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path: root/src/engine/sprite_controller.h
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#pragma once
#include <stdint.h>

#include "ppu/types.h"

// handles sprites

// Bg sprites

// Fg or entity sprites

//TODO: pack data inside of sprite_palette LUT
//HH_PPU_PALETTE_COUNT
#define HH_SPRITE_COUNT 40
#define HH_PAL_IDX_SKY 0
#define HH_PAL_IDX_BRICK 1
const static uint8_t hh_g_sprite_palette[HH_SPRITE_COUNT] = {
	0,1,1,1,1,1,1,1,1,1, //1+9
	1,1,1,1,1,1,1,1,1,1, //6+4
	1,1,1,1,1,1,1,1,1,	//9
	7,7,7,2,7,7,1,2,7
	//other palettes here:
};


const static hh_ppu_loc_palette_table_t hh_g_palette = {
	{//palette info here
		{0x1,0x2,0x3},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0}},
	{//Bricks
		{0x1,0x2,0x3},//01
		{0xd,0x8,0xa},//24
		{0x0,0x0,0x1},//25
		{0x1,0x1,0x1},//26
		{0x1,0x1,0x2},//27
		{0x2,0x2,0x3},//28
		{0x3,0x4,0x5},//29
		{0x5,0x1,0x7}},
	{//slime
		{0x1,0x2,0x3},
		{0x1,0x3,0x2},
		{0x4,0x8,0x3},
		{0x7,0xa,0x4},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0}},
	{//player
		{0x0,0x0,0x0},
		{0x1,0x1,0x1},
		{0x4,0x2,0x5},
		{0x7,0x3,0x6},
		{0x1,0x1,0x3},
		{0xe,0xe,0xe},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0}},
	{
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0}},
	{
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0},
		{0x0,0x0,0x0}},
	{//white
		{0xf,0xf,0xf},
		{0xf,0xf,0xf},
		{0xf,0xf,0xf},
		{0xf,0xf,0xf},
		{0xf,0xf,0xf},
		{0xf,0xf,0xf},
		{0xf,0xf,0xf},
		{0xf,0xf,0xf}},
	{
		{0x0,0xf,0xf},
		{0xf,0xf,0xf},
		{0xf,0x0,0xf},
		{0xf,0xf,0x0},
		{0xf,0x0,0x0},
		{0x0,0xf,0x0},
		{0x0,0x0,0xf},
		{0x0,0x0,0x0}}
};

void hh_setup_palettes();

/** @brief return palette index that belongs to tilemap index */
uint8_t hh_get_palette(uint8_t tile_idx);

bool hh_colidable(uint8_t tile_idx);