X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=sprite.c;h=1a35a6a16266a6c3fb4b0db34c86d31063c30988;hp=a772668b104254a65b57153b3b52d65d136be1db;hb=37b3a2e06abc694205e843a573c4bb2eaaabb730;hpb=22c206a9ad669ebf46c38ce78079a6be4238e0d9 diff --git a/sprite.c b/sprite.c index a772668..1a35a6a 100644 --- a/sprite.c +++ b/sprite.c @@ -33,6 +33,7 @@ get_shape(Sprite *s) uint16_t *px, transp; uint32_t bits = 0, bit, *p; + s->area = 0; if(s->image->format->BytesPerPixel != 2) { fprintf(stderr, "get_shape(): not a 16-bit image!\n"); exit(1); @@ -55,7 +56,7 @@ get_shape(Sprite *s) bit = 0; for(x=0; ximage->w; x++) { if(!bit) { bits = 0; bit = 0x80000000; } - if(*px++ != transp) { bits |= bit; } + if(*px++ != transp) { bits |= bit; s->area++; } bit >>= 1; if(!bit || x == s->image->w - 1) { *(p++) = bits; } } @@ -114,11 +115,25 @@ add_sprite(Sprite *s) } void +reset_sprites(void) +{ + int i; + + for(i=0; itype], s); + s->flags = 0; + } +} + +void move_sprite(Sprite *s) { - // move it. - s->x += (s->dx - screendx)*t_frame; - s->y += (s->dy - screendy)*t_frame; + if(s->flags & MOVE) { + s->x += (s->dx - screendx)*t_frame; + s->y += (s->dy - screendy)*t_frame; + } } void @@ -128,7 +143,7 @@ sort_sprite(Sprite *s) if(s->x + s->w < 0 || s->x >= XSIZE || s->y + s->h < 0 || s->y >= YSIZE) { insert_sprite(&free_sprites[s->type], s); - s->type = NONE; + s->flags = 0; } else insert_sprite(square(s->x, s->y, 1-set), s); } @@ -138,7 +153,7 @@ move_sprites(void) int sq; Sprite **head; - // Move all the sprites (position and set) + // Move all the sprites for(sq=0; sqx < a->x) { Sprite *tmp = a; a = b; b = tmp; } dx = b->x - a->x; @@ -211,6 +228,28 @@ collide(Sprite *a, Sprite *b) else return mask_collide(xov, yov, a, b); } +void +collide_with_list(Sprite *s, Sprite *list) +{ + for(; list; list=list->next) + if(collide(s, list)) do_collision(s, list); +} + +void +collisions(void) +{ + int i, end = gw*gh; + Sprite *s; + for(i=0; inext) { + collide_with_list(s, s->next); + if(i+1 < end) collide_with_list(s, sprites[set][i+1]); + if(i+gw < end) collide_with_list(s, sprites[set][i+gw]); + if(i+gw+1 < end) collide_with_list(s, sprites[set][i+gw+1]); + } + } +} + Sprite * hit_in_square(Sprite *r, Sprite *s) { @@ -253,6 +292,8 @@ int pixel_collide(Sprite *s, int x, int y) { uint32_t pmask; + + if(!COLLIDES(s)) return false; if(x < s->x || y < s->y || x >= s->x + s->w || y >= s->y + s->h) return 0; @@ -261,43 +302,60 @@ pixel_collide(Sprite *s, int x, int y) return s->mask[(y*s->mask_w) + (x>>5)] & pmask; } -int +Sprite * pixel_hit_in_square(Sprite *r, float x, float y) { for(; r; r=r->next) { - if(pixel_collide(r, x, y)) return 1; + if(COLLIDES(r) && pixel_collide(r, x, y)) return r; } return 0; } -int +Sprite * pixel_collides(float x, float y) { int l, t; Sprite **sq; + Sprite *ret; l = (x + grid_size) / grid_size; t = (y + grid_size) / grid_size; sq = &sprites[set][l + t*gw]; - if(pixel_hit_in_square(*sq, x, y)) return true; - if(l > 0 && pixel_hit_in_square(*(sq-1), x, y)) return true; - if(t > 0 && pixel_hit_in_square(*(sq-gw), x, y)) return true; - if(l > 0 && t > 0 && pixel_hit_in_square(*(sq-1-gw), x, y)) return true; - return false; + if((ret = pixel_hit_in_square(*sq, x, y))) return ret; + if(l > 0 && (ret = pixel_hit_in_square(*(sq-1), x, y))) return ret; + if(t > 0 && (ret = pixel_hit_in_square(*(sq-gw), x, y))) return ret; + if(l > 0 && t > 0 && (ret = pixel_hit_in_square(*(sq-1-gw), x, y))) return ret; + return 0; +} + + +float +sprite_mass(Sprite *s) +{ + if(s->type == SHIP) return s->area; + else if(s->type == ROCK) return 3 * s->area; + else return 0; } void bounce(Sprite *a, Sprite *b) { float x, y, n; - float na, nb; + float va, vb, vc; + float ma, mb; + // (x, y) is unit vector pointing from A's center to B's center. x = (b->x + b->w / 2) - (a->x + a->w / 2); y = (b->y + b->h / 2) - (a->y + a->h / 2); n = sqrt(x*x + y*y); x /= n; y /= n; - na = (x*a->dx + y*a->dy); // sqrt(a->dx*a->dx + a->dy*a->dy); - nb = (x*b->dx + y*b->dy); // sqrt(b->dx*b->dx + b->dy*b->dy); + // velocities along (x, y), or 0 if already moving away. + va = x*a->dx + y*a->dy; + vb = x*b->dx + y*b->dy; + if(vb-va > 0) return; + + ma = sprite_mass(a); mb = sprite_mass(b); + vc = (va*ma + vb*mb) / (ma+mb); - a->dx += x*(nb-na); a->dy += y*(nb-na); - b->dx += x*(na-nb); b->dy += y*(na-nb); + a->dx += 2*x*(vc-va); a->dy += 2*y*(vc-va); + b->dx += 2*x*(vc-vb); b->dy += 2*y*(vc-vb); }