#include "engine/animator.h" #include "engine/entity.h" #include "engine/maths.h" #include "ppu/consts.h" #include "ppu/ppu.h" #define hh_white_palette 6 void hh_animate_hit(hh_s_rendering* in, bool hit) { if (hit) { in->fam.palette_index = hh_white_palette; } else { in->fam.palette_index = in->palette; } } void hh_animate(hh_s_rendering* in, uint16_t start, uint16_t end, uint8_t step) { if (in->fam.palette_index >= start && in->fam.palette_index < end) { in->fam.palette_index += step; } else {// rollover in->fam.palette_index = start; } } //TODO: if entity not inside of screen, don't update idx (problems with old idx not being overwritten anymore) void hh_update_sprite(uint16_t *idx, hh_entity* in, vec_cor cam) { hh_animate_hit(&in->render, in->is_hit); hh_s_ppu_loc_fam_entry temp = in->render.fam; for (int y = 0; y < CEILI(in->size.y,16); y++) { temp.position_y = CLAMP(in->pos.y - cam.y + y*HH_PPU_SPRITE_HEIGHT, -16, HH_PPU_SCREEN_HEIGHT); for (int x = 0; x < CEILI(in->size.x,16); x++) { temp.position_x = CLAMP(in->pos.x - cam.x + x*HH_PPU_SPRITE_WIDTH, -16, HH_PPU_SCREEN_WIDTH); // if (temp.position_x != -16 && temp.position_y != -16) {// removes redundant sprites hh_ppu_update_foreground(++*idx, temp); temp.tilemap_index++; // hh_animate(&in->render, start+counter,end+counter,4); // } } } }