minimap etc

This commit is contained in:
t. boddy 2026-02-16 14:21:25 -05:00
parent 75f6c7d8dc
commit 1702a06d9f
17 changed files with 134 additions and 20 deletions

View file

@ -1,12 +1,101 @@
#define MAP_I 512
#define MAP_TILE TILE_ATTR_FULL(PAL1, 1, 0, 0, MAP_I)
#define MAP_PLAYER_TILE TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 1)
#define MAP_ENEMY_TILE TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 2)
#define MAP_BORDER_X_TILE TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 3)
char scoreStr[SCORE_LENGTH];
u32 lastScore;
// previous map positions: -1 means not drawn
s16 mapEnemyCol[ENEMY_COUNT], mapEnemyRow[ENEMY_COUNT];
s16 mapPlayerRow;
static void drawScore(){
uintToStr(score, scoreStr, 1);
VDP_drawText(scoreStr, 1, 1);
VDP_drawText(scoreStr, 1, 5);
}
// load map when stage does so we have all enemies + player
void loadMap(){
VDP_fillTileMapRect(BG_A, MAP_TILE, MAP_X, MAP_Y, MAP_W, MAP_H);
// VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 3), MAP_X, MAP_Y - 1, MAP_W, 1);
// VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 1, 0, MAP_I + 3), MAP_X, MAP_Y + MAP_H, MAP_W, 1);
// VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 4), MAP_X - 1, MAP_Y, 1, MAP_H);
for(s16 i = 0; i < ENEMY_COUNT; i++){
mapEnemyCol[i] = -1;
mapEnemyRow[i] = -1;
}
mapPlayerRow = -1;
}
// temp arrays for new positions
s16 mapNewCol[ENEMY_COUNT], mapNewRow[ENEMY_COUNT];
static bool mapTileOccupied(s16 col, s16 row, s16 pRow){
// player always at center column
if(col == MAP_W / 2 && row == pRow) return TRUE;
for(s16 i = 0; i < ENEMY_COUNT; i++)
if(mapNewCol[i] == col && mapNewRow[i] == row) return TRUE;
return FALSE;
}
static void updateMap(){
// compute new player row
s16 pRow = fix32ToInt(player.pos.y) / 75;
if(pRow < 0) pRow = 0;
if(pRow >= MAP_H) pRow = MAP_H - 1;
// compute new enemy positions
for(s16 i = 0; i < ENEMY_COUNT; i++){
if(!enemies[i].active || enemies[i].image == NULL){
mapNewCol[i] = -1;
mapNewRow[i] = -1;
continue;
}
fix32 dx = getWrappedDelta(enemies[i].pos.x, player.pos.x);
s16 col = fix32ToInt(dx) / 54 + MAP_W / 2;
if(col < 0) col = 0;
if(col >= MAP_W) col = MAP_W - 1;
s16 row = fix32ToInt(enemies[i].pos.y) / 75;
if(row < 0) row = 0;
if(row >= MAP_H) row = MAP_H - 1;
mapNewCol[i] = col;
mapNewRow[i] = row;
}
// clear old player tile if it moved and nothing new occupies it
if(mapPlayerRow >= 0 && mapPlayerRow != pRow)
if(!mapTileOccupied(MAP_W / 2, mapPlayerRow, pRow))
VDP_setTileMapXY(BG_A, MAP_TILE, MAP_X + MAP_W / 2, MAP_Y + mapPlayerRow);
// clear old enemy tiles that moved or disappeared
for(s16 i = 0; i < ENEMY_COUNT; i++){
if(mapEnemyCol[i] < 0) continue;
if(mapEnemyCol[i] == mapNewCol[i] && mapEnemyRow[i] == mapNewRow[i]) continue;
if(!mapTileOccupied(mapEnemyCol[i], mapEnemyRow[i], pRow))
VDP_setTileMapXY(BG_A, MAP_TILE, MAP_X + mapEnemyCol[i], MAP_Y + mapEnemyRow[i]);
}
// draw enemy dots (skip if player occupies same tile)
for(s16 i = 0; i < ENEMY_COUNT; i++){
mapEnemyCol[i] = mapNewCol[i];
mapEnemyRow[i] = mapNewRow[i];
if(mapNewCol[i] < 0) continue;
if(mapNewCol[i] == MAP_W / 2 && mapNewRow[i] == pRow) continue;
VDP_setTileMapXY(BG_A, MAP_ENEMY_TILE, MAP_X + mapNewCol[i], MAP_Y + mapNewRow[i]);
}
// draw player dot on top
mapPlayerRow = pRow;
VDP_setTileMapXY(BG_A, MAP_PLAYER_TILE, MAP_X + MAP_W / 2, MAP_Y + pRow);
}
void loadChrome(){
VDP_loadTileSet(mapIndicator.tileset, MAP_I, DMA);
drawScore();
}
@ -17,6 +106,7 @@ void updateChrome(){
lastScore = score;
drawScore();
}
VDP_clearText(1, 26, 4);
VDP_drawText(debugStr, 1, 26);
if(clock % 4 == 0) updateMap();
// VDP_clearText(1, 26, 4);
// VDP_drawText(debugStr, 1, 26);
}