obj to obj intersection.

This commit is contained in:
Lokathor 2022-12-22 21:10:52 -07:00
parent a90cfdab3b
commit cb2be577b1

View file

@ -1,8 +1,6 @@
#![no_std]
#![no_main]
use core::num::Wrapping;
use gba::prelude::*;
#[panic_handler]
@ -14,11 +12,43 @@ fn panic_handler(info: &core::panic::PanicInfo) -> ! {
loop {}
}
#[derive(Debug, Clone, Copy, Default)]
struct Position {
x: u16,
y: u16,
}
#[derive(Debug, Clone, Copy, Default)]
struct Rect {
x: u16,
y: u16,
w: u16,
h: u16,
}
impl Rect {
pub fn intersect(self, other: Self) -> bool {
self.x < other.x + other.w
&& self.x + self.w > other.x
&& self.y < other.y + other.h
&& self.h + self.y > other.y
}
}
#[no_mangle]
extern "C" fn main() -> ! {
// game simulation setup
let mut player_x = 13_u16;
let mut player_y = 37_u16;
let mut creatures = [Position::default(); 5];
creatures[0].x = 13;
creatures[0].y = 37;
//
creatures[1].x = 41;
creatures[1].y = 38;
creatures[2].x = 100;
creatures[2].y = 23;
creatures[3].x = 14;
creatures[3].y = 101;
creatures[4].x = 72;
creatures[4].y = 59;
let mut world = [[0_u8; 32]; 32];
for i in 0..32 {
world[0][i] = b'z';
@ -26,9 +56,9 @@ extern "C" fn main() -> ! {
world[i][0] = b'z';
world[i][31] = b'z';
}
world[1][1] = b'B';
world[2][1] = b'G';
world[3][1] = b'0';
world[1][3] = b'B';
world[2][3] = b'G';
world[3][3] = b'0';
// hardware configuration
DISPSTAT.write(DisplayStatus::new().with_irq_vblank(true));
@ -39,6 +69,10 @@ extern "C" fn main() -> ! {
BG_PALETTE.index(1).write(Color::MAGENTA);
OBJ_PALETTE.index(1).write(Color::CYAN);
OBJ_PALETTE.index(16 * 1 + 1).write(Color::GREEN);
OBJ_PALETTE.index(16 * 2 + 1).write(Color::RED);
OBJ_PALETTE.index(16 * 3 + 1).write(Color::BLUE);
OBJ_PALETTE.index(16 * 4 + 1).write(Color::YELLOW);
Cga8x8Thick.bitunpack_4bpp(CHARBLOCK0_4BPP.as_region(), 0);
Cga8x8Thick.bitunpack_4bpp(OBJ_TILES.as_region(), 0);
@ -52,14 +86,8 @@ extern "C" fn main() -> ! {
}
}
let mut obj = ObjAttr::new();
obj.set_x(player_x);
obj.set_y(player_y);
obj.set_tile_id(1);
OBJ_ATTR_ALL.index(0).write(obj);
let no_display = ObjAttr0::new().with_style(ObjDisplayStyle::NotDisplayed);
OBJ_ATTR0.iter().skip(1).for_each(|va| va.write(no_display));
OBJ_ATTR0.iter().skip(creatures.len()).for_each(|va| va.write(no_display));
DISPCNT.write(DisplayControl::new().with_show_obj(true).with_show_bg0(true));
@ -68,7 +96,16 @@ extern "C" fn main() -> ! {
VBlankIntrWait();
// update graphics MMIO
OBJ_ATTR_ALL.index(0).write(obj);
for (i, (creature_pos, attr_addr)) in
creatures.iter().zip(OBJ_ATTR_ALL.iter()).enumerate()
{
let mut obj = ObjAttr::new();
obj.set_x(creature_pos.x);
obj.set_y(creature_pos.y);
obj.set_tile_id(1);
obj.set_palbank(i as u16);
attr_addr.write(obj);
}
// handle input
let keys = KEYINPUT.read();
@ -76,42 +113,61 @@ extern "C" fn main() -> ! {
// wall and you press a diagonal then one axis will progress while the other
// will be halted by the wall. This makes the player slide along the wall
// when bumping into walls.
let (player, enemies) = match &mut creatures {
[player, enemies @ ..] => (player, enemies),
};
if keys.up() {
let new_y = player_y.saturating_sub(1);
if iter_tiles_of_area((player_x, new_y), (8, 8))
let new_p = Position { x: player.x, y: player.y - 1 };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
if iter_tiles_of_area(new_p, (8, 8))
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]))
&& enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
})
{
player_y = new_y;
*player = new_p;
}
}
if keys.down() {
let new_y = player_y.saturating_add(1);
if iter_tiles_of_area((player_x, new_y), (8, 8))
let new_p = Position { x: player.x, y: player.y + 1 };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
if iter_tiles_of_area(new_p, (8, 8))
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]))
&& enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
})
{
player_y = new_y;
*player = new_p;
}
}
if keys.left() {
let new_x = player_x.saturating_sub(1);
if iter_tiles_of_area((new_x, player_y), (8, 8))
let new_p = Position { x: player.x - 1, y: player.y };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
if iter_tiles_of_area(new_p, (8, 8))
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]))
&& enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
})
{
player_x = new_x;
*player = new_p;
}
}
if keys.right() {
let new_x = player_x.saturating_add(1);
if iter_tiles_of_area((new_x, player_y), (8, 8))
let new_p = Position { x: player.x + 1, y: player.y };
let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
if iter_tiles_of_area(new_p, (8, 8))
.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]))
&& enemies.iter().all(|enemy| {
let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
!new_r.intersect(enemy_r)
})
{
player_x = new_x;
*player = new_p;
}
}
// ready our graphics for next frame
obj.set_x(player_x);
obj.set_y(player_y);
}
}
@ -120,10 +176,10 @@ const fn allows_movement(u: u8) -> bool {
}
fn iter_tiles_of_area(
(x, y): (u16, u16), (width, height): (u16, u16),
p: Position, (width, height): (u16, u16),
) -> impl Iterator<Item = (u16, u16)> {
let y_range_incl = (y / 8)..=((y + height - 1) / 8);
let x_range_incl = (x / 8)..=((x + width - 1) / 8);
let y_range_incl = (p.y / 8)..=((p.y + height - 1) / 8);
let x_range_incl = (p.x / 8)..=((p.x + width - 1) / 8);
y_range_incl
.map(move |y_index| {
x_range_incl.clone().map(move |x_index| (x_index, y_index))