cloud prototype in-game

This commit is contained in:
Kistaro Windrider 2024-02-29 22:00:32 -08:00
parent dd34ad0a37
commit b421df9174
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8
2 changed files with 101 additions and 3 deletions

View File

@ -9,11 +9,16 @@ Arcade Mode palette notes:
-- 4 (underwater) is a deeper blue shade part of sea
-- 6: dolphin specular highlights
-- 7: dolphin white paint
-- 8, 9: unassigned, layer specific
-- 8, 9: layer specific
-- sky:
-- 8: bright cloud shadows (15)
-- 9: light gray for clouds (6? 13? 134?)
-- 10: word primary (yellow 10?)
-- 11: word shadow (wood 132?)
-- 12: dolphin eye
-- 13: common sky color
-- this is a reassignment candidate but means I will never do
-- the "sunset palette cycle" thing
-- 14: dolphin primary color
-- 15: highlight white (all layers)
--

View File

@ -1396,6 +1396,97 @@ 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)
end
-->8
-- pyrex's cloud renderer
cld_bpl={241,242,244,248}
cmgr={
f=0,
df=1,
bpi=1, -- TODO: bitplane index -- different algorithm
sprs=10,
step=3,
y=12,
h=9,
oval_h=4,
c0 = 8, -- shadow
c1 = 7, -- primary
}
mknew(cmgr, function(self)
self.clouds = {}
--todo: nonempty spawn
end)
function cmgr:u()
self.f+=self.df
if self.f%(self.step*self.sprs) == 0 then
self.f=0
local bp=cld_bpl[self.bpi]
self.bpi += 1
if (self.bpi > #cld_bpl) self.bpi = 1
add(self.clouds,{x=127,y=rnd()*self.h,w=flr(rnd()*16)+16,plane=bp})
end
if self.f%self.step==0 then
local clouds2={}
for c in all(self.clouds) do
c.x-=1
if (c.x+c.w>-6) add(clouds2,c)
end
self.clouds=clouds2
end
end
function cmgr:draw()
--back up pal01
memcpy(0x8010,0x5f00,32)
--back up pal2
memcpy(0x8000,0x5f60,16)
fillp(0)
local h=self.h+self.oval_h+1
assert(h<=16)
-- render to spritesheet
poke(0x5f55,0x00)
rectfill(0,96,127,96+h,0)
-- use bitplanes
for c in all(self.clouds) do
poke(0x5f5e,c.plane)
ovalfill(c.x,96+c.y,c.x+c.w,96+c.y+self.oval_h,15)
end
poke(0x5f5e,255)
-- render from high memory
-- to higher memory
rectfill(0,112,127,112+h,0)
palt(0b1110100010000000)
for i=0,15 do
pal(i,7)
end
poke(0x5f5e,0xf1)
sspr(0,96,128,h,0,112)
poke(0x5f5e,0xf2)
sspr(0,96,128,h,1,112+1)
sspr(0,96,128,h,5,112+1)
poke(0x5f5e,255)
-- render to screen
poke(0x5f55,0x60)
pal()
pal(1,self.c1)
pal(2,self.c0)
pal(3,self.c1)
sspr(0,112,128,h,0,self.y)
-- restore former palettes
memcpy(0x5f00,0x8010,32)
memcpy(0x5f60,0x8000,16)
end
-->8
-- arcade mode
@ -1441,7 +1532,7 @@ function setup_arcade_pal()
pal()
--game_nrm_pal
pal({
[0] = 1, 0, 2, 140, 4, 5, 7, 7, 8, 9, 10, 132, 12, 12, 14, 7
[0] = 1, 0, 2, 140, 4, 5, 7, 7, 15, 6, 10, 132, 12, 12, 14, 7
}, 1)
--game_uw_pal
pal({
@ -1565,6 +1656,7 @@ mknew(arcade_level, function(x)
}
x.sky = bg.new{c=13}
x.sea = sea.new()
x.cld1 = cmgr.new{}
x.bg = event_list.new()
x.fg = event_list.new()
x.words = event_list.new()
@ -1574,6 +1666,7 @@ mknew(arcade_level, function(x)
x.v = view.of{
x.sky,
x.cld1,
x.sea,
x.waves,
x.noscore and blank or {