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const inputs = @import("inputs.zig");
const std = @import("std");
const utils = @import("utils.zig");
const w4 = @import("wasm4.zig");
pub const Brother = struct {
side: utils.side,
score: u8,
// position of the bottom left corner
x: u8,
y: f64,
vy: f64,
pub fn draw(self: Brother) void {
var y = @floatToInt(u8, std.math.round(self.y));
w4.DRAW_COLORS.* = 0x30;
w4.blit(&brother, self.x, y - brother_height, brother_width, brother_height, brother_flags);
}
pub fn reset(self: *Brother, side: utils.side) void {
self.side = side;
self.score = 0;
}
pub fn resetRound(self: *Brother) void {
self.x = utils.startingX[@enumToInt(self.side)];
self.y = 160;
}
pub fn update(self: *Brother, gamepad: inputs.Gamepad) void {
if (gamepad.held.left and self.x > utils.leftLimit[@enumToInt(self.side)])
self.x -= 1;
if (gamepad.held.right and self.x <= utils.rightLimit[@enumToInt(self.side)] - brother_width)
self.x += 1;
if (self.y < 160) { // jumping!
self.vy += utils.gravity;
self.y += self.vy * utils.frequency;
if (self.y > 160)
self.y = 160;
} else if (gamepad.pressed.up) {
self.vy = -200;
self.y += self.vy * utils.frequency;
}
}
};
//----- Sprite ----------------------------------------------------------------
const brother_width = 16;
const brother_height = 32;
const brother_flags = 0; // BLIT_1BPP
const brother = [64]u8{ 0xf8, 0x1f, 0xf8, 0x1f, 0xf8, 0x1f, 0xf8, 0x1f, 0xf8, 0x1f, 0xfb, 0xdf, 0xfb, 0xdf, 0xfb, 0xdf, 0xfb, 0xdf, 0xf9, 0x9f, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xf8, 0x1f, 0xf8, 0x1f, 0xf8, 0x1f, 0xf8, 0x1f, 0xf8, 0x1f, 0xf8, 0x1f, 0xf8, 0x1f, 0xf8, 0x1f, 0xf8, 0x1f, 0xf8, 0x1f, 0xf8, 0x1f, 0xf8, 0x1f, 0xf8, 0x1f, 0xf8, 0x1f };
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