Difference between revisions of "Modules/game pawn/Usage"

From MSX Game Library

< Modules‎ | game pawn

 
(6 intermediate revisions by the same user not shown)
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'''Example:'''
 
'''Example:'''
 
 
A two color sprite (2 layer): ‎<syntaxhighlight lang="C">
 
A two color sprite (2 layer): ‎<syntaxhighlight lang="C">
 
const Game_Sprite g_SpriteLayers[] =
 
const Game_Sprite g_SpriteLayers[] =
Line 16: Line 15:
 
'''Example:'''
 
'''Example:'''
 
Push animation with function to trigger ‎<syntaxhighlight lang="C">
 
Push animation with function to trigger ‎<syntaxhighlight lang="C">
const Game_Frame g_FramePunch[] =
+
const Game_Frame g_FramesPunch[] =
 
{
 
{
 
{ 0, 4, NULL}, // Display pattern 0 for 4 render cycles
 
{ 0, 4, NULL}, // Display pattern 0 for 4 render cycles
Line 24: Line 23:
 
{ 24, 4, NULL },
 
{ 24, 4, NULL },
 
};‎</syntaxhighlight>
 
};‎</syntaxhighlight>
 
  
 
=== Define pawn's actions ===
 
=== Define pawn's actions ===
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const Game_Action g_AnimActions[] =
 
const Game_Action g_AnimActions[] =
 
{ //  Frames        Number                  Loop?  Interrupt?
 
{ //  Frames        Number                  Loop?  Interrupt?
{ g_FramesIdle, numberof(g_FramesIdle), TRUE,  TRUE },
+
{ g_FramesIdle, numberof(g_FramesIdle), TRUE,  TRUE },
{ g_FramesMove, numberof(g_FramesMove), TRUE,  TRUE },
+
{ g_FramesMove, numberof(g_FramesMove), TRUE,  TRUE },
{ g_FramesJump, numberof(g_FramesJump), TRUE,  TRUE },
+
{ g_FramesJump, numberof(g_FramesJump), TRUE,  TRUE },
{ g_FramePunch, numberof(g_FramesFall), FALSE, FALSE },
+
{ g_FramesPunch, numberof(g_FramesFall), FALSE, FALSE }, // Play once, can't be interrupted
 
};‎</syntaxhighlight>
 
};‎</syntaxhighlight>
 +
 +
=== Initialize pawn ===
 +
 +
All pawn management is carried out via a Game_Pawn structure (each pawn must have its own structure).
 +
Once the sprite and animation data have been defined, the pawn must be initialized.
 +
 +
‎'''Examples:''' ‎‎<syntaxhighlight lang="c">GamePawn_Initialize(&g_PlayerPawn, g_SpriteLayers, numberof(g_SpriteLayers), 0, g_AnimActions); // Initialize pawn structure
 +
GamePawn_SetPosition(&g_PlayerPawn, 16, 16); // Set pawn position</syntaxhighlight>
 +
 +
=== Initialize pawn ===
 +
 +
If you want to use the physics and collision functionalities, you must set the GAMEPAWN_USE_PHYSICS option in your library configuration file (<tt>msxgl_config.h</tt>).
 +
Next, you need to define two callback functions:
 +
* one that determines whether a given block of background is a blocker or not,
 +
* and the other which receives collision-related events (touching the screen edge, falling, etc.).
 +
 +
'''Examples:''' ‎‎<syntaxhighlight lang="c">// Physics callback
 +
void PhysicsEvent(u8 event, u8 tile)
 +
{
 +
switch(event)
 +
{
 +
case PAWN_PHYSICS_BORDER_DOWN:
 +
case PAWN_PHYSICS_BORDER_RIGHT:
 +
case PAWN_PHYSICS_COL_DOWN: // Handle downward collisions
 +
case PAWN_PHYSICS_COL_UP: // Handle upward collisions
 +
case PAWN_PHYSICS_FALL: // Handle falling
 +
break;
 +
};
 +
}
 +
 +
// Collision callback
 +
bool PhysicsCollision(u8 tile)
 +
{
 +
return (tile & 0x80);
 +
}
 +
 +
/* ... */
 +
 +
GamePawn_InitializePhysics(&g_PlayerPawn, PhysicsEvent, PhysicsCollision, 16, 16); // ‎Initialize pawn physics</syntaxhighlight>

Latest revision as of 00:20, 19 April 2024

Define pawn's sprites

The visual of a pawn is defined by one or more sprite layers. The Game_Sprite structure allows to define the parameters of each layer : The X/Y offset of the layer relative to the Pawn position, the pattern number offset from the pattern number defined in the animation, the sprite color and a special flag for display.

Example:

A two color sprite (2 layer): ‎
const Game_Sprite g_SpriteLayers[] =
{
	{ 0,  0, 0,  COLOR_WHITE, 0 }, // Sprite position offset: 0,0. Pattern offset: 0. Color: White. No special flag
	{ 0, -8, 4,  COLOR_GRAY, 0 }, // Sprite position offset: 0,-8. Pattern offset: 4. Color: Gray. No special flag
};‎

Define pawn's animations

Each animation is defined by a list of Game_Frame structures that determine : The pattern number of the animation frame, the duration of the frame in number of display cycles, and a function to call when the character reach a given frame of the animation. Create a structure for each animation. You have to provide a complete list of all action that the pawn can do.

Example:

Push animation with function to trigger ‎
const Game_Frame g_FramesPunch[] =
{
	{ 0,	4,	NULL}, // Display pattern 0 for 4 render cycles
	{ 8,	4,	NULL},
	{ 8,	1,	DoPunch }, // call function DoPunch() when Pawn is displaying this frame
	{ 16,	4,	NULL },
	{ 24,	4,	NULL },
};‎

Define pawn's actions

An action is defined in the Game_Action structure and include a animation plus some parameters like the looping of the animation or a flag to determine if the action can be interrupted.

Examples:
const Game_Action g_AnimActions[] =
{ //  Frames        Number                  Loop?  Interrupt?
	{ g_FramesIdle,  numberof(g_FramesIdle), TRUE,  TRUE },
	{ g_FramesMove,  numberof(g_FramesMove), TRUE,  TRUE },
	{ g_FramesJump,  numberof(g_FramesJump), TRUE,  TRUE },
	{ g_FramesPunch, numberof(g_FramesFall), FALSE, FALSE }, // Play once, can't be interrupted
};‎

Initialize pawn

All pawn management is carried out via a Game_Pawn structure (each pawn must have its own structure). Once the sprite and animation data have been defined, the pawn must be initialized.

Examples: ‎‎
GamePawn_Initialize(&g_PlayerPawn, g_SpriteLayers, numberof(g_SpriteLayers), 0, g_AnimActions); // Initialize pawn structure
GamePawn_SetPosition(&g_PlayerPawn, 16, 16); // Set pawn position

Initialize pawn

If you want to use the physics and collision functionalities, you must set the GAMEPAWN_USE_PHYSICS option in your library configuration file (msxgl_config.h). Next, you need to define two callback functions:

  • one that determines whether a given block of background is a blocker or not,
  • and the other which receives collision-related events (touching the screen edge, falling, etc.).
Examples: ‎‎
// Physics callback
void PhysicsEvent(u8 event, u8 tile)
{
	switch(event)
	{
	case PAWN_PHYSICS_BORDER_DOWN:
	case PAWN_PHYSICS_BORDER_RIGHT:
	case PAWN_PHYSICS_COL_DOWN: // Handle downward collisions 
	case PAWN_PHYSICS_COL_UP: // Handle upward collisions
	case PAWN_PHYSICS_FALL: // Handle falling
		break;
	};
}

// Collision callback
bool PhysicsCollision(u8 tile)
{
	return (tile & 0x80);
}

/* ... */

GamePawn_InitializePhysics(&g_PlayerPawn, PhysicsEvent, PhysicsCollision, 16, 16); // ‎Initialize pawn physics