X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=sprite.c;h=1a35a6a16266a6c3fb4b0db34c86d31063c30988;hp=ec9fb01c3226bc8968a340a9fce9937ecc131be8;hb=37b3a2e06abc694205e843a573c4bb2eaaabb730;hpb=bb819ae60e78c875e66fe2de3ac7fa2b9824a1e5 diff --git a/sprite.c b/sprite.c index ec9fb01..1a35a6a 100644 --- a/sprite.c +++ b/sprite.c @@ -115,11 +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 @@ -129,7 +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); } @@ -139,7 +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; @@ -212,6 +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) { @@ -254,6 +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; @@ -262,36 +302,37 @@ 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_SPRITE) return s->area; - else if(s->type == ROCK_SPRITE) return 3*s->area; + if(s->type == SHIP) return s->area; + else if(s->type == ROCK) return 3 * s->area; else return 0; } @@ -299,8 +340,8 @@ void bounce(Sprite *a, Sprite *b) { float x, y, n; - float da, db; - float ma, mb, mr; + 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); @@ -308,13 +349,13 @@ bounce(Sprite *a, Sprite *b) n = sqrt(x*x + y*y); x /= n; y /= n; // velocities along (x, y), or 0 if already moving away. - da = max(x*a->dx + y*a->dy, 0); - db = min(x*b->dx + y*b->dy, 0); + va = x*a->dx + y*a->dy; + vb = x*b->dx + y*b->dy; + if(vb-va > 0) return; - // mass ratio ma = sprite_mass(a); mb = sprite_mass(b); - if(ma && mb) mr = mb/ma; else mr = 1; + vc = (va*ma + vb*mb) / (ma+mb); - a->dx += x*(db*mr - da); a->dy += y*(db*mr - da); - b->dx += x*(da/mr - db); b->dy += y*(da/mr - db); + a->dx += 2*x*(vc-va); a->dy += 2*y*(vc-va); + b->dx += 2*x*(vc-vb); b->dy += 2*y*(vc-vb); }