prog8/examples/c64/sprites.p8

74 lines
2.4 KiB
Lua

%import textio
%import syslib
%import math
%zeropage basicsafe
spritedata $0a00 {
; this memory block contains the sprite data
; it must start on an address aligned to 64 bytes.
%option force_output ; make sure the data in this block appears in the resulting program
ubyte[] balloonsprite = [ %00000000,%01111111,%00000000,
%00000001,%11111111,%11000000,
%00000011,%11111111,%11100000,
%00000011,%11100011,%11100000,
%00000111,%11011100,%11110000,
%00000111,%11011101,%11110000,
%00000111,%11011100,%11110000,
%00000011,%11100011,%11100000,
%00000011,%11111111,%11100000,
%00000011,%11111111,%11100000,
%00000010,%11111111,%10100000,
%00000001,%01111111,%01000000,
%00000001,%00111110,%01000000,
%00000000,%10011100,%10000000,
%00000000,%10011100,%10000000,
%00000000,%01001001,%00000000,
%00000000,%01001001,%00000000,
%00000000,%00111110,%00000000,
%00000000,%00111110,%00000000,
%00000000,%00111110,%00000000,
%00000000,%00011100,%00000000 ]
}
main {
sub start() {
txt.print("balloon sprites!\n...we are all floating...\n")
ubyte @zp i
for i in 0 to 7 {
c64.set_sprite_ptr(i, $0a00) ; alternatively, set directly: c64.SPRPTR[i] = $0a00 / 64
c64.SPXY[i*2] = 50+25*i
c64.SPXY[i*2+1] = math.rnd()
}
c64.SPENA = 255 ; enable all sprites
sys.set_rasterirq(&irq.irqhandler, 255, true) ; enable animation
}
}
irq {
sub irqhandler() {
c64.EXTCOL--
; float up & wobble horizontally
ubyte @zp i
for i in 0 to 14 step 2 {
c64.SPXY[i+1]--
ubyte @zp r = math.rnd()
if r>200
c64.SPXY[i]++
else if r<40
c64.SPXY[i]--
}
c64.EXTCOL++
}
}