG_player.camera.height;
#if SFG_PREVIEW_MODE
@ -975,13 +1024,22 @@ void SFG_draw()
for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i)
SFG_zBuffer[i] = 255;
#if SFG_HEADBOB_ENABLED
RCL_Unit headBobOffset =
(RCL_sinInt(SFG_player.headBobFrame) * SFG_HEADBOB_OFFSET) /
RCL_UNITS_PER_SQUARE;
// add head bob just for the rendering
SFG_player.camera.height += headBobOffset;
#endif
RCL_renderComplex(
SFG_player.camera,
SFG_floorHeightAt,
SFG_ceilingHeightAt,
SFG_texturesAt,
SFG_rayConstraints);
// draw sprites:
for (uint8_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
@ -1010,6 +1068,11 @@ void SFG_draw()
RCL_perspectiveScale(SFG_GAME_RESOLUTION_Y / 2,p.depth),
p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
}
#if SFG_HEADBOB_ENABLED
// substract head bob after rendering
SFG_player.camera.height -= headBobOffset;
#endif
}
}

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@ -97,4 +97,15 @@
*/
#define SFG_DIMINISH_SPRITES 1
/**
How quick player head bob is, 1024 meaning once per second. 0 Means turn off
head bob.
*/
#define SFG_HEADBOB_SPEED 900
/**
Sets head bob offset, in RCL_UNITS_PER_SQUARE. 0 Means turn off head bob.
*/
#define SFG_HEADBOB_OFFSET 200
#endif // guard