mirror of
https://github.com/italicsjenga/agb.git
synced 2024-12-23 16:21:33 +11:00
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:
commit
542e683dc8
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@ -21,7 +21,7 @@ use agb::{
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},
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Priority, HEIGHT, WIDTH,
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},
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fixnum::{FixedNum, Rect, Vector2D},
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fixnum::{num, FixedNum, Rect, Vector2D},
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input::{Button, ButtonController, Tri},
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interrupt::VBlank,
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rng,
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@ -159,12 +159,12 @@ struct Entity<'a> {
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sprite: Object<'a>,
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position: Vector2D<Number>,
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velocity: Vector2D<Number>,
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collision_mask: Rect<u16>,
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collision_mask: Rect<Number>,
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visible: bool,
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}
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impl<'a> Entity<'a> {
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fn new(object_controller: &'a ObjectController, collision_mask: Rect<u16>) -> Self {
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fn new(object_controller: &'a ObjectController, collision_mask: Rect<Number>) -> Self {
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let s = object_controller.sprite(LONG_SWORD_IDLE.sprite(0));
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let mut sprite = object_controller.object(s);
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sprite.set_priority(Priority::P1);
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@ -213,18 +213,7 @@ impl<'a> Entity<'a> {
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}
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fn collider(&self) -> Rect<Number> {
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let mut number_collision: Rect<Number> = Rect::new(
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(
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self.collision_mask.position.x as i32,
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self.collision_mask.position.y as i32,
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)
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.into(),
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(
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self.collision_mask.size.x as i32,
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self.collision_mask.size.y as i32,
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)
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.into(),
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);
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let mut number_collision = self.collision_mask;
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number_collision.position =
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self.position + number_collision.position - number_collision.size / 2;
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number_collision
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@ -273,11 +262,12 @@ impl<'a> Entity<'a> {
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(final_distance, has_collided)
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}
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fn commit_with_fudge(&mut self, offset: Vector2D<Number>, fudge: Vector2D<i32>) {
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fn commit_with_fudge(&mut self, offset: Vector2D<Number>, fudge: Vector2D<Number>) {
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if !self.visible {
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self.sprite.hide();
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} else {
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let position = (self.position - offset).floor() + fudge;
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let position =
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(self.position - offset + fudge + Vector2D::new(num!(0.5), num!(0.5))).floor();
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self.sprite.set_position(position - (8, 8).into());
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if position.x < -8
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|| position.x > WIDTH + 8
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@ -527,17 +517,14 @@ struct Player<'a> {
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attack_timer: AttackTimer,
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damage_cooldown: u16,
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sword: SwordState,
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fudge_factor: Vector2D<i32>,
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fudge_factor: Vector2D<Number>,
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hurtbox: Option<Rect<Number>>,
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controllable: bool,
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}
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impl<'a> Player<'a> {
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fn new(object_controller: &'a ObjectController<'a>) -> Player {
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let mut entity = Entity::new(
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object_controller,
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Rect::new((0_u16, 0_u16).into(), (4_u16, 12_u16).into()),
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);
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let mut entity = Entity::new(object_controller, Rect::new((0, 1).into(), (5, 10).into()));
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let s = object_controller.sprite(LONG_SWORD_IDLE.sprite(0));
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entity.sprite.set_sprite(s);
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entity.sprite.show();
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@ -613,7 +600,7 @@ impl<'a> Player<'a> {
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AttackTimer::Attack(a) => {
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*a -= 1;
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let frame = self.sword.attack_frame(*a);
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self.fudge_factor.x = self.sword.fudge(frame) * self.facing as i32;
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self.fudge_factor.x = (self.sword.fudge(frame) * self.facing as i32).into();
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let tag = self.sword.attack_tag();
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let sprite = controller.sprite(tag.animation_sprite(frame as usize));
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self.entity.sprite.set_sprite(sprite);
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@ -627,7 +614,7 @@ impl<'a> Player<'a> {
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AttackTimer::Cooldown(a) => {
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*a -= 1;
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let frame = self.sword.hold_frame();
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self.fudge_factor.x = self.sword.fudge(frame) * self.facing as i32;
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self.fudge_factor.x = (self.sword.fudge(frame) * self.facing as i32).into();
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let tag = self.sword.attack_tag();
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let sprite = controller.sprite(tag.animation_sprite(frame as usize));
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self.entity.sprite.set_sprite(sprite);
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@ -695,6 +682,8 @@ impl<'a> Player<'a> {
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let gravity = gravity / 16;
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self.entity.velocity.y += gravity;
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self.fudge_factor.x -= num!(1.5) * (self.facing as i32);
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let fudge_number = (self.fudge_factor.x, self.fudge_factor.y).into();
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// convert the hurtbox to a location in the game
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@ -1351,12 +1340,12 @@ enum UpdateInstruction {
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}
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impl EnemyData {
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fn collision_mask(&self) -> Rect<u16> {
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fn collision_mask(&self) -> Rect<Number> {
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match self {
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EnemyData::Slime(_) => Rect::new((0u16, 0u16).into(), (4u16, 11u16).into()),
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EnemyData::Bat(_) => Rect::new((0u16, 0u16).into(), (12u16, 4u16).into()),
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EnemyData::MiniFlame(_) => Rect::new((0u16, 0u16).into(), (12u16, 12u16).into()),
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EnemyData::Emu(_) => Rect::new((0u16, 0u16).into(), (7u16, 11u16).into()),
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EnemyData::Slime(_) => Rect::new((0.into(), num!(1.5)).into(), (4, 11).into()),
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EnemyData::Bat(_) => Rect::new((0, 0).into(), (12, 4).into()),
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EnemyData::MiniFlame(_) => Rect::new((0, 0).into(), (12, 12).into()),
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EnemyData::Emu(_) => Rect::new((0, 0).into(), (7, 11).into()),
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}
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}
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@ -1533,10 +1522,7 @@ impl<'a> Particle<'a> {
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particle_data: ParticleData,
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position: Vector2D<Number>,
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) -> Self {
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let mut entity = Entity::new(
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object_controller,
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Rect::new((0u16, 0u16).into(), (0u16, 0u16).into()),
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);
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let mut entity = Entity::new(object_controller, Rect::new((0, 0).into(), (0, 0).into()));
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entity.position = position;
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@ -1611,10 +1597,7 @@ struct FollowingBoss<'a> {
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impl<'a> FollowingBoss<'a> {
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fn new(object_controller: &'a ObjectController, position: Vector2D<Number>) -> Self {
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let mut entity = Entity::new(
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object_controller,
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Rect::new((0_u16, 0_u16).into(), (0_u16, 0_u16).into()),
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);
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let mut entity = Entity::new(object_controller, Rect::new((0, 0).into(), (0, 0).into()));
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entity.position = position;
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Self {
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@ -1695,10 +1678,7 @@ enum BossInstruction {
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impl<'a> Boss<'a> {
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fn new(object_controller: &'a ObjectController, screen_coords: Vector2D<Number>) -> Self {
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let mut entity = Entity::new(
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object_controller,
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Rect::new((0_u16, 0_u16).into(), (28_u16, 28_u16).into()),
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);
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let mut entity = Entity::new(object_controller, Rect::new((0, 0).into(), (28, 28).into()));
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entity.position = screen_coords + (144, 136).into();
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Self {
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entity,
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@ -1986,6 +1966,8 @@ impl<'a> Game<'a> {
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self.shake_time -= 1;
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}
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let this_frame_offset = this_frame_offset.floor().into();
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self.input.update();
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if let UpdateInstruction::CreateParticle(data, position) =
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self.player
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@ -1996,7 +1978,7 @@ impl<'a> Game<'a> {
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self.particles.insert(new_particle);
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}
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let mut remove = Vec::with_capacity(10);
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let mut remove = Vec::new();
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for (idx, enemy) in self.enemies.iter_mut() {
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if enemy.entity.position.x < self.offset.x - 8 {
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remove.push(idx);
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@ -2086,10 +2068,6 @@ impl<'a> Game<'a> {
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.commit_with_fudge(this_frame_offset, (0, 0).into());
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}
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self.level.background.commit(vram);
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self.level.foreground.commit(vram);
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self.level.clouds.commit(vram);
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for i in remove {
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self.particles.remove(i);
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}
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@ -2215,15 +2193,12 @@ fn game_with_level(gba: &mut agb::Gba) {
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let mut start_at_boss = false;
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let (background, mut vram) = gba.display.video.tiled0();
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vram.set_background_palettes(background::PALETTES);
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let tileset = TileSet::new(background::background.tiles, TileFormat::FourBpp);
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let object = gba.display.object.get();
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loop {
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let (background, mut vram) = gba.display.video.tiled0();
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vram.set_background_palettes(background::PALETTES);
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let tileset = TileSet::new(background::background.tiles, TileFormat::FourBpp);
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let object = gba.display.object.get();
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let backdrop = InfiniteScrolledMap::new(
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background.background(
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Priority::P2,
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@ -2291,8 +2266,11 @@ fn game_with_level(gba: &mut agb::Gba) {
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);
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start_at_boss = loop {
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sfx.frame();
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vblank.wait_for_vblank();
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sfx.frame();
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game.level.background.commit(&mut vram);
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game.level.foreground.commit(&mut vram);
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game.level.clouds.commit(&mut vram);
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object.commit();
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match game.advance_frame(&object, &mut vram, &mut sfx) {
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GameStatus::Continue => {}
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