mirror of
https://github.com/irmen/prog8.git
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199 lines
8.5 KiB
Lua
199 lines
8.5 KiB
Lua
; Simple routines to control sprites.
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; They're not written for high performance, but for simplicity.
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; That's why they control 1 sprite at a time. The exception is pos_batch().
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; which is quite efficient to update sprite positions of multiple sprites in one go.
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; note: sprites z-order will be in front of all layers.
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; note: collision mask is not supported here yet.
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; note: "palette offset" is counted as 0-15 (vera multiplies the offset by 16 to get at the actual color index)
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sprites {
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%option ignore_unused
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const ubyte SIZE_8 = 0
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const ubyte SIZE_16 = 1
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const ubyte SIZE_32 = 2
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const ubyte SIZE_64 = 3
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const ubyte COLORS_16 = 0
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const ubyte COLORS_256 = 128
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const uword VERA_SPRITEREGS = $fc00 ; $1fc00
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uword @zp sprite_reg
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sub init(ubyte spritenum,
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ubyte databank, uword dataaddr,
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ubyte width_flag, ubyte height_flag,
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ubyte colors_flag, ubyte palette_offset) {
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hide(spritenum)
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cx16.VERA_DC_VIDEO |= %01000000 ; enable sprites globally
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dataaddr >>= 5
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dataaddr |= (databank as uword)<<11
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sprite_reg = VERA_SPRITEREGS + spritenum*$0008
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cx16.vpoke(1, sprite_reg, lsb(dataaddr)) ; address 12:5
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cx16.vpoke(1, sprite_reg+1, colors_flag | msb(dataaddr)) ; 4 bpp + address 16:13
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cx16.vpoke(1, sprite_reg+6, %00001100) ; z depth %11 = in front of both layers, no flips
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cx16.vpoke(1, sprite_reg+7, height_flag<<6 | width_flag<<4 | palette_offset&15) ; 64x64 pixels, palette offset
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}
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sub data(ubyte spritenum, ubyte bank, uword addr) {
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addr >>= 5
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addr |= (bank as uword)<<11
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sprite_reg = VERA_SPRITEREGS + spritenum*$0008
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cx16.vpoke(1, sprite_reg, lsb(addr)) ; address 12:5
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cx16.vpoke_mask(1, sprite_reg+1, %11110000, msb(addr)) ; address 16:13
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}
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inline asmsub get_data_ptr(ubyte spritenum @A) -> ubyte @R1, uword @R0 {
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; -- returns the VRAM address where the sprite's bitmap data is stored
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; R1 (byte) = the vera bank (0 or 1), R0 (word) = the address.
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%asm {{
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jsr p8b_sprites.p8s_get_data_ptr_internal
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}}
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}
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sub get_data_ptr_internal(ubyte spritenum) {
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sprite_reg = VERA_SPRITEREGS + spritenum*$0008
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cx16.r0L = cx16.vpeek(1, sprite_reg)
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cx16.r0H = cx16.vpeek(1, sprite_reg+1)
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cx16.r1L = cx16.r0H & %00001000 !=0 as ubyte ; bank
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cx16.r0 <<= 5 ; address
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}
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sub pos(ubyte spritenum, word xpos, word ypos) {
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sprite_reg = VERA_SPRITEREGS + 2 + spritenum*$0008
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cx16.vpoke(1, sprite_reg, lsb(xpos))
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cx16.vpoke(1, sprite_reg+1, msb(xpos))
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cx16.vpoke(1, sprite_reg+2, lsb(ypos))
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cx16.vpoke(1, sprite_reg+3, msb(ypos))
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}
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sub pos_batch(ubyte first_spritenum, ubyte num_sprites, uword xpositions_ptr, uword ypositions_ptr) {
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; -- note: the x and y positions word arrays must be regular arrays, they cannot be @split arrays!
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sprite_reg = VERA_SPRITEREGS + 2 + first_spritenum*$0008
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cx16.vaddr_autoincr(1, sprite_reg, 0, 8)
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cx16.vaddr_autoincr(1, sprite_reg+1, 1, 8)
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repeat num_sprites {
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cx16.VERA_DATA0 = @(xpositions_ptr)
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xpositions_ptr ++
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cx16.VERA_DATA1 = @(xpositions_ptr)
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xpositions_ptr ++
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}
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sprite_reg += 2
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cx16.vaddr_autoincr(1, sprite_reg, 0, 8)
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cx16.vaddr_autoincr(1, sprite_reg+1, 1, 8)
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repeat num_sprites {
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cx16.VERA_DATA0 = @(ypositions_ptr)
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ypositions_ptr ++
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cx16.VERA_DATA1 = @(ypositions_ptr)
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ypositions_ptr ++
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}
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}
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sub setx(ubyte spritenum, word xpos) {
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sprite_reg = VERA_SPRITEREGS + 2 + spritenum*$0008
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cx16.vpoke(1, sprite_reg, lsb(xpos))
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cx16.vpoke(1, sprite_reg+1, msb(xpos))
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}
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sub sety(ubyte spritenum, word ypos) {
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sprite_reg = VERA_SPRITEREGS + 4 + spritenum*$0008
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cx16.vpoke(1, sprite_reg, lsb(ypos))
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cx16.vpoke(1, sprite_reg+1, msb(ypos))
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}
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sub move(ubyte spritenum, word dx, word dy) {
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; move a sprite based on its current position
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sprite_reg = VERA_SPRITEREGS + 2 + spritenum*$0008
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cx16.r1s = mkword(cx16.vpeek(1, sprite_reg+1), cx16.vpeek(1, sprite_reg)) as word + dx
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cx16.r2s = mkword(cx16.vpeek(1, sprite_reg+3), cx16.vpeek(1, sprite_reg+2)) as word + dy
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cx16.vpoke(1, sprite_reg, cx16.r1L)
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cx16.vpoke(1, sprite_reg+1, cx16.r1H)
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cx16.vpoke(1, sprite_reg+2, cx16.r2L)
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cx16.vpoke(1, sprite_reg+3, cx16.r2H)
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}
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sub movex(ubyte spritenum, word dx) {
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; move a sprite horizontally based on its current position
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sprite_reg = VERA_SPRITEREGS + 2 + spritenum*$0008
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cx16.r1s = mkword(cx16.vpeek(1, sprite_reg+1), cx16.vpeek(1, sprite_reg)) as word + dx
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cx16.vpoke(1, sprite_reg, cx16.r1L)
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cx16.vpoke(1, sprite_reg+1, cx16.r1H)
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}
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sub movey(ubyte spritenum, word dy) {
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; move a sprite vertically based on its current position
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sprite_reg = VERA_SPRITEREGS + 4 + spritenum*$0008
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cx16.r1s = mkword(cx16.vpeek(1, sprite_reg+1), cx16.vpeek(1, sprite_reg)) as word + dy
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cx16.vpoke(1, sprite_reg, cx16.r1L)
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cx16.vpoke(1, sprite_reg+1, cx16.r1H)
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}
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sub getx(ubyte spritenum) -> word {
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sprite_reg = VERA_SPRITEREGS + 2 + spritenum*$0008
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return mkword(cx16.vpeek(1, sprite_reg+1), cx16.vpeek(1, sprite_reg)) as word
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}
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sub gety(ubyte spritenum) -> word {
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sprite_reg = VERA_SPRITEREGS + 4 + spritenum*$0008
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return mkword(cx16.vpeek(1, sprite_reg+1), cx16.vpeek(1, sprite_reg)) as word
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}
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sub hide(ubyte spritenum) {
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pos(spritenum, -64, -64)
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}
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sub flipx(ubyte spritenum, bool flipped) {
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cx16.vpoke_mask(1, VERA_SPRITEREGS + 6 + spritenum*$0008, %11111110, flipped as ubyte)
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}
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sub flipy(ubyte spritenum, bool flipped) {
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cx16.vpoke_mask(1, VERA_SPRITEREGS + 6 + spritenum*$0008, %11111101, (flipped as ubyte)<<1)
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}
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sub set_palette_offset(ubyte spritenum, ubyte offset) {
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cx16.vpoke_mask(1, VERA_SPRITEREGS + 7 + spritenum*$0008, %11110000, offset&15)
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}
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sub set_mousepointer_hand() {
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; the array below is the compressed form of this sprite image:
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; 00, 16, 16, 00, 00, 00, 00, 00, 16, 16, 16, 00, 00, 00, 00, 00,
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; 16, 01, 01, 16, 00, 00, 16, 16, 15, 01, 01, 16, 00, 00, 00, 00,
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; 16, 01, 01, 01, 16, 16, 15, 01, 16, 15, 01, 01, 16, 00, 00, 00,
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; 16, 15, 01, 01, 01, 01, 16, 15, 01, 01, 01, 01, 16, 00, 00, 00,
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; 00, 16, 15, 01, 01, 01, 01, 01, 01, 01, 11, 01, 01, 16, 00, 00,
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; 00, 00, 16, 15, 01, 01, 01, 01, 11, 01, 01, 11, 01, 16, 00, 00,
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; 00, 00, 16, 16, 15, 01, 01, 01, 01, 11, 01, 01, 01, 16, 00, 00,
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; 00, 00, 16, 12, 12, 15, 01, 01, 01, 01, 01, 01, 01, 16, 16, 00,
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; 00, 00, 16, 12, 15, 15, 01, 01, 01, 01, 01, 01, 16, 01, 01, 16,
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; 00, 00, 00, 16, 15, 15, 01, 01, 01, 01, 01, 01, 01, 01, 01, 16,
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; 00, 00, 00, 00, 16, 15, 15, 15, 15, 15, 16, 01, 01, 15, 16, 00,
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; 00, 00, 00, 00, 00, 16, 16, 16, 16, 16, 15, 01, 15, 16, 00, 00,
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; 00, 00, 00, 00, 00, 00, 00, 00, 16, 12, 15, 15, 16, 00, 00, 00,
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; 00, 00, 00, 00, 00, 00, 00, 00, 16, 12, 12, 16, 00, 00, 00, 00,
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; 00, 00, 00, 00, 00, 00, 00, 00, 00, 16, 16, 00, 00, 00, 00, 00,
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; 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
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ubyte[] hand_image_lzsa = [
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26, 31, 0, 16, 16, 0, 46, 16, 192, 58, 1, 1, 16, 156, 41, 15, 37,
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137, 42, 1, 6, 115, 2, 43, 1, 152, 34, 4, 127, 4, 15, 11, 116, 233,
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11, 37, 135, 6, 38, 7, 19, 12, 12, 67, 167, 35, 136, 237, 15, 77,
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16, 157, 37, 71, 157, 47, 2, 33, 24, 9, 15, 69, 83, 66, 94, 6, 136,
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77, 0, 186, 6, 69, 154, 6, 143, 70, 204, 15, 0, 191, 231, 232]
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set_mousepointer_image(hand_image_lzsa, true)
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}
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sub set_mousepointer_image(uword data, bool compressed) {
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get_data_ptr(0) ; the mouse cursor is sprite 0
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if cx16.r1L==0 and cx16.r0==0
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return ; mouse cursor not enabled
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ubyte vbank = cx16.r1L
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cx16.vaddr(vbank, cx16.r0, 0, 1)
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if compressed {
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void cx16.memory_decompress(data, &cx16.VERA_DATA0) ; decompress directly into vram
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} else {
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for cx16.r0L in 0 to 255 {
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cx16.VERA_DATA0 = data[cx16.r0L]
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}
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}
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}
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}
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