Purple night fixes (#415)

A few changes to the purple night to make it so much better!
* Fixes player positioning to be in the centre, no more drastic change
of position when changing directions, and you don't go all the way into
walls.
* Fixes rounding of collision to round rather than floor, this means the
left and right walls are more equivalent.
* Fixes the "jitter" between objects and backgrounds where objects would
move by a pixel, but the background wouldn't.
- In general we're more careful to do all display changes at once rather
than throughout the frame.
  - Note that for future games this is the correct way of doing things.
* Fixes slime collision boxes to match the extent of the animation.
* Use more i32 rather than u16, we're not running out of memory!
* Fixes memory leak caused by dying (previously you could only die a
certain number of times before the game crashes).
* Moved sound to be during vblank
- This is a negative change but resolves some cracking issues. I can't
see why this should be the case, further work may be required here.

- [x] No changelog update needed
This commit is contained in:
Corwin 2023-04-18 00:27:13 +01:00 committed by GitHub
commit 542e683dc8
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GPG key ID: 4AEE18F83AFDEB23

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@ -21,7 +21,7 @@ use agb::{
},
Priority, HEIGHT, WIDTH,
},
fixnum::{FixedNum, Rect, Vector2D},
fixnum::{num, FixedNum, Rect, Vector2D},
input::{Button, ButtonController, Tri},
interrupt::VBlank,
rng,
@ -159,12 +159,12 @@ struct Entity<'a> {
sprite: Object<'a>,
position: Vector2D<Number>,
velocity: Vector2D<Number>,
collision_mask: Rect<u16>,
collision_mask: Rect<Number>,
visible: bool,
}
impl<'a> Entity<'a> {
fn new(object_controller: &'a ObjectController, collision_mask: Rect<u16>) -> Self {
fn new(object_controller: &'a ObjectController, collision_mask: Rect<Number>) -> Self {
let s = object_controller.sprite(LONG_SWORD_IDLE.sprite(0));
let mut sprite = object_controller.object(s);
sprite.set_priority(Priority::P1);
@ -213,18 +213,7 @@ impl<'a> Entity<'a> {
}
fn collider(&self) -> Rect<Number> {
let mut number_collision: Rect<Number> = Rect::new(
(
self.collision_mask.position.x as i32,
self.collision_mask.position.y as i32,
)
.into(),
(
self.collision_mask.size.x as i32,
self.collision_mask.size.y as i32,
)
.into(),
);
let mut number_collision = self.collision_mask;
number_collision.position =
self.position + number_collision.position - number_collision.size / 2;
number_collision
@ -273,11 +262,12 @@ impl<'a> Entity<'a> {
(final_distance, has_collided)
}
fn commit_with_fudge(&mut self, offset: Vector2D<Number>, fudge: Vector2D<i32>) {
fn commit_with_fudge(&mut self, offset: Vector2D<Number>, fudge: Vector2D<Number>) {
if !self.visible {
self.sprite.hide();
} else {
let position = (self.position - offset).floor() + fudge;
let position =
(self.position - offset + fudge + Vector2D::new(num!(0.5), num!(0.5))).floor();
self.sprite.set_position(position - (8, 8).into());
if position.x < -8
|| position.x > WIDTH + 8
@ -527,17 +517,14 @@ struct Player<'a> {
attack_timer: AttackTimer,
damage_cooldown: u16,
sword: SwordState,
fudge_factor: Vector2D<i32>,
fudge_factor: Vector2D<Number>,
hurtbox: Option<Rect<Number>>,
controllable: bool,
}
impl<'a> Player<'a> {
fn new(object_controller: &'a ObjectController<'a>) -> Player {
let mut entity = Entity::new(
object_controller,
Rect::new((0_u16, 0_u16).into(), (4_u16, 12_u16).into()),
);
let mut entity = Entity::new(object_controller, Rect::new((0, 1).into(), (5, 10).into()));
let s = object_controller.sprite(LONG_SWORD_IDLE.sprite(0));
entity.sprite.set_sprite(s);
entity.sprite.show();
@ -613,7 +600,7 @@ impl<'a> Player<'a> {
AttackTimer::Attack(a) => {
*a -= 1;
let frame = self.sword.attack_frame(*a);
self.fudge_factor.x = self.sword.fudge(frame) * self.facing as i32;
self.fudge_factor.x = (self.sword.fudge(frame) * self.facing as i32).into();
let tag = self.sword.attack_tag();
let sprite = controller.sprite(tag.animation_sprite(frame as usize));
self.entity.sprite.set_sprite(sprite);
@ -627,7 +614,7 @@ impl<'a> Player<'a> {
AttackTimer::Cooldown(a) => {
*a -= 1;
let frame = self.sword.hold_frame();
self.fudge_factor.x = self.sword.fudge(frame) * self.facing as i32;
self.fudge_factor.x = (self.sword.fudge(frame) * self.facing as i32).into();
let tag = self.sword.attack_tag();
let sprite = controller.sprite(tag.animation_sprite(frame as usize));
self.entity.sprite.set_sprite(sprite);
@ -695,6 +682,8 @@ impl<'a> Player<'a> {
let gravity = gravity / 16;
self.entity.velocity.y += gravity;
self.fudge_factor.x -= num!(1.5) * (self.facing as i32);
let fudge_number = (self.fudge_factor.x, self.fudge_factor.y).into();
// convert the hurtbox to a location in the game
@ -1351,12 +1340,12 @@ enum UpdateInstruction {
}
impl EnemyData {
fn collision_mask(&self) -> Rect<u16> {
fn collision_mask(&self) -> Rect<Number> {
match self {
EnemyData::Slime(_) => Rect::new((0u16, 0u16).into(), (4u16, 11u16).into()),
EnemyData::Bat(_) => Rect::new((0u16, 0u16).into(), (12u16, 4u16).into()),
EnemyData::MiniFlame(_) => Rect::new((0u16, 0u16).into(), (12u16, 12u16).into()),
EnemyData::Emu(_) => Rect::new((0u16, 0u16).into(), (7u16, 11u16).into()),
EnemyData::Slime(_) => Rect::new((0.into(), num!(1.5)).into(), (4, 11).into()),
EnemyData::Bat(_) => Rect::new((0, 0).into(), (12, 4).into()),
EnemyData::MiniFlame(_) => Rect::new((0, 0).into(), (12, 12).into()),
EnemyData::Emu(_) => Rect::new((0, 0).into(), (7, 11).into()),
}
}
@ -1533,10 +1522,7 @@ impl<'a> Particle<'a> {
particle_data: ParticleData,
position: Vector2D<Number>,
) -> Self {
let mut entity = Entity::new(
object_controller,
Rect::new((0u16, 0u16).into(), (0u16, 0u16).into()),
);
let mut entity = Entity::new(object_controller, Rect::new((0, 0).into(), (0, 0).into()));
entity.position = position;
@ -1611,10 +1597,7 @@ struct FollowingBoss<'a> {
impl<'a> FollowingBoss<'a> {
fn new(object_controller: &'a ObjectController, position: Vector2D<Number>) -> Self {
let mut entity = Entity::new(
object_controller,
Rect::new((0_u16, 0_u16).into(), (0_u16, 0_u16).into()),
);
let mut entity = Entity::new(object_controller, Rect::new((0, 0).into(), (0, 0).into()));
entity.position = position;
Self {
@ -1695,10 +1678,7 @@ enum BossInstruction {
impl<'a> Boss<'a> {
fn new(object_controller: &'a ObjectController, screen_coords: Vector2D<Number>) -> Self {
let mut entity = Entity::new(
object_controller,
Rect::new((0_u16, 0_u16).into(), (28_u16, 28_u16).into()),
);
let mut entity = Entity::new(object_controller, Rect::new((0, 0).into(), (28, 28).into()));
entity.position = screen_coords + (144, 136).into();
Self {
entity,
@ -1986,6 +1966,8 @@ impl<'a> Game<'a> {
self.shake_time -= 1;
}
let this_frame_offset = this_frame_offset.floor().into();
self.input.update();
if let UpdateInstruction::CreateParticle(data, position) =
self.player
@ -1996,7 +1978,7 @@ impl<'a> Game<'a> {
self.particles.insert(new_particle);
}
let mut remove = Vec::with_capacity(10);
let mut remove = Vec::new();
for (idx, enemy) in self.enemies.iter_mut() {
if enemy.entity.position.x < self.offset.x - 8 {
remove.push(idx);
@ -2086,10 +2068,6 @@ impl<'a> Game<'a> {
.commit_with_fudge(this_frame_offset, (0, 0).into());
}
self.level.background.commit(vram);
self.level.foreground.commit(vram);
self.level.clouds.commit(vram);
for i in remove {
self.particles.remove(i);
}
@ -2215,15 +2193,12 @@ fn game_with_level(gba: &mut agb::Gba) {
let mut start_at_boss = false;
loop {
let (background, mut vram) = gba.display.video.tiled0();
vram.set_background_palettes(background::PALETTES);
let tileset = TileSet::new(background::background.tiles, TileFormat::FourBpp);
let object = gba.display.object.get();
loop {
let backdrop = InfiniteScrolledMap::new(
background.background(
Priority::P2,
@ -2291,8 +2266,11 @@ fn game_with_level(gba: &mut agb::Gba) {
);
start_at_boss = loop {
sfx.frame();
vblank.wait_for_vblank();
sfx.frame();
game.level.background.commit(&mut vram);
game.level.foreground.commit(&mut vram);
game.level.clouds.commit(&mut vram);
object.commit();
match game.advance_frame(&object, &mut vram, &mut sfx) {
GameStatus::Continue => {}