mirror of
https://github.com/TomHarte/CLK.git
synced 2024-11-23 03:32:32 +00:00
Fixed vertical delay, retreated from my previous thought about adding the one extra cycle of sprite delay, at least temporarily.
This commit is contained in:
parent
8d502a0b03
commit
ed5ff49ef5
@ -307,7 +307,6 @@ void TIA::set_player_number_and_size(int player, uint8_t value)
|
||||
void TIA::set_player_graphic(int player, uint8_t value)
|
||||
{
|
||||
player_[player].graphic[1] = value;
|
||||
player_[player].graphic[player_[player].graphic_delay ? 1 : 0] = value;
|
||||
player_[player^1].graphic[0] = player_[player^1].graphic[1];
|
||||
}
|
||||
|
||||
@ -318,7 +317,7 @@ void TIA::set_player_reflected(int player, bool reflected)
|
||||
|
||||
void TIA::set_player_delay(int player, bool delay)
|
||||
{
|
||||
player_[player].graphic_delay = delay;
|
||||
player_[player].graphic_index = delay ? 0 : 1;
|
||||
}
|
||||
|
||||
void TIA::set_player_position(int player)
|
||||
@ -637,7 +636,7 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
|
||||
int adder = 4 >> player.size;
|
||||
|
||||
// perform a miniature event loop on (i) triggering draws; (ii) drawing; and (iii) motion
|
||||
if(is_moving_[position_identity] || player.graphic[0])
|
||||
if(is_moving_[position_identity] || player.graphic[player.graphic_index])
|
||||
{
|
||||
int next_motion_time = motion_time_[position_identity] - first_pixel_cycle + 4;
|
||||
while(start < end)
|
||||
@ -652,7 +651,7 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
|
||||
|
||||
// is the next event a graphics trigger?
|
||||
int next_copy = 160;
|
||||
if(player.graphic[0])
|
||||
if(player.graphic[player.graphic_index])
|
||||
{
|
||||
if(position < 16 && player.copy_flags&1)
|
||||
{
|
||||
@ -672,14 +671,14 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
|
||||
// the decision is to progress by length
|
||||
const int length = next_event_time - start;
|
||||
|
||||
if(player.pixel_position < 36)
|
||||
if(player.pixel_position < 32)
|
||||
{
|
||||
player.pixel_position &= ~(adder - 1);
|
||||
int output_cursor = 0;
|
||||
while(player.pixel_position < 36 && output_cursor < length)
|
||||
while(player.pixel_position < 32 && output_cursor < length)
|
||||
{
|
||||
int shift = (player.pixel_position >> 2) ^ player.reverse_mask;
|
||||
collision_buffer_[start + output_cursor] |= ((player.graphic[0] >> shift)&1) * (uint8_t)collision_identity;
|
||||
collision_buffer_[start + output_cursor] |= ((player.graphic[player.graphic_index] >> shift)&1) * (uint8_t)collision_identity;
|
||||
output_cursor++;
|
||||
player.pixel_position += adder;
|
||||
}
|
||||
@ -718,7 +717,7 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
|
||||
// movement works across the entire screen, so do work that falls outside of the pixel area
|
||||
if(start < first_pixel)
|
||||
{
|
||||
player.pixel_position = std::min(36, player.pixel_position + adder * perform_border_motion(position_identity, start, std::max(end, first_pixel)));
|
||||
player.pixel_position = std::min(32, player.pixel_position + adder * perform_border_motion(position_identity, start, std::max(end, first_pixel)));
|
||||
}
|
||||
|
||||
// don't continue to do any drawing if this window ends too early
|
||||
@ -736,6 +735,6 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
|
||||
if(is_moving_[position_identity] && end >= 224 && motion_time_[position_identity] < end)
|
||||
{
|
||||
perform_motion_step(position_identity);
|
||||
player.pixel_position = std::min(36, player.pixel_position + adder);
|
||||
player.pixel_position = std::min(32, player.pixel_position + adder);
|
||||
}
|
||||
}
|
||||
|
@ -139,13 +139,13 @@ class TIA {
|
||||
struct Player {
|
||||
int size; // 0 = normal, 1 = double, 2 = quad
|
||||
int copy_flags; // a bit field, corresponding to the first few values of NUSIZ
|
||||
uint8_t graphic[2]; // the player graphic
|
||||
uint8_t graphic[2]; // the player graphic; 1 = new, 0 = current
|
||||
int reverse_mask; // 7 for a reflected player, 0 for normal
|
||||
int graphic_index;
|
||||
|
||||
int pixel_position;
|
||||
bool graphic_delay;
|
||||
|
||||
Player() : size(0), copy_flags(0), graphic{0, 0}, reverse_mask(false), pixel_position(36), graphic_delay(false) {}
|
||||
Player() : size(0), copy_flags(0), graphic{0, 0}, reverse_mask(false), pixel_position(32), graphic_index(0) {}
|
||||
} player_[2];
|
||||
|
||||
// missile state
|
||||
|
Loading…
Reference in New Issue
Block a user