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Added stub calls to draw the missiles and ball.

This commit is contained in:
Thomas Harte 2017-02-19 07:28:24 -05:00
parent 04693b067c
commit 53cd125712
2 changed files with 38 additions and 16 deletions

View File

@ -322,7 +322,12 @@ void TIA::set_player_delay(int player, bool delay)
void TIA::set_player_position(int player)
{
position_[(int)MotionIndex::Player0 + player] = 0;
// players have an extra clock of delay before output and don't display upon reset;
// both aims are achieved by setting to -1 because: (i) it causes the clock to be
// one behind its real hardware value, creating the extra delay; and (ii) the player
// code is written to start a draw upon wraparound from 159 to 0, so -1 is the
// correct option rather than 159.
position_[(int)MotionIndex::Player0 + player] = -1;
}
void TIA::set_player_motion(int player, uint8_t motion)
@ -423,6 +428,9 @@ void TIA::output_for_cycles(int number_of_cycles)
draw_playfield(latent_start, latent_end);
draw_player(player_[0], CollisionType::Player0, (int)MotionIndex::Player0, output_cursor, horizontal_counter_);
draw_player(player_[1], CollisionType::Player1, (int)MotionIndex::Player1, output_cursor, horizontal_counter_);
draw_missile(missile_[0], CollisionType::Missile0, (int)MotionIndex::Missile0, output_cursor, horizontal_counter_);
draw_missile(missile_[1], CollisionType::Missile1, (int)MotionIndex::Missile1, output_cursor, horizontal_counter_);
draw_ball(output_cursor, horizontal_counter_);
// convert to television signals
@ -649,11 +657,6 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
next_event_time = next_motion_time;
}
if(player.pixel_delay && start + player.pixel_delay < next_event_time)
{
next_event_time = start + player.pixel_delay;
}
// is the next event a graphics trigger?
int next_copy = 160;
if(player.graphic[player.graphic_index])
@ -700,17 +703,10 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
next_motion_time += 4;
}
// possibly it's a pixel delay
if(player.pixel_delay)
{
player.pixel_delay -= length;
if(!player.pixel_delay) player.pixel_position = 0;
}
// if it's a draw trigger, trigger a draw
if(position == (next_copy % 160))
{
player.pixel_delay = 1;
player.pixel_position = 0;
}
}
// }
@ -752,3 +748,23 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
player.pixel_position = std::min(32, player.pixel_position + adder);
}
}
#pragma mark - Missile output
void TIA::draw_missile(Missile &missile, CollisionType collision_identity, const int position_identity, int start, int end)
{
}
void TIA::draw_missile_visible(Missile &missile, CollisionType collision_identity, const int position_identity, int start, int end)
{
}
#pragma mark - Ball output
void TIA::draw_ball(int start, int end)
{
}
void TIA::draw_ball_visible(int start, int end)
{
}

View File

@ -144,9 +144,8 @@ class TIA {
int graphic_index;
int pixel_position;
int pixel_delay;
Player() : size(0), copy_flags(0), graphic{0, 0}, reverse_mask(false), pixel_position(32), graphic_index(0), pixel_delay(0) {}
Player() : size(0), copy_flags(0), graphic{0, 0}, reverse_mask(false), pixel_position(32), graphic_index(0) {}
} player_[2];
// missile state
@ -176,9 +175,16 @@ class TIA {
inline void output_line();
inline void draw_playfield(int start, int end);
inline void draw_player(Player &player, CollisionType collision_identity, const int position_identity, int start, int end);
inline void draw_player_visible(Player &player, CollisionType collision_identity, const int position_identity, int start, int end);
inline void draw_missile(Missile &missile, CollisionType collision_identity, const int position_identity, int start, int end);
inline void draw_missile_visible(Missile &missile, CollisionType collision_identity, const int position_identity, int start, int end);
inline void draw_ball(int start, int end);
inline void draw_ball_visible(int start, int end);
inline void update_motion(int start, int end);
int pixels_start_location_;