prog8/compiler/examples/sprites.p8

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%import c64lib
%import c64utils
~ main {
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const uword SP0X = $d000
const uword SP0Y = $d001
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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const uword sprite_data_address = 13*64 ; // safe area inside the tape buffer
sub start() {
c64.STROUT("balloon sprites!\n")
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c64.STROUT("...we are all floating...\n")
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memcopy(balloonsprite, sprite_data_address, 63)
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c64.SPRPTR0 = sprite_data_address//64
c64.SPRPTR1 = sprite_data_address//64
c64.SPRPTR2 = sprite_data_address//64
c64.SPRPTR3 = sprite_data_address//64
c64.SPRPTR4 = sprite_data_address//64
c64.SPRPTR5 = sprite_data_address//64
c64.SPRPTR6 = sprite_data_address//64
c64.SPRPTR7 = sprite_data_address//64
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for ubyte i in 0 to 7 {
@(SP0X+i*2) = 50+25*i
@(SP0Y+i*2) = rnd()
}
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c64.SPENA = 255 ; enable all sprites
set_irqvec() ; enable animation
}
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}
~ irq {
sub irq() {
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c64.EXTCOL++
for ubyte i in 0 to 7 {
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@(main.SP0Y+i*2)-- ; float up
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; horizontal wobble effect
ubyte r = rnd()
if r>208
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@(main.SP0X+i*2)++
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else {
; @todo if-else if -else syntax without curly braces
if r<48
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@(main.SP0X+i*2)--
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}
}
c64.EXTCOL--
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}
}