Optimized level-loading a bit
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3020917b0b
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@ -1,8 +1,8 @@
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#include "types.h"
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#include <string.h>
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#ifndef MAP_H
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#define MAP_H
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extern const int map1[9][20];
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extern const int map1[9][40];
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#endif // MAP_H
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@ -29,5 +29,4 @@ void applyGravity();
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void scalePlayer();
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void updatePlayer();
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#endif // PLAYEROBJECT_H
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@ -18,7 +18,9 @@ OBJ_ATTR obj_buffer[128];
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OBJ_AFFINE *obj_aff_buffer= (OBJ_AFFINE*)obj_buffer; // Object affine-buffer
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int main() {
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memcpy(pal_obj_mem, blockPal, blockPalLen);
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memcpy(pal_obj_mem, blockPal, blockPalLen); // Copy block pallete to pallete bank
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// Copy sprites to OAM
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memcpy(&tile_mem[4][0], playerTiles, playerTilesLen);
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memcpy(&tile_mem[4][4], blockTiles, blockTilesLen);
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memcpy(&tile_mem[4][8], spikeTiles, spikeTilesLen);
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@ -29,15 +31,21 @@ int main() {
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playerObject player = createPlayerObject(&obj_buffer[0], &obj_aff_buffer[0],0, 0);
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player.camera = createCamera(-10, 0);
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int currentGroundLevel = 140;
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int currentXLevel = 1;
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while(1) {
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int currentXLevel = 0;
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int playing = 1;
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while(playing) {
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vid_vsync();
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player.camera.x += 1;
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if (key_is_down(KEY_START) || currentXLevel >= 39) {
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oam_init(obj_buffer, 128);
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currentXLevel = 0;
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player = createPlayerObject(&obj_buffer[0], &obj_aff_buffer[0],0, 0);
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player.camera = createCamera(-10, 0);
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}
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player.camera.x += 2;
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key_poll();
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if (player.camera.x % 16 == 15) {
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if ((player.camera.x + 10)% 16 == 0) {
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currentXLevel++;
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}
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@ -45,6 +53,7 @@ int main() {
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player.vel.dy -= 9 << FIX_SHIFT;
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}
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//updatePlayer(&player, 80);
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obj_affine_copy(obj_aff_mem, player.affine, 1);
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obj_copy(obj_mem, player.obj, 1);
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@ -60,26 +69,32 @@ int main() {
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ATTR1_SIZE_16,
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ATTR2_PALBANK(0) | 8
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);
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int x, y;
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int currentMemoryLocation = 3;
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for (int i = 0; i < 9; i++) {
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for (int j = 0; j < 15; j++){
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x = (j * 16);
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for (int j = currentXLevel - 1; j < (currentXLevel + 15); j++){
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y = (i * 16);
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x = (j * 16);
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applyCameraShift(&player.camera, &x, &y);
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if (map1[i][j] == 1) {
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if (j == currentXLevel) {
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updatePlayer(&player, 16 * i - 16);
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}
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obj_set_pos(&blockObject, x, y);
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obj_copy(obj_mem + (16 * i + j) + 1, &blockObject, 1);
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}
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else if (map1[i][j] == 2) {
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obj_set_pos(&spikeObject, x, y);
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obj_copy(obj_mem + (16 * i + j) + 1, &spikeObject, 1);
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if (x + 16 > 0 && x <= 240 && (currentXLevel) < 40){
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if (map1[i][j] == 1) {
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currentMemoryLocation++;
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if (j == currentXLevel) {
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updatePlayer(&player, 16 * i - 16);
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}
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obj_set_pos(&blockObject, x, y);
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obj_copy(obj_mem + currentMemoryLocation, &blockObject, 1);
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}
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else if (map1[i][j] == 2) {
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currentMemoryLocation++;
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obj_set_pos(&spikeObject, x, y);
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obj_copy(obj_mem + currentMemoryLocation, &spikeObject, 1);
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}
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}
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}
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}
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}
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return 0;
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20
source/map.c
20
source/map.c
@ -1,12 +1,12 @@
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#include "../include/map.h"
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const int map1[9][20] = {
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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const int map1[9][40] = {
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 0, 0, 0, 1 },
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{0, 0, 0, 0, 2, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 1 },
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{0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1 },
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{1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1 },
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};
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@ -3,7 +3,7 @@
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void initializePlayerObject (playerObject *object) {
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// Initialize the point and velocity of a player object
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object->vel = createVelocity(0, 0);
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object->pt = createPoint(15 << FIX_SHIFT, 0 << FIX_SHIFT);
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object->pt = createPoint(0 << FIX_SHIFT, 60 << FIX_SHIFT);
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}
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playerObject createPlayerObject (OBJ_ATTR *obj_buffer, OBJ_AFFINE *affine_buffer, int pallete_bank, int tile_id) {
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