From d04e2fbe6b23794da0a64fbe5549897bef933bae Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Wed, 23 Oct 2019 00:11:26 +0200 Subject: [PATCH] Add monster sprite func --- assets.h | 93 ++++++++++++++++++++++++++------------------------------ main.c | 33 +++++++++++++++----- 2 files changed, 68 insertions(+), 58 deletions(-) diff --git a/assets.h b/assets.h index 1d00dee..473c802 100644 --- a/assets.h +++ b/assets.h @@ -441,12 +441,49 @@ SFG_PROGRAM_MEMORY uint8_t SFG_weaponImages[][SFG_TEXTURE_STORE_SIZE] = } }; -/* TODO: ENEMIES: create a functions that will take enemy ID and frame type -(idle, attacking, ...) and will return pointer to sprite representing it -- -allows reusing sprites and saving memory (e.g. a fyling monster can have same -frame for idle and walking, some enemies can share the same dead sprite etc.). -Also: add flip option to sprite drawing function so that some frames can be -reused flipped (good for walk anims). */ +SFG_PROGRAM_MEMORY uint8_t SFG_effects[][SFG_TEXTURE_STORE_SIZE] = +{ + { // 0, explostion +175,183,174,15,103,111,191,7,31,95,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,48,48,0,0,0, +0,0,0,0,0,0,0,0,3,3,3,3,19,3,0,0,0,0,0,0,0,0,0,48,48,16,51,49,19,48,48,0,0,0,0, +0,0,0,3,3,1,1,19,17,131,51,49,0,0,0,0,1,16,0,0,48,50,34,20,85,120,49,17,64,0,0, +0,0,65,1,0,0,34,17,69,87,117,17,33,16,0,0,0,0,4,16,16,4,18,17,21,87,85,18,33,16, +0,0,0,1,9,34,34,17,34,17,21,85,85,66,17,48,0,0,0,65,18,34,34,17,65,22,85,86,68, +65,19,51,0,0,48,17,34,34,33,18,65,68,70,68,68,102,67,51,0,1,19,49,34,34,33,18, +36,132,100,70,97,20,81,17,51,48,17,18,34,18,18,34,33,119,85,86,97,33,81,51,48,3, +51,18,33,17,34,33,37,119,85,100,97,18,35,51,0,48,49,34,18,34,33,102,87,119,117, +97,17,34,34,16,48,1,17,18,33,17,22,104,119,119,117,81,18,18,33,67,0,1,65,18,33, +20,71,119,119,119,119,132,65,18,34,64,48,0,69,81,17,86,69,88,119,119,133,81,17, +18,34,147,0,0,56,21,69,86,70,103,119,119,116,17,18,34,34,144,0,3,51,56,86,102, +102,120,118,101,120,81,34,34,35,0,0,48,51,17,85,102,102,103,70,102,136,85,34,34, +17,0,0,3,49,19,53,84,102,100,70,102,88,133,84,66,17,19,0,48,51,51,85,68,102,68, +102,102,101,97,33,68,19,17,48,3,3,49,81,36,84,17,70,101,82,33,18,33,67,51,0,0, +51,49,17,33,33,33,70,102,66,34,34,34,17,51,48,0,3,17,18,34,33,34,20,129,18,34, +34,34,34,51,0,0,49,17,34,33,17,17,33,65,34,34,17,18,34,19,48,0,1,18,33,17,17,17, +34,34,33,145,17,18,34,19,48,0,1,17,17,19,49,49,18,17,49,19,49,18,34,35,51,0,0, +17,51,51,17,49,18,19,3,19,51,17,17,36,3,0,3,51,51,48,48,3,17,16,48,17,3,51,17, +16,0,0,3,48,3,3,0,0,16,19,0,0,0,51,51,0,0,0,51,0,0,0,0,0,1,3,48,0,51,51,48,0,0 + }, + { // 1, fireball +175,103,183,7,191,111,254,31,95,180,173,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,17,0,16,0,0,0,0, +0,0,0,0,0,0,1,1,23,17,17,24,1,0,0,0,0,0,0,0,0,0,16,16,23,85,87,81,24,16,0,0,0,0, +0,0,0,1,8,17,119,115,55,119,17,129,16,0,0,0,0,0,0,0,129,23,119,51,51,55,113,24, +23,0,0,0,0,0,0,8,17,17,113,83,51,85,119,23,113,0,0,0,0,0,0,1,21,113,81,19,53,81, +17,119,129,0,0,0,0,0,0,17,19,53,17,19,50,17,17,113,16,16,0,0,0,0,1,33,83,49,17, +19,66,34,17,17,18,0,0,0,0,0,0,33,85,53,21,19,18,34,34,24,18,16,0,0,0,0,1,33,85, +85,84,68,20,34,35,66,98,0,0,0,0,0,0,33,83,53,20,68,51,51,51,70,34,16,0,0,0,0,1, +33,19,49,66,36,67,52,41,40,98,0,0,0,0,0,0,33,19,84,34,36,36,70,38,134,34,0,0,0, +0,0,0,8,21,81,18,36,66,98,102,166,32,0,0,0,0,0,0,2,21,81,18,68,68,38,134,105,33, +0,0,0,0,0,0,0,18,33,18,68,51,73,102,98,16,0,0,0,0,0,0,0,18,18,34,68,51,74,102, +102,16,0,0,0,0,0,0,0,1,17,18,34,36,38,38,129,0,0,0,0,0,0,0,0,0,8,134,38,34,34, +104,0,0,0,0,0,0,0,0,0,0,0,2,34,102,96,16,0,0,0,0,0,0,0,0,0,0,0,0,1,16,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0 + } +}; SFG_PROGRAM_MEMORY uint8_t SFG_monsterSprites[][SFG_TEXTURE_STORE_SIZE] = { @@ -517,50 +554,6 @@ SFG_PROGRAM_MEMORY uint8_t SFG_monsterSprites[][SFG_TEXTURE_STORE_SIZE] = } }; -SFG_PROGRAM_MEMORY uint8_t SFG_effects[][SFG_TEXTURE_STORE_SIZE] = -{ - { // 0, explostion -175,183,174,15,103,111,191,7,31,95,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,48,48,0,0,0, -0,0,0,0,0,0,0,0,3,3,3,3,19,3,0,0,0,0,0,0,0,0,0,48,48,16,51,49,19,48,48,0,0,0,0, -0,0,0,3,3,1,1,19,17,131,51,49,0,0,0,0,1,16,0,0,48,50,34,20,85,120,49,17,64,0,0, -0,0,65,1,0,0,34,17,69,87,117,17,33,16,0,0,0,0,4,16,16,4,18,17,21,87,85,18,33,16, -0,0,0,1,9,34,34,17,34,17,21,85,85,66,17,48,0,0,0,65,18,34,34,17,65,22,85,86,68, -65,19,51,0,0,48,17,34,34,33,18,65,68,70,68,68,102,67,51,0,1,19,49,34,34,33,18, -36,132,100,70,97,20,81,17,51,48,17,18,34,18,18,34,33,119,85,86,97,33,81,51,48,3, -51,18,33,17,34,33,37,119,85,100,97,18,35,51,0,48,49,34,18,34,33,102,87,119,117, -97,17,34,34,16,48,1,17,18,33,17,22,104,119,119,117,81,18,18,33,67,0,1,65,18,33, -20,71,119,119,119,119,132,65,18,34,64,48,0,69,81,17,86,69,88,119,119,133,81,17, -18,34,147,0,0,56,21,69,86,70,103,119,119,116,17,18,34,34,144,0,3,51,56,86,102, -102,120,118,101,120,81,34,34,35,0,0,48,51,17,85,102,102,103,70,102,136,85,34,34, -17,0,0,3,49,19,53,84,102,100,70,102,88,133,84,66,17,19,0,48,51,51,85,68,102,68, -102,102,101,97,33,68,19,17,48,3,3,49,81,36,84,17,70,101,82,33,18,33,67,51,0,0, -51,49,17,33,33,33,70,102,66,34,34,34,17,51,48,0,3,17,18,34,33,34,20,129,18,34, -34,34,34,51,0,0,49,17,34,33,17,17,33,65,34,34,17,18,34,19,48,0,1,18,33,17,17,17, -34,34,33,145,17,18,34,19,48,0,1,17,17,19,49,49,18,17,49,19,49,18,34,35,51,0,0, -17,51,51,17,49,18,19,3,19,51,17,17,36,3,0,3,51,51,48,48,3,17,16,48,17,3,51,17, -16,0,0,3,48,3,3,0,0,16,19,0,0,0,51,51,0,0,0,51,0,0,0,0,0,1,3,48,0,51,51,48,0,0 - }, - { // 1, fireball -175,103,183,7,191,111,254,31,95,180,173,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, -0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, -0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,17,0,16,0,0,0,0, -0,0,0,0,0,0,1,1,23,17,17,24,1,0,0,0,0,0,0,0,0,0,16,16,23,85,87,81,24,16,0,0,0,0, -0,0,0,1,8,17,119,115,55,119,17,129,16,0,0,0,0,0,0,0,129,23,119,51,51,55,113,24, -23,0,0,0,0,0,0,8,17,17,113,83,51,85,119,23,113,0,0,0,0,0,0,1,21,113,81,19,53,81, -17,119,129,0,0,0,0,0,0,17,19,53,17,19,50,17,17,113,16,16,0,0,0,0,1,33,83,49,17, -19,66,34,17,17,18,0,0,0,0,0,0,33,85,53,21,19,18,34,34,24,18,16,0,0,0,0,1,33,85, -85,84,68,20,34,35,66,98,0,0,0,0,0,0,33,83,53,20,68,51,51,51,70,34,16,0,0,0,0,1, -33,19,49,66,36,67,52,41,40,98,0,0,0,0,0,0,33,19,84,34,36,36,70,38,134,34,0,0,0, -0,0,0,8,21,81,18,36,66,98,102,166,32,0,0,0,0,0,0,2,21,81,18,68,68,38,134,105,33, -0,0,0,0,0,0,0,18,33,18,68,51,73,102,98,16,0,0,0,0,0,0,0,18,18,34,68,51,74,102, -102,16,0,0,0,0,0,0,0,1,17,18,34,36,38,38,129,0,0,0,0,0,0,0,0,0,8,134,38,34,34, -104,0,0,0,0,0,0,0,0,0,0,0,2,34,102,96,16,0,0,0,0,0,0,0,0,0,0,0,0,1,16,0,0,0,0,0, -0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, -0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, -0,0 - } -}; - uint8_t SFG_charToFontIndex(char c) { if (c >= 'a' && c <= 'z') diff --git a/main.c b/main.c index 82f0adf..b0fffb2 100755 --- a/main.c +++ b/main.c @@ -477,6 +477,26 @@ static inline uint8_t SFG_RCLUnitToZBuffer(RCL_Unit x) return okay * (x + 1) - 1; } +const uint8_t *SFG_getMonsterSprite( + uint8_t monsterType, uint8_t state, uint8_t frame) +{ + switch (monsterType) + { + case SFG_LEVEL_ELEMENT_MONSTER_SPIDER: + switch (state) + { + case SFG_MONSTER_STATE_ATTACKING: return SFG_monsterSprites[1]; break; + case SFG_MONSTER_STATE_IDLE: return SFG_monsterSprites[0]; break; + default: return SFG_monsterSprites[frame ? 0 : 2]; break; + } + break; + + default: + return SFG_monsterSprites[0]; + break; + } +} + /** Says whether given key is currently pressed (down). This should be preferred to SFG_keyPressed(). @@ -2193,14 +2213,11 @@ void SFG_draw() if (p.depth > 0) { - const uint8_t *s; - - if (state == SFG_MONSTER_STATE_IDLE) - s = SFG_monsterSprites[0]; - else if (state == SFG_MONSTER_STATE_ATTACKING) - s = SFG_monsterSprites[1]; - else - s = SFG_monsterSprites[SFG_spriteAnimationFrame & 0x01 ? 0 : 2]; + const uint8_t *s = + SFG_getMonsterSprite( + m.stateType & SFG_MONSTER_MASK_TYPE, + state, + SFG_spriteAnimationFrame & 0x01); SFG_drawScaledSprite(s, p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,