1 #include "src/lib/16_sprit.h"
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3 char* get_curr_anim_name(struct sprite *spri)
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5 // Retrive animation name list
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6 struct vrs_header huge *vrs = spri->spritesheet->vrs_hdr;
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7 uint32_t huge *anim_names_offsets = (uint32_t huge *)
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9 vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_NAME_LIST]);
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11 return (char *)(vrs + anim_names_offsets[spri->curr_anim]);
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14 void init_anim(struct sprite *spri, int anim_index)
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16 struct vrs_header huge *vrs = spri->spritesheet->vrs_hdr;
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17 uint32_t huge *anim_lists_offsets = (uint32_t huge *)
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19 vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_LIST]);
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20 struct vrs_animation_list_entry_t huge *anim_list = (struct vrs_animation_list_entry_t huge *)
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22 anim_lists_offsets[anim_index]);
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24 // Upon new animation, start from the first sprite in it
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25 spri->curr_anim = anim_index;
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26 spri->curr_anim_spri = 0;
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27 spri->curr_spri_id = anim_list[0].sprite_id;
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28 spri->delay = anim_list[0].delay;
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30 spri->curr_anim_list = anim_list;
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34 int set_anim_by_id(struct sprite *spri, int anim_id)
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36 int new_anim_index = 0;
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38 struct vrs_header huge *vrs = spri->spritesheet->vrs_hdr;
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39 // Retruve animation ids list
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40 uint16_t huge *anim_ids = (uint16_t huge *)
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42 vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_ID_LIST]);
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44 // Loop through animation id untill match or end of list
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45 while(iter_id = anim_ids[new_anim_index])
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47 // Return on successful match
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48 if (iter_id == anim_id)
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50 init_anim(spri, new_anim_index);
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58 void print_anim_ids(struct sprite *spri)
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60 int new_anim_index = 0;
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62 struct vrs_header huge *vrs = spri->spritesheet->vrs_hdr;
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63 // Retruve animation ids list
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64 uint16_t huge *anim_ids = (uint16_t huge *)
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66 vrs->offset_table[VRS_HEADER_OFFSET_ANIMATION_ID_LIST]);
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68 if(!anim_ids[new_anim_index])
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70 // Loop through animation id untill match or end of list
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71 while(iter_id = anim_ids[new_anim_index])
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73 // Return on successful match
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79 void animate_spri(struct sprite *spri)
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85 i = get_vrl_by_id(spri->spritesheet, spri->curr_spri_id, spri->sprite_vrl_cont);
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88 printf("Error retriving required sprite");
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91 draw_vrl1_vgax_modex( spri->x, spri->y,
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92 spri->sprite_vrl_cont->vrl_header, spri->sprite_vrl_cont->line_offsets,
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93 spri->sprite_vrl_cont->buffer + sizeof(struct vrl1_vgax_header),
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94 spri->sprite_vrl_cont->data_size);
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96 // Depending on delay, update indices
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97 switch(spri->delay){
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98 // Delay = 0 means that sprite should loop. Nothing to change here
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102 // Delay = 1 means that on next time unit sprite should be changed
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104 spri->curr_anim_spri++;
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106 // If we hit the end of an animation sequence, restart it
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107 if(!(spri->curr_spri_id = spri->curr_anim_list[spri->curr_anim_spri].sprite_id)){
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108 spri->curr_anim_spri = 0;
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109 spri->curr_spri_id = spri->curr_anim_list[spri->curr_anim_spri].sprite_id;
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111 spri->delay = spri->curr_anim_list[spri->curr_anim_spri].delay;
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113 // Delay > 1 means that we should not change sprite yet. Decrease delay
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