mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-12-21 06:29:48 +00:00
146 lines
3.9 KiB
C
146 lines
3.9 KiB
C
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/*
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This demo animates two 16 x 16 sprites.
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It also uses the collision detection bit.
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*/
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#include <stdint.h>
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#include <stdlib.h>
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#include <cv.h>
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#include <cvu.h>
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// number of sprite patterns
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#define NUM_SPRITE_PATTERNS 1
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// Sprite bitmap -- can edit with Edit Bitmap button
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const uint8_t sprite_data[NUM_SPRITE_PATTERNS][32] = {/*{w:16,h:16,remap:[4,0,1,2,3],brev:1}*/
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{0xE0, 0xC0, 0xA0, 0x11, 0x0B, 0x05, 0x0B, 0x1F, 0x1F, 0x0F, 0x05, 0x0B, 0x11, 0xA0, 0xC0, 0xE0, 0x07, 0x03, 0x05, 0x88, 0xD0, 0xA0, 0xD0, 0xF8, 0xF8, 0xD0, 0xA0, 0xD0, 0x88, 0x05, 0x03, 0x07}
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};
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const cv_vmemp IMAGE = 0x1800;
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const cv_vmemp SPRITES = 0x3c00;
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const cv_vmemp SPRITE_PATTERNS = 0x3800;
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// Make this variable volatile since it's modified in the NMI handler.
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volatile bool vblank;
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// NMI handler routine.
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void nmi(void) {
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vblank = true;
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}
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// Wait for next VBLANK (next frame)
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void waitvblank() {
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vblank = false; // reset vblank flag
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while(!vblank); // wait for the NMI handler to set this flag.
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}
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// Move sprite s with specified controller.
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void move_cursor(struct cvu_sprite *s, int controller) {
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int x, y;
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struct cv_controller_state cs;
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// Read the game controller state.
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cv_get_controller_state(&cs, controller);
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// Copy the sprite X and Y coordinates to local variables.
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x = s->x;
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y = s->y;
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// Move one pixel in the direction the joystick is pointed.
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if (cs.joystick & CV_RIGHT) x++;
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if (cs.joystick & CV_LEFT) x--;
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if (cs.joystick & CV_DOWN) y++;
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if (cs.joystick & CV_UP) y--;
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// M;
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// M;
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// Make sure cursor doesn't leave the screen.
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if(x < 0) x = 0;
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if(x > 239) x = 239;
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if(y < 0) y = 0;
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if(y > 152) y = 152;
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// Update the cursor struct in CPU RAM.
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s->x = x;
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s->y = y;
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}
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// Set all sprites offscreen.
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void set_sprites_offscreen() {
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struct cvu_sprite s;
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s.x = 0;
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s.y = 208; // set offscreen
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s.name = 0;
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s.tag = 0;
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for (int i=0; i<32; i++) {
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cvu_set_sprite(SPRITES, i, &s); // set sprite in Video RAM
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}
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}
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void setup_vdp() {
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cv_set_color_table(0x3fff);
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cv_set_character_pattern_t(0x1fff);
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cv_set_image_table(IMAGE);
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cv_set_sprite_pattern_table(SPRITE_PATTERNS);
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cv_set_sprite_attribute_table(SPRITES);
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cv_set_screen_mode(CV_SCREENMODE_BITMAP); // Doesn't really matter much here. We only need a screen mode that supports sprites.
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cvu_vmemset(0, 0, 0x4000); // clear Video RAM
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}
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void main(void)
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{
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struct cvu_sprite s; // The sprite used for the player cursor.
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struct cvu_sprite s2; // The sprite used for the target cursor.
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cv_set_screen_active(false); // Switch screen off.
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setup_vdp(); // Setup VDP tables, erase video RAM
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cv_set_sprite_magnification(false); // no sprite magnification
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cv_set_sprite_big(true); // 16x16 pixel sprites.
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// Set all sprites offscreen initially.
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// This ensures they won't set the collision bit.
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set_sprites_offscreen();
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// Set attributes for sprite 0.
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s.x = 60;
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s.y = 60;
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s.name = 0; // Use sprite pattern number 0.
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cvu_set_sprite_color(&s, CV_COLOR_WHITE);
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// Set attributes for sprite 1.
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s2.x = 120;
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s2.y = 60;
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s2.name = 0;
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cvu_set_sprite_color(&s2, CV_COLOR_YELLOW);
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// Copy sprite pattern number 0 to graphics memory.
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// Each sprite takes up 16*2 = 32 bytes.
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cvu_memtovmemcpy(SPRITE_PATTERNS,
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sprite_data,
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NUM_SPRITE_PATTERNS*32);
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// Turn on video display.
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cv_set_screen_active(true);
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// Set NMI handler so we can detect VBLANK.
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cv_set_vint_handler(nmi);
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// Set background color
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cv_set_colors(0, CV_COLOR_BLUE);
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for(;;)
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{
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// Wait for VBLANK (next frame).
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waitvblank();
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// Turn sprite 0 red if there was a collision last frame.
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cvu_set_sprite_color(&s, cv_get_sprite_collission() ?
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CV_COLOR_RED : CV_COLOR_WHITE);
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// Move both cursors by their corresponding joystick.
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move_cursor(&s, 0);
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move_cursor(&s2, 1);
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// Update VRAM with new sprite records.
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cvu_set_sprite(SPRITES, 0, &s);
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cvu_set_sprite(SPRITES, 1, &s2);
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}
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}
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