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Revision 160

implemented sprite rotation

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sprite.c
3 3
#include "sprite.h"
4 4

  
5 5
#include "graphics.h"
6
#include <math.h>
6 7

  
7 8
struct sprite{
8 9
    int x, y;
9 10
    int w, h;
11
    int u0, v0;
12
    double theta;
10 13
    uint8_t *map;
11 14
};
12 15

  
13 16
sprite_t* sprite_ctor(const xpm_map_t xpm){
14 17
    sprite_t *ret = (sprite_t*)malloc(sizeof(sprite_t));
15 18
    if(ret == NULL) return NULL;
16
    enum xpm_image_type type = XPM_8_8_8;
19
    enum xpm_image_type type = XPM_8_8_8_8;
17 20
    xpm_image_t img;
18 21
    ret->map = xpm_load(xpm, type, &img);
19 22
    if(ret->map == NULL){
......
24 27
    ret->y = 0;
25 28
    ret->w = img.width;
26 29
    ret->h = img.height;
30
    ret->u0 = 0;
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    ret->v0 = 0;
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    ret->theta = 0;
27 33
    return ret;
28 34
}
29 35

  
......
39 45
    sprite_set_x(p, x);
40 46
    sprite_set_y(p, y);
41 47
}
48
void sprite_set_angle(sprite_t *p, double angle){ p->theta = angle; }
49
void sprite_set_center(sprite_t *p, int u0, int v0){
50
    p->u0 = u0;
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    p->v0 = v0;
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}
42 53

  
43 54
int sprite_get_w(const sprite_t *p){ return p->w; }
44 55
int sprite_get_h(const sprite_t *p){ return p->h; }
45 56

  
57
void sprite_src2pic(const sprite_t *p, int x, int y, int *u, int *v){
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    int dx = x - p->x;
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    int dy = y - p->y;
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    int du = dx*cos(p->theta) - dy*sin(p->theta);
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    int dv = dx*sin(p->theta) + dy*cos(p->theta);
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    *u = du + p->u0;
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    *v = dv + p->v0;
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}
65

  
46 66
void sprite_draw(const sprite_t *p){
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    uint8_t *m = p->map;
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    for (int i = 0; i < p->w; i++) {
49
        for (int j = 0; j < p->h; j++, m += 3) {
50
            if (p->x + i < get_XRes() && p->y + j < get_YRes()){
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                uint32_t color = SET_COLOR(*m,*(m+1),*(m+2));
52
                set_pixel(p->x + i, p->y + j, color);
67
    const int diag = sqrt(p->w*p->w + p->h*p->h)+2;
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    int u, v;
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    for(int y = p->y - diag; y < p->y + diag; ++y){
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        for(int x = p->x - diag; x < p->x + diag; ++x){
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            if (p->x + x < get_XRes() && p->y + y < get_YRes()){
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                sprite_src2pic(p, x, y, &u, &v);
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                if(0 <= u && u < p->w && 0 <= v && v < p->h){
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                    uint8_t *m = p->map + (v*p->w + u)*4;
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                    uint32_t color = SET_RGB(*(m+2), *(m+1), *(m));
76
                    set_pixel_alpha(p->x + x, p->y + y, color, *(m+3));
77
                }
53 78
            }
54 79
        }
55 80
    }

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