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11 Commits
v0.4 ... master

88 changed files with 2401 additions and 730 deletions

3
.gitignore vendored
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@ -12,3 +12,6 @@
*.sublime-project
*.sublime-workspace
.vscode
*.json

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@ -15,12 +15,14 @@ find_package(LibProf 2.4 REQUIRED)
fxconv_declare_converters(assets-cg/converters.py)
add_custom_command(
OUTPUT "${CMAKE_CURRENT_LIST_DIR}/assets-cg/Levels/Level2.json"
OUTPUT "${CMAKE_CURRENT_LIST_DIR}/assets-cg/Levels/Level1.json"
OUTPUT "${CMAKE_CURRENT_LIST_DIR}/assets-cg/Levels/Level2.json"
COMMENT "Convert Tiled TMX map to usable JSON file"
COMMAND tiled --export-tileset json Tileset_Space.tsx Tileset_Space.json
COMMAND find | grep .*.tmx | sed 's/.tmx//g' | xargs -l bash -c 'tiled --export-map json $$0.tmx $$0.json'
WORKING_DIRECTORY ${CMAKE_CURRENT_LIST_DIR}/assets-cg/Levels/
DEPENDS assets-cg/Levels/Level2.tmx
DEPENDS assets-cg/Levels/Level1.tmx
assets-cg/Levels/Level2.tmx
assets-cg/converters.py
assets-cg/Levels/tileset.png
assets-cg/Levels/Tileset_Space.tsx)
@ -28,27 +30,35 @@ add_custom_command(
set(SOURCES
src/main.cpp
src/fast_trig.cpp
src/extrakeyboard.cpp
src/collections.cpp
src/impact.cpp
src/player.cpp
src/utilities.cpp
src/particles.cpp
src/bullet.cpp
src/enemy.cpp
src/starfieldshader.cpp
src/background.cpp
src/bonus.cpp
src/boss.cpp
src/point2D.cpp
src/trajectory.cpp
src/utilities/fast_trig.cpp
src/utilities/extrakeyboard.cpp
src/utilities/utilities.cpp
src/utilities/vector2D.cpp
src/shaders/circle.cpp
src/shaders/poly.cpp
src/shaders/filledcircle.cpp
src/shaders/filledpoly.cpp
src/shaders/line.cpp
src/shaders/starfieldshader.cpp
src/shmup/entity.cpp
src/shmup/collections.cpp
src/shmup/impact.cpp
src/shmup/player.cpp
src/shmup/particles.cpp
src/shmup/bullet.cpp
src/shmup/enemy.cpp
src/shmup/background.cpp
src/shmup/bonus.cpp
src/shmup/boss.cpp
src/shmup/trajectory.cpp
# ...
)
set(ASSETS_cg
#assets-cg/font.png
assets-cg/milifont.png
@ -64,9 +74,20 @@ set(ASSETS_cg
assets-cg/Sprites/Bullets/bullet_blue.png
assets-cg/Sprites/Bullets/bullet_laser.png
assets-cg/Sprites/Bullets/bullet_enemy_blue.png
assets-cg/Sprites/Bullets/bullet_enemy_red.png
assets-cg/Sprites/Bullets/bullet_enemy_green.png
assets-cg/Sprites/Players/mainship1.png
assets-cg/Sprites/Players/Satellite_Lvl1.png
assets-cg/Sprites/Players/player_ship1.png
assets-cg/Sprites/Players/player_ship2.png
assets-cg/Sprites/Players/player_ship3.png
assets-cg/Sprites/Players/player_ship4.png
assets-cg/Sprites/Players/player_ship5.png
assets-cg/Sprites/Players/player_ship6.png
assets-cg/Sprites/Players/player_ship7.png
assets-cg/Sprites/Players/player_ship8.png
assets-cg/Sprites/Enemies/Lifebar.png
assets-cg/Sprites/Enemies/mainship2.png
@ -74,10 +95,12 @@ set(ASSETS_cg
assets-cg/Sprites/Enemies/Enemy_Red_Lvl1.png
assets-cg/Sprites/Boss/Boss1.png
assets-cg/Sprites/Boss/BossGun.png
assets-cg/Levels/tileset.png
assets-cg/Levels/Level1.json
assets-cg/Levels/Level2.json
# assets-cg/Levels/Tileset_Space.json
# assets-cg/Levels/Tileset_Space.json
# ...
)
@ -90,5 +113,5 @@ target_link_libraries(shmup Azur::Azur -lnum LibProf::LibProf Gint::Gint -lstdc+
if("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
generate_g3a(TARGET shmup OUTPUT "MyShmup.g3a"
NAME "MyShmup" ICONS assets-cg/icon-uns.png assets-cg/icon-sel.png)
NAME "Shmup v0.4" ICONS assets-cg/icon-uns.png assets-cg/icon-sel.png)
endif()

169
LICENSE.txt Normal file
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@ -0,0 +1,169 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright © 2007 Free Software Foundation, Inc. <https://fsf.org/>
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@ -3,4 +3,87 @@
First attempt to use Lephe's Azur.
Yet it only consists in a Particle Engine able to reproduce some kind of explosions and a starfield moving in the background of the screen.
The particle engine is based on fixed-point maths for update and on Azur shaders for rendering.
The particle engine is based on fixed-point maths for update and on Azur shaders for rendering.
Some pictures of current revision
![Boss with Bullet Hell effect (test)](https://www.planet-casio.com/storage/staff/BulletHell1.png)
![Simple enemy on a Spline Trajectory](https://imgur.com/VdBngl3.png)
[Current video of "gameplay"](https://youtu.be/vJsYjfI_HT4)
Still a lot of missing features.
Please see below what I would like to implement on the long run (sorry in French right now).
# SHMUP Todo list :
## Moteur de jeu
- [DONE] better keyboard management engine for keypressed() and keyreleased() events
- Mettre une système d'ajustement de FPS mini avec switch des niveaux d'overclock à la volée de manière dynamique
## Partie décors :
- [WIP] - animer le décors avec le parallaxe (glissement de la droite vers la gauche pour donner l'avancement du vaisseau).
- animer des éléments du décors (clignotements, sprites animés, ...)
- interaction avec le décors (collisions possibles avec certaines tiles) qui imposent donc de suivre un "chemin" dans le niveau
- [DONE] multiple layers de tiles pour avoir des niveaux plus beaux
## Partie mouvement :
- améliorer le système de trajectoires sur base de Splines pour rendre la vitesse des ennemis plus constante.
- rendre les satellites sur une trajectoire (possibilité d'avoir des patterns plus complexes)
- possibilité de transformer les trajectoires (grossissement/rétrécissement, translation et rotation)
## Partie interaction / gameplay :
- implémenter les tirs ennemis (avec une IA minimale)
- [DONE] implémenter les hits des tirs ennemis sur le joueur
- implémenter les collisions avec les ennemies
- implémenter les collisions de bullets avec les satellites pour que ceux-ci perdent de la vie aussi
- implémenter le tir des satellites
- [DONE] implémenter un système de bonus (points, upgrade tir/satellites/... )
- implémenter un système d'amélioration de compétence de tirs (bullet -> mega bullet -> laser -> )
- implémenter un système d'animation du vaisseau (réacteurs par exemple)
## Bosses
- [DONE] Créer des bosses avec différentes zones, mobiles les unes par rapport aux autres
- [DONE] Créer des hitboxes pour chacune des zones du boss avec différentes sensibilités (par exemple le coeur/générateur = zone critique, mais mieux défendues)
- [DONE] Créer des protections pour certaines zones qui peuvent "sauter" (boucliers qui s'usent)
## Autres :
- [DONE] plein de trucs dont boss "multi-morceaux et multi-hitboxes"
- création de différents levels
- créations de différents ennemis
- créations de différents boss
o boss 1 : "rotating shield" avec multiples cannons
o boss 2 : "threwing saws"
o boss 3 : "Gun Crab"
o boss 4 : "Demoniac Snake"
o boss 5 : "Space Octopus"
- création de séquences avec les boss (différentes phases)
- créations de différentes armes
- [DONE - CAN BE IMPROVED] créations de différents bonus
- création de shields pour se protéger
## Modes spéciaux
- mode menu avec différentes planètes à selectionner pour les différents niveaux
- mode hyperspace travel pour les transitions :
- sous mode : à la "Tie fighter" ?
- sous mode : éviter les astéroïdes
- sous mode classique shmup horizontal
- sous mode classique shmup vertical
- sous mode Danmaku / Bullet Hell (par exemple contre les boss)
## Interface :
- Page d'accueil
- Choix du niveau
- Ecran de titre

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@ -1,48 +1,106 @@
The SHMUP Todo list :
# The SHMUP Todo list :
# Engine
## Engine
- [DONE] better keyboard management engine for keypressed() and keyreleased() events
- Mettre une système d'ajustement de FPS mini avec switch des niveaux d'overclock à la volée de manière dynamique
- [DONE] Mettre en place un système de collision en "pixel perfect" pour mode jeu "Asteroids Alert !!!"
- refactoriser les classes des entités "mobiles"
o class Entity (position, box, ID, trajectory)
~~> class Enemy : public Entity (+shoot, +life)
~~> class Boss : public Enemy (+multiple shoots, +multiple life)
~~> class Bonus : public Entity (currentframe)
# Partie décors :
## Partie décors :
- [WIP] - animer le décors avec le parallaxe (glissement de la droite vers la gauche pour donner l'avancement du vaisseau).
- animer des éléments du décors (clignotements, sprites animés, ...)
- interaction avec le décors (collisions possibles avec certaines tiles) qui imposent donc de suivre un "chemin" dans le niveau
- multiple layers de tiles pour avoir des niveaux plus beaux
- [DONE] multiple layers de tiles pour avoir des niveaux plus beaux
- implémenter des vitesses de défilement variables pour les décors de fond.
# Partie mouvement :
## Partie mouvement :
- améliorer le système de trajectoires sur base de Splines pour rendre la vitesse des ennemis plus constante.
- rendre les satellites sur une trajectoire (possibilité d'avoir des patterns plus complexes)
- possibilité de transformer les trajectoires (grossissement/rétrécissement, translation et rotation)
# Partie interaction / gameplay :
## Partie interaction / gameplay :
- implémenter les tirs ennemis (avec une IA minimale)
- implémenter les hits des tirs ennemis sur le joueur
- [DONE] implémenter les hits des tirs ennemis sur le joueur
- implémenter les collisions avec les ennemies
- implémenter les collisions de bullets avec les satellites pour que ceux-ci perdent de la vie aussi
- implémenter le tir des satellites
- implémenter un système de bonus (points, upgrade tir/satellites/... )
- [DONE] implémenter un système de bonus (points, upgrade tir/satellites/... )
- implémenter un système d'amélioration de compétence de tirs (bullet -> mega bullet -> laser -> mega laser -> bomb -> etc.)
- implémenter un système d'animation du vaisseau (réacteurs par exemple)
- implémenter un système de boost des munitions si on garde le doigt appuyé sur la touche de laser
# Bosses
- Créer des bosses avec différentes zones, mobiles les unes par rapport aux autres
- Créer des hitboxes pour chacune des zones du boss avec différentes sensibilités (par exemple le coeur/générateur = zone critique, mais mieux défendues)
- Créer des protections pour certaines zones qui peuvent "sauter" (boucliers qui s'usent)
# Autres :
- plein de trucs dont boss "multi-morceaux et multi-hitboxes"
## Scenario
- implémenter un système de séquences avec des vagues de monstres qui arrivent les unes après les autres
- possibilité d'avoir dans les séquences:
o fond étoilé ou non
o niveau tiled ou non
o eventuellement choix d'un mode alternatif, du genre éviter les rochers
o sequence de monstres avec trajectoires
o boss de fin
o eventuelles récompenses/upgrades de vaisseau
## Bosses
- [DONE] Créer des bosses avec différentes zones, mobiles les unes par rapport aux autres
- [DONE] Créer des hitboxes pour chacune des zones du boss avec différentes sensibilités (par exemple le coeur/générateur = zone critique, mais mieux défendues)
- [DONE] Créer des protections pour certaines zones qui peuvent "sauter" (boucliers qui s'usent)
## Autres :
- [DONE] plein de trucs dont boss "multi-morceaux et multi-hitboxes"
- création de différents levels
- créations de différents ennemis
- créations de différents boss
o boss 1 : "rotating shield" avec multiples cannons
o boss 2 : "threwing saws"
o boss 3 : "Gun Crab"
o boss 4 : "Demoniac Snake"
o boss 5 : "Space Octopus"
o ...
o boss of the boss "Zgrog Master"
- création de séquences avec les boss (différentes phases)
- créations de différentes armes
- créations de différents bonus
- [DONE - CAN BE IMPROVED] créations de différents bonus
- création de shields pour se protéger
# Modes spéciaux
## Modes spéciaux
- mode menu avec différentes planètes à selectionner pour les différents niveaux
- mode hyperspace travel pour les transitions :
- sous mode : à la "tie fighter" ?
- sous mode : à la "Tie fighter" ?
- sous mode : éviter les astéroïdes
- sous mode classique shmup horizontal
- sous mode classiqie shmup vertical
- sous mode classique shmup vertical
- sous mode Danmaku / Bullet Hell (par exemple contre les boss)
## Interface :
- Page d'accueil
- Choix du niveau/séquence (un écran avec choix de planètes par exemple ou de galaxies)
- Ecran de titre
- transitions style "hyper space" serait vraiment cool
## Histoire (à peaufiner)
En tant de Space Marshall, votre rôle est de faire respecter
la loi intergalactique et de punir les contrevenants afin d'assurer
la paix et le bon vivre ensemble des différentes civilisations aliens
vivant dans votre zone de l'espace à surveiller.
Votre périmètre englobe le Grand Amas de RUZA-25f/s dans ons entièreté
et armé de votre vaisseau, vous devez aider les civilisations
locales en pourchassant et anéantissant les hordes de Zgrog.
Cette race alien robotique s'est donné pour but de coloniser les planètes
et les stations orbitales géantes afin d'y faire disparaître toute
vie organique.
C'est donc un combat sans relâche que de traquer et de détruire cet
envahisseur dénué d'âme.

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@ -1,16 +0,0 @@
#ifndef MYAZURSHADERS_H
#define MYAZURSHADERS_H
#include <vector>
#define SHOW_PIXELS 1
#define SHOW_STARS 2
void azrp_starfield( void );
void azrp_starfield_init( uint8_t nbstars );
void azrp_starfield_close( void );
void azrp_tilesmap( int shifttile, int *tilemap, bopti_image_t *image, int tileset_size );
#endif //MYAZURSHADERS_H

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@ -1,41 +0,0 @@
#ifndef BONUS_H
#define BONUS_H
#include <azur/azur.h>
#include <azur/gint/render.h>
#include <cstdint>
#include <stdlib.h>
#include <num/num.h>
#include "trajectory.h"
class Bonus
{
public:
Bonus( int16_t _x, int16_t _y, uint8_t _id );
~Bonus();
void Update( float dt );
void Render( void );
libnum::num x, y; // center position of the ennemy
uint8_t width, height; // width and height -for the hitbox
int16_t xmin, xmax, ymin, ymax; // square hitbox (to speed up the collision calculations)
uint8_t ID;
uint8_t speed;
bool toberemoved;
bool hasTrajectory = false;
Trajectory *pathToFollow;
private:
int8_t dirx, diry;
libnum::num currentframe;
};
#endif

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@ -1,55 +0,0 @@
#ifndef BOSS_H
#define BOSS_H
#include <azur/azur.h>
#include <azur/gint/render.h>
#include <cstdint>
#include <stdlib.h>
#include <num/num.h>
#include <sys/types.h>
#include "bullet.h"
typedef struct
{
uint8_t P1, P2, P3;
int16_t life;
bool toberemoved;
int color;
} BossPart;
class Boss
{
public:
Boss( int16_t _x, int16_t _y, uint8_t _id );
~Boss();
void Update( float dt );
void Render( void );
bool Test_Impact( Bullet *projectile );
libnum::num x, y; // center position of the boss
uint8_t width, height; // width and height -for the hitbox
int16_t xmin, xmax, ymin, ymax; // square hitbox (to speed up the bullet impact calculations)
uint8_t ID;
int16_t life, life0;
uint8_t speed; // speed of the boss
uint32_t lastshoot0 = 0;
uint32_t lastshoot1 = 0;
uint32_t lastshoot2 = 0;
uint8_t rotSpeed;
bool toberemoved;
private:
float rotAngle;
libnum::num radiusInt, radiusExt;
};
#endif

View File

@ -3,10 +3,10 @@
#define DEBUG_MODE 0
#define USB 1
#define MORE_RAM 0
#define CALCEMU 0
#define DEBUG_MODE 0
#define USB 0
#define MORE_RAM 1
#define CALCEMU 1
#endif

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@ -1,49 +0,0 @@
#ifndef ENEMY_H
#define ENEMY_H
#include <azur/azur.h>
#include <azur/gint/render.h>
#include <cstdint>
#include <stdlib.h>
#include <num/num.h>
#include "bullet.h"
#include "trajectory.h"
class Enemy
{
public:
Enemy( int16_t _x, int16_t _y, uint8_t _id );
~Enemy();
void Update( float dt );
void Render( void );
bool Test_Impact( Bullet *projectile );
void Set_Speed_Vector( uint8_t _sp, uint8_t _xd, uint8_t _yd);
libnum::num x, y; // center position of the ennemy
uint8_t width, height; // width and height -for the hitbox
int16_t xmin, xmax, ymin, ymax; // square hitbox (to speed up the bullet impact calculations)
uint8_t ID;
int16_t life;
uint8_t speed; // speed of this ennemy
bool toberemoved;
bool hasTrajectory = false;
Trajectory *pathToFollow;
private:
int8_t dirx, diry; // vector of the current direction of the ennemy (TODO : to implement more complex displacement pattern)
uint32_t lastshottime;
bool Shoot_OK( uint32_t tempshoot );
};
#endif

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@ -1,94 +0,0 @@
#include "fast_trig.h"
#include "num/num.h"
static libnum::num cosTable[360];
static libnum::num sinTable[360];
static bool is_fast_trig_initialised = false;
void Fast_Trig_Init( void )
{
for(int u=0; u<360; u++)
{
cosTable[u] = libnum::num( cos( u * PI / 180 ) );
sinTable[u] = libnum::num( sin( u * PI / 180 ) );
}
is_fast_trig_initialised = true;
}
libnum::num FastCosInt( int16_t angle )
{
if (!is_fast_trig_initialised) Fast_Trig_Init();
if (angle>=0 and angle<360) return cosTable[ angle ];
else
{
int16_t input = angle;
if (input<0)
{
while (input<0) input+=360;
return cosTable[ input ];
}
else
{
while (input>=360) input-=360;
return cosTable[ input ];
}
}
}
libnum::num FastSinInt( int16_t angle )
{
if (!is_fast_trig_initialised) Fast_Trig_Init();
if (angle>=0 and angle<360) return sinTable[ angle ];
else
{
int16_t input = angle;
if (input<0)
{
while (input<0) input+=360;
return sinTable[ input ];
}
else
{
while (input>=360) input-=360;
return sinTable[ input ];
}
}
}
libnum::num FastTanInt( int16_t angle )
{
if (!is_fast_trig_initialised) Fast_Trig_Init();
int16_t input = angle;
if (input<0)
{
while (input<0) input+=360;
}
else if (input>=360)
{
while (input>=360) input-=360;
}
libnum::num value;
if (input==90)
{
value.v = INT32_MAX;
return value;
}
else if (input==270)
{
value.v = INT32_MIN;
return value;
}
else
{
value = FastSinInt(input) / FastCosInt(input);
return value;
}
}

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@ -26,23 +26,24 @@
#include <num/num.h>
#include "fast_trig.h"
#include "extrakeyboard.h"
#include "utilities/fast_trig.h"
#include "utilities/extrakeyboard.h"
#include "utilities/utilities.h"
#include "collections.h"
#include "shmup/collections.h"
#include "MyAzurShaders.h"
#include "shaders/MyAzurShaders.h"
#include "player.h"
#include "utilities.h"
#include "particles.h"
#include "bullet.h"
#include "enemy.h"
#include "bonus.h"
#include "impact.h"
#include "background.h"
#include "boss.h"
#include "trajectory.h"
#include "shmup/player.h"
#include "shmup/particles.h"
#include "shmup/bullet.h"
#include "shmup/enemy.h"
#include "shmup/bonus.h"
#include "shmup/impact.h"
#include "shmup/background.h"
#include "shmup/boss.h"
#include "shmup/trajectory.h"
#include <vector>
#include <algorithm>
@ -83,6 +84,7 @@ std::vector<Bullet*> MyEnemiesBullets;
std::vector<Enemy*> MyEnemies;
std::vector<Impact*> MyImpacts;
std::vector<Bonus*> MyBonuses;
std::vector<Trajectory*> MyTrajectories;
Background MyBackground;
@ -350,6 +352,11 @@ static void get_inputs( float dt )
if(MyKeyboard.IsKeyPressed(MYKEY_SHIFT) && MyKeyboard.IsKeyPressedEvent(MYKEY_F2)) {texttodraw=1;}
if(MyKeyboard.IsKeyPressed(MYKEY_SHIFT) && MyKeyboard.IsKeyPressedEvent(MYKEY_F3)) {texttodraw=2;}
if(MyKeyboard.IsKeyPressed(MYKEY_SHIFT) && MyKeyboard.IsKeyPressedEvent(MYKEY_F4)) {texttodraw=3;}
if(MyKeyboard.IsKeyPressed(MYKEY_SHIFT) && MyKeyboard.IsKeyPressedEvent(MYKEY_F5))
{
drawback = !drawback;
drawstars = ! drawstars;
}
if(MyKeyboard.IsKeyPressed(MYKEY_SHIFT) && MyKeyboard.IsKeyPressedEvent(MYKEY_F6))
{
azrp_starfield_close( );
@ -474,10 +481,7 @@ int main(void)
__printf_enable_fixed();
azrp_config_scale(SCALE_PIXEL);
//azrp_shader_clear_configure();
//azrp_shader_image_rgb16_configure();
//azrp_shader_image_p8_configure();
//azrp_shader_image_p4_configure();
#if(USB)
azrp_hook_set_prefrag(hook_prefrag);
#endif
@ -488,7 +492,30 @@ int main(void)
MyPlayer = new Player( azrp_width/4, azrp_height/2, 0);
/*
MyBoss = new Boss( 3*azrp_width/4, azrp_height/2, 0);
Point2D *A = new Point2D( 348, 112 );
Point2D *B = new Point2D( 371, 199 );
Point2D *C = new Point2D( 198, 149 );
Point2D *D = new Point2D( 25, 199 );
Point2D *E = new Point2D( 25, 25 );
Point2D *F = new Point2D( 198, 75 );
Point2D *G = new Point2D( 371, 25 );
Trajectory *MyTrajectory= new Trajectory();
MyTrajectory->AddPoint( A );
MyTrajectory->AddPoint( B );
MyTrajectory->AddPoint( C );
MyTrajectory->AddPoint( D );
MyTrajectory->AddPoint( E );
MyTrajectory->AddPoint( F );
MyTrajectory->AddPoint( G );
MyBoss->hasTrajectory = true;
MyBoss->pathToFollow = MyTrajectory;
*/
/*
#if(DBGCRSH)
@ -546,7 +573,7 @@ int main(void)
elapsedTime = ((float) (time_update+time_render));
#if(DEBUG_MODE)
#if(DEBUG_MODE && USB)
if (textoutput && usb_is_open())
{
@ -567,6 +594,11 @@ int main(void)
Clean_Everything();
// TODO - make it clean for the future
delete( MyBoss );
delete( MyPlayer );
azrp_starfield_close( );

View File

@ -1,21 +0,0 @@
#include "point2D.h"
Point2D::Point2D( )
{
x = libnum::num( 0 );
y = libnum::num( 0 );
}
Point2D::Point2D( int16_t _x, int16_t _y )
{
x = libnum::num( _x );
y = libnum::num( _y );
}
Point2D::~Point2D( )
{
}

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@ -1,19 +0,0 @@
#ifndef POINT2D_H
#define POINT2D_H
#include <cstdint>
#include <stdlib.h>
#include <num/num.h>
class Point2D
{
public:
libnum::num x, y;
Point2D( );
Point2D( int16_t _x, int16_t _y );
~Point2D( );
};
#endif

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@ -0,0 +1,39 @@
#ifndef MYAZURSHADERS_H
#define MYAZURSHADERS_H
#include <vector>
#define SHOW_PIXELS 1
#define SHOW_STARS 2
void azrp_starfield( void );
void azrp_starfield_init( uint8_t nbstars );
void azrp_starfield_close( void );
void azrp_shader_line_configure(void);
void azrp_shader_circle_configure(void);
void azrp_shader_filledcircle_configure(void);
void azrp_shader_filledpoly_configure(void);
void azrp_shader_poly_configure(void);
/* azrp_line(): Draw a line with clipping to the screen resolution between point (x1,y1) and (x2,y2) */
void azrp_line( int x1, int y1, int x2, int y2, uint16_t color );
/* azrp_circle() : Draw a circle with clipping to the screen resolution with a center (xc,yc) and a radius rad */
void azrp_circle( int xc, int yx, uint16_t rad, uint16_t color );
/* azrp_filledcircle() : Draw a filled circle with clipping to the screen resolution with a center (xc,yc) and a radius rad */
void azrp_filledcircle( int xc, int yx, uint16_t rad, uint16_t color );
/* azrp_poly() : Draw a polygon with clipping*/
void azrp_poly(int *x, int *y, int nb_vertices, uint16_t color);
/* azrp_filledpoly() : Draw a filled polygon with clipping*/
void azrp_filledpoly(int *x, int *y, int nb_vertices, uint16_t color);
#endif //MYAZURSHADERS_H

147
src/shaders/circle.cpp Normal file
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@ -0,0 +1,147 @@
#include <azur/gint/render.h>
uint8_t AZRP_SHADER_CIRCLE = -1;
static void azrp_shader_circle_configure(void)
{
azrp_set_uniforms(AZRP_SHADER_CIRCLE, (void *)azrp_width);
}
__attribute__((constructor))
static void register_shader(void)
{
extern azrp_shader_t azrp_shader_circle;
AZRP_SHADER_CIRCLE = azrp_register_shader(azrp_shader_circle, azrp_shader_circle_configure);
}
static int min(int x, int y)
{
return (x < y) ? x : y;
}
static int max(int x, int y)
{
return (x > y) ? x : y;
}
//---
#define TABLE_WIDTH 256
struct command {
uint8_t shader_id;
uint16_t color;
uint8_t curr_frag;
uint16_t NbPixels[14]; // Nunmber of pixels in each fragment
uint16_t DataPixelsX[14*TABLE_WIDTH]; // 14 fragments each able to store as much pixels as width
uint16_t DataPixelsY[14*TABLE_WIDTH]; // 14 fragments each able to store as much pixels as width
};
void AddPixelCircle( int16_t xp, int16_t yp, struct command *cmd )
{
if (xp >= 0 && xp < azrp_width && yp >= 0 && yp < azrp_height)
{
uint8_t cfrag = yp / azrp_frag_height;
uint16_t nbpixinfrag = cmd->NbPixels[ cfrag ];
uint16_t index = cfrag * TABLE_WIDTH + nbpixinfrag;
cmd->DataPixelsX[ index ] = xp;
cmd->DataPixelsY[ index ] = yp & 15;
cmd->NbPixels[ cfrag ]++;
}
}
void azrp_circle(int xc, int yc, uint16_t rad, uint16_t color)
{
prof_enter(azrp_perf_cmdgen);
int xmin = xc - rad;
int xmax = xc + rad;
int ymin = yc - rad;
int ymax = yc + rad;
// The circle is fully outside the screen
if ((xmax < 0) || (xmin >= azrp_width) || (ymax < 0) || (ymin >= azrp_height))
{
prof_leave(azrp_perf_cmdgen);
return;
}
int ytop = max( ymin, 0 );
int ybot = min( ymax, azrp_height-1 );
int frag_first = ytop / azrp_frag_height;
int frag_last = ybot / azrp_frag_height;
int frag_count = frag_last - frag_first + 1;
struct command *cmd = (struct command *) azrp_new_command(sizeof *cmd, frag_first, frag_count);
if(!cmd) {
prof_leave(azrp_perf_cmdgen);
return;
}
cmd->shader_id = AZRP_SHADER_CIRCLE;
cmd->color = color;
cmd->curr_frag = frag_first;
// reset the point counters in each cell of the table
for( int i = 0; i < 14; i++ )
cmd->NbPixels[i]=0;
int x = 0;
int y = rad;
int m = 5 - 4*rad;
while (x <= y)
{
AddPixelCircle( xc+x, yc+y, cmd );
AddPixelCircle( xc+y, yc+x, cmd );
AddPixelCircle( xc-x, yc+y, cmd );
AddPixelCircle( xc-y, yc+x, cmd );
AddPixelCircle( xc+x, yc-y, cmd );
AddPixelCircle( xc+y, yc-x, cmd );
AddPixelCircle( xc-x, yc-y, cmd );
AddPixelCircle( xc-y, yc-x, cmd );
if (m > 0)
{
y--;
m -= 8*y;
}
x++;
m += 8*x + 4;
}
prof_leave(azrp_perf_cmdgen);
}
void azrp_shader_circle( void *uniforms, void *comnd, void *fragment )
{
struct command *cmd = (struct command *) comnd;
uint16_t *frag = (uint16_t *) fragment;
uint16_t *taille = (uint16_t *) cmd->NbPixels;
uint16_t *DX = (uint16_t *) cmd->DataPixelsX;
uint16_t *DY = (uint16_t *) cmd->DataPixelsY;
uint16_t nbpix = taille[ cmd->curr_frag ];
int BaseAdress = cmd->curr_frag * TABLE_WIDTH;
for( int i = 0; i < nbpix; i++ )
{
uint16_t X = DX[ BaseAdress + i ];
uint16_t Y = DY[ BaseAdress + i ];
frag[ azrp_width * Y + X ] = cmd->color;
}
cmd->curr_frag++;
}

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@ -0,0 +1,124 @@
#include <azur/gint/render.h>
uint8_t AZRP_SHADER_FILLEDCIRCLE = -1;
static void azrp_shader_filledcircle_configure(void) {
azrp_set_uniforms(AZRP_SHADER_FILLEDCIRCLE, (void *)azrp_width);
}
__attribute__((constructor)) static void register_shader(void) {
extern azrp_shader_t azrp_shader_filledcircle;
AZRP_SHADER_FILLEDCIRCLE = azrp_register_shader(azrp_shader_filledcircle, azrp_shader_filledcircle_configure);
}
static int min(int x, int y) { return (x < y) ? x : y; }
static int max(int x, int y) { return (x > y) ? x : y; }
//---
#define TABLE_WIDTH
struct command {
uint8_t shader_id;
uint16_t color;
uint8_t curr_frag;
int16_t DataFilling[2 * 224]; // Each line of the screen can have a xmin and
// a xmax value
};
void AddPixelFilledCircle(int16_t xpmin, int16_t xpmax, int16_t yp,
struct command *cmd) {
if (yp >= 0 && yp < azrp_height) {
if (xpmin >= 0)
cmd->DataFilling[2 * yp] = xpmin;
else
cmd->DataFilling[2 * yp] = 0;
if (xpmax < azrp_width)
cmd->DataFilling[2 * yp + 1] = xpmax;
else
cmd->DataFilling[2 * yp + 1] = azrp_width - 1;
}
}
void azrp_filledcircle(int xc, int yc, uint16_t rad, uint16_t color) {
prof_enter(azrp_perf_cmdgen);
int xmin = xc - rad;
int xmax = xc + rad;
int ymin = yc - rad;
int ymax = yc + rad;
// The circle is fully outside the screen
if ((xmax < 0) || (xmin >= azrp_width) || (ymax < 0) ||
(ymin >= azrp_height)) {
prof_leave(azrp_perf_cmdgen);
return;
}
int ytop = max(ymin, 0);
int ybot = min(ymax, azrp_height - 1);
int frag_first = ytop / azrp_frag_height;
int frag_last = ybot / azrp_frag_height;
int frag_count = frag_last - frag_first + 1;
struct command *cmd = (struct command *) azrp_new_command(sizeof *cmd, frag_first, frag_count);
if(!cmd) {
prof_leave(azrp_perf_cmdgen);
return;
}
cmd->shader_id = AZRP_SHADER_FILLEDCIRCLE;
cmd->color = color;
cmd->curr_frag = frag_first;
// reset the point counters in each cell of the table
for (int i = 0; i < 224; i++) {
cmd->DataFilling[2 * i] = -1; // reset with value equels -1
cmd->DataFilling[2 * i + 1] = -1; // reset with value equals -1
}
int x = 0;
int y = rad;
int m = 5 - 4 * rad;
while (x <= y) {
AddPixelFilledCircle(xc - x, xc + x, yc - y, cmd);
AddPixelFilledCircle(xc - y, xc + y, yc - x, cmd);
AddPixelFilledCircle(xc - x, xc + x, yc + y, cmd);
AddPixelFilledCircle(xc - y, xc + y, yc + x, cmd);
if (m > 0) {
y--;
m -= 8 * y;
}
x++;
m += 8 * x + 4;
}
prof_leave(azrp_perf_cmdgen);
}
void azrp_shader_filledcircle(void *uniforms, void *comnd, void *fragment) {
struct command *cmd = (struct command *)comnd;
uint16_t *frag = (uint16_t *)fragment;
int16_t *data = (int16_t *)cmd->DataFilling;
int BaseAdress = cmd->curr_frag * azrp_frag_height * 2;
for (int i = 0; i < azrp_frag_height; i++) {
int16_t Xmin = data[BaseAdress + 2 * i];
int16_t Xmax = data[BaseAdress + 2 * i + 1];
if (Xmin != -1 && Xmax != -1)
for (int j = Xmin; j <= Xmax; j++)
frag[azrp_width * i + j] = cmd->color;
}
cmd->curr_frag++;
}

171
src/shaders/filledpoly.cpp Normal file
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@ -0,0 +1,171 @@
#include <azur/gint/render.h>
#include <cstdlib>
uint8_t AZRP_SHADER_FILLEDPOLY = -1;
static void azrp_shader_filledpoly_configure(void) {
azrp_set_uniforms(AZRP_SHADER_FILLEDPOLY, (void *)azrp_width);
}
__attribute__((constructor)) static void register_shader(void) {
extern azrp_shader_t azrp_shader_filledpoly;
AZRP_SHADER_FILLEDPOLY = azrp_register_shader(azrp_shader_filledpoly, azrp_shader_filledpoly_configure);
}
static int min(int x, int y) { return (x < y) ? x : y; }
static int max(int x, int y) { return (x > y) ? x : y; }
//---
#define TABLE_WIDTH
struct command {
uint8_t shader_id;
uint16_t color;
uint8_t curr_frag;
int16_t xmin[224];
int16_t xmax[224];
uint8_t empty[224];
};
void AddPixelFilledPoly(int16_t xpmin, int16_t xpmax, int16_t yp,
struct command *cmd) {
if (yp >= 0 && yp < azrp_height) {
if (xpmin >= 0)
cmd->xmin[yp] = xpmin;
else
cmd->xmin[yp] = 0;
if (xpmax < azrp_width)
cmd->xmax[yp] = xpmax;
else
cmd->xmax[yp] = azrp_width - 1;
}
}
void azrp_filledpoly(int *x, int *y, int nb_vertices, uint16_t color) {
prof_enter(azrp_perf_cmdgen);
int i, ymin, ymax, xmin2, xmax2, *xmin, *xmax;
char *empty;
if(nb_vertices < 3) {
prof_leave(azrp_perf_cmdgen);
return;
}
ymin = ymax = y[0];
xmin2 = xmax2 = x[0];
for(i=0 ; i<nb_vertices ; i++) {
if(y[i] < ymin) ymin = y[i];
if(y[i] > ymax) ymax = y[i];
if(x[i] < xmin2) xmin2 = x[i];
if(x[i] > xmax2) xmax2 = x[i];
}
// The polygon is fully outside the screen
if ((xmax2 < 0) || (xmin2 >= azrp_width) || (ymax < 0) ||
(ymin >= azrp_height)) {
prof_leave(azrp_perf_cmdgen);
return;
}
xmin = (int*) malloc((ymax-ymin+1)*sizeof(int));
xmax = (int*) malloc((ymax-ymin+1)*sizeof(int));
empty = (char*) malloc(ymax-ymin+1);
int ytop = max(ymin, 0);
int ybot = min(ymax, azrp_height - 1);
int frag_first = ytop / azrp_frag_height;
int frag_last = ybot / azrp_frag_height;
int frag_count = frag_last - frag_first + 1;
struct command *cmd = (struct command *) azrp_new_command(sizeof *cmd, frag_first, frag_count);
if(!cmd) {
prof_leave(azrp_perf_cmdgen);
return;
}
cmd->shader_id = AZRP_SHADER_FILLEDPOLY;
cmd->color = color;
cmd->curr_frag = frag_first;
// reset the point counters in each cell of the table
for (int i = 0; i < 224; i++) {
cmd->xmin[i] = -1; // reset with value equels -1
cmd->xmax[i] = -1; // reset with value equals -1
}
if(xmin && xmax && empty) {
for(i=0 ; i<ymax-ymin+1 ; i++) empty[i] = 1;
for(i=0 ; i<nb_vertices ; i++) {
int j, px, py, dx, dy, sx, sy, cumul;
px = x[i];
py = y[i];
dx = x[(i+1)%nb_vertices]-px;
dy = y[(i+1)%nb_vertices]-py;
sx = (dx > 0) ? 1 : -1;
sy = (dy > 0) ? 1 : -1;
dx = (dx > 0) ? dx : -dx;
dy = (dy > 0) ? dy : -dy;
if(empty[py-ymin]) xmax[py-ymin]=xmin[py-ymin]=px, empty[py-ymin]=0; else xmax[py-ymin]=px;
if(dx > dy) {
cumul = dx >> 1;
for(j=1 ; j<dx ; j++) {
px += sx;
cumul += dy;
if(cumul > dx) cumul -= dx, py += sy;
if(empty[py-ymin]) xmax[py-ymin]=xmin[py-ymin]=px, empty[py-ymin]=0; else xmax[py-ymin]=px;
}
} else {
cumul = dy >> 1;
for(j=1 ; j<dy ; j++) {
py += sy;
cumul += dx;
if(cumul > dy) cumul -= dy, px += sx;
if(empty[py-ymin]) xmax[py-ymin]=xmin[py-ymin]=px, empty[py-ymin]=0; else xmax[py-ymin]=px;
}
}
}
for(i=0 ; i<ymax-ymin+1 ; i++)
AddPixelFilledPoly(xmin[i], xmax[i], ymin+i, cmd);
}
free(xmin);
free(xmax);
free(empty);
prof_leave(azrp_perf_cmdgen);
}
void azrp_shader_filledpoly(void *uniforms, void *comnd, void *fragment) {
struct command *cmd = (struct command *)comnd;
uint16_t *frag = (uint16_t *)fragment;
int16_t *Xmindata = (int16_t *)cmd->xmin;
int16_t *Xmaxdata = (int16_t *)cmd->xmax;
int BaseAdress = cmd->curr_frag * azrp_frag_height;
for (int i = 0; i < azrp_frag_height; i++)
{
int16_t Xmin = Xmindata[BaseAdress + i];
int16_t Xmax = Xmaxdata[BaseAdress + i];
if (Xmin != -1 && Xmax != -1)
{
if (Xmin<=Xmax)
for (int j = Xmin; j <= Xmax; j++) frag[azrp_width * i + j] = cmd->color;
else
for (int j = Xmax; j <= Xmin; j++) frag[azrp_width * i + j] = cmd->color;
}
}
cmd->curr_frag++;
}

211
src/shaders/line.cpp Normal file
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@ -0,0 +1,211 @@
#include <azur/gint/render.h>
uint8_t AZRP_SHADER_LINE = -1;
static void azrp_shader_line_configure(void)
{
azrp_set_uniforms(AZRP_SHADER_LINE, (void *)azrp_width);
}
__attribute__((constructor))
static void register_shader(void)
{
extern azrp_shader_t azrp_shader_line;
AZRP_SHADER_LINE = azrp_register_shader(azrp_shader_line, azrp_shader_line_configure );
}
//---
struct command {
uint8_t shader_id;
uint16_t color;
uint16_t curr_y;
uint16_t curr_x;
int16_t dx, dy, sx, sy;
int16_t cumul;
int16_t i;
};
int ABS( int x1 )
{
if (x1 >= 0) return x1;
else return (-1 * x1);
}
int SGN( int x1 )
{
if (x1 > 0) return 1;
else if (x1 == 0) return 0;
else return -1;
}
void azrp_line(int xA, int yA, int xB, int yB, uint16_t color)
{
prof_enter(azrp_perf_cmdgen);
//clipping algorithm as per "Another Simple but Faster Method for 2D Line Clipping"
//from Dimitrios Matthes and Vasileios Drakopoulos
//International Journal of Computer Graphics & Animation (IJCGA) Vol.9, No.1/2/3, July 2019
int xmin = 0;
int xmax = azrp_width-1;
int ymin = 0;
int ymax = azrp_height-1;
//step 1 line are fully out of the screen
if ((xA<xmin && xB<xmin) || (xA>xmax && xB>xmax) || (yA<ymin && yB<ymin) || (yA>ymax && yB>ymax)) {
prof_leave(azrp_perf_cmdgen);
return;
}
int x1, x2, y1, y2;
// step 1.5 - specific to Azur fragment approach
// we swap to always start with the point on top as the fragment are updated from top to bottom
// (x1,y1) is the most top point and (x2,y2) is the most bottom point (rankig as per y values only
if (yA <= yB) {
x1 = xA; y1 = yA;
x2 = xB; y2 = yB;
}
else {
x1 = xB; y1 = yB;
x2 = xA; y2 = yA;
}
//step 2 line clipping within the box (xmin,ymin) --> (xmax,ymax)
int x[2];
int y[2];
x[0] = x1; x[1] = x2;
y[0] = y1; y[1] = y2;
for(int i=0; i<2; i++) {
if (x[i] < xmin) {
x[i] = xmin; y[i] = ((y2-y1) * (xmin-x1)) / (x2-x1) + y1;
}
else if (x[i] > xmax) {
x[i] = xmax; y[i] = ((y2-y1) * (xmax-x1)) / (x2-x1) + y1;
}
if (y[i] < ymin) {
x[i] = ((x2-x1) * (ymin-y1)) / (y2-y1) + x1; y[i] = ymin;
}
else if (y[i] > ymax) {
x[i] = ((x2-x1) * (ymax-y1)) / (y2-y1) + x1; y[i] = ymax;
}
}
if((x[0] < xmin && x[1] < xmin) || (x[0] > xmax && x[1] > xmax)) {
prof_leave(azrp_perf_cmdgen);
return;
}
x1 = x[0];
y1 = y[0];
x2 = x[1];
y2 = y[1];
int frag_first = y1 / azrp_frag_height;
int frag_last = y2 / azrp_frag_height;
int frag_count = frag_last - frag_first + 1;
struct command *cmd = (struct command *) azrp_new_command(sizeof *cmd, frag_first, frag_count);
if(!cmd) {
prof_leave(azrp_perf_cmdgen);
return;
}
cmd->shader_id = AZRP_SHADER_LINE;
cmd->color = color;
cmd->curr_x = x1;
cmd->curr_y = y1 & 15;
cmd->dx = ABS(x2-x1);
cmd->sx = SGN(x2-x1);
cmd->dy = ABS(y2-y1);
cmd->sy = SGN(y2-y1);
cmd->i = 0;
cmd->cumul = (cmd->dx >= cmd->dy) ? cmd->dx/2 : cmd->dy/2;
prof_leave(azrp_perf_cmdgen);
}
void azrp_shader_line( void *uniforms, void *comnd, void *fragment )
{
struct command *cmd = (struct command *) comnd;
uint16_t *frag = (uint16_t *) fragment;
frag[ azrp_width * cmd->curr_y + cmd->curr_x ] = cmd->color;
int i;
if (cmd->dy == 0)
{
for( i = cmd->i; i < cmd->dx ; i++ )
{
cmd->curr_x += cmd->sx;
frag[ azrp_width * cmd->curr_y + cmd->curr_x ] = cmd->color;
}
}
else if (cmd->dx == 0)
{
for( i = cmd->i; i < cmd->dy ; i++ )
{
cmd->curr_y += cmd->sy;
// if curr_y=16, this means we are changing to next fragment
if (cmd->curr_y == azrp_frag_height) break;
frag[ azrp_width * cmd->curr_y + cmd->curr_x ] = cmd->color;
}
}
else if (cmd->dx >= cmd->dy)
{
for( i = cmd->i; i < cmd->dx; i++ )
{
cmd->curr_x += cmd->sx;
cmd->cumul += cmd->dy;
if (cmd->cumul > cmd->dx)
{
cmd->cumul -= cmd->dx;
cmd->curr_y += cmd->sy;
}
// if curr_y=16, this means we are changing to next fragment
if (cmd->curr_y == azrp_frag_height ) break;
frag[ azrp_width * cmd->curr_y + cmd->curr_x ] = cmd->color;
}
}
else
{
for( i = cmd->i; i < cmd->dy; i++ )
{
cmd->curr_y += cmd->sy;
cmd->cumul += cmd->dx;
if (cmd->cumul > cmd->dy)
{
cmd->cumul -= cmd->dy;
cmd->curr_x += cmd->sx;
}
// if curr_y=16, this means we are changing to next fragment
if (cmd->curr_y == azrp_frag_height) break;
frag[ azrp_width * cmd->curr_y + cmd->curr_x ] = cmd->color;
}
}
cmd->curr_y = cmd->curr_y & 15;
cmd->i = i+1;
}

16
src/shaders/poly.cpp Normal file
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@ -0,0 +1,16 @@
#include <azur/gint/render.h>
#include "MyAzurShaders.h"
void azrp_poly(int *x, int *y, int nb_vertices, uint16_t color) {
prof_enter(azrp_perf_cmdgen);
for( int i=0 ; i<nb_vertices ; i++) {
int px = x[i];
int py = y[i];
int px2 = x[(i+1)%nb_vertices];
int py2 = y[(i+1)%nb_vertices];
azrp_line( px, py, px2, py2, color );
}
prof_leave(azrp_perf_cmdgen);
}

View File

@ -1,4 +1,4 @@
#include "config.h"
#include "../config.h"
#include <azur/gint/render.h>
#include "MyAzurShaders.h"

View File

@ -1,4 +1,4 @@
#include "config.h"
#include "../config.h"
#include "background.h"
#include <azur/azur.h>
@ -8,13 +8,14 @@
#include <stdlib.h>
extern struct Map map_Level1;
extern struct Map map_Level2;
Map *map_Level;
Background::Background( )
{
map_Level = &map_Level1;
speed = libnum::num(1.0);
}
Background::~Background( )
@ -29,18 +30,18 @@ void Background::Render( void )
int y0 = (int) ylevel;
int yshifttile = (int) (16*ylevel.frac());
for(int u=0; u<map_Level2.nblayers;u++)
for(int u=0; u<map_Level->nblayers;u++)
for(int i=0; i<=25; i++)
{
for(int j=0; j<=14; j++)
{
uint16_t index = (j+y0) * map_Level2.w + (x0+i) % map_Level2.w;
uint16_t currentTile = map_Level2.layers[u][ index ];
uint16_t index = (j+y0) * map_Level->w + (x0+i) % map_Level->w;
uint16_t currentTile = map_Level->layers[u][ index ];
if (currentTile!=0)
{
uint16_t xtile = ((currentTile % map_Level2.tileset_size)-1) * 16;
uint16_t ytile = (currentTile / map_Level2.tileset_size) * 16;
azrp_subimage_p8( i*16-xshifttile, j*16-yshifttile, map_Level2.tileset, xtile, ytile, 16, 16, DIMAGE_NONE );
uint16_t xtile = ((currentTile % map_Level->tileset_size)-1) * 16;
uint16_t ytile = (currentTile / map_Level->tileset_size) * 16;
azrp_subimage_p8( i*16-xshifttile, j*16-yshifttile, map_Level->tileset, xtile, ytile, 16, 16, DIMAGE_NONE );
}
}
}
@ -51,17 +52,17 @@ void Background::Render( void )
uint16_t tilemap[25*14]={0};
for(int u=0; u<map_Level2.nblayers;u++)
for(int u=0; u<map_Level->nblayers;u++)
{
for(int j=0; j<14; j++)
{
for(int i=0; i<=25; i++)
{
uint16_t index = j * map_Level2.w + (x0+i) % map_Level2.w;
tilemap[25*j+i]= cmap_Level2.layers[u][ index ];
uint16_t index = j * map_Level->w + (x0+i) % map_Level->w;
tilemap[25*j+i]= cmap_Level->layers[u][ index ];
}
}
azrp_tilesmap( shifttile, tilemap, map_Level2.tileset, map_Level2.tileset_size);
azrp_tilesmap( shifttile, tilemap, map_Level->tileset, map_Level->tileset_size);
}
*/
}
@ -69,7 +70,13 @@ void Background::Render( void )
void Background::Update( float dt )
{
libnum::num a = libnum::num( dt / 90000.0f); //18000.0f );
xlevel += a;
xlevel += speed*a;
}
void Background::SetSpeed(libnum::num s)
{
speed = s;
}
@ -82,7 +89,7 @@ void Background::IncYCoordinate( libnum::num y )
{
ylevel += y ;
if (ylevel<0) ylevel=libnum::num(0);
if (ylevel>map_Level2.h-14) ylevel=libnum::num(map_Level2.h-14);
if (ylevel>map_Level->h-14) ylevel=libnum::num(map_Level->h-14);
}

View File

@ -38,8 +38,11 @@ class Background
int GetXCoordinate( void );
int GetYCoordinate( void );
void SetSpeed( libnum::num s );
private:
libnum::num xlevel, ylevel;
libnum::num speed;
};

View File

@ -1,6 +1,7 @@
#include "config.h"
#include "../config.h"
#include "bonus.h"
#include "entity.h"
#include <num/num.h>
#include <gint/rtc.h>
@ -8,13 +9,8 @@ extern bopti_image_t img_emp_circ;
extern bopti_image_t img_life_bonus;
extern bopti_image_t img_sat_bonus;
Bonus::Bonus( int16_t _x, int16_t _y, uint8_t _id )
Bonus::Bonus( int16_t _x, int16_t _y, uint8_t _id ) : Entity( _x, _y, _id )
{
x = libnum::num( _x );
y = libnum::num( _y );
ID = _id;
if (ID==0)
{
width = img_life_bonus.width/2;
@ -33,16 +29,13 @@ Bonus::Bonus( int16_t _x, int16_t _y, uint8_t _id )
ymin = (int) y - height;
ymax = (int) y + height;
toberemoved = false;
currentframe = libnum::num(0);
}
Bonus::~Bonus()
{
if (hasTrajectory)
delete(pathToFollow);
pathToFollow->DeleteRegistry();
}
void Bonus::Update( float dt )
@ -61,7 +54,7 @@ void Bonus::Update( float dt )
}
else
{
pathToFollow->CalculatePosition( dt, speed, true, &x, &y );
pathToFollow->CalculatePosition( &accumulatedTime, dt, speed, true, &x, &y );
}
xmin = (int) x - width;

34
src/shmup/bonus.h Normal file
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@ -0,0 +1,34 @@
#ifndef BONUS_H
#define BONUS_H
#include <azur/azur.h>
#include <azur/gint/render.h>
#include <cstdint>
#include <stdlib.h>
#include <num/num.h>
#include "trajectory.h"
#include "entity.h"
class Bonus : public Entity
{
public:
Bonus( int16_t _x, int16_t _y, uint8_t _id );
~Bonus();
virtual void Update( float dt ) override;
virtual void Render( void ) override;
private:
int8_t dirx, diry;
libnum::num currentframe;
};
#endif

View File

@ -1,4 +1,4 @@
#include "config.h"
#include "../config.h"
#include "boss.h"
#include "bullet.h"
@ -6,19 +6,27 @@
#include <num/num.h>
#include <gint/rtc.h>
#include <sys/types.h>
#include "fast_trig.h"
#include "../utilities/fast_trig.h"
#include <gint/gint.h>
#include "collections.h"
#include "player.h"
#include "../utilities/vector2D.h"
extern bopti_image_t img_Lifebar;
extern bopti_image_t img_Boss1;
extern bopti_image_t img_BossGun;
extern font_t milifont_prop;
extern std::vector<Bullet*> MyEnemiesBullets;
extern Player *MyPlayer;
#define NB_PIECES_BOSS 12
#define NB_GUNS 12
libnum::num XdataBossInternal[NB_PIECES_BOSS];
libnum::num YdataBossInternal[NB_PIECES_BOSS];
libnum::num XdataBossExternal[NB_PIECES_BOSS];
@ -26,6 +34,10 @@ libnum::num YdataBossExternal[NB_PIECES_BOSS];
BossPart Pieces[NB_PIECES_BOSS*2];
libnum::num xGuns[NB_GUNS];
libnum::num yGuns[NB_GUNS];
BossGun Guns[NB_GUNS];
#include <stdio.h>
@ -81,16 +93,9 @@ bool Is_Point_Inside_Triangle( int Px, int Py, int P1x, int P1y, int P2x, int P2
Boss::Boss( int16_t _x, int16_t _y, uint8_t _id )
Boss::Boss( int16_t _x, int16_t _y, uint8_t _id ) : Enemy( _x, _y, _id )
{
x = libnum::num(_x);
y = libnum::num(_y);
ID = _id;
speed = 10;
toberemoved = false;
speed = 1;
width = img_Boss1.width/2;
height = img_Boss1.height/2;
@ -106,12 +111,13 @@ Boss::Boss( int16_t _x, int16_t _y, uint8_t _id )
life0 = 1000;
}
hasTrajectory=false;
lastshoot0 = rtc_ticks();
lastshoot1 = rtc_ticks();
lastshoot2 = rtc_ticks();
radiusInt = libnum::num( 75 );
radiusExt = libnum::num( 100 );
radiusInt = libnum::num( 80 );
radiusExt = libnum::num( 90 );
rotAngle = 0.0f;
rotSpeed = 2;
@ -135,30 +141,37 @@ Boss::Boss( int16_t _x, int16_t _y, uint8_t _id )
Pieces[i*2+1].color = 0x528a; //darker gray
}
/* FOR DEBUGGING */
// gint_world_switch( GINT_CALL( savedata ) );
for( int i=0; i<NB_GUNS; i++ )
{
Guns[i].life = 100;
Guns[i].toberemoved = false;
}
}
Boss::~Boss()
{
}
void Boss::Update( float dt )
{
if (hasTrajectory)
{
pathToFollow->CalculatePosition( &accumulatedTime, dt, speed, true, &x, &y );
}
xmin = (int) x - width;
xmax = (int) x + width;
ymin = (int) y - height;
ymax = (int) y + height;
rotAngle += rotSpeed * dt / 25000.0f;
if (rotAngle>360.0f) rotAngle-=360.0f;
/* Management of the shield part of the boss (rotating circles made of triangles)*/
uint16_t angleint = (uint16_t) rotAngle;
uint16_t angledelta = (uint16_t) (360/NB_PIECES_BOSS);
@ -182,6 +195,63 @@ void Boss::Update( float dt )
if (angleint>=360) angleint -= 360;
}
/* Management of the Guns part of the boss (rotating cannons made of sprites)*/
angledelta = (uint16_t) (360/NB_GUNS);
angleint = (uint16_t) rotAngle + angledelta/2;
if (angleint>=360) angleint -= 360;
for( int i=0; i<NB_GUNS; i++ )
{
xGuns[i] = this->x + (this->radiusInt + this->radiusExt) / 2 * FastCosInt( angleint );
yGuns[i] = this->y + (this->radiusInt + this->radiusExt) / 2 * FastSinInt( angleint );
angleint += angledelta;
if (angleint>=360) angleint -= 360;
}
uint32_t tempshoot = rtc_ticks();
bool hasExternalGun = false;
if (Shoot_OK( tempshoot, BULLET_ENEMY_RED ))
{
/* shoot from the rotating cannons (aiming directly the position of the player )*/
for( int i=0; i<NB_GUNS; i++ )
{
if (Guns[i].toberemoved==false)
{
Vector2D shootDirection( MyPlayer->x - xGuns[i], MyPlayer->y - yGuns[i] );
shootDirection.Normalise();
Bullet *b = new Bullet( xGuns[i] , yGuns[i], shootDirection.x, shootDirection.y, BULLET_ENEMY_RED );
MyEnemiesBullets.push_back( b );
hasExternalGun = true;
}
}
}
if (hasExternalGun==false)
if(Shoot_OK( tempshoot, BULLET_ENEMY_GREEN ))
{
/* central shoot from the main ship only if no more other gun shooting */
Bullet *b0 = new Bullet( xmin, (int) y, -3, 0, BULLET_ENEMY_GREEN );
MyEnemiesBullets.push_back( b0 );
Bullet *b1 = new Bullet( xmin, (int) y, -2, -2, BULLET_ENEMY_BLUE );
MyEnemiesBullets.push_back( b1 );
Bullet *b2 = new Bullet( xmin, (int) y, -2, 2, BULLET_ENEMY_BLUE );
MyEnemiesBullets.push_back( b2 );
Bullet *b3 = new Bullet( xmin, (int) y, -3, -1, BULLET_ENEMY_GREEN );
MyEnemiesBullets.push_back( b3 );
Bullet *b4 = new Bullet( xmin, (int) y, -3, 1, BULLET_ENEMY_GREEN );
MyEnemiesBullets.push_back( b4 );
}
}
@ -189,7 +259,7 @@ void Boss::Update( float dt )
void Boss::Render( void )
{
if (ID==0 && toberemoved==false)
if (toberemoved==false)
{
for( int i=0; i<NB_PIECES_BOSS; i++ )
{
@ -224,17 +294,38 @@ void Boss::Render( void )
}
}
for( int i=0; i<NB_GUNS; i++ )
{
if (Guns[i].toberemoved==false)
{
azrp_image_p8_effect( (int) xGuns[i] - img_BossGun.width/2,
(int) yGuns[i] - img_BossGun.height/2,
&img_BossGun, DIMAGE_NONE);
#if(DEBUG_MODE)
dfont( &milifont_prop );;
int X = (int) xGuns[i] - img_BossGun.width/2 + 15 ;
int Y = (int) yGuns[i] - img_BossGun.height/2 +15;
azrp_print( X, Y, C_WHITE, "%d", Guns[i].life );
#endif
}
}
azrp_image_p8_effect(xmin, ymin, &img_Boss1, DIMAGE_NONE);
if (life>life0*2/3) azrp_subimage_p8_effect((int) x - img_Lifebar.width/2, ymin - 9, &img_Lifebar, 0, 7, (img_Lifebar.width*life)/life0, 5, DIMAGE_NONE );
else if (life>life0/3) azrp_subimage_p8_effect((int) x - img_Lifebar.width/2, ymin - 9, &img_Lifebar, 0, 12, (img_Lifebar.width*life)/life0, 5, DIMAGE_NONE );
else azrp_subimage_p8_effect((int) x - img_Lifebar.width/2, ymin - 9, &img_Lifebar, 0, 17, (img_Lifebar.width*life)/life0, 5, DIMAGE_NONE );
};
}
bool Boss::Test_Impact( Bullet *projectile )
{
/* We check if the bullet collides with teh shield of the boss */
for( int i=0; i< NB_PIECES_BOSS; i++ )
{
if (Pieces[i*2].toberemoved == false)
@ -273,13 +364,65 @@ bool Boss::Test_Impact( Bullet *projectile )
}
}
/* We check if the bullet collides with the cannons of the boss */
for( int i=0; i<NB_GUNS; i++ )
{
if (Guns[i].toberemoved==false)
{
if (projectile->x >= (int) xGuns[i] - img_BossGun.width/2 &&
projectile->x <= (int) xGuns[i] + img_BossGun.width/2 &&
projectile->y >= (int) yGuns[i] - img_BossGun.height/2 &&
projectile->y <= (int) yGuns[i] + img_BossGun.height/2 )
{
Guns[i].life -= projectile->strength;
if (Guns[i].life<0)
{
Guns[i].toberemoved = true;
Create_Explosion( (int) projectile->x, (int) projectile->y );
}
projectile->toberemoved = true;
return true;
}
}
}
/* We check if the bullet collides with the main ship part of the boss */
if (projectile->x >= xmin && projectile->x <= xmax && projectile->y >= ymin && projectile->y <= ymax )
{
life -= projectile->strength;
if (life<0) this->toberemoved = true;
if (life<0)
{
this->toberemoved = true;
Create_Explosion( (int) projectile->x, (int) projectile->y );
}
projectile->toberemoved = true;
return true;
}
else return false;
}
bool Boss::Shoot_OK( uint32_t tempshoot, uint8_t shootID )
{
if (shootID==BULLET_ENEMY_RED)
{
if(tempshoot-lastshoot0>1)
{
lastshoot0=tempshoot;
return true;
}
else return false;
}
else if (shootID==BULLET_ENEMY_GREEN)
{
if(tempshoot-lastshoot1>1)
{
lastshoot1=tempshoot;
return true;
}
else return false;
}
else return false;
}

57
src/shmup/boss.h Normal file
View File

@ -0,0 +1,57 @@
#ifndef BOSS_H
#define BOSS_H
#include <azur/azur.h>
#include <azur/gint/render.h>
#include <cstdint>
#include <stdlib.h>
#include <num/num.h>
#include <sys/types.h>
#include "bullet.h"
#include "enemy.h"
#include "trajectory.h"
typedef struct
{
uint8_t P1, P2, P3;
int16_t life;
bool toberemoved;
int color;
} BossPart;
typedef struct
{
int16_t life;
bool toberemoved;
} BossGun;
class Boss : public Enemy
{
public:
Boss( int16_t _x, int16_t _y, uint8_t _id );
~Boss();
virtual void Update( float dt ) override;
virtual void Render( void ) override;
virtual bool Test_Impact( Bullet *projectile ) override;
uint32_t lastshoot = 0;
uint8_t rotSpeed;
private:
float rotAngle;
libnum::num radiusInt, radiusExt;
uint32_t lastshoot0 = 0;
uint32_t lastshoot1 = 0;
virtual bool Shoot_OK( uint32_t tempshoot, uint8_t shootID ) override;
};
#endif

View File

@ -1,4 +1,4 @@
#include "config.h"
#include "../config.h"
#include "bullet.h"
@ -15,7 +15,8 @@ extern bopti_image_t img_bullet_normal;
extern bopti_image_t img_bullet_blue;
extern bopti_image_t img_bullet_laser;
extern bopti_image_t img_bullet_enemy_blue;
extern bopti_image_t img_bullet_enemy_red;
extern bopti_image_t img_bullet_enemy_green;
Bullet::Bullet( uint16_t lx, uint16_t ly, int16_t dx, int16_t dy, uint8_t id )
@ -44,6 +45,51 @@ Bullet::Bullet( uint16_t lx, uint16_t ly, int16_t dx, int16_t dy, uint8_t id )
{
strength = 2;
}
else if (ID==BULLET_ENEMY_RED)
{
strength = 3;
}
else if (ID==BULLET_ENEMY_GREEN)
{
strength = 5;
}
toberemoved = false;
}
Bullet::Bullet( libnum::num lx, libnum::num ly, libnum::num dx, libnum::num dy, uint8_t id )
{
x = lx;
y = ly;
sx = dx;
sy = dy;
ID=id;
if (ID==BULLET_NORMAL)
{
strength = 5;
}
else if (ID==BULLET_BLUE)
{
strength = 2;
}
else if (ID==BULLET_LASER)
{
strength = 1;
}
else if (ID==BULLET_ENEMY_BLUE)
{
strength = 2;
}
else if (ID==BULLET_ENEMY_RED)
{
strength = 3;
}
else if (ID==BULLET_ENEMY_GREEN)
{
strength = 5;
}
toberemoved = false;
}
@ -87,5 +133,15 @@ void Bullet::Render( )
azrp_image_p8( px-img_bullet_enemy_blue.width/2, py-img_bullet_enemy_blue.height/2, &img_bullet_enemy_blue, DIMAGE_NONE );
return;
}
else if (ID==BULLET_ENEMY_RED)
{
azrp_image_p8( px-img_bullet_enemy_red.width/2, py-img_bullet_enemy_red.height/2, &img_bullet_enemy_red, DIMAGE_NONE );
return;
}
else if (ID==BULLET_ENEMY_GREEN)
{
azrp_image_p8( px-img_bullet_enemy_green.width/2, py-img_bullet_enemy_green.height/2, &img_bullet_enemy_green, DIMAGE_NONE );
return;
}
}

View File

@ -11,6 +11,8 @@ enum
BULLET_BLUE,
BULLET_LASER,
BULLET_ENEMY_BLUE,
BULLET_ENEMY_RED,
BULLET_ENEMY_GREEN,
};
@ -18,6 +20,7 @@ class Bullet
{
public:
Bullet( uint16_t lx, uint16_t ly, int16_t dx, int16_t dy, uint8_t id );
Bullet( libnum::num lx, libnum::num ly, libnum::num dx, libnum::num dy, uint8_t id );
~Bullet();
void Update( float dt );
void Render();

View File

@ -1,19 +1,18 @@
#include "config.h"
#include "../config.h"
#include "collections.h"
#include "trajectory.h"
#include <vector>
#include <gint/rtc.h>
extern std::vector<Particle*> MyParticles;
extern std::vector<Bullet*> MyPlayerBullets;
extern std::vector<Bullet*> MyEnemiesBullets;
extern std::vector<Enemy*> MyEnemies;
extern std::vector<Impact*> MyImpacts;
extern std::vector<Trajectory*> MyTrajectories;
extern Player *MyPlayer;
@ -50,6 +49,7 @@ void Create_Player_Shoot( uint8_t id )
void Create_Enemies( void )
{
/*
Enemy* e1 = new Enemy( 348, 112, 0);
e1->Set_Speed_Vector( 1, 1, -6 );
MyEnemies.push_back( e1 );
@ -65,32 +65,51 @@ void Create_Enemies( void )
Enemy* e4 = new Enemy( 348, 112, 1);
e4->Set_Speed_Vector( 1, 3, 3 );
MyEnemies.push_back( e4 );
*/
Point2D *A = new Point2D( 348, 112 );
Point2D *B = new Point2D( 371, 199 );
Point2D *C = new Point2D( 198, 149 );
Point2D *D = new Point2D( 25, 199 );
Point2D *E = new Point2D( 25, 25 );
Point2D *F = new Point2D( 198, 75 );
Point2D *G = new Point2D( 371, 25 );
Vector2D *A = new Vector2D( 348, 112 );
Vector2D *B = new Vector2D( 371, 199 );
Vector2D *C = new Vector2D( 198, 149 );
Vector2D *D = new Vector2D( 25, 199 );
Vector2D *E = new Vector2D( 25, 25 );
Vector2D *F = new Vector2D( 198, 75 );
Vector2D *G = new Vector2D( 371, 25 );
Trajectory *MyTrajectory= new Trajectory();
MyTrajectory->AddPoint( A );
MyTrajectory->AddPoint( B );
MyTrajectory->AddPoint( C );
MyTrajectory->AddPoint( D );
MyTrajectory->AddPoint( E );
MyTrajectory->AddPoint( F );
MyTrajectory->AddPoint( G );
Trajectory *MyPath= new Trajectory();
MyPath->AddPoint( A );
MyPath->AddPoint( B );
MyPath->AddPoint( C );
MyPath->AddPoint( D );
MyPath->AddPoint( E );
MyPath->AddPoint( F );
MyPath->AddPoint( G );
MyTrajectories.push_back( MyPath );
Enemy* e5 = new Enemy( 348, 112, 2);
e5->hasTrajectory = true;
e5->pathToFollow = MyTrajectory;
e5->pathToFollow = MyPath;
MyPath->AddRegistry();
e5->Set_Accumulated_Time(0.0f);
Enemy* e6 = new Enemy( 348, 112, 2);
e6->hasTrajectory = true;
e6->pathToFollow = MyPath;
MyPath->AddRegistry();
e6->Set_Accumulated_Time(-1.0f);
Enemy* e7 = new Enemy( 348, 112, 2);
e7->hasTrajectory = true;
e7->pathToFollow = MyPath;
MyPath->AddRegistry();
e7->Set_Accumulated_Time(-2.0f);
MyEnemies.push_back( e5 );
MyEnemies.push_back( e6 );
MyEnemies.push_back( e7 );
}
@ -151,6 +170,13 @@ void Clean_Everything( void )
}
MyImpacts.clear();
for(unsigned int i=0; i<MyTrajectories.size(); i++)
{
delete( MyTrajectories[i] );
MyTrajectories.erase( MyTrajectories.begin() + i );
}
MyTrajectories.clear();
}

View File

@ -3,11 +3,11 @@
#include "player.h"
#include "utilities.h"
#include "../utilities/utilities.h"
#include "particles.h"
#include "bullet.h"
#include "enemy.h"
#include "MyAzurShaders.h"
#include "../shaders/MyAzurShaders.h"
#include "impact.h"
#include "trajectory.h"

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@ -1,4 +1,4 @@
#include "config.h"
#include "../config.h"
#include "enemy.h"
#include "bullet.h"
@ -15,16 +15,11 @@ extern std::vector<Bullet*> MyEnemiesBullets;
Enemy::Enemy( int16_t _x, int16_t _y, uint8_t _id )
Enemy::Enemy( int16_t _x, int16_t _y, uint8_t _id ) : Entity( _x, _y, _id )
{
x = libnum::num( _x );
y = libnum::num( _y );
dirx = 1;
diry = -6;
ID = _id;
if (ID==0)
{
width = img_mainship2.width/2;
@ -52,15 +47,12 @@ Enemy::Enemy( int16_t _x, int16_t _y, uint8_t _id )
ymin = (int) y - height;
ymax = (int) y + height;
toberemoved = false;
lastshottime = 0;
}
Enemy::~Enemy()
{
if (hasTrajectory)
delete(pathToFollow);
}
void Enemy::Update( float dt )
@ -76,7 +68,7 @@ void Enemy::Update( float dt )
}
else
{
pathToFollow->CalculatePosition( dt, speed, true, &x, &y );
pathToFollow->CalculatePosition( &accumulatedTime, dt, speed, true, &x, &y );
}
xmin = (int) x - width;
@ -87,7 +79,7 @@ void Enemy::Update( float dt )
uint32_t tempshoot = rtc_ticks();
if (Shoot_OK( tempshoot ))
if (Shoot_OK( tempshoot, 0 ))
{
if ( ID==0 )
{
@ -107,7 +99,6 @@ void Enemy::Update( float dt )
Bullet *b = new Bullet( xmin, (int) y, -1, 0, BULLET_ENEMY_BLUE );
MyEnemiesBullets.push_back( b );
}
}
@ -154,14 +145,19 @@ bool Enemy::Test_Impact( Bullet *projectile )
else return false;
}
void Enemy::Set_Speed_Vector( uint8_t _sp, uint8_t _xd, uint8_t _yd)
void Enemy::Set_Speed_Vector( uint8_t _sp, uint8_t _xd, uint8_t _yd )
{
speed = _sp;
dirx = _xd;
diry = _yd;
}
bool Enemy::Shoot_OK( uint32_t tempshoot )
void Enemy::Set_Accumulated_Time( float value )
{
accumulatedTime = value;
}
bool Enemy::Shoot_OK( uint32_t tempshoot, uint8_t shootID )
{
if(tempshoot-lastshottime>15)
{

40
src/shmup/enemy.h Normal file
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@ -0,0 +1,40 @@
#ifndef ENEMY_H
#define ENEMY_H
#include <azur/azur.h>
#include <azur/gint/render.h>
#include <cstdint>
#include <stdlib.h>
#include <num/num.h>
#include "bullet.h"
#include "entity.h"
#include "trajectory.h"
class Enemy : public Entity
{
public:
Enemy( int16_t _x, int16_t _y, uint8_t _id );
~Enemy();
virtual void Update( float dt ) override;
virtual void Render( void ) override;
virtual bool Test_Impact( Bullet *projectile ) override;
void Set_Speed_Vector( uint8_t _sp, uint8_t _xd, uint8_t _yd);
virtual void Set_Accumulated_Time( float value );
private:
int8_t dirx, diry; // vector of the current direction of the ennemy (TODO : to implement more complex displacement pattern)
uint32_t lastshottime;
virtual bool Shoot_OK( uint32_t tempshoot, uint8_t shootID );
};
#endif

34
src/shmup/entity.cpp Normal file
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@ -0,0 +1,34 @@
#include "entity.h"
#include <num/num.h>
Entity::Entity( int16_t _x, int16_t _y, uint8_t _id )
{
x = libnum::num(_x);
y = libnum::num(_y);
ID = _id;
toberemoved = false;
hasTrajectory = false;
accumulatedTime = 0.0f;
}
Entity::~Entity( void )
{
if (hasTrajectory)
pathToFollow->DeleteRegistry();
}
void Entity::Update( float dt )
{
}
void Entity::Render( void )
{
}
bool Entity::Test_Impact( Bullet *projectile )
{
}

39
src/shmup/entity.h Normal file
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@ -0,0 +1,39 @@
#ifndef ENTITY_H
#define ENTITY_H
#include <cstdint>
#include <stdlib.h>
#include <num/num.h>
#include <sys/types.h>
#include "bullet.h"
#include "trajectory.h"
class Entity
{
public:
Entity( int16_t _x, int16_t _y, uint8_t _id );
virtual ~Entity();
virtual void Update( float dt );
virtual void Render( void );
virtual bool Test_Impact( Bullet *projectile );
libnum::num x, y; // center position of the boss
uint8_t width, height; // width and height -for the hitbox
int16_t xmin, xmax, ymin, ymax; // square hitbox (to speed up the bullet impact calculations)
uint8_t ID;
uint8_t speed; // speed of the boss
int16_t life;
bool toberemoved;
bool hasTrajectory = false;
Trajectory *pathToFollow;
float accumulatedTime;
int16_t life0;
};
#endif

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@ -1,4 +1,4 @@
#include "config.h"
#include "../config.h"
#include "impact.h"

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@ -1,4 +1,4 @@
#include "config.h"
#include "../config.h"
#include "particles.h"

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@ -1,28 +1,40 @@
#include "config.h"
#include "../config.h"
#include "player.h"
#include "bullet.h"
#include "enemy.h"
#include <num/num.h>
#include <gint/rtc.h>
#include "fast_trig.h"
#include "../utilities/fast_trig.h"
#include "background.h"
extern bopti_image_t img_Lifebar;
extern bopti_image_t img_mainship1;
extern bopti_image_t *img_mainship1;
extern bopti_image_t img_player_ship1;
extern bopti_image_t img_player_ship2;
extern bopti_image_t img_player_ship3;
extern bopti_image_t img_player_ship4;
extern bopti_image_t img_player_ship5;
extern bopti_image_t img_player_ship6;
extern bopti_image_t img_player_ship7;
extern bopti_image_t img_player_ship8;
extern bopti_image_t img_Satellite_Lvl1;
extern Background MyBackground;
Player::Player( int16_t _x, int16_t _y, uint8_t _id )
{
img_mainship1 = &img_player_ship7;
x = libnum::num(_x);
y = libnum::num(_y);
ID = _id;
width = img_mainship1.width/2;
height = img_mainship1.height/2;
width = img_mainship1->width/2;
height = img_mainship1->height/2;
speed = 10;
xmin = (int) x - width;
@ -68,7 +80,7 @@ void Player::Render( void )
{
azrp_subimage_p8_effect( (int) x - img_Lifebar.width/2, ymin - 10, &img_Lifebar, 0, 0, img_Lifebar.width, 7, DIMAGE_NONE );
if (ID==0) azrp_image_p8_effect(xmin, ymin, &img_mainship1, DIMAGE_NONE);
if (ID==0) azrp_image_p8_effect(xmin, ymin, img_mainship1, DIMAGE_NONE);
int w = img_Satellite_Lvl1.width/2;
int h = img_Satellite_Lvl1.height/2;

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@ -1,47 +1,59 @@
#include "config.h"
#include "../config.h"
#include "trajectory.h"
Trajectory::Trajectory( )
{
accumulatedTime = 0.0f;
registration = 0;
//accumulatedTime = 0.0f;
}
Trajectory::~Trajectory( )
{
for( auto& p : ControlPoints )
delete( p );
ControlPoints.clear();
for( auto& p : ControlPoints )
delete( p );
ControlPoints.clear();
}
void Trajectory::AddPoint( Point2D *p )
void Trajectory::AddPoint( Vector2D *p )
{
ControlPoints.push_back( p );
}
void Trajectory::CalculatePosition( float time, uint16_t speed, bool looped, libnum::num *xreturn, libnum::num *yreturn )
void Trajectory::AddRegistry( void )
{
accumulatedTime += speed * time / 2000000.0f;
if (accumulatedTime>ControlPoints.size()) accumulatedTime-=ControlPoints.size();
registration++;
}
libnum::num t = libnum::num( accumulatedTime - (int) accumulatedTime );
void Trajectory::DeleteRegistry( void )
{
registration--;
}
void Trajectory::CalculatePosition( float *accumulatedTime, float time, uint16_t speed, bool looped, libnum::num *xreturn, libnum::num *yreturn )
{
*accumulatedTime += speed * time / 2000000.0f;
if (*accumulatedTime>ControlPoints.size()) *accumulatedTime-=ControlPoints.size();
if (*accumulatedTime<0) *accumulatedTime+=ControlPoints.size();
libnum::num t = libnum::num( *accumulatedTime - (int) *accumulatedTime );
int p0, p1, p2, p3;
if (!looped)
{
p1 = (int) accumulatedTime + 1;
p1 = (int) *accumulatedTime + 1;
p2 = p1 + 1;
p3 = p2 + 1;
p0 = p1 - 1;
}
else
{
p1 = (int) accumulatedTime;
p1 = (int) *accumulatedTime;
p2 = (p1 + 1) % ControlPoints.size();
p3 = (p2 + 1) % ControlPoints.size();
p0 = p1 >= 1 ? p1 - 1 : ControlPoints.size() - 1;

33
src/shmup/trajectory.h Normal file
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@ -0,0 +1,33 @@
#ifndef TRAJECTORY_H
#define TRAJECTORY_H
#include <cstdint>
#include <stdlib.h>
#include <num/num.h>
#include <vector>
#include "../utilities/vector2D.h"
#include "num/num.h"
class Trajectory
{
public:
Trajectory( );
~Trajectory( );
void AddPoint( Vector2D *p );
void AddRegistry( void );
void DeleteRegistry( void );
void CalculatePosition( float *accumulatedTime, float time, uint16_t speed, bool looped, libnum::num *xreturn, libnum::num *yreturn );
std::vector<Vector2D*> ControlPoints;
bool isLoop;
uint16_t registration;
//float accumulatedTime;
};
#endif

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@ -1,68 +0,0 @@
#include "config.h"
#include <azur/gint/render.h>
#include "MyAzurShaders.h"
#include <cstdlib>
#include <cstdio>
#include <gint/rtc.h>
uint8_t AZRP_SHADER_TILESMAP = -1;
__attribute__((constructor))
static void register_shader(void)
{
extern azrp_shader_t azrp_shader_tilesmap;
AZRP_SHADER_TILESMAP = azrp_register_shader(azrp_shader_tilesmap);
}
void azrp_shader_tilesmap_configure(void)
{
azrp_set_uniforms(AZRP_SHADER_TILESMAP, (void *)azrp_width);
}
struct command {
uint8_t shader_id;
uint8_t current_frag;
int shifttile;
int *tilemap;
bopti_image_t *image;
int tileset_size;
};
void azrp_tilesmap( int shifttile, int *tilemap, bopti_image_t *image, int tileset_size );
{
prof_enter(azrp_perf_cmdgen);
struct command cmd;
cmd.shader_id = AZRP_SHADER_TILESMAP;
cmd.current_frag = 0;
cmd.shifttile = shifttile;
cmd.tilemap = tilemap;
cmd.image = image;
cmd.tileset_size = tileset_size;
azrp_queue_command(&cmd, sizeof cmd, 0, azrp_frag_count);
prof_leave(azrp_perf_cmdgen);
}
void azrp_shader_tilesmap( void *uniforms, void *comnd, void *fragment )
{
struct command *cmd = (struct command *) comnd;
uint16_t *frag = (uint16_t *) fragment;
int currentile = cmd->tilemap[cmd->current_frag*25];
for(int u=0; u<=25;u++)
cmd->current_frag++;
}

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@ -1,27 +0,0 @@
#ifndef TRAJECTORY_H
#define TRAJECTORY_H
#include <cstdint>
#include <stdlib.h>
#include <num/num.h>
#include <vector>
#include "point2D.h"
#include "num/num.h"
class Trajectory
{
public:
Trajectory( );
~Trajectory( );
void AddPoint( Point2D *p );
void CalculatePosition( float time, uint16_t speed, bool looped, libnum::num *xreturn, libnum::num *yreturn );
std::vector<Point2D*> ControlPoints;
bool isLoop;
float accumulatedTime;
};
#endif

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@ -1,42 +0,0 @@
#include "config.h"
#include <azur/azur.h>
#include <azur/gint/render.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <fxlibc/printf.h>
extern font_t milifont_prop;
/* Render text with Azur images - quite bad, but I don't have time lol. */
void Azur_draw_text(int x, int y, char const *fmt, ...)
{
/* char str[128];
va_list args;
va_start(args, fmt);
vsnprintf(str, 128, fmt, args);
va_end(args);
extern bopti_image_t img_font;
for(int i = 0; str[i]; i++) {
if(str[i] < 32 || str[i] >= 0x7f) continue;
int row = (str[i] - 32) >> 4;
int col = (str[i] - 32) & 15;
azrp_subimage(x + 5 * i, y, &img_font, 7 * col + 1, 9 * row + 1, 6, 8, DIMAGE_NONE);
}
*/
char str[128];
va_list args;
va_start(args, fmt);
vsnprintf(str, 128, fmt, args);
va_end(args);
dfont( &milifont_prop );
azrp_text( x, y, C_WHITE, str );
}

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@ -1,6 +0,0 @@
#ifndef UTILITIES_H
#define UTILITIES_H
void Azur_draw_text(int x, int y, char const *fmt, ...);
#endif

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@ -1,4 +1,4 @@
#include "config.h"
#include "../config.h"
#include "extrakeyboard.h"
#include <gint/keyboard.h>

183
src/utilities/fast_trig.cpp Normal file
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@ -0,0 +1,183 @@
#include "fast_trig.h"
#include "num/num.h"
static libnum::num cosTable[360];
static libnum::num sinTable[360];
static bool is_fast_trig_initialised = false;
void Fast_Trig_Init( void )
{
for(int u=0; u<360; u++)
{
cosTable[u] = libnum::num( cos( u * PI / 180 ) );
sinTable[u] = libnum::num( sin( u * PI / 180 ) );
}
is_fast_trig_initialised = true;
}
libnum::num FastCosInt( int16_t angle )
{
if (!is_fast_trig_initialised) Fast_Trig_Init();
if (angle>=0 and angle<360) return cosTable[ angle ];
else
{
int16_t input = angle;
if (input<0)
{
while (input<0) input+=360;
return cosTable[ input ];
}
else
{
while (input>=360) input-=360;
return cosTable[ input ];
}
}
}
libnum::num FastSinInt( int16_t angle )
{
if (!is_fast_trig_initialised) Fast_Trig_Init();
if (angle>=0 and angle<360) return sinTable[ angle ];
else
{
int16_t input = angle;
if (input<0)
{
while (input<0) input+=360;
return sinTable[ input ];
}
else
{
while (input>=360) input-=360;
return sinTable[ input ];
}
}
}
libnum::num FastTanInt( int16_t angle )
{
if (!is_fast_trig_initialised) Fast_Trig_Init();
int16_t input = angle;
if (input<0)
{
while (input<0) input+=360;
}
else if (input>=360)
{
while (input>=360) input-=360;
}
libnum::num value;
if (input==90)
{
value.v = INT32_MAX;
return value;
}
else if (input==270)
{
value.v = INT32_MIN;
return value;
}
else
{
value = FastSinInt(input) / FastCosInt(input);
return value;
}
}
libnum::num32 sqrt_num32(libnum::num32 v) {
uint32_t t, q, b, r;
r = v.v;
b = 0x40000000;
q = 0;
while (b > 0x40) {
t = q + b;
if (r >= t) {
r -= t;
q = t + b;
}
r <<= 1;
b >>= 1;
}
q >>= 8;
libnum::num32 ret;
ret.v = q;
return ret;
}
/* TO DO : rework these functions for sine and cosine calculation */
libnum::num32 cos_num32(libnum::num32 angle) {
// Taylor serie for cos(x) = 1 - x²/2! + x⁴/4! + x⁶/6! + x⁸/8! + ...
// Cosine function is even
if (angle < libnum::num32(0))
return cos_num32(-angle);
// Look for an angle in the range [0, 2*pi [
libnum::num32 anglereduced = angle;
while (anglereduced >= libnum::num32(2 * PI))
anglereduced -= libnum::num32(2 * PI);
// Exploit the symetry for angle and angle+Pi to reduce the order of the
// limited developpement
if (anglereduced >= libnum::num(PI))
return -cos_num32(anglereduced - libnum::num(PI));
libnum::num32 sum = libnum::num32(1);
libnum::num32 angle2 = anglereduced * anglereduced;
// set first value of the Taylor serie : x⁰/0! = 1/1
libnum::num32 numerator = libnum::num32(1);
libnum::num32 denominator = libnum::num32(1);
for (int i = 2; i <= 8; i += 2) {
numerator *= (-angle2);
denominator *= libnum::num32(i - 1) * libnum::num32(i);
sum += (numerator / denominator);
}
return sum;
}
libnum::num32 sin_num32(libnum::num32 angle) {
// Taylor serie for cos(x) = x/1! - x³/3! + x⁵/5! - x⁷/7! + x⁹/9! + ...
// Sine function is odd
if (angle < libnum::num32(0))
return -sin_num32(-angle);
// Look for an angle in the range [0, 2*pi [
libnum::num32 anglereduced = angle;
while (anglereduced >= libnum::num32(2 * PI))
anglereduced -= libnum::num32(2 * PI);
// Exploit the symetry for angle and angle+Pi to reduce the order of the
// limited developpement
if (anglereduced >= libnum::num(PI))
return -sin_num32(anglereduced - libnum::num(PI));
libnum::num32 sum = anglereduced;
libnum::num32 angle2 = anglereduced * anglereduced;
// set first value of the Taylor serie : x¹/1! = x/1
libnum::num32 numerator = anglereduced;
libnum::num32 denominator = libnum::num32(1);
for (int i = 2; i <= 8; i += 2) {
numerator *= (-angle2);
denominator *= libnum::num32(i) * libnum::num32(i + 1);
sum += (numerator / denominator);
}
return sum;
}

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@ -5,9 +5,7 @@
#include <cmath>
#include <num/num.h>
#define PI 3.141592
#define PI 3.14159265
void Fast_Trig_Init( void );
@ -15,5 +13,10 @@ libnum::num FastCosInt( int16_t angle );
libnum::num FastSinInt( int16_t angle );
libnum::num FastTanInt( int16_t angle );
libnum::num32 sqrt_num32(libnum::num32 v);
libnum::num32 cos_num32(libnum::num32 angle);
libnum::num32 sin_num32(libnum::num32 angle);
#endif

214
src/utilities/utilities.cpp Normal file
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@ -0,0 +1,214 @@
#include "../config.h"
#include <azur/azur.h>
#include <azur/gint/render.h>
#include "utilities.h"
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <fxlibc/printf.h>
#include <sys/types.h>
extern font_t milifont_prop;
void Azur_draw_text(int x, int y, char const *fmt, ...)
{
char str[128];
va_list args;
va_start(args, fmt);
vsnprintf(str, 128, fmt, args);
va_end(args);
dfont( &milifont_prop );
azrp_text( x, y, C_WHITE, str );
}
bool AABB_Collision( SpriteLocator image1, SpriteLocator image2 )
{
if( (image2.x >= image1.x + image1.image->width)
|| (image2.x + image2.image->width <= image1.x)
|| (image2.y >= image1.y + image1.image->height)
|| (image2.y + image2.image->height <= image1.y) )
return false;
// no need to do pixel perfect detection
return true;
}
bool Pixel_Perfect_Collision( SpriteLocator image1, SpriteLocator image2 )
{
if( !AABB_Collision( image1, image2 ) )
return false; // bounding boxes not overlapping, impossible to have collision
/* if we reach that point, this means that we need to perform pixel perfect collsion detection */
/* First we will calculate the corners of the zone to be tested for collision */
/* as it is not usefull to check for all the surface of the image, only the */
/* overlapping area will be verified */
/* WARNING !! */
/* P4 format is not supported yet has it is currently focused on use with Azur */
/* that is mostly P8/RGB565 oriented for ultra fast performances */
if ( IMAGE_IS_P4(image1.image->format) || IMAGE_IS_P4(image2.image->format) )
return false;
int astartx, aendx;
int astarty, aendy;
int adeltax, adeltay;
int bstartx, bendx;
int bstarty, bendy;
int bdeltax, bdeltay;
int rows, columns;
if (image1.x <= image2.x)
{
adeltax = image2.x - image1.x;
columns = MIN(image1.image->width - adeltax, image2.image->width);
bdeltax = 0;
}
else
{
bdeltax = image1.x - image2.x;
columns = MIN(image2.image->width - bdeltax, image1.image->width);
adeltax = 0;
}
if (image1.y <= image2.y)
{
adeltay = image2.y - image1.y;
rows = MIN(image1.image->height - adeltay, image2.image->height);
bdeltay = 0;
}
else
{
bdeltay = image1.y - image2.y;
rows = MIN(image2.image->height - bdeltay, image1.image->height);
adeltay = 0;
}
/* if BOTH images are in a 16bits color format, we will not use masks and will quicken the process */
if ( IMAGE_IS_RGB16(image1.image->format) && IMAGE_IS_RGB16(image2.image->format) )
{
void *data1 = image1.image->data + adeltay * image1.image->stride;
void *data2 = image2.image->data + bdeltay * image2.image->stride;
uint16_t *data_u16_1 = (uint16_t *) data1;
uint16_t *data_u16_2 = (uint16_t *) data2;
int transp1 = image_alpha(image1.image->format);
int transp2 = image_alpha(image2.image->format);
for( int j=0; j<rows; j++)
{
for (int i=0; i<columns; i++)
{
if( (data_u16_1[ adeltax + i ] != transp1 )
&& (data_u16_2[ bdeltax + i ] != transp2 ) )
return true;
}
data1 += image1.image->stride;
data_u16_1 = (uint16_t *) data1;
data2 += image2.image->stride;
data_u16_2 = (uint16_t *) data2;
}
return false;
}
/* if BOTH images are in a 8bits color format, we will not use masks and will quicken the process */
if ( IMAGE_IS_P8(image1.image->format) && IMAGE_IS_P8(image2.image->format) )
{
void *data1 = image1.image->data + adeltay * image1.image->stride;
void *data2 = image2.image->data + bdeltay * image2.image->stride;
int8_t *data_u8_1 = (int8_t *) data1;
int8_t *data_u8_2 = (int8_t *) data2;
int transp1 = image_alpha(image1.image->format);
int transp2 = image_alpha(image2.image->format);
for( int j=0; j<rows; j++)
{
for (int i=0; i<columns; i++)
{
if( (data_u8_1[ adeltax + i ] != transp1 )
&& (data_u8_2[ bdeltax + i ] != transp2 ) )
return true;
}
data1 += image1.image->stride;
data_u8_1 = (int8_t *) data1;
data2 += image2.image->stride;
data_u8_2 = (int8_t *) data2;
}
return false;
}
/* if we reach that point, this means that images have differnt format and we need to manage this */
uint8_t d1;
uint8_t d2;
void *data1 = image1.image->data + adeltay * image1.image->stride;
void *data2 = image2.image->data + bdeltay * image2.image->stride;
int8_t *data_u8_1 = (int8_t *) data1;
uint16_t *data_u16_1 = (uint16_t *) data1;
int8_t *data_u8_2 = (int8_t *) data2;
uint16_t *data_u16_2 = (uint16_t *) data2;
int transp1 = image_alpha(image1.image->format);
int transp2 = image_alpha(image2.image->format);
bool im1_P16 = IMAGE_IS_RGB16(image1.image->format);
bool im1_P8 = IMAGE_IS_P8(image1.image->format);
bool im2_P16 = IMAGE_IS_RGB16(image2.image->format);
bool im2_P8 = IMAGE_IS_P8(image2.image->format);
for( int j=0; j<rows; j++)
{
for (int i=0; i<columns; i++)
{
/* d1 is set to 1 if pixel of image1 is not transparent and to 0 if transparent */
/* need to be format dependant here so quite time consumming test at each loop :( )*/
if (im1_P16)
d1 = data_u16_1[ adeltax + i ] == transp1 ? 0 : 1;
else if (im1_P8)
d1 = data_u8_1[ adeltax + i ] == transp1 ? 0 : 1;
/* d2 is set to 1 if pixel of image2 is not transparent and to 0 if transparent */
/* need to be format dependant here so quite time consumming test at each loop :( )*/
if (im2_P16)
d2 = data_u16_2[ bdeltax + i ] == transp2 ? 0 : 1;
else if (im2_P8)
d2 = data_u8_2[ bdeltax + i ] == transp2 ? 0 : 1;
/* if d1 + d2 = 2 means that both coincident pixels are not transparent and then we have collision*/
if (d1 + d2 == 2) return true;
}
/* we move the pointer to the next line of both images */
data1 += image1.image->stride;
data2 += image2.image->stride;
data_u8_1 = (int8_t *) data1;
data_u8_2 = (int8_t *) data2;
data_u16_1 = (uint16_t *) data1;
data_u16_2 = (uint16_t *) data2;
}
return false;
}

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#ifndef UTILITIES_H
#define UTILITIES_H
#include <cstdint>
#include "gint/image.h"
typedef struct
{
/* position of the picture */
int16_t x, y;
/* pointer to the image structure */
image_t *image;
} SpriteLocator;
#define ABS(a) ((a) < 0 ? -(a) : (a))
#define FLOOR(a) ((a) < 0 ? (int)((a)-1.0) : (int)(a))
#define MAX(a, b) ((a) > (b) ? (a) : (b))
#define MIN(a, b) ((a) < (b) ? (a) : (b))
bool AABB_Collision( SpriteLocator image1, SpriteLocator image2 );
bool Pixel_Perfect_Collision( SpriteLocator image1, SpriteLocator image2 );
void Azur_draw_text(int x, int y, char const *fmt, ...);
#endif

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#include "vector2D.h"
#include "fast_trig.h"
Vector2D::Vector2D() {
this->x = libnum::num32(0);
this->y = libnum::num32(0);
}
Vector2D::Vector2D(float x, float y) {
this->x = libnum::num32(x);
this->y = libnum::num32(y);
}
Vector2D::Vector2D(libnum::num32 x, libnum::num32 y) {
this->x = x;
this->y = y;
}
Vector2D::Vector2D(const Vector2D &v) {
this->x = v.x;
this->y = v.y;
}
Vector2D::~Vector2D() {}
void Vector2D::Set(Vector2D v) {
this->x = v.x;
this->y = v.y;
}
void Vector2D::Normalise(void) {
libnum::num32 len = this->Length();
this->x /= len;
this->y /= len;
}
Vector2D Vector2D::Clone(void) {
Vector2D NewVector(this->x, this->y);
return NewVector;
}
Vector2D Vector2D::MakeVector(Vector2D A, Vector2D B) {
Vector2D NewVector(B.x - A.x, B.y - A.y);
return NewVector;
}
void Vector2D::AddVectors(Vector2D a, Vector2D b) {
this->x = a.x + b.x;
this->y = a.y + b.y;
}
void Vector2D::Add(Vector2D v, libnum::num32 scale) {
this->x += v.x * scale;
this->y += v.y * scale;
}
void Vector2D::SubtractVectors(Vector2D a, Vector2D b) {
this->x = a.x - b.x;
this->y = a.y - b.y;
}
void Vector2D::Subtract(Vector2D v, libnum::num32 scale) {
this->x -= v.x * scale;
this->y -= v.y * scale;
}
libnum::num32 Vector2D::Length(void) {
return sqrt_num32(this->x * this->x + this->y * this->y);
}
void Vector2D::Scale(libnum::num32 scale) {
this->x *= scale;
this->y *= scale;
}
libnum::num32 Vector2D::Dot(Vector2D v) { return (this->x * v.x + this->y * v.y); }
libnum::num32 Vector2D::Det(Vector2D v) { return (this->x * v.y - this->y * v.x); }
Vector2D Vector2D::PerpCW(void) {
Vector2D temp(-this->y, this->x);
return temp;
}
Vector2D Vector2D::PerpCCW(void) {
Vector2D temp(this->y, -this->x);
return temp;
}
Vector2D ClosestPointOnSegment(Vector2D P, Vector2D A, Vector2D B) {
Vector2D AB = B - A;
libnum::num32 t = AB.Dot(AB);
if (t == 0)
return A;
libnum::num32 t2 = (P.Dot(AB) - A.Dot(AB)) / t;
if (t2 < libnum::num32(0))
t2 = libnum::num32(0);
if (t2 > libnum::num32(1))
t2 = libnum::num32(1);
Vector2D C = A.Clone();
C.Add(AB, t2);
return C;
}

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#ifndef VECTOR2D_H
#define VECTOR2D_H
#include <num/num.h>
#include <stdint.h>
#include "fast_trig.h"
class Vector2D {
public:
Vector2D();
Vector2D(float x, float y);
Vector2D(libnum::num32 x, libnum::num32 y);
Vector2D(const Vector2D &v);
~Vector2D();
void Set(Vector2D v);
void Normalise(void);
Vector2D Clone(void);
Vector2D MakeVector(Vector2D A, Vector2D B);
void AddVectors(Vector2D a, Vector2D b);
void Add(Vector2D v, libnum::num32 scale);
void SubtractVectors(Vector2D a, Vector2D b);
void Subtract(Vector2D v, libnum::num32 scale);
libnum::num32 Length(void);
void Scale(libnum::num32 scale);
libnum::num32 Dot(Vector2D v);
libnum::num32 Det(Vector2D v);
Vector2D PerpCW(void);
Vector2D PerpCCW(void);
/* overloading of most interesting operators */
libnum::num32 operator[](uint8_t pos) { return pos == 0 ? x : y; }
Vector2D &operator=(const Vector2D &v) {
this->x = v.x;
this->y = v.y;
return *this;
}
Vector2D operator+(const Vector2D &v) const {
return Vector2D(x + v.x, y + v.y);
}
Vector2D operator-(const Vector2D &v) const {
return Vector2D(x - v.x, y - v.y);
}
Vector2D &operator+=(Vector2D const &other) {
this->x += other.x;
this->y += other.y;
return *this;
}
Vector2D operator-() const { return (Vector2D(-x, -y)); }
Vector2D operator+() const { return *this; }
Vector2D &operator-=(Vector2D const &other) {
this->x -= other.x;
this->y -= other.y;
return *this;
}
Vector2D &operator*=(libnum::num32 scale) {
this->x *= scale;
this->y *= scale;
return *this;
}
Vector2D &operator/=(libnum::num32 scale) {
this->x /= scale;
this->y /= scale;
return *this;
}
friend Vector2D operator*(libnum::num32 scale, Vector2D const &v) {
Vector2D r;
r.x = v.x * scale;
r.y = v.y * scale;
return r;
}
friend Vector2D operator*(Vector2D const &v, libnum::num32 scale) {
Vector2D r;
r.x = v.x * scale;
r.y = v.y * scale;
return r;
}
friend Vector2D operator/(Vector2D const &v, libnum::num32 scale) {
Vector2D r;
r.x = v.x / scale;
r.y = v.y / scale;
return r;
}
libnum::num32 x;
libnum::num32 y;
};
Vector2D ClosestPointOnSegment(Vector2D P, Vector2D A, Vector2D B);
#endif