prog8/examples/sprites.p8

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%import c64utils
%import c64lib
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~ spritedata $0a00 {
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; this memory block contains the sprite data
; it must start on an address aligned to 64 bytes.
%option force_output ; make sure the data in this block appears in the resulting program
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ubyte[63] 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 ]
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}
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~ main {
const uword SP0X = $d000
const uword SP0Y = $d001
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sub start() {
c64scr.print("balloon sprites!\n...we are all floating...\n")
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for ubyte i in 0 to 7 {
c64.SPRPTR[i] = $0a00 / 64
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c64.SPXY[i*2] = 50+25*i
c64.SPXY[i*2+1] = rnd()
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}
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c64.SPENA = 255 ; enable all sprites
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c64utils.set_rasterirq(51) ; enable animation
}
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}
~ irq {
sub irq() {
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c64.EXTCOL--
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; float up & wobble horizontally
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for ubyte @zp i in 0 to 14 step 2 {
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c64.SPXY[i+1]--
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ubyte @zp r = rnd()
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if r>200
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c64.SPXY[i]++
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else if r<40
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c64.SPXY[i]--
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}
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c64.EXTCOL++
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}
}