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8bitworkshop/presets/coleco/cursorsmooth.c

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#include <stdint.h>
#include <stdlib.h>
#include <cv.h>
#include <cvu.h>
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const uint8_t sprite[0x1][0x20] = {/*{w:16,h:16,remap:[4,0,1,2,3],brev:1}*/
{0xE0, 0xC0, 0xA0, 0x10, 0x0A, 0x04, 0x0B, 0x03, 0x03, 0x0B, 0x04, 0x0A, 0x10, 0xA0, 0xC0, 0xE0, 0x07, 0x03, 0x05, 0x08, 0x50, 0x20, 0xD0, 0xC0, 0xC0, 0xD0, 0x20, 0x50, 0x08, 0x05, 0x03, 0x07}
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};
/* VRAM map
0x0000 - 0x17ff character pattern table
0x1800 - 0x1aff image table
0x2000 - 0x37ff color table
0x3800 - 0x3bff sprite pattern table
0x3c00 - 0x3fff sprite attribute table
*/
const cv_vmemp IMAGE = 0x1800;
const cv_vmemp SPRITES = 0x3c00;
const cv_vmemp SPRITE_PATTERNS = 0x3800;
volatile bool step; // Has to be volatile since it's modified in the NMI handler.
void move_cursor(struct cvu_sprite *s)
{
int x, y;
struct cv_controller_state cs;
cv_get_controller_state(&cs, 0); // Read the controller.
x = cvu_get_sprite_x(s);
y = cvu_get_sprite_y(s);
if(cs.joystick & CV_RIGHT) // Move cursor to the right by one pixel.
x++;
else if(cs.joystick & CV_LEFT) // Move the cursor to the left by one pixel.
x--;
if(cs.joystick & CV_DOWN) // Move the cursor down by one pixel.
y++;
else if(cs.joystick & CV_UP) // Move the cursor up by one pixel.
y--;
// Move cursor by how much the wheels on the super action controllers or the ball in the roller controller indicate.
x += cvu_get_spinner(0);
y += cvu_get_spinner(1);
// Limit to area.
if(x > 239)
x = 239;
else if(x < 0)
x = 0;
if(y > 152)
y = 152;
else if(y < 0)
y = 0;
cvu_set_sprite_xy(s, x, y);
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}
void nmi(void)
{
step = true;
cv_set_colors(0, CV_COLOR_YELLOW);
}
void waitvblank() {
step = false;
while(!step); // Wait until the NMI handler sets step to true.
cv_set_colors(0, CV_COLOR_RED);
}
void shuffle_sprites(struct cvu_sprite* s) {
int i;
for (i=1; i<32; i++) {
s->x = i*16;
s->y = i*8;
cvu_set_sprite(SPRITES, i, s); // Update the cursor on the screen.
}
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}
void main(void)
{
struct cvu_sprite s; // The sprite used for the player cursor.
struct cvu_sprite s2; // The sprite used for the target cursor.
cv_set_screen_active(false); // Switch screen off.
cv_set_color_table(0x3fff);
cv_set_character_pattern_t(0x1fff);
cv_set_image_table(IMAGE);
cv_set_sprite_pattern_table(SPRITE_PATTERNS);
cv_set_sprite_attribute_table(SPRITES);
cv_set_screen_mode(CV_SCREENMODE_BITMAP); // Doesn't really matter much here. We only need a screen mode that supports sprites.
cvu_vmemset(0, 0, 0x4000);
cv_set_sprite_magnification(false);
cv_set_sprite_big(true); // 16x16 pixel sprites.
cvu_set_sprite_x(&s, 60); // Set initial cursor position.
cvu_set_sprite_y(&s, 60); // Set initial cursor position.
cvu_set_sprite_color(&s, CV_COLOR_WHITE);
cvu_set_sprite_color(&s2, CV_COLOR_GREEN);
s.name = 0; // Use sprite pattern number 0.
s2.name = 0;
cvu_memtovmemcpy(SPRITE_PATTERNS, sprite, 0x20); // Copy sprite pattern number 0 to graphics memory.
cv_set_screen_active(true); // Switch screen on.
shuffle_sprites(&s2);
cv_set_vint_handler(nmi);
for(;;)
{
cv_set_colors(0, 0);
waitvblank();
cv_set_colors(0, CV_COLOR_LIGHT_GREEN);
cvu_set_sprite_color(&s, cv_get_sprite_collission() ?
CV_COLOR_RED : CV_COLOR_WHITE);
move_cursor(&s);
cvu_set_sprite(SPRITES, 0, &s); // Update the cursor on the screen.
}
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}