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#include "private.h"
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#include "sprite.h"
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#include "world.h"
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#include "group.h"
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#include "drawing.h"
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struct _Sprite {
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double x;
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double y;
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double rotation;
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double width;
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double height;
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double scale;
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double vx;
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double vy;
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double rotationSpeed;
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HeliCollider collider;
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double bounciness;
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int rotateToDirection;
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int mirrorX;
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int mirrorY;
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double depth;
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double lifeTime;
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int visible;
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int tag;
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int debug;
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double shapeColor[4];
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double tintColor[4];
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int playing;
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int frame;
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HeliArray groups;
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HeliAnimation *animation;
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};
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static HeliArray sprites;
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static HeliArray spritesSorted;
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static void prepareCollider(Sprite sprite, HeliCollider *collider) {
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collider->type = sprite->collider.type;
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collider->x = sprite->collider.x + sprite->x;
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collider->y = sprite->collider.y + sprite->y;
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collider->width = sprite->collider.width;
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collider->height = sprite->collider.height;
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collider->radius = sprite->collider.radius;
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collider->rotation = sprite->collider.rotation + sprite->rotation;
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// auto-size
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if (collider->type == COLLIDER_RECTANGLE) {
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if (collider->width < -HELI_PRECISION) collider->width = sprite->width;
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if (collider->height < -HELI_PRECISION) collider->height = sprite->height;
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if (collider->radius < -HELI_PRECISION) collider->radius = 0;
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} else
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if (collider->type == COLLIDER_CIRCLE) {
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collider->width = 0;
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collider->height = 0;
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if (collider->radius < -HELI_PRECISION) collider->radius = 0.5*sprite->width;
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}
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// scale
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collider->width *= sprite->scale;
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collider->height *= sprite->scale;
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collider->radius *= sprite->scale;
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// fix small values
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if (collider->width < HELI_PRECISION) collider->width = HELI_PRECISION;
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if (collider->height < HELI_PRECISION) collider->height = HELI_PRECISION;
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if (collider->radius < HELI_PRECISION) collider->radius = HELI_PRECISION;
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// fix round corners
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if (collider->type == COLLIDER_RECTANGLE) {
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double rmax = 0.5*( collider->width < collider->height
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? collider->width : collider->height );
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if (collider->radius >= rmax - HELI_PRECISION)
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collider->radius = rmax;
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collider->width -= 2*collider->radius;
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collider->height -= 2*collider->radius;
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}
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}
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Sprite createSpriteEx(double x, double y, double width, double height) {
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if (!heliInitialized) return NULL;
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Sprite s = calloc(1, sizeof(*s));
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s->x = x;
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s->y = y;
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s->width = width;
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s->height = height;
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s->scale = 1;
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s->collider.type = COLLIDER_RECTANGLE;
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s->collider.width = s->collider.height = -1;
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s->bounciness = 1;
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s->mirrorX = 1;
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s->mirrorY = 1;
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s->lifeTime = -1;
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s->visible = TRUE;
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s->shapeColor[0] = s->shapeColor[1] = s->shapeColor[2] = 0.5;
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s->shapeColor[3] = 1;
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s->tintColor[0] = s->tintColor[1] = s->tintColor[2] = s->tintColor[3] = 1;
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heliArrayInsert(&sprites, -1, s, NULL);
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heliArrayInsert(&spritesSorted, -1, s, NULL);
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heliObjectRegister(s, (HeliFreeCallback)&spriteDestroy);
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return s;
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}
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Sprite createSprite(double x, double y)
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{ return createSpriteEx(x, y, 100, 100); }
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void spriteDestroy(Sprite sprite) {
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heliObjectUnregister(sprite);
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spriteSetNoAnimation(sprite);
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while(sprite->groups.count > 0)
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groupRemove((Group)sprite->groups.items[0].value, sprite);
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for(int i = 0; i < sprites.count; ++i)
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if (sprites.items[i].value == sprite)
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{ heliArrayRemove(&sprites, i); break; }
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for(int i = 0; i < spritesSorted.count; ++i)
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if (spritesSorted.items[i].value == sprite)
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{ heliArrayRemove(&spritesSorted, i); break; }
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free(sprite);
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}
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void spriteDestroyTimer(Sprite sprite, double lifeTime) {
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if (lifeTime <= 0) { spriteDestroy(sprite); return; }
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sprite->lifeTime = lifeTime;
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}
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double spriteGetX(Sprite sprite) { return sprite->x; }
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void spriteSetX(Sprite sprite, double x) { sprite->x = x; }
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double spriteGetY(Sprite sprite) { return sprite->y; }
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void spriteSetY(Sprite sprite, double y) { sprite->y = y; }
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double spriteGetVelocityX(Sprite sprite) { return sprite->vx; }
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void spriteSetVelocityX(Sprite sprite, double x)
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{ spriteSetVelocityXY(sprite, x, sprite->vy); }
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double spriteGetVelocityY(Sprite sprite) { return sprite->vy; }
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void spriteSetVelocityY(Sprite sprite, double y)
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{ spriteSetVelocityXY(sprite, sprite->vx, y); }
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double spriteGetScale(Sprite sprite) { return sprite->scale; }
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void spriteSetScale(Sprite sprite, double scale) { sprite->scale = scale; }
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double spriteGetWidth(Sprite sprite) { return sprite->width; }
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void spriteSetWidth(Sprite sprite, double width)
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{ sprite->width = width > 0 ? width : 0; }
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double spriteGetHeight(Sprite sprite) { return sprite->height; }
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void spriteSetHeight(Sprite sprite, double height)
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{ sprite->height = height > 0 ? height : 0; }
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int spriteGetRotateToDirection(Sprite sprite) { return sprite->rotateToDirection; }
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void spriteSetRotateToDirection(Sprite sprite, int rotateToDirection) {
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if (rotateToDirection) {
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sprite->rotateToDirection = TRUE;
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sprite->rotation = spriteGetDirection(sprite);
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} else {
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sprite->rotateToDirection = FALSE;
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}
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}
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double spriteGetRotation(Sprite sprite) { return sprite->rotation; }
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void spriteSetRotation(Sprite sprite, double rotation)
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{ if (!sprite->rotateToDirection) sprite->rotation = rotation; }
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double spriteGetRotationSpeed(Sprite sprite) { return sprite->rotationSpeed; }
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void spriteSetRotationSpeed(Sprite sprite, double rotationSpeed)
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{ sprite->rotationSpeed = rotationSpeed; }
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int spriteGetMirrorX(Sprite sprite) { return sprite->mirrorX; }
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void spriteSetMirrorX(Sprite sprite, int mirrorX)
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{ sprite->mirrorX = mirrorX < 0 ? -1 : 1; }
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int spriteGetMirrorY(Sprite sprite) { return sprite->mirrorY; }
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void spriteSetMirrorY(Sprite sprite, int mirrorY)
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{ sprite->mirrorY = mirrorY < 0 ? -1 : 1; }
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double spriteGetDepth(Sprite sprite) { return sprite->depth; }
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void spriteSetDepth(Sprite sprite, double depth)
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{ sprite->depth = depth; }
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int spriteGetVisible(Sprite sprite) { return sprite->visible; }
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void spriteSetVisible(Sprite sprite, int visible)
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{ sprite->visible = visible != FALSE; }
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int spriteGetTag(Sprite sprite) { return sprite->tag; }
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void spriteSetTag(Sprite sprite, int tag)
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{ sprite->tag = tag; }
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int spriteGetDebug(Sprite sprite) { return sprite->debug; }
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void spriteSetDebug(Sprite sprite, int debug)
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{ sprite->debug = debug != FALSE; }
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int spriteOverlap(Sprite a, Sprite b)
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{ return spriteCollideEx(a, b, TRUE, TRUE, 0); }
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int spriteCollide(Sprite a, Sprite b, double bounciness)
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{ return spriteCollideEx(a, b, FALSE, FALSE, bounciness); }
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int spriteBounceOff(Sprite sprite, Sprite other, double bounciness)
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{ return spriteCollideEx(sprite, other, FALSE, TRUE, bounciness); }
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int spritePush(Sprite sprite, Sprite other, double bounciness)
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{ return spriteCollideEx(sprite, other, TRUE, FALSE, bounciness); }
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int spriteCollideEx(Sprite a, Sprite b, int keepVelocityA, int keepVelocityB, double bounciness) {
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if (a == b) return FALSE;
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HeliCollider ca, cb;
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prepareCollider(a, &ca);
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prepareCollider(b, &cb);
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double dx = 0, dy = 0;
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double vx = a->vx - b->vx;
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double vy = a->vy - b->vy;
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bounciness = fabs(bounciness * a->bounciness * b->bounciness);
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if (!heliCheckCollision(&ca, &cb, &dx, &dy, &vx, &vy, bounciness))
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return FALSE;
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if ( keepVelocityA && !keepVelocityB) {
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b->x -= dx;
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b->y -= dy;
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spriteSetVelocityXY(b, a->vx - vx, a->vy - vy);
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} else
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if (!keepVelocityA && keepVelocityB) {
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a->x += dx;
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a->y += dy;
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spriteSetVelocityXY(a, b->vx + vx, b->vy + vy);
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} else
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if (!keepVelocityA && !keepVelocityB) {
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double vxAvg = 0.5*(a->vx + b->vx);
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double vyAvg = 0.5*(a->vy + b->vy);
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a->x += 0.5*dx;
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a->y += 0.5*dy;
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spriteSetVelocityXY(a, vxAvg + 0.5*vx, vyAvg + 0.5*vy);
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b->x -= 0.5*dx;
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b->y -= 0.5*dy;
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spriteSetVelocityXY(b, vxAvg - 0.5*vx, vyAvg - 0.5*vy);
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}
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return TRUE;
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}
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double spriteGetBounciness(Sprite sprite) { return sprite->bounciness; }
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void spriteSetBounciness(Sprite sprite, double bounciness)
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{ sprite->bounciness = bounciness > 0 ? bounciness : 0; }
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void spriteSetCollider(Sprite sprite, Collider type, double xOffset, double yOffset, double rotationOffset)
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{ spriteSetColliderEx(sprite, type, xOffset, yOffset, rotationOffset, -1, -1, -1); }
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void spriteSetColliderCircle(Sprite sprite, double xOffset, double yOffset, double radius)
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{ spriteSetColliderEx(sprite, COLLIDER_CIRCLE, xOffset, yOffset, 0, 0, 0, radius); }
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void spriteSetColliderRectangle(
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Sprite sprite, double xOffset, double yOffset, double rotationOffset,
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double width, double height, double cornersRadius )
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{
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spriteSetColliderEx(
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sprite, COLLIDER_RECTANGLE,
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xOffset, yOffset, rotationOffset,
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width, height, cornersRadius);
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}
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void spriteSetColliderEx(
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Sprite sprite, Collider type,
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double xOffset, double yOffset, double rotationOffset,
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double width, double height, double radius )
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{
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sprite->collider.type = type;
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sprite->collider.x = xOffset;
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sprite->collider.y = yOffset;
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sprite->collider.rotation = rotationOffset;
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if (type == COLLIDER_CIRCLE) {
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sprite->collider.width = 0;
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sprite->collider.height = 0;
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sprite->collider.radius = radius;
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} else
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if (type == COLLIDER_RECTANGLE) {
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sprite->collider.width = width;
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sprite->collider.height = height;
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sprite->collider.radius = radius;
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} else {
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sprite->collider.width = 0;
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sprite->collider.height = 0;
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sprite->collider.radius = 0;
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f8c1ea |
}
|
|
|
8535a3 |
}
|
|
|
8535a3 |
|
|
|
1c7488 |
void spriteSetAnimation(Sprite sprite, const char *path) {
|
|
|
1c7488 |
HeliAnimation *prev = sprite->animation;
|
|
|
1c7488 |
sprite->animation = heliAnimationLoad(path);
|
|
|
1c7488 |
if (prev) heliAnimationUnref(prev);
|
|
|
8535a3 |
spriteSetFrame(sprite, sprite->frame);
|
|
|
8535a3 |
}
|
|
|
8535a3 |
|
|
|
1c7488 |
void spriteSetNoAnimation(Sprite sprite) {
|
|
|
1c7488 |
if (sprite->animation) heliAnimationUnref(sprite->animation);
|
|
|
1c7488 |
sprite->animation = NULL;
|
|
|
8935bc |
}
|
|
|
8935bc |
|
|
|
8535a3 |
void spritePlay(Sprite sprite) { sprite->playing = TRUE; }
|
|
|
8535a3 |
void spritePause(Sprite sprite) { sprite->playing = FALSE; }
|
|
|
8535a3 |
void spriteNextFrame(Sprite sprite) { spriteSetFrame(sprite, sprite->frame + 1); }
|
|
|
8535a3 |
|
|
|
8535a3 |
void spriteSetFrame(Sprite sprite, int frame) {
|
|
|
1c7488 |
sprite->frame = frame >= 0 && sprite->animation && sprite->animation->frames.count > 0
|
|
|
1c7488 |
? frame % sprite->animation->frames.count : 0;
|
|
|
3f9996 |
}
|
|
|
3f9996 |
|
|
|
8535a3 |
void spriteSetShapeColor(Sprite sprite, const char *color)
|
|
|
8535a3 |
{ heliParseColor(color, sprite->shapeColor); }
|
|
|
8535a3 |
void spriteSetTintColor(Sprite sprite, const char *color)
|
|
|
8535a3 |
{ heliParseColor(color, sprite->tintColor); }
|
|
|
8535a3 |
|
|
|
8535a3 |
void spriteSetVelocityXY(Sprite sprite, double x, double y) {
|
|
|
8535a3 |
sprite->vx = x;
|
|
|
8535a3 |
sprite->vy = y;
|
|
|
8535a3 |
if (sprite->rotateToDirection)
|
|
|
8535a3 |
sprite->rotation = spriteGetDirection(sprite);
|
|
|
8535a3 |
}
|
|
|
8535a3 |
|
|
|
8535a3 |
void spriteSetSpeedAndDirection(Sprite sprite, double speed, double angle) {
|
|
|
8535a3 |
double a = angle*(PI/180);
|
|
|
8535a3 |
spriteSetVelocityXY(sprite, cos(a)*speed, sin(a)*speed);
|
|
|
8535a3 |
}
|
|
|
8535a3 |
|
|
|
8535a3 |
double spriteGetSpeed(Sprite sprite)
|
|
|
8535a3 |
{ return sqrt(sprite->vx*sprite->vx + sprite->vy*sprite->vy); }
|
|
|
8535a3 |
double spriteGetDirection(Sprite sprite) {
|
|
|
1c7488 |
return fabs(sprite->vx) > HELI_PRECISION || fabs(sprite->vy) > HELI_PRECISION
|
|
|
8535a3 |
? atan2(sprite->vy, sprite->vx)*(180/PI) : 0;
|
|
|
8535a3 |
}
|
|
|
8535a3 |
void spritePointTo(Sprite sprite, double x, double y)
|
|
|
981405 |
{ spriteSetRotation( sprite, atan2(y - sprite->y, x - sprite->x)*(180/PI) ); }
|
|
|
8535a3 |
|
|
|
8535a3 |
double spriteGetScaledWidth(Sprite sprite)
|
|
|
8535a3 |
{ return sprite->width * sprite->scale; }
|
|
|
8535a3 |
double spriteGetScaledHeight(Sprite sprite)
|
|
|
8535a3 |
{ return sprite->height * sprite->scale; }
|
|
|
8535a3 |
|
|
|
3f9996 |
|
|
|
3f9996 |
|
|
|
3f9996 |
int worldGetSpriteCount()
|
|
|
3f9996 |
{ return sprites.count; }
|
|
|
3f9996 |
|
|
|
07b70f |
Sprite worldGetSprite(int i)
|
|
|
8535a3 |
{ return (Sprite)heliArrayGetValue(&sprites, i); }
|
|
|
3f9996 |
|
|
|
8535a3 |
|
|
|
a20939 |
static void drawSpriteDebug(Sprite s) {
|
|
|
3954ba |
pushDrawingState();
|
|
|
3954ba |
strokeWeight(0.5);
|
|
|
8535a3 |
|
|
|
3954ba |
double a = s->rotation*(PI/180);
|
|
|
3954ba |
double sn = sin(a);
|
|
|
3954ba |
double cs = cos(a);
|
|
|
3954ba |
double hw = 0.5 * s->scale * s->mirrorX * s->width;
|
|
|
3954ba |
double hh = 0.5 * s->scale * s->mirrorX * s->height;
|
|
|
8535a3 |
|
|
|
3954ba |
double ltx = -hw*cs + hh*sn;
|
|
|
3954ba |
double lty = -hw*sn - hh*cs;
|
|
|
3954ba |
double rtx = hw*cs + hh*sn;
|
|
|
3954ba |
double rty = hw*sn - hh*cs;
|
|
|
3954ba |
|
|
|
3954ba |
fill("transparent");
|
|
|
3954ba |
stroke(rgba(0, 0, 0, 0.75));
|
|
|
3954ba |
|
|
|
3954ba |
// frame
|
|
|
3954ba |
moveTo(s->x + ltx, s->y + lty);
|
|
|
3954ba |
lineTo(s->x + rtx, s->y + rty);
|
|
|
3954ba |
lineTo(s->x - ltx, s->y - lty);
|
|
|
3954ba |
lineTo(s->x - rtx, s->y - rty);
|
|
|
3954ba |
closePath();
|
|
|
3954ba |
|
|
|
3954ba |
// center cross
|
|
|
3954ba |
line( s->x - cs*hw*0.25, s->y - sn*hw*0.25,
|
|
|
3954ba |
s->x + cs*hw*0.25, s->y + sn*hw*0.25 );
|
|
|
3954ba |
line( s->x + sn*hh*0.25, s->y - cs*hh*0.25,
|
|
|
3954ba |
s->x - sn*hh*0.25, s->y + cs*hh*0.25 );
|
|
|
3954ba |
|
|
|
3954ba |
// depth
|
|
|
3954ba |
stroke(rgba(0, 0, 0, 0.75));
|
|
|
8535a3 |
char buf[1024];
|
|
|
09c823 |
snprintf(buf, sizeof(buf)-1, "%lf", s->depth);
|
|
|
981405 |
double s1 = hw*0.25;
|
|
|
8535a3 |
double s2 = hh*0.5;
|
|
|
3954ba |
textSize(s1 < s2 ? s1 : s2);
|
|
|
3954ba |
textAlign(HALIGN_CENTER, VALIGN_CENTER);
|
|
|
3954ba |
text(buf, s->x, s->y);
|
|
|
3954ba |
|
|
|
3954ba |
popDrawingState();
|
|
|
8535a3 |
}
|
|
|
8535a3 |
|
|
|
a20939 |
static void drawSprite(Sprite s) {
|
|
|
59dae5 |
const double aaBorder = 1;
|
|
|
8535a3 |
|
|
|
a20939 |
unsigned int texid = s->animation
|
|
|
a20939 |
? (unsigned int)(size_t)heliArrayGetValue(&s->animation->frames, s->frame) : 0u;
|
|
|
8535a3 |
|
|
|
a20939 |
double color[4] = {
|
|
|
a20939 |
(texid ? 1.0 : s->shapeColor[0])*s->tintColor[0],
|
|
|
a20939 |
(texid ? 1.0 : s->shapeColor[1])*s->tintColor[1],
|
|
|
a20939 |
(texid ? 1.0 : s->shapeColor[2])*s->tintColor[2],
|
|
|
a20939 |
(texid ? 1.0 : s->shapeColor[3])*s->tintColor[3] };
|
|
|
8535a3 |
|
|
|
a20939 |
if (color[3] < HELI_PRECISION) return;
|
|
|
a20939 |
|
|
|
a20939 |
double w = 0.5*s->scale*s->width;
|
|
|
a20939 |
double h = 0.5*s->scale*s->height;
|
|
|
a20939 |
if (w < HELI_PRECISION || h < HELI_PRECISION) return;
|
|
|
a20939 |
|
|
|
a20939 |
glPushMatrix();
|
|
|
a20939 |
glTranslated(s->x, s->y, 0);
|
|
|
a20939 |
glRotated(s->rotation, 0, 0, 1);
|
|
|
a20939 |
|
|
|
a20939 |
if (aaBorder <= HELI_PRECISION) {
|
|
|
a20939 |
// use OpenGL multisample antialiasing
|
|
|
a20939 |
|
|
|
a20939 |
glEnable(GL_MULTISAMPLE);
|
|
|
650f35 |
|
|
|
a20939 |
const int vcnt = 4;
|
|
|
a20939 |
const double vertices[][2] = {
|
|
|
a20939 |
{ -w, -h },
|
|
|
a20939 |
{ w, -h },
|
|
|
a20939 |
{ -w, h },
|
|
|
a20939 |
{ w, h } };
|
|
|
a20939 |
glColor4dv(color);
|
|
|
a20939 |
if (texid) {
|
|
|
a20939 |
const double texCoords[][2] = {
|
|
|
a20939 |
{0, 0},
|
|
|
a20939 |
{1, 0},
|
|
|
a20939 |
{0, 1},
|
|
|
a20939 |
{1, 1} };
|
|
|
a20939 |
glEnable(GL_TEXTURE_2D);
|
|
|
a20939 |
glBindTexture(GL_TEXTURE_2D, texid);
|
|
|
a20939 |
|
|
|
a20939 |
glBegin(GL_TRIANGLE_STRIP);
|
|
|
a20939 |
for(int i = 0; i < vcnt; ++i) {
|
|
|
a20939 |
glTexCoord2dv(texCoords[i]);
|
|
|
a20939 |
glVertex2dv(vertices[i]);
|
|
|
650f35 |
}
|
|
|
a20939 |
glEnd();
|
|
|
a20939 |
|
|
|
a20939 |
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
a20939 |
glDisable(GL_TEXTURE_2D);
|
|
|
650f35 |
} else {
|
|
|
a20939 |
glBegin(GL_TRIANGLE_STRIP);
|
|
|
a20939 |
for(int i = 0; i < vcnt; ++i)
|
|
|
a20939 |
glVertex2dv(vertices[i]);
|
|
|
a20939 |
glEnd();
|
|
|
650f35 |
}
|
|
|
650f35 |
|
|
|
a20939 |
glDisable(GL_MULTISAMPLE);
|
|
|
a20939 |
} else {
|
|
|
a20939 |
// make antialiased borde manually
|
|
|
a20939 |
|
|
|
a20939 |
double sideColor[4] = { color[0], color[1], color[2], 0 };
|
|
|
a20939 |
|
|
|
a20939 |
double w0 = w - 0.5*aaBorder;
|
|
|
a20939 |
double w1 = w + 0.5*aaBorder;
|
|
|
a20939 |
if (w0 < HELI_PRECISION) w0 = 0;
|
|
|
a20939 |
double h0 = h - 0.5*aaBorder;
|
|
|
a20939 |
double h1 = h + 0.5*aaBorder;
|
|
|
a20939 |
if (h0 < HELI_PRECISION) h0 = 0;
|
|
|
a20939 |
|
|
|
a20939 |
const double k = (w1 < aaBorder ? w1/aaBorder : 1)
|
|
|
a20939 |
* (h1 < aaBorder ? h1/aaBorder : 1);
|
|
|
a20939 |
color[3] *= k;
|
|
|
a20939 |
|
|
|
a20939 |
w0 *= s->mirrorX;
|
|
|
a20939 |
w1 *= s->mirrorX;
|
|
|
a20939 |
h0 *= s->mirrorY;
|
|
|
a20939 |
h1 *= s->mirrorY;
|
|
|
a20939 |
|
|
|
a20939 |
const int vcnt = 14;
|
|
|
a20939 |
|
|
|
a20939 |
const double vertices[][2] = {
|
|
|
a20939 |
{ -w1, -h1 }, { -w0, -h0 },
|
|
|
a20939 |
{ w1, -h1 }, { w0, -h0 },
|
|
|
a20939 |
{ w1, h1 }, { w0, h0 },
|
|
|
a20939 |
{ -w1, h1 }, { -w0, h0 },
|
|
|
a20939 |
{ -w1, -h1 }, { -w0, -h0 },
|
|
|
a20939 |
{ -w0, -h0 },
|
|
|
a20939 |
{ w0, -h0 },
|
|
|
a20939 |
{ -w0, h0 },
|
|
|
a20939 |
{ w0, h0 } };
|
|
|
a20939 |
|
|
|
a20939 |
const double *colors[] = {
|
|
|
a20939 |
sideColor, color,
|
|
|
a20939 |
sideColor, color,
|
|
|
a20939 |
sideColor, color,
|
|
|
a20939 |
sideColor, color,
|
|
|
a20939 |
sideColor, color,
|
|
|
a20939 |
color,
|
|
|
a20939 |
color,
|
|
|
a20939 |
color,
|
|
|
a20939 |
color };
|
|
|
a20939 |
|
|
|
a20939 |
if (texid) {
|
|
|
a20939 |
const double tw0 = fabs(w0/w)*0.5 - 0.5;
|
|
|
a20939 |
const double tw1 = fabs(w1/w)*0.5 - 0.5;
|
|
|
a20939 |
const double th0 = fabs(h0/h)*0.5 - 0.5;
|
|
|
a20939 |
const double th1 = fabs(h1/h)*0.5 - 0.5;
|
|
|
a20939 |
const double texCoords[][2] = {
|
|
|
a20939 |
{ -tw1, -th1 }, { -tw0, -th0 },
|
|
|
a20939 |
{ 1 + tw1, -th1 }, { 1 + tw0, -th0 },
|
|
|
a20939 |
{ 1 + tw1, 1 + th1 }, { 1 + tw0, 1 + th0 },
|
|
|
a20939 |
{ -tw1, 1 + th1 }, { -tw0, 1 + th0 },
|
|
|
a20939 |
{ -tw1, -th1 }, { -tw0, -th0 },
|
|
|
a20939 |
{ -tw0, -th0 },
|
|
|
a20939 |
{ 1 + tw0, -th0 },
|
|
|
a20939 |
{ -tw0, 1 + th0 },
|
|
|
a20939 |
{ 1 + tw0, 1 + th0 } };
|
|
|
a20939 |
|
|
|
a20939 |
glEnable(GL_TEXTURE_2D);
|
|
|
a20939 |
glBindTexture(GL_TEXTURE_2D, texid);
|
|
|
a20939 |
|
|
|
a20939 |
glBegin(GL_TRIANGLE_STRIP);
|
|
|
a20939 |
for(int i = 0; i < vcnt; ++i) {
|
|
|
a20939 |
glColor4dv(colors[i]);
|
|
|
a20939 |
glTexCoord2dv(texCoords[i]);
|
|
|
a20939 |
glVertex2dv(vertices[i]);
|
|
|
a20939 |
}
|
|
|
a20939 |
glEnd();
|
|
|
a20939 |
|
|
|
a20939 |
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
a20939 |
glDisable(GL_TEXTURE_2D);
|
|
|
a20939 |
} else {
|
|
|
a20939 |
glBegin(GL_TRIANGLE_STRIP);
|
|
|
a20939 |
for(int i = 0; i < vcnt; ++i) {
|
|
|
a20939 |
glColor4dv(colors[i]);
|
|
|
a20939 |
glVertex2dv(vertices[i]);
|
|
|
a20939 |
}
|
|
|
a20939 |
glEnd();
|
|
|
8535a3 |
}
|
|
|
8535a3 |
}
|
|
|
ba9f06 |
|
|
|
ba9f06 |
glColor4d(1, 1, 1, 1);
|
|
|
a20939 |
glPopMatrix();
|
|
|
8535a3 |
}
|
|
|
8535a3 |
|
|
|
8535a3 |
void drawSprites() {
|
|
|
3f9996 |
// sort
|
|
|
3f9996 |
int found = TRUE;
|
|
|
3f9996 |
while(found) {
|
|
|
3f9996 |
found = FALSE;
|
|
|
8535a3 |
// forward
|
|
|
07b70f |
for(int i = 1; i < spritesSorted.count; ++i) {
|
|
|
07b70f |
if ( ((Sprite)spritesSorted.items[i-1].value)->depth
|
|
|
07b70f |
< ((Sprite)spritesSorted.items[i ].value)->depth )
|
|
|
07b70f |
{
|
|
|
07b70f |
void *x = spritesSorted.items[i].value;
|
|
|
07b70f |
spritesSorted.items[i].value = spritesSorted.items[i-1].value;
|
|
|
07b70f |
spritesSorted.items[i-1].value = x;
|
|
|
3f9996 |
found = TRUE;
|
|
|
3f9996 |
}
|
|
|
3f9996 |
}
|
|
|
8535a3 |
if (!found) break;
|
|
|
8535a3 |
// backward
|
|
|
8535a3 |
found = FALSE;
|
|
|
07b70f |
for(int i = spritesSorted.count - 1; i > 0; --i) {
|
|
|
07b70f |
if ( ((Sprite)spritesSorted.items[i-1].value)->depth
|
|
|
07b70f |
< ((Sprite)spritesSorted.items[i ].value)->depth )
|
|
|
07b70f |
{
|
|
|
07b70f |
void *x = spritesSorted.items[i].value;
|
|
|
07b70f |
spritesSorted.items[i].value = spritesSorted.items[i-1].value;
|
|
|
07b70f |
spritesSorted.items[i-1].value = x;
|
|
|
07b70f |
found = TRUE;
|
|
|
8535a3 |
}
|
|
|
8535a3 |
}
|
|
|
3f9996 |
}
|
|
|
3f9996 |
|
|
|
a20939 |
// draw
|
|
|
a20939 |
for(int i = 0; i < spritesSorted.count; ++i) {
|
|
|
a20939 |
Sprite s = (Sprite)(spritesSorted.items[i].value);
|
|
|
a20939 |
if (s->visible) drawSprite(s);
|
|
|
a20939 |
}
|
|
|
a20939 |
|
|
|
a20939 |
// draw debug marks
|
|
|
a20939 |
for(int i = 0; i < spritesSorted.count; ++i) {
|
|
|
a20939 |
Sprite s = (Sprite)(spritesSorted.items[i].value);
|
|
|
a20939 |
if (s->debug) drawSpriteDebug(s);
|
|
|
3f9996 |
}
|
|
|
3f9996 |
}
|
|
|
3f9996 |
|
|
|
3f9996 |
int mouseIsOver(Sprite sprite) {
|
|
|
3f9996 |
HeliCollider collider;
|
|
|
3f9996 |
prepareCollider(sprite, &collider);
|
|
|
07b70f |
return heliPointCollision(&collider, mouseX(), mouseY());
|
|
|
3f9996 |
}
|
|
|
3f9996 |
|
|
|
07b70f |
void heliSpriteUpdate(double dt) {
|
|
|
8535a3 |
// auto-remove
|
|
|
8535a3 |
for(int i = sprites.count - 1; i > 0; --i) {
|
|
|
07b70f |
Sprite s = (Sprite)sprites.items[i].value;
|
|
|
1c7488 |
if (s->lifeTime >= -HELI_PRECISION) {
|
|
|
8535a3 |
s->lifeTime -= dt;
|
|
|
1c7488 |
if (s->lifeTime <= HELI_PRECISION)
|
|
|
8535a3 |
spriteDestroy(s);
|
|
|
8535a3 |
}
|
|
|
8535a3 |
}
|
|
|
8535a3 |
|
|
|
8535a3 |
// update
|
|
|
8535a3 |
for(int i = 0; i < sprites.count; ++i) {
|
|
|
8535a3 |
Sprite s = (Sprite)sprites.items[i].value;
|
|
|
3f9996 |
s->x += s->vx*dt;
|
|
|
3f9996 |
s->y += s->vy*dt;
|
|
|
8535a3 |
if (!s->rotateToDirection)
|
|
|
8535a3 |
s->rotation += s->rotationSpeed*dt;
|
|
|
8535a3 |
if (s->playing) spriteNextFrame(s);
|
|
|
3f9996 |
}
|
|
|
3f9996 |
}
|
|
|
8535a3 |
|
|
|
8535a3 |
HeliArray* heliSpriteGetGroups(Sprite sprite)
|
|
|
8535a3 |
{ return &sprite->groups; }
|
|
|
07b70f |
|
|
|
07b70f |
void heliSpriteFinish() {
|
|
|
07b70f |
while(worldGetSpriteCount())
|
|
|
07b70f |
{ spriteDestroy(worldGetSprite(0)); }
|
|
|
07b70f |
heliArrayDestroy(&sprites);
|
|
|
07b70f |
heliArrayDestroy(&spritesSorted);
|
|
|
07b70f |
}
|
|
|
07b70f |
|
|
|
07b70f |
|