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mirror of https://github.com/TomHarte/CLK.git synced 2024-07-06 01:28:57 +00:00

Added an incorrectly-coded version of horizontal move, at least so that I can verify that information is going into the correct slots.

This commit is contained in:
Thomas Harte 2017-02-10 07:23:43 -05:00
parent 3b20d862f0
commit 64d5712d1d
2 changed files with 39 additions and 15 deletions

View File

@ -304,12 +304,12 @@ void TIA::set_player_delay(int player, bool delay)
void TIA::set_player_position(int player)
{
player_[player].position = 0;
position_[(int)MotionIndex::Player0 + player] = 0;
}
void TIA::set_player_motion(int player, uint8_t motion)
{
player_[player].motion = motion >> 4;
motion_[(int)MotionIndex::Player0 + player] = motion >> 4;
}
void TIA::set_player_missile_colour(int player, uint8_t colour)
@ -352,10 +352,12 @@ void TIA::set_ball_motion(uint8_t motion)
void TIA::move()
{
horizontal_blank_extend_ = true;
is_moving_[0] = is_moving_[1] = is_moving_[2] = is_moving_[3] = is_moving_[4] = true;
}
void TIA::clear_motion()
{
motion_[0] = motion_[1] = motion_[2] = motion_[3] = motion_[4] = 0;
}
uint8_t TIA::get_collision_flags(int offset)
@ -395,8 +397,8 @@ void TIA::output_for_cycles(int number_of_cycles)
// accumulate an OR'd version of the output into the collision buffer
draw_playfield(output_cursor, horizontal_counter_);
draw_player(player_[0], CollisionType::Player0, output_cursor, horizontal_counter_);
draw_player(player_[1], CollisionType::Player1, output_cursor, horizontal_counter_);
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_);
// convert to television signals
@ -573,27 +575,40 @@ void TIA::draw_playfield(int start, int end)
#pragma mark - Player output
void TIA::draw_player(Player &player, CollisionType identity, int start, int end)
void TIA::draw_player(Player &player, CollisionType collision_identity, const int position_identity, int start, int end)
{
// don't do anything if this window ends too early
if(end < first_pixel_cycle + (horizontal_blank_extend_ ? 8 : 0)) return;
int first_pixel = first_pixel_cycle + (horizontal_blank_extend_ ? 8 : 0);
if(end < first_pixel) return;
if(start < first_pixel) start = first_pixel;
int length = end - start;
uint8_t &position = position_[position_identity];
// quick hack!
if(is_moving_[position_identity])
{
int motion = motion_[position_identity];
position += 8;
position += motion;
if(motion&8) position -= 16;
is_moving_[position_identity] = false;
position = (position + 160)%160;
}
// check for initial trigger; player.position is guaranteed to be less than 160 so this is easy
if(player.position + length >= 160)
if(player.graphic && position + length >= 160)
{
int trigger_position = 160 - player.position;
int trigger_position = 160 - position;
int terminus = std::min(160, trigger_position+8);
while(trigger_position < terminus)
{
collision_buffer_[trigger_position] |= (uint8_t)identity;
collision_buffer_[trigger_position] |= (uint8_t)collision_identity;
trigger_position++;
}
}
// update position counter
player.position = (player.position + end - start) % 160;
position = (position + end - start) % 160;
}

View File

@ -134,9 +134,6 @@ class TIA {
int copy_flags; // a bit field, corresponding to the first few values of NUSIZ
uint8_t graphic; // the player graphic
int reverse_mask; // 7 for a reflected player, 0 for normal
uint8_t motion; // low four bits used
uint8_t position; // in the range [0, 160) to indicate offset from the left margin, i.e. phase difference
// between the player counter and the background pixel counter.
} player_[2];
// missile state
@ -146,13 +143,25 @@ class TIA {
// movement
bool horizontal_blank_extend_;
uint8_t motion_[5];
uint8_t position_[5];
bool is_moving_[5];
enum class MotionIndex : uint8_t {
Ball,
Player0,
Player1,
Missile0,
Missile1
};
// drawing methods and state
inline void output_for_cycles(int number_of_cycles);
inline void output_line();
inline void draw_playfield(int start, int end);
inline void draw_player(Player &player, CollisionType identity, int start, int end);
inline void draw_player(Player &player, CollisionType collision_identity, const int position_identity, int start, int end);
inline void update_motion(int start, int end);
int pixels_start_location_;
uint8_t *pixel_target_;