prog8/examples/c64/sprites.p8

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%import textio
%import syslib
%import math
%zeropage basicsafe
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main {
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sub start() {
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txt.print("balloon sprites!\n...we are all floating...\n")
ubyte @zp i
for i in 0 to 7 {
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c64.set_sprite_ptr(i, &spritedata.balloonsprite) ; alternatively, set directly: c64.SPRPTR[i] = $0a00 / 64
c64.SPXY[i*2] = 50+25*i
c64.SPXY[i*2+1] = math.rnd()
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}
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c64.SPENA = 255 ; enable all sprites
sys.set_rasterirq(&irq.irqhandler, 255) ; enable animation
}
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}
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irq {
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sub irqhandler() -> bool {
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c64.EXTCOL--
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; float up & wobble horizontally
ubyte @zp i
for i in 0 to 14 step 2 {
c64.SPXY[i+1]--
ubyte @zp r = math.rnd()
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if r>200
c64.SPXY[i]++
else if r<40
c64.SPXY[i]--
}
c64.EXTCOL++
return true
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}
}
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spritedata {
; this memory block contains the sprite data
; it must start on an address aligned to 64 bytes.
ubyte[] @align64 balloonsprite = [
%00000000,%01111111,%00000000,
%00000001,%11111111,%11000000,
%00000011,%11111111,%11100000,
%00000011,%11100011,%11100000,
%00000111,%11011100,%11110000,
%00000111,%11011101,%11110000,
%00000111,%11011100,%11110000,
%00000011,%11100011,%11100000,
%00000011,%11111111,%11100000,
%00000011,%11111111,%11100000,
%00000010,%11111111,%10100000,
%00000001,%01111111,%01000000,
%00000001,%00111110,%01000000,
%00000000,%10011100,%10000000,
%00000000,%10011100,%10000000,
%00000000,%01001001,%00000000,
%00000000,%01001001,%00000000,
%00000000,%00111110,%00000000,
%00000000,%00111110,%00000000,
%00000000,%00111110,%00000000,
%00000000,%00011100,%00000000
]
}