rotation of backgrounds
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@ -24,7 +24,7 @@ dunce = "1.0.4"
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path-slash = "0.2.1"
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serde = {version = "1.0.181", features = ["derive"]}
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postcard = {version = "1.0.6", features = ["alloc"]}
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#rayon = "1.7.0"
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rayon = "1.7.0"
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[profile.release-dani]
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inherits = "release"
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@ -1,14 +1,26 @@
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use glam::IVec2;
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use gsa::{run, Gsa, FACE_DOWN};
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use gsa::{run, Gsa, FACE_DOWN, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_MIDDLE, FACE_LEFT, FACE_RIGHT};
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struct Game {}
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fn init(gsa: &mut Gsa) -> Game {
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gsa.bg[0].fill(0x0101);
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gsa.bg[0].fill(0x7101);
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//gsa.write_string(IVec2::ONE, "Hello world nyaa~");
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gsa.bg[0].rot = 10;
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gsa.bg[0].origin = SCREEN_MIDDLE;
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gsa.bg[0].scroll = SCREEN_MIDDLE;
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Game {}
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}
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fn update(_game: &mut Game, gsa: &mut Gsa) {}
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fn update(_game: &mut Game, gsa: &mut Gsa) {
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if gsa.button_down(FACE_LEFT) {
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gsa.bg[0].rot = gsa.bg[0].rot.wrapping_add(1);
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}
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if gsa.button_down(FACE_RIGHT) {
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gsa.bg[0].rot = gsa.bg[0].rot.wrapping_sub(1);
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}
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//gsa.bg[0].scroll.x = (gsa.bg[0].scroll.x + 10) % 300;
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gsa.bg[0].scroll += gsa.input_dir();
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}
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run!(init, update);
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@ -7,6 +7,10 @@ pub struct Background {
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pub tiles: Vec<Vec<u16>>,
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/// Camera scroll (negative draw offset) for rendering
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pub scroll: IVec2,
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/// Rotation, 0-255 equals one full turn
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pub rot: u8,
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/// Origin (used for rotation and scroll and such)
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pub origin: IVec2,
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/// Size (used for rendering)
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pub size: IVec2,
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/// Are tiles indices half-tile indices?
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@ -25,6 +29,8 @@ impl Default for Background {
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half_tile: false,
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active: true,
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size: IVec2 { x: 19, y: 11 },
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origin: IVec2::ZERO,
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rot: 0
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}
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}
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}
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@ -1,11 +1,11 @@
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use std::usize;
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//use rayon::prelude::*;
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use std::{usize, f32::consts::PI};
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use rayon::prelude::*;
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use crate::{
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Background, Gsa, Rgb, EMPTY_TILE, HALF_TILE_SIZE, MAX_BACKGROUNDS, TILESET_SIZE, TILE_SIZE,
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TRANSPARENT,
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};
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use glam::IVec2;
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use glam::{IVec2, Mat2, Vec2};
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use softbuffer::Buffer;
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fn draw_tile(
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@ -78,26 +78,45 @@ fn render_bg2(target: &mut [u8], map: &Background, tileset: &[u8], screen_size:
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} else {
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TILE_SIZE
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} as i32;
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let a = map.rot as f32 / 256.0 * PI * 2.0;
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let du = glam::Vec2::new(a.cos(), a.sin());
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let dv = glam::Vec2::new(-a.sin(), a.cos());
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let duv = Mat2::from_cols(du, dv);
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//target.par_chunks_exact_mut(screen_size.x as usize).enumerate().for_each({|(screeny, row)|
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target.chunks_exact_mut(screen_size.x as usize).enumerate().for_each({|(screeny, row)|
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target
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.chunks_exact_mut(screen_size.x as usize)
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.enumerate()
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.for_each({
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|(screeny, row)| {
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for screenx in 0..screen_size.x {
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let x = screenx + map.scroll.x;
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let y = screeny as i32 + map.scroll.y;
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let tilex = x / tilesize;
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let tiley = y / tilesize;
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let pixx = x % tilesize;
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let pixy = y % tilesize;
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let tile = if tilex >= 0 && tiley >= 0 && tilex < map.size.x && tiley < map.size.y {
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let screen = duv * Vec2::new(screenx as f32 - map.origin.x as f32, screeny as f32 - map.origin.y as f32);
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let x = screen.x.floor() as i32 + map.scroll.x;
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let y = screen.y.floor() as i32 + map.scroll.y;
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let tilex = x.div_euclid(tilesize);
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let tiley = y.div_euclid(tilesize);
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//println!("{},{}", x,tilex);
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//assert!(tilex >= 0);
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// the addition is there because otherwise x might be below 0
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// which messes with the modulo
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let pixx = (x+tilesize) % tilesize;
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let pixy = (y+tilesize) % tilesize;
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let tile =
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if tilex >= 0 && tiley >= 0 && tilex < map.size.x && tiley < map.size.y {
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map.tiles[tilex as usize][tiley as usize]
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} else {
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EMPTY_TILE
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};
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if tile != EMPTY_TILE {
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let tilesetx = tile as usize % 0x100 * tilesize as usize + pixx as usize;
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let tilesety = tile as usize / 0x100 * tilesize as usize + pixy as usize;
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let p = tileset[tilesetx + tilesety * (TILESET_SIZE * TILE_SIZE)];
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let tilesetx = tile as i32 % 0x100 * tilesize + pixx;
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let tilesety = tile as i32 / 0x100 * tilesize + pixy;
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let p = tileset[tilesetx as usize + tilesety as usize * (TILESET_SIZE * TILE_SIZE)];
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if p != TRANSPARENT {
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row[x as usize] = p;
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row[screenx as usize] = p;
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}
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}
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}
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}
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@ -50,6 +50,8 @@ mod sprite;
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mod tilemap;
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mod tileset;
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use glam::IVec2;
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pub use crate::background::*;
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pub use crate::buttons::*;
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pub use crate::gsa::*;
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@ -66,6 +68,12 @@ pub const SCREEN_WIDTH: usize = 304;
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/// Screen Height in pixels
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pub const SCREEN_HEIGHT: usize = 176;
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/// Screen size as vector (SCREEN_WIDTH,SCREEN_HEIGHT)
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pub const SCREEN_SIZE: IVec2 = IVec2{x: SCREEN_WIDTH as i32, y: SCREEN_HEIGHT as i32};
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/// Center of screen as vector
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pub const SCREEN_MIDDLE: IVec2 = IVec2{x: SCREEN_WIDTH as i32 / 2, y: SCREEN_HEIGHT as i32 / 2};
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/// X and y dimensions of maps in [Gsa::bgs]
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pub const BACKGROUND_MAX_SIZE: usize = 1024;
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@ -47,7 +47,7 @@ pub fn run<TGame: 'static>(
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) {
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let (tileset, palette) = load_tileset(image_data);
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//rayon::ThreadPoolBuilder::new().num_threads(32).build_global().unwrap();
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//rayon::ThreadPoolBuilder::new().num_threads(2).build_global().unwrap();
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let mut gsa = Gsa {
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sprite: [Sprite::default(); MAX_SPRITES],
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@ -100,7 +100,7 @@ pub fn run<TGame: 'static>(
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let mut last_second = Instant::now();
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let mut last_frame = last_second;
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let target_frame_duration = Duration::from_secs(1).div_f64(60000.0);
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let target_frame_duration = Duration::from_secs(1).div_f64(60.0);
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let mut scale = 1usize;
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let mut off_x = 0usize;
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