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Draw weapon
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parent
db4d41f5df
commit
99f0205645
47
assets.h
47
assets.h
@ -588,6 +588,53 @@ uint8_t SFG_backgrounds[][SFG_TEXTURE_SIZE * SFG_TEXTURE_SIZE] =
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}
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};
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SFG_PROGRAM_MEMORY
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uint8_t SFG_weaponImages[][SFG_TEXTURE_SIZE * SFG_TEXTURE_SIZE] =
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{
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{ // 0, shotgun
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175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,
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175,175,175,175,175,175,175,175,175,175,1,1,175,175,175,175,175,175,175,175,175,
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175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,1,1,1,1,17,
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100,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,
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175,175,175,175,1,1,1,5,6,4,17,100,101,175,175,175,175,175,175,175,175,175,175,
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175,175,175,175,175,175,175,175,175,1,1,1,1,5,6,4,6,5,17,100,101,101,175,175,
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175,175,175,175,175,175,175,175,175,175,175,175,175,175,1,1,1,4,4,6,7,7,6,1,3,5,
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17,99,101,101,175,175,175,175,175,175,175,175,175,175,175,175,1,1,1,1,5,5,5,7,7,
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6,6,6,5,1,3,5,17,99,100,101,175,175,175,175,175,175,175,175,175,175,1,1,6,5,6,6,
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7,7,6,6,4,6,7,7,4,6,6,5,17,99,100,101,175,175,175,175,175,175,175,175,175,1,6,6,
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3,6,7,6,6,7,7,4,5,6,6,4,4,5,5,4,17,99,99,100,175,175,175,175,175,175,175,175,1,
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6,6,6,3,6,7,7,7,7,6,4,4,5,3,3,5,1,3,4,17,98,99,100,175,175,175,175,175,175,175,
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175,1,7,7,2,6,7,7,6,5,5,5,5,3,3,74,4,4,1,3,4,17,98,98,99,175,175,175,175,175,
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175,175,1,6,6,6,2,6,6,6,5,5,5,5,5,4,4,4,4,4,4,4,4,3,17,18,18,175,175,175,175,
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175,175,175,1,6,6,6,4,6,4,4,4,4,4,4,4,4,3,3,3,3,3,3,1,3,74,17,98,175,175,175,
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175,175,175,17,1,1,4,4,4,2,4,3,3,3,3,3,3,3,3,3,3,3,3,3,1,3,74,17,17,175,175,175,
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175,175,101,99,25,25,1,3,42,2,3,42,3,42,42,42,42,42,42,42,74,42,74,74,42,74,17,
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17,1,175,175,175,175,175,17,17,17,25,25,25,25,9,17,17,17,17,17,1,17,1,17,1,1,1,
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1,1,1,73,1,1,1,175,175,175,175,175,175,175,1,25,25,25,26,26,26,19,19,19,19,19,
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19,19,19,19,19,19,19,26,26,18,73,17,1,175,175,175,175,175,17,17,17,25,25,25,19,
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100,100,100,101,101,101,101,101,101,101,101,101,101,101,100,100,19,19,17,1,175,
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175,175,175,175,101,99,25,25,1,4,4,26,3,3,3,3,3,3,3,3,3,3,3,3,3,3,1,3,3,17,17,
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175,175,175,175,175,175,17,1,1,6,6,4,4,6,6,6,7,7,6,6,6,5,5,5,4,4,4,1,3,3,17,99,
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175,175,175,175,175,175,175,1,7,7,7,2,6,7,7,7,7,7,7,7,7,6,6,6,7,7,7,7,5,3,17,
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100,175,175,175,175,175,175,175,1,6,6,6,2,5,6,6,6,6,6,7,6,6,7,7,7,6,1,3,7,5,17,
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99,100,175,175,175,175,175,175,175,175,1,4,4,2,4,6,5,5,5,5,6,6,4,4,4,6,6,1,3,5,
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4,17,100,101,175,175,175,175,175,175,175,175,1,5,5,5,2,5,4,4,4,4,4,74,3,4,3,3,5,
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6,6,5,17,99,101,101,175,175,175,175,175,175,175,175,175,1,5,5,4,4,4,4,3,4,4,2,2,
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3,3,74,2,4,4,4,17,99,101,101,175,175,175,175,175,175,175,175,175,175,1,1,3,3,53,
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5,4,3,3,3,2,42,3,3,2,1,3,3,17,99,100,101,175,175,175,175,175,175,175,175,175,
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175,175,175,1,1,1,1,3,5,5,5,5,4,4,3,2,1,3,2,17,99,100,101,175,175,175,175,175,
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175,175,175,175,175,175,175,175,175,175,175,1,1,1,84,84,3,5,5,5,2,3,2,17,99,99,
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100,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,
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1,1,1,1,83,84,74,84,2,17,98,99,100,175,175,175,175,175,175,175,175,175,175,175,
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175,175,175,175,175,175,175,175,175,175,175,175,1,1,1,4,4,2,17,98,99,175,175,
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175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,
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175,175,175,175,1,1,1,1,17,18,175,175,175,175,175,175,175,175,175,175,175,175,
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175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,1,1,175,
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175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,
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175,175,175,175,175,175,175,175,175,175,175
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}
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};
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uint8_t SFG_charToFontIndex(char c)
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{
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if (c >= 'a' && c <= 'z')
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BIN
assets/weapon_shotgun.png
Normal file
BIN
assets/weapon_shotgun.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 948 B |
106
main.c
106
main.c
@ -111,6 +111,19 @@ void SFG_init();
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#define SFG_MS_PER_FRAME 1
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#endif
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#define SFG_WEAPON_IMAGE_SCALE \
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(SFG_GAME_RESOLUTION_X / (SFG_TEXTURE_SIZE * 5))
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#if SFG_WEAPON_IMAGE_SCALE == 0
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#define SFG_WEAPON_IMAGE_SCALE 1
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#endif
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#define SFG_WEAPON_IMAGE_POSITION_X \
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(SFG_GAME_RESOLUTION_X / 2 - (SFG_WEAPON_IMAGE_SCALE * SFG_TEXTURE_SIZE) / 2)
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#define SFG_WEAPON_IMAGE_POSITION_Y \
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(SFG_GAME_RESOLUTION_Y - (SFG_WEAPON_IMAGE_SCALE * SFG_TEXTURE_SIZE))
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#define SFG_PLAYER_TURN_UNITS_PER_FRAME \
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((SFG_PLAYER_TURN_SPEED * RCL_UNITS_PER_SQUARE) / (360 * SFG_FPS))
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@ -450,6 +463,96 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
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}
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}
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/**
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Draws image on screen, with transparency. This is faster than sprite drawing.
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For performance sake drawing near screen edges is not pixel perfect.
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*/
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void SFG_blitImage(
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const uint8_t *image,
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int16_t posX,
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int16_t posY,
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uint8_t scale)
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{
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if (scale == 0)
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return;
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uint16_t x0 = posX,
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x1,
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y0 = posY,
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y1;
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uint8_t u0 = 0, v0 = 0;
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if (posX < 0)
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{
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x0 = 0;
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u0 = (-1 * posX) / scale;
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}
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posX += scale * SFG_TEXTURE_SIZE;
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uint16_t limitX = SFG_GAME_RESOLUTION_X - scale;
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uint16_t limitY = SFG_GAME_RESOLUTION_Y - scale;
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x1 = posX >= 0 ?
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(posX <= limitX ? posX : limitX)
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: 0;
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if (x1 >= SFG_GAME_RESOLUTION_X)
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x1 = SFG_GAME_RESOLUTION_X - 1;
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if (posY < 0)
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{
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y0 = 0;
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v0 = (-1 * posY) / scale;
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}
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posY += scale * SFG_TEXTURE_SIZE;
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y1 = posY >= 0 ?
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(posY <= limitY ? posY : limitY)
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: 0;
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if (y1 >= SFG_GAME_RESOLUTION_Y)
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y1 = SFG_GAME_RESOLUTION_Y - 1;
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uint8_t u,v;
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v = v0;
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for (uint16_t y = y0; y < y1; y += scale)
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{
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u = u0;
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for (uint16_t x = x0; x < x1; x += scale)
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{
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uint8_t color = SFG_getTexel(image,u,v);
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if (color != SFG_TRANSPARENT_COLOR)
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{
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uint16_t sY = y;
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for (uint8_t j = 0; j < scale; ++j)
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{
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uint16_t sX = x;
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for (uint8_t i = 0; i < scale; ++i)
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{
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SFG_setGamePixel(sX,sY,color);
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sX++;
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}
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sY++;
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}
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}
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u++;
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}
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v++;
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}
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}
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#define SFG_MAX_SPRITE_SIZE SFG_GAME_RESOLUTION_X
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uint8_t SFG_spriteSamplingPoints[SFG_MAX_SPRITE_SIZE];
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@ -1257,6 +1360,9 @@ SFG_drawText("ammo",
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SFG_GAME_RESOLUTION_X - 10 - 4 * (SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM + 1)
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,SFG_GAME_RESOLUTION_Y - 10 - SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM,SFG_FONT_SIZE_MEDIUM,7);
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SFG_blitImage(SFG_weaponImages[0],
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SFG_WEAPON_IMAGE_POSITION_X,SFG_WEAPON_IMAGE_POSITION_Y ,SFG_WEAPON_IMAGE_SCALE);
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}
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}
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@ -154,8 +154,8 @@
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#define RCL_min(a,b) ((a) < (b) ? (a) : (b))
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#define RCL_max(a,b) ((a) > (b) ? (a) : (b))
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#define RCL_nonZero(v) (v + (v == 0)) ///< To prevent zero divisions.
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#define RCL_zeroClamp(x) (x * (x >= 0))
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#define RCL_nonZero(v) ((v) + ((v) == 0)) ///< To prevent zero divisions.
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#define RCL_zeroClamp(x) ((x) * ((x) >= 0))
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#define RCL_likely(cond) __builtin_expect(!!(cond),1)
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#define RCL_unlikely(cond) __builtin_expect(!!(cond),0)
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