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Attempted to reintroduce the ball.

This commit is contained in:
Thomas Harte 2017-02-19 08:02:54 -05:00
parent 53cd125712
commit e00339ef0a
2 changed files with 106 additions and 0 deletions

View File

@ -272,6 +272,8 @@ void TIA::set_playfield_control_and_ball_size(uint8_t value)
playfield_priority_ = PlayfieldPriority::OnTop; playfield_priority_ = PlayfieldPriority::OnTop;
break; break;
} }
ball_.size = 1 << ((value >> 4)&3);
} }
void TIA::set_playfield_ball_colour(uint8_t colour) void TIA::set_playfield_ball_colour(uint8_t colour)
@ -308,6 +310,7 @@ void TIA::set_player_graphic(int player, uint8_t value)
{ {
player_[player].graphic[1] = value; player_[player].graphic[1] = value;
player_[player^1].graphic[0] = player_[player^1].graphic[1]; player_[player^1].graphic[0] = player_[player^1].graphic[1];
if(player) ball_.enabled[0] = ball_.enabled[1];
} }
void TIA::set_player_reflected(int player, bool reflected) void TIA::set_player_reflected(int player, bool reflected)
@ -358,18 +361,25 @@ void TIA::set_missile_motion(int missile, uint8_t motion)
void TIA::set_ball_enable(bool enabled) void TIA::set_ball_enable(bool enabled)
{ {
ball_.enabled[1] = enabled;
} }
void TIA::set_ball_delay(bool delay) void TIA::set_ball_delay(bool delay)
{ {
ball_.enabled_index = delay ? 0 : 1;
} }
void TIA::set_ball_position() void TIA::set_ball_position()
{ {
position_[(int)MotionIndex::Ball] = 0;
// setting the ball position also triggers a draw
ball_.pixel_position = ball_.size;
} }
void TIA::set_ball_motion(uint8_t motion) void TIA::set_ball_motion(uint8_t motion)
{ {
motion_[(int)MotionIndex::Ball] = (motion >> 4) & 0xf;
} }
void TIA::move() void TIA::move()
@ -763,8 +773,93 @@ void TIA::draw_missile_visible(Missile &missile, CollisionType collision_identit
void TIA::draw_ball(int start, int end) void TIA::draw_ball(int start, int end)
{ {
int first_pixel = first_pixel_cycle - 4 + (horizontal_blank_extend_ ? 8 : 0);
// movement works across the entire screen, so do work that falls outside of the pixel area
if(start < first_pixel)
{
ball_.pixel_position = std::max(0, ball_.pixel_position - perform_border_motion((int)MotionIndex::Ball, start, std::max(end, first_pixel)));
}
// don't continue to do any drawing if this window ends too early
if(end < first_pixel) return;
if(start < first_pixel) start = first_pixel;
if(start >= end) return;
// perform the visible part of the line, if any
if(start < 224)
{
draw_ball_visible(start - first_pixel_cycle + 4, std::min(end - first_pixel_cycle + 4, 160));
}
// move further if required
if(is_moving_[(int)MotionIndex::Ball] && end >= 224 && motion_time_[(int)MotionIndex::Ball] < end)
{
perform_motion_step((int)MotionIndex::Ball);
ball_.pixel_position = std::max(0, ball_.pixel_position - 1);
}
} }
void TIA::draw_ball_visible(int start, int end) void TIA::draw_ball_visible(int start, int end)
{ {
int &position = position_[(int)MotionIndex::Ball];
// perform a miniature event loop on (i) triggering draws; (ii) drawing; and (iii) motion
int next_motion_time = motion_time_[(int)MotionIndex::Ball] - first_pixel_cycle + 4;
while(start < end)
{
int next_event_time = end;
// is the next event a movement tick?
if(is_moving_[(int)MotionIndex::Ball] && next_motion_time < next_event_time)
{
next_event_time = next_motion_time;
}
// is the next event a graphics trigger?
if(ball_.enabled[ball_.enabled_index])
{
int time_until_copy = 160 - position;
int next_copy_time = start + time_until_copy;
if(next_copy_time < next_event_time) next_event_time = next_copy_time;
}
// the decision is to progress by length
const int length = next_event_time - start;
if(ball_.pixel_position)
{
int output_cursor = 0;
if(ball_.enabled[ball_.enabled_index])
{
while(ball_.pixel_position && output_cursor < length)
{
collision_buffer_[start + output_cursor] |= (uint8_t)CollisionType::Ball;
output_cursor++;
ball_.pixel_position--;
}
}
else
{
ball_.pixel_position = std::max(0, ball_.pixel_position - length);
}
}
// the next interesting event is after next_event_time cycles, so progress
position = (position + length) % 160;
start = next_event_time;
// if the event is a motion tick, apply
if(is_moving_[(int)MotionIndex::Ball] && start == next_motion_time)
{
perform_motion_step((int)MotionIndex::Ball);
next_motion_time += 4;
}
// if it's a draw trigger, trigger a draw
if(!position)
{
ball_.pixel_position = ball_.size;
}
}
} }

View File

@ -153,6 +153,17 @@ class TIA {
int size; // 0 = 1 pixel, 1 = 2 pixels, etc int size; // 0 = 1 pixel, 1 = 2 pixels, etc
} missile_[2]; } missile_[2];
// ball state
struct Ball {
bool enabled[2];
int enabled_index;
int size;
int pixel_position;
Ball() : pixel_position(0), size(1), enabled_index(0) {}
} ball_;
// movement // movement
bool horizontal_blank_extend_; bool horizontal_blank_extend_;
int motion_[5]; int motion_[5];