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#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);
// }
}
}
}
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