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######################################################
##
## Sprites:
##
## A lexicon for manipulating Mako sprites.
##
## John Earnest
##
######################################################
: sprite@ 4 * SP @ + ;
: .sprite-t 1 + ;
: .sprite-x 2 + ;
: .sprite-y 3 + ;
: .sprite-w @ 0x0F00 and 256 / 1 + 8 * ;
: .sprite-h @ 0xF000 and 4096 / 1 + 8 * ;
: invisible 1 xor ;
: px sprite@ .sprite-x @ ;
: py sprite@ .sprite-y @ ;
: tile sprite@ .sprite-t @ ;
: px! sprite@ .sprite-x ! ;
: py! sprite@ .sprite-y ! ;
: tile! sprite@ .sprite-t ! ;
: +px sprite@ .sprite-x swap over @ swap + swap ! ;
: +py sprite@ .sprite-y swap over @ swap + swap ! ;
: >sprite >r i py! i px! i tile! r> sprite@ ! ; (status tile x y sprite-id -- )
: sprite> >r i sprite@ @ i tile i px r> py ; (sprite-id -- status tile x y )
: show sprite@ dup @ 1 or swap ! ;
: hide sprite@ dup @ 1 not and swap ! ;
# Assume that sprites are drawn
# facing left normally:
: face-left sprite@ dup @ sprite-mirror-horiz not and swap ! ;
: face-right sprite@ dup @ sprite-mirror-horiz or swap ! ;
: flip-horiz sprite@ dup @ sprite-mirror-horiz xor swap ! ;
: flip-vert sprite@ dup @ sprite-mirror-vert xor swap ! ;
: rot >r swap r> swap ; (a b c -- b c a)
: -rot swap >r swap r> ; (a b c -- c a b)
# return true if a point lies within
# a given sprite, respecting its current
# location and size.
: c-sprite? ( x y sprite-id -- flag )
rot >r sprite@ >r
i .sprite-y @
2dup i .sprite-h +
<= -rot >= and
r> r> swap >r
i .sprite-x @
2dup r> .sprite-w +
<= -rot >= and
and
;
# returns true if two sprites overlap,
# respecting their locations and sizes.
: c-sprites? ( sprite-a sprite-b -- flag )
>r >r
i py i sprite@ .sprite-h + j py >
i py j sprite@ .sprite-h - j py < and
i px i sprite@ .sprite-w + j px > and
i px j sprite@ .sprite-w - j px < and
rdrop rdrop
;
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