move sprite rendering to the correct tab; add error sprite

This commit is contained in:
Kistaro Windrider 2024-02-04 21:07:33 -08:00
parent ae58950209
commit 6054e2d182
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8

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@ -230,8 +230,6 @@ function _init()
-- complex fill API mode -- complex fill API mode
poke(0x5f34, 1) poke(0x5f34, 1)
-- per-line color mode
poke(0x5f5f, 0x10)
mainview = newtitle() mainview = newtitle()
end end
@ -356,156 +354,6 @@ end
-->8 -->8
-- sprite rendering -- sprite rendering
-->8
-- consent screens
-->8
-- title screen
-- currently just loading
-- whatever view I want to debug
function newtitle()
return arcade_level.new()
end
-->8
-- zonk mode
-->8
-- awakener
-->8
-- arcade mode
-- palette use:
-- 0: shallow sea blue (1)
-- 1: black (for sprites)
-- 2: dolphin shading
-- 3: azure water, maybe score display? (140)
-- 4, 5, 6: unassigned, layer-specific
-- 7: dolphin highlights
-- 8, 9: unassigned, layer specific
-- 10: word primary (yellow 10?)
-- 11: word shadow (wood 132?)
-- 12: dolphin eye
-- 13: light splashy water (12), maybe sky?
-- 14: dolphin primary color
-- 15: highlight white (all layers)
--
-- dolphin colors are different
-- between zones; correlated.
-- wave, text, and black colors
-- are the same between zones.
-- other colors are for
-- elements that only ever
-- appear in one zone.
--
-- TODO: consider changing sky
-- colors in different stages;
-- document what colors those
-- are (nrm_pal) if so.
game_nrm_pal = {
[0] = 1, 0, 2, 140, 4, 5, 6, 7, 8, 9, 10, 132, 12, 12, 14, 7
}
-- undersea palette local decisions:
-- 4: deeper sea blue (129)
game_uw_pal = {
[0]=1, 0, 130, 140, 129, 5, 6, 13, 8, 9, 10, 132, 131, 12, 141, 7
}
function setup_arcade_pal()
-- rows 72 and lower: sea
memset(0x5f79,0xff,7)
pal()
pal(game_nrm_pal, 1)
pal(game_uw_pal, 2)
end
-- global wave amplitude clock
-- wave per 2 seconds
-- optional toff: offset. at
-- toff==0 draw directly under
-- the dolphin
function wave(toff)
toff = toff or 0
return 2.5 * sin((t()+toff)>>1)
end
sea = {}
mknew(sea)
function sea:draw()
local w = wave()
rectfill(0, 72+w, 128, 80+w, 0)
poke2(0x5f78, 0xFF00.00FF <<> w)
rectfill(0, 81+w, 128, 89+w, 0x1040.a842)
rectfill(0, 90+w, 128, 97+(w>>1), 0x1004.e169)
rectfill(0, 98+(w>>1), 128, 104+(w>>2), 0x1004.a842)
rectfill(0, 104+(w>>2), 128, 110+(w>>2), 0x1004)
rectfill(0, 111+(w>>2), 128, 118+(w>>3), 0x1041.e169)
rectfill(0, 119+(w>>3), 128, 124+(w>>3), 0x1041.a842)
rectfill(0, 125+(w>>3), 128, 128, 0x1001)
end
arcade_level = {
score=0,
maxscore=15,
}
mknew(arcade_level, function(x)
x.phin = toyphin.new{splasher=x}
-- TODO: decent looking sky and sea
x.sky = bg.new{c=13}
x.sea = sea.new()
-- event list includes words
x.e = event_list.new()
-- TODO: score renderer
x.t0 = t()
x.v = view.of{
x.sky,
x.sea,
x.waves,
x.phin,
x.e,
}
x.s = scootbox.new()
x.s:push(x.v)
-- TODO: fade in level music
end)
function arcade_level:update()
-- TODO: timers, word loop,
-- level state tracking and
-- progression, etc.
self.s:update()
end
function arcade_level:draw()
setup_arcade_pal()
self.s:draw()
end
function arcade_level:dive_splash(x)
-- TODO: sfx, vfx for dive input
end
function arcade_level:jump_splash(x)
-- TODO: sfx, vfx for jump input
end
function arcade_level:surfacing_splash(x, force, harder)
-- TODO: sfx, vfx for surfacing from a dive
end
function arcade_level:landing_splash(x, force, harder)
-- TODO: sfx, vfx for landing from a jump
end
phinstate_nrm = { phinstate_nrm = {
s={4, 36, 4, 9}, s={4, 36, 4, 9},
ws=3, ws=3,
@ -688,17 +536,168 @@ function toyphin:draw()
spr(st.s[1+(((t()<<1)&0x0.FFFF*#st.s)&0x7FFF)], self.x + st.xo, y + st.yo, self.state.ws, self.state.hs) spr(st.s[1+(((t()<<1)&0x0.FFFF*#st.s)&0x7FFF)], self.x + st.xo, y + st.yo, self.state.ws, self.state.hs)
end end
-->8
-- consent screens
-->8
-- title screen
-- currently just loading
-- whatever view I want to debug
function newtitle()
return arcade_level.new()
end
-->8
-- zonk mode
-->8
-- awakener
-->8
-- arcade mode
-- palette use:
-- 0: shallow sea blue (1)
-- 1: black (for sprites)
-- 2: dolphin shading
-- 3: azure water, maybe score display? (140)
-- 4, 5, 6: unassigned, layer-specific
-- 7: dolphin highlights
-- 8, 9: unassigned, layer specific
-- 10: word primary (yellow 10?)
-- 11: word shadow (wood 132?)
-- 12: dolphin eye
-- 13: light splashy water (12), maybe sky?
-- 14: dolphin primary color
-- 15: highlight white (all layers)
--
-- dolphin colors are different
-- between zones; correlated.
-- wave, text, and black colors
-- are the same between zones.
-- other colors are for
-- elements that only ever
-- appear in one zone.
--
-- TODO: consider changing sky
-- colors in different stages;
-- document what colors those
-- are (nrm_pal) if so.
game_nrm_pal = {
[0] = 1, 0, 2, 140, 4, 5, 6, 7, 8, 9, 10, 132, 12, 12, 14, 7
}
-- undersea palette local decisions:
-- 4: deeper sea blue (129)
game_uw_pal = {
[0]=1, 0, 130, 140, 129, 5, 6, 13, 8, 9, 10, 132, 131, 12, 141, 7
}
function setup_arcade_pal()
-- per-line color mode
poke(0x5f5f, 0x10)
-- rows 72 and lower: sea
memset(0x5f79,0xff,7)
pal()
pal(game_nrm_pal, 1)
pal(game_uw_pal, 2)
end
-- global wave amplitude clock
-- wave per 2 seconds
-- optional toff: offset. at
-- toff==0 draw directly under
-- the dolphin
function wave(toff)
toff = toff or 0
return 2.5 * sin((t()+toff)>>1)
end
sea = {}
mknew(sea)
function sea:draw()
local w = wave()
rectfill(0, 72+w, 128, 80+w, 0)
poke2(0x5f78, 0xFF00.00FF <<> w)
rectfill(0, 81+w, 128, 89+w, 0x1040.a842)
rectfill(0, 90+w, 128, 97+(w>>1), 0x1004.e169)
rectfill(0, 98+(w>>1), 128, 104+(w>>2), 0x1004.a842)
rectfill(0, 104+(w>>2), 128, 110+(w>>2), 0x1004)
rectfill(0, 111+(w>>2), 128, 118+(w>>3), 0x1041.e169)
rectfill(0, 119+(w>>3), 128, 124+(w>>3), 0x1041.a842)
rectfill(0, 125+(w>>3), 128, 128, 0x1001)
end
arcade_level = {
score=0,
maxscore=15,
}
mknew(arcade_level, function(x)
x.phin = toyphin.new{splasher=x}
-- TODO: decent looking sky and sea
x.sky = bg.new{c=13}
x.sea = sea.new()
-- event list includes words
x.e = event_list.new()
-- TODO: score renderer
x.t0 = t()
x.v = view.of{
x.sky,
x.sea,
x.waves,
x.phin,
x.e,
}
x.s = scootbox.new()
x.s:push(x.v)
-- TODO: fade in level music
end)
function arcade_level:update()
-- TODO: timers, word loop,
-- level state tracking and
-- progression, etc.
self.s:update()
end
function arcade_level:draw()
setup_arcade_pal()
self.s:draw()
end
function arcade_level:dive_splash(x)
-- TODO: sfx, vfx for dive input
end
function arcade_level:jump_splash(x)
-- TODO: sfx, vfx for jump input
end
function arcade_level:surfacing_splash(x, force, harder)
-- TODO: sfx, vfx for surfacing from a dive
end
function arcade_level:landing_splash(x, force, harder)
-- TODO: sfx, vfx for landing from a jump
end
-->8 -->8
-- game sequencer -- game sequencer
__gfx__ __gfx__
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