Difference between revisions of "Modules/game pawn/Usage"
From MSX Game Library
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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 24: | Line 23: | ||
{ 24, 4, NULL }, | { 24, 4, NULL }, | ||
};</syntaxhighlight> | };</syntaxhighlight> | ||
− | |||
=== Define pawn's actions === | === Define pawn's actions === | ||
Line 37: | Line 35: | ||
{ g_FramesPunch, numberof(g_FramesFall), FALSE, FALSE }, // Play once, can't be interrupted | { 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
Contents
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.).
// 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