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

From MSX Game Library

< Modules‎ | game pawn

(Initialize pawn)
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All pawn management is carried out via a Game_Pawn structure (each pawn must have its own structure).
 
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.
 
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
‎<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>
 
GamePawn_SetPosition(&g_PlayerPawn, 16, 16); // Set pawn position</syntaxhighlight>
  
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* one that determines whether a given block of background is a blocker or not,  
 
* 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.).
 
* and the other which receives collision-related events (touching the screen edge, falling, etc.).
 
 
'''Examples:''' ‎‎<syntaxhighlight lang="c">// Physics callback
 
'''Examples:''' ‎‎<syntaxhighlight lang="c">// Physics callback
 
void PhysicsEvent(u8 event, u8 tile)
 
void PhysicsEvent(u8 event, u8 tile)

Revision as of 01:19, 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