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Fixed foreshadowing of sprites yet to come. Put flipMask back the other way around.

This commit is contained in:
Thomas Harte 2015-07-30 12:07:28 -04:00
parent f653b5dff3
commit f5475369d6

View File

@ -65,7 +65,7 @@ void Machine::get_output_pixel(uint8_t *pixel, int offset)
for(int c = 0; c < 2; c++) for(int c = 0; c < 2; c++)
{ {
int flipMask = (_playerReflection[c]&0x8) ? 7 : 0; int flipMask = (_playerReflection[c]&0x8) ? 0 : 7;
int relativeTimer = _playerPosition[c] - _horizontalTimer; int relativeTimer = _playerPosition[c] - _horizontalTimer;
switch (_playerAndMissileSize[c]&7) switch (_playerAndMissileSize[c]&7)
@ -96,7 +96,7 @@ void Machine::get_output_pixel(uint8_t *pixel, int offset)
break; break;
} }
if(relativeTimer < 8) if(relativeTimer >= 0 && relativeTimer < 8)
playerPixels[c] = (_playerGraphics[c] >> (relativeTimer ^ flipMask)) &1; playerPixels[c] = (_playerGraphics[c] >> (relativeTimer ^ flipMask)) &1;
else else
playerPixels[c] = 0; playerPixels[c] = 0;