Exemplo n.º 1
0
void BulletUpdate(ObjectStruct* bulletObject)
{
    //KDebug_Alert("Bullet Update");
    bulletObject->x += bulletObject->speedx;
    bulletObject->y += bulletObject->speedy;

    bulletObject->sprite.posx = VIRTUAL_TO_PIXEL(bulletObject->x) + scrollData.scrollx_vdp - 4;
    bulletObject->sprite.posy = VIRTUAL_TO_PIXEL(bulletObject->y) - scrollData.scrolly_vdp - 4;

    if (bulletObject->visible)
    {
        if (collidesWithTile(bulletObject->x, bulletObject->y))
        {
            bulletObject->objectState = OBJECTSTATE_INACTIVE;
#ifdef DEBUG_OBJECTS
            KDebug_Alert("Bullet Hit Background. Creating explosion");
#endif
            ExplosionCreate(bulletObject->x, bulletObject->y);
#ifdef DEBUG_OBJECTS
            KDebug_Alert("Finished creating explosion");
#endif
        }
    }
    else
    {
        bulletObject->objectState = OBJECTSTATE_INACTIVE;
    }
}
Exemplo n.º 2
0
ObjectStruct* CreateObject(u16                          objectType, 
                           ObjectFunctionType           updateFunction, 
                           ObjectFunctionType           destroyFunction,
                           ObjectFunctionType           drawFunction,
                           ObjectCollisionFunctionType  collisionFunction)
{
    if (!CanCreateObject(objectType))
    {
        return 0;
    }

    // Tries to find a free slot in the object array. 
    // If there isn't, the object won't be created.

    ObjectCollection* objectCollection = objectCollections[objectType];

    u16 loop = 0;
    ObjectStruct* tempObjectList = objectCollection->objectList;
    u16 numAliveObjects = 0;
    u16 numDeadObjects = 0;
    for (; loop < objectCollection->maxActiveObjects; loop++)
    {
        ObjectStruct* object = tempObjectList;
        if (object->objectState == OBJECTSTATE_FREE)
        {
            totalActiveObjects++;
            object->updateFunction      = (ObjectFunctionTypePrototype)updateFunction;
            object->destroyFunction     = (ObjectFunctionTypePrototype)destroyFunction;
            object->drawFunction        = (ObjectFunctionTypePrototype)drawFunction;
            object->collisionFunction   = (ObjectCollisionFunctionPrototype)collisionFunction;
            object->objectState         = OBJECTSTATE_ACTIVE;
            object->objectType          = objectType;
            objectCollection->numActiveObjects++;

#ifdef DEBUG_OBJECT_MANAGEMENT
            KDebug_Alert("Created Object. Objects Total:");
            PrintNumber(totalActiveObjects);
#endif
            return object;
        }
        else if (object->objectState == OBJECTSTATE_ACTIVE)
        {
            numAliveObjects++;
        }
        else if (object->objectState == OBJECTSTATE_INACTIVE)
        {
            numDeadObjects++;
        }

        tempObjectList++;
    }
#ifdef DEBUG_OBJECT_MANAGEMENT
    KDebug_Alert("Could not add object. Too many created");
    PrintNumber(numAliveObjects);
    PrintNumber(numDeadObjects);
#endif
    PrintText("none avialable");
    return 0;
}
Exemplo n.º 3
0
void ProcessCollisions(ObjectCollection* firstObjectCollection, 
                       ObjectCollection* secondObjectCollection, 
                       CollisionFunction collisionFunction)
{
    if (firstObjectCollection->numVisibleObjects == 0)
        return;
    if (secondObjectCollection->numVisibleObjects == 0)
        return;

    ObjectStruct** tempFirstList = firstObjectCollection->objectVisibilityList;

    u16 firstListCounter = firstObjectCollection->numVisibleObjects;

    while (firstListCounter--)
    {
#ifdef DEBUG_COLLISIONS
        KDebug_Alert("firstObject");
        PrintNumber((*tempFirstList)->objectType);
#endif
        // no need to do anything if we're dead.
        if ((*tempFirstList)->healthPoints > 0 &&
            (*tempFirstList)->objectState == OBJECTSTATE_ACTIVE)
        {
            u16 secondListCounter = secondObjectCollection->numVisibleObjects;
            ObjectStruct** tempSecondList = secondObjectCollection->objectVisibilityList;

            while (secondListCounter--)
            {
#ifdef DEBUG_COLLISIONS
        KDebug_Alert("secondObject");
        PrintNumber((*tempSecondList)->objectType);
#endif
                // no need to do anything if we're dead.
                if ((*tempSecondList)->healthPoints > 0 &&
                    (*tempSecondList)->objectState == OBJECTSTATE_ACTIVE)
                {
                    if (!((*tempFirstList)->x + (*tempFirstList)->rectLeft   > (*tempSecondList)->x + (*tempSecondList)->rectRight ||
                          (*tempFirstList)->x + (*tempFirstList)->rectRight  < (*tempSecondList)->x + (*tempSecondList)->rectLeft ||
                          (*tempFirstList)->y + (*tempFirstList)->rectTop    > (*tempSecondList)->y + (*tempSecondList)->rectBottom ||
                          (*tempFirstList)->y + (*tempFirstList)->rectBottom < (*tempSecondList)->y + (*tempSecondList)->rectTop))
                    {
                        (*tempFirstList)->collisionFunction(*tempFirstList, *tempSecondList);
                        (*tempSecondList)->collisionFunction(*tempSecondList, *tempFirstList);
                    }
                }

                tempSecondList++;
            }
        }

        tempFirstList++;
    }
}
Exemplo n.º 4
0
Arquivo: memory.c Projeto: clbr/SGDK
void* MEM_alloc(u16 size)
{
    u16* p;
    u16 adjsize;
    u16 remaining;

    if (size == 0)
        return 0;

    // 2 bytes aligned
    adjsize = (size + sizeof(u16) + 1) & 0xFFFE;

    if (adjsize > *free)
    {
        p = pack(adjsize);

        // no enough memory
        if (p == NULL)
        {
#if (LIB_DEBUG != 0)
            KDebug_Alert("MEM_alloc failed: no enough memory !");
#endif

            return NULL;
        }

        free = p;
    }
    else
        // at this point we can allocate memory
        p = free;

    // set free to next free block
    free += adjsize >> 1;

    // get remaining (old - allocated)
    remaining = *p - adjsize;
    // adjust remaining free space
    if (remaining > 0) *free = remaining;
    else
    {
        // no more space in bloc so we have to find the next free bloc
        u16 *newfree = free;
        u16 bloc;

        while((bloc = *newfree) & USED)
            newfree += bloc >> 1;

        free = newfree;
    }

    // set block size, mark as used and point to free region
    *p++ = adjsize | USED;

    // return block
    return p;
}
Exemplo n.º 5
0
u16 EnemyPlaneCreate(s16 x, s16 y)
{
    ObjectStruct* enemyPlaneObject = CreateObject(TYPE_ENEMY,
                                                  EnemyPlaneUpdate, 
                                                  EnemyPlaneDestroy, 
                                                  EnemyPlaneDraw,
                                                  EnemyPlaneCollide);

    if (!enemyPlaneObject)
    {
#ifdef DEBUG_OBJECTS
        KDebug_Alert("EnemyPlane could not be created!");
#endif
        return 0;
    }

    enemyPlaneObject->x                 = x;
    enemyPlaneObject->y                 = y;
    enemyPlaneObject->speedx            = 0;
    enemyPlaneObject->speedy            = 0;
    enemyPlaneObject->sprite.size       = SPRITE_SIZE(3,3);
    enemyPlaneObject->spriteIndex       = random() & 31;
    enemyPlaneObject->sprite.tile_attr  = enemyPlaneAnimationFrames[enemyPlaneObject->spriteIndex] + enemyPlaneLoadedTileInfo.startIndex;
    enemyPlaneObject->aiState           = ENEMYPLANE_AI_STATE_FLYING;
    enemyPlaneObject->rectLeft          = PIXEL_TO_VIRTUAL(-12);
    enemyPlaneObject->rectRight         = PIXEL_TO_VIRTUAL(12);
    enemyPlaneObject->rectTop           = PIXEL_TO_VIRTUAL(-12);
    enemyPlaneObject->rectBottom        = PIXEL_TO_VIRTUAL(12);
    enemyPlaneObject->healthPoints      = 1;
    enemyPlaneObject->damage            = 1;
    enemyPlaneObject->visible           = 1;

#ifdef DEBUG_OBJECTS
    KDebug_Alert("EnemyPlaneCreate");
#endif
    
    return 1;
}
Exemplo n.º 6
0
u16 EnemyBulletCreate(s16 x, s16 y, s16 speedx, s16 speedy)
{
    ObjectStruct* enemyBulletObject = CreateObject(TYPE_ENEMY_PROJECTILE,
                                                   EnemyBulletUpdate, 
                                                   EnemyBulletDestroy, 
                                                   EnemyBulletDraw,
                                                   EnemyBulletCollide);

    if (!enemyBulletObject)
    {
#ifdef DEBUG_OBJECTS
        KDebug_Alert("EnemyBullet could not be created!");
#endif
        return 0;
    }

    enemyBulletObject->x                 = x;
    enemyBulletObject->y                 = y;
    enemyBulletObject->speedx            = speedx;
    enemyBulletObject->speedy            = speedy;
    enemyBulletObject->sprite.size       = SPRITE_SIZE(1,1);
    enemyBulletObject->spriteIndex       = 0;
    enemyBulletObject->sprite.tile_attr  = TILE_ATTR_FULL(PAL0,1,0,0,bulletLoadedTileInfo.startIndex);
    enemyBulletObject->rectLeft          = PIXEL_TO_VIRTUAL(-4);
    enemyBulletObject->rectRight         = PIXEL_TO_VIRTUAL(4);
    enemyBulletObject->rectTop           = PIXEL_TO_VIRTUAL(-4);
    enemyBulletObject->rectBottom        = PIXEL_TO_VIRTUAL(4);
    enemyBulletObject->damage            = 1;
    enemyBulletObject->healthPoints      = 1;
    enemyBulletObject->visible           = 1;

#ifdef DEBUG_OBJECTS
    KDebug_Alert("EnemyBulletCreate");
#endif

    return 1;
}
Exemplo n.º 7
0
static u16 findFreeRegion(TileCache *cache, u16 size)
{
    u16 start, end, lim;

    // start from current position
    lim = cache->limit;
    start = cache->current;
    end = start + size;

    // search for a free region
    while(end < lim)
    {
        u16 pos = getConflictRegion(cache, start, end);

        // no conflict --> return region index
        if (!pos) return start;

        start = pos;
        end = start + size;
    }

    // restart from begining
    lim = cache->current;
    start = cache->startIndex;
    end = start + size;

    // search for a free region
    while(end < lim)
    {
        u16 pos = getConflictRegion(cache, start, end);

        // no conflict --> return region index
        if (!pos) return start;

        start = pos;
        end = start + size;
    }

    if (LIB_DEBUG) KDebug_Alert("TC_alloc failed: no enough available VRAM in cache !");

    return (u16) -1;
}
Exemplo n.º 8
0
void Debug_print( char* output ) {
	KDebug_Alert( output );
}
Exemplo n.º 9
0
Arquivo: memory.c Projeto: clbr/SGDK
void MEM_dump()
{
    char str[40];
    char strNum[16];
    u16 *b;
    u16 psize;
    u16 memused;
    u16 memfree;

    KDebug_Alert("Memory dump:");
    KDebug_Alert(" Used blocks:");

    b = heap;
    memused = 0;
    while ((psize = *b))
    {
        if (psize & USED)
        {
            strcpy(str, "    ");
            intToHex((u32)b, strNum, 8);
            strcat(str, strNum);
            strcat(str, ": ");

            intToStr(psize & 0xFFFE, strNum, 0);
            strcat(str, strNum);
            KDebug_Alert(str);

            memused += psize & 0xFFFE;
        }

        b += psize >> 1;
        KDebug_Alert("");
    }

    KDebug_Alert(" Free blocks:");

    b = heap;
    memfree = 0;
    while ((psize = *b))
    {
        if (!(psize & USED))
        {
            strcpy(str, "    ");
            intToHex((u32)b, strNum, 8);
            strcat(str, strNum);
            strcat(str, ": ");

            intToStr(psize & 0xFFFE, strNum, 0);
            strcat(str, strNum);
            KDebug_Alert(str);

            memfree += psize & 0xFFFE;
        }

        b += psize >> 1;
        KDebug_Alert("");
    }

    KDebug_Alert("Total used:");
    KDebug_AlertNumber(memused);
    KDebug_Alert("Total free:");
    KDebug_AlertNumber(memfree);
}
Exemplo n.º 10
0
void EnemyBulletDestroy(ObjectStruct* enemyBulletObject)
{
#ifdef DEBUG_OBJECTS
    KDebug_Alert("EnemyBulletDestroy");
#endif
}
Exemplo n.º 11
0
s16 TC_alloc(TileCache *cache, TileSet *tileset, TCUpload upload)
{
    TCBloc *bloc;

//    KDebug_Alert("Alloc TC");
//    KDebug_AlertNumber(tileset);

    bloc = getBloc(cache, tileset);

    // bloc found
    if (bloc != NULL)
    {
        // get address of next fixed bloc
        u16 nextFixed = cache->nextFixed;
        TCBloc *nextFixedBloc = &cache->blocs[nextFixed];

        // flushed bloc ? --> re allocate it
        if (bloc >= nextFixedBloc)
        {
            // need to swap blocs ?
            if (bloc != nextFixedBloc)
            {
                u16 tmpInd = bloc->index;
                bloc->index = nextFixedBloc->index;
                bloc->tileset = nextFixedBloc->tileset;
                nextFixedBloc->index = tmpInd;
                nextFixedBloc->tileset = tileset;

                bloc = nextFixedBloc;
            }

            // one more fixed bloc
            cache->nextFixed = nextFixed + 1;
        }

        return bloc->index;
    }
    // bloc not found --> alloc
    else
    {
        u16 index, size, lim;
        u16 nextFlush;

        // not more free bloc
        if (cache->nextFixed >= cache->numBloc)
        {
            if (LIB_DEBUG) KDebug_Alert("TC_alloc failed: no more free bloc !");
            return -1;
        }

        size = tileset->numTile;
        // search for free region (this method can consume a lot of time :-/)
        index = findFreeRegion(cache, size);

        // not enough space in cache
        if ((s16) index == -1)
            return index;

        // process VDP upload if required
        if (upload != NO_UPLOAD)
        {
            // no compression
            if (tileset->compression == COMPRESSION_NONE)
            {
                // upload the tileset to VRAM now
                if (upload == UPLOAD_NOW) VDP_loadTileData(tileset->tiles, index, size, TRUE);
                // upload at VINT
                else addToUploadQueue(tileset, index);
            }
            else
            {
                // unpack tileset
                TileSet *unpacked = unpackTileSet(tileset, NULL);

                // error while unpacking tileset
                if (unpacked == NULL)
                    return -1;

                // upload the tileset to VRAM now ?
                if (upload == UPLOAD_NOW)
                {
                    // upload
                     VDP_loadTileData(unpacked->tiles, index, size, TRUE);
                     // and release memory
                     MEM_free(unpacked);
                }
                // upload at VINT
                else
                {
                    // we will use that to release automatically the TileSet after upload
                    unpacked->compression = COMPRESSION_APLIB;
                    // put in upload queue
                    addToUploadQueue(unpacked, index);
                }
            }
        }

        lim = index + size;
        // update current position
        cache->current = lim;
        // release any previous flushable bloc in the allocated area
        releaseFlushable(cache, index, lim);

        // get new allocated bloc
        bloc = &cache->blocs[cache->nextFixed++];

        // try to save flush bloc if we still have available bloc for that ?
        nextFlush = cache->nextFlush;
        if (nextFlush < cache->numBloc)
        {
            TCBloc *nextFlushBloc = &cache->blocs[nextFlush];

            // test if we have something to save
            if (nextFlushBloc != bloc)
            {
                nextFlushBloc->index = bloc->index;
                nextFlushBloc->tileset = bloc->tileset;
            }

            // increase flush bloc address
            cache->nextFlush = nextFlush + 1;
        }

        // set bloc info
        bloc->tileset = tileset;
        bloc->index = index;
    }

    return bloc->index;
}
Exemplo n.º 12
0
void BulletDestroy(ObjectStruct* bulletObject)
{
#ifdef DEBUG_OBJECTS
    KDebug_Alert("BulletDestroy");
#endif
}