improve sprites and balloon demo

This commit is contained in:
nino-porcino 2021-12-27 13:11:52 +01:00
parent 0b2ff3eb8a
commit 75b96830b4
5 changed files with 128 additions and 76 deletions

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@ -1,62 +1,136 @@
#include <font8x8.h>
// the balloon sprite, manually copied from C64 User's guide
#include "cbm_balloon.h"
void move_balloon(byte x, byte y, byte color) {
tms_sprite spr0,spr1;
spr0.x = x;
spr0.y = y;
spr0.name = 0;
spr0.color = color;
spr1.x = spr0.x;
spr1.y = spr0.y + 16*1;
spr1.name = spr0.name + 4;
spr1.color = spr0.color;
tms_set_sprite(0, &spr0);
tms_set_sprite(1, &spr1);
// a balloon is two 16x16 sprites, one above the other
typedef struct {
int x; // x coordinate of the balloon
int y; // y coordinate of the balloon
int dx; // x velocity of the balloon
int dy; // y velocity of the balloon
byte color; // color of the balloon
byte sprite_number; // sprite number (0-31) of the balloon
tms_sprite upper; // the upper sprite portion of the balloon
tms_sprite lower; // the lower sprite portion of the balloon
} balloon;
// move ballon on the screen by its velocity
// and make it bounce over the borders
void animate_balloon(balloon *b) {
// use temporary variables as KickC has issues dealing with "->" operator
int x = b->x;
int y = b->y;
int dx = b->dx;
int dy = b->dy;
// border collision detection
if(x>=240 || x<=0) dx = -dx;
if(y>=172 || y<=0) dy = -dy;
// move the balloon
x += dx;
y += dy;
// write back temporary variables
b->x = x;
b->y = y;
b->dx = dx;
b->dy = dy;
// update the sprite part of the balloon
b->upper.x = (byte) x;
b->upper.y = (signed char) y;
b->upper.name = 0;
b->upper.color = b->color;
b->lower.x = b->upper.x;
b->lower.y = b->upper.y + 16; // 16 pixels below the upper sprite
b->lower.name = b->upper.name + 4;
b->lower.color = b->color;
tms_set_sprite(b->sprite_number, &(b->upper));
tms_set_sprite(b->sprite_number+1, &(b->lower));
}
void demo_balloon() {
tms_init_regs(SCREEN2_TABLE);
tms_set_color(COLOR_LIGHT_BLUE);
byte text_color = FG_BG(COLOR_GREY,COLOR_DARK_BLUE);
// we use only 4 sprites, two for each ot the two balloons on the screen
tms_set_total_sprites(4);
// fake C64 bootup screen colors
tms_set_color(COLOR_LIGHT_BLUE);
byte text_color = FG_BG(COLOR_GREY,COLOR_DARK_BLUE); // alas, COLOR_LIGHT_BLUE doesn't fit well so we use GREY instead
screen2_init_bitmap(text_color);
// 12345678901234567890123456789012
// C64-like screen text
screen2_puts("*** COMMODORE-APPLE BASIC V2 ***", 0, 0, text_color);
screen2_puts("38911 BASIC BYTES FREE" , 0, 2, text_color);
screen2_puts("READY." , 0, 4, text_color);
screen2_puts(" " , 0, 5, FG_BG(COLOR_DARK_BLUE,COLOR_GREY));
// ballon demo
// define sprites using bitmap fonts
// copy the ballon graphic to VRAM
tms_copy_to_vram(cbm_balloon, 4*8*2, TMS_SPRITE_PATTERNS);
tms_set_sprite_double_size(1); // set 16x16 sprites
tms_set_sprite_magnification(0); // set double pixel sprites
int x = 200;
int y = 80;
int dx = 1;
int dy = 1;
int delay = 0;
byte sprcolor = COLOR_LIGHT_YELLOW;
tms_set_sprite_double_size(1); // set 16x16 sprites
tms_set_sprite_magnification(0); // set single pixel sprites
// we have two balloons bouncing around the screen
// first balloon
balloon b1;
b1.x = 20;
b1.y = 20;
b1.dx = 1;
b1.dy = 1;
b1.color = COLOR_LIGHT_YELLOW;
b1.sprite_number = 0;
// second balloon
balloon b2;
b2.x = 150;
b2.y = 150;
b2.dx = -1;
b2.dy = -1;
b2.color = COLOR_LIGHT_RED;
b2.sprite_number = 2;
// counter for a fake blinking cursor
byte blink_counter=0;
for(;;) {
for(delay=0; delay<800; delay++) {
// delay the animation
for(int delay=0; delay<400; delay++) {
delay = delay+1;
delay = delay-1;
}
// RETURN key ends the demo
if(apple1_readkey()==0x0d) break;
if(x>=228 || x<=0) { dx = -dx; sprcolor++; }
if(y>=148 || y<=0) { dy = -dy; sprcolor++; }
x += dx;
y += dy;
move_balloon((byte)x,(byte)y, COLOR_WHITE);
// if there's a collision invert the motion of the balloons
if(COLLISION_BIT(TMS_READ_CTRL_PORT)) {
int temp;
temp = b1.dx; b1.dx = -temp; // b1.dx = -b1.dx; // due to KickC issue
temp = b1.dy; b1.dy = -temp; // b1.dy = -b1.dy; // due to KickC issue
temp = b2.dx; b2.dx = -temp; // b2.dx = -b2.dx; // due to KickC issue
temp = b2.dy; b2.dy = -temp; // b2.dy = -b2.dy; // due to KickC issue
}
// move the two balloons
animate_balloon(&b1);
animate_balloon(&b2);
// since a balloon is made of two sprites, sometimes they overlap
// by one line during the move, causing a false collision
// so we clear the collision bit by simply reading the status register
tms_clear_collisions();
// fake a blinking cursor
blink_counter++;
if(blink_counter == 16) { screen2_puts(" ", 0, 5, FG_BG(COLOR_DARK_BLUE,COLOR_GREY)); }
if(blink_counter == 32) { screen2_puts(" ", 0, 5, FG_BG(COLOR_GREY,COLOR_DARK_BLUE)); blink_counter = 0; }
}
}

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@ -28,24 +28,6 @@ void demo_screen2() {
screen2_line(18+5+5, 45,232+5+5,187);
screen2_line(18+5+5,187,232+5+5, 45);
screen2_plot_mode = PLOT_MODE_SET;
// define sprites using bitmap fonts
tms_copy_to_vram(&FONT[64*8], 32*8, TMS_SPRITE_PATTERNS);
// set 16x16 sprites
tms_set_sprite_double_size(1);
// set double pixel sprites
tms_set_sprite_magnification(1);
tms_sprite spr;
for(byte t=0;t<4;t++) {
spr.x = 200;
spr.y = 5 + t*32;
spr.name = t*4;
spr.color = t+1;
tms_set_sprite(t, &spr);
}
screen2_plot_mode = PLOT_MODE_SET;
}

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@ -48,12 +48,12 @@ void screen1_scroll_up() {
}
void screen1_prepare() {
// clear all the sprites
tms_set_total_sprites(0);
// fill name table with spaces (32)
screen1_cls();
// clear all the sprites
tms_clear_sprites();
// fill pattern table with 0
tms_set_vram_write_addr(TMS_PATTERN_TABLE);
for(word i=256*8;i!=0;i--) {

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@ -10,8 +10,8 @@ const word SCREEN2_SIZE = (32*24);
// prepare the screen 2 to be used as a bitmap
void screen2_init_bitmap(byte color) {
// erases all the sprites
tms_clear_sprites();
// clear all the sprites
tms_set_total_sprites(0);
// fill pattern table with 0 (clear screen)
tms_set_vram_write_addr(TMS_PATTERN_TABLE);

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@ -2,13 +2,22 @@
#define SPRITES_H
typedef struct {
byte y;
signed char y;
byte x;
byte name;
byte color;
} tms_sprite;
#define SIZEOF_SPRITE 4
#define SPRITE_OFF_MARKER 0xD0
#define EARLY_CLOCK 128
void tms_set_total_sprites(byte num) {
// write the value 0xD0 as Y coordinate of the first unused sprite
word addr = TMS_SPRITE_ATTRS + (word) (num * SIZEOF_SPRITE);
tms_set_vram_write_addr(addr);
TMS_WRITE_DATA_PORT(SPRITE_OFF_MARKER); // 0xD0 oi the sprite off indicator
}
void tms_set_sprite(byte sprite_num, tms_sprite *s) {
word addr = TMS_SPRITE_ATTRS + (word) (sprite_num * SIZEOF_SPRITE);
@ -34,21 +43,8 @@ void tms_set_sprite_magnification(byte m) {
tms_write_reg(1, regval);
}
// clears all the sprites
void tms_clear_sprites() {
// fills first sprite pattern with 0
tms_set_vram_write_addr(TMS_SPRITE_PATTERNS);
for(byte i=0;i<8;i++) {
TMS_WRITE_DATA_PORT(0);
}
// set sprite coordinates to (0,0) and set pattern name 0
tms_set_vram_write_addr(TMS_SPRITE_ATTRS);
for(byte i=0;i<32;i++) {
TMS_WRITE_DATA_PORT(0); NOP; NOP; NOP; NOP; // y coordinate
TMS_WRITE_DATA_PORT(0); NOP; NOP; NOP; NOP; // x coordinate
TMS_WRITE_DATA_PORT(0); NOP; NOP; NOP; NOP; // name
TMS_WRITE_DATA_PORT(0); NOP; NOP; NOP; NOP; // color
}
// clear the collision flag by reading the status register
inline void tms_clear_collisions() {
asm { lda VDP_REG };
}
#endif