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sprites.go
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sprites.go
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package gpu
//Thought it would be appropriate to put the sprite type code in a different file
import (
"fmt"
"types"
)
type Sprite interface {
UpdateSprite(addr types.Word, value byte)
GetTileID(no int) int
SpriteAttributes() *SpriteAttributes
PushScanlines(fromScanline, amount int)
PopScanline() (int, int)
IsScanlineDrawQueueEmpty() bool
ResetScanlineDrawQueue()
}
//8x8 Sprites!
type Sprite8x8 struct {
SpriteAttrs *SpriteAttributes
TileID int
ScanlineDrawQueue []int
CurrentTileLine int
}
func NewSprite8x8() *Sprite8x8 {
var sprite *Sprite8x8 = new(Sprite8x8)
sprite.SpriteAttrs = new(SpriteAttributes)
return sprite
}
func (s *Sprite8x8) String() string {
return fmt.Sprintf("%s | Size: 8x8 | Tile ID: %v", s.SpriteAttrs, s.TileID)
}
func (s *Sprite8x8) SpriteAttributes() *SpriteAttributes {
return s.SpriteAttrs
}
func (s *Sprite8x8) UpdateSprite(addr types.Word, value byte) {
var spriteAttrId int = int(addr % 4)
if spriteAttrId == 2 {
s.TileID = int(value)
} else {
s.SpriteAttrs.Update(spriteAttrId, value)
}
}
func (s *Sprite8x8) PushScanlines(fromScanline, amount int) {
for i := 0; i < amount; i++ {
if len(s.ScanlineDrawQueue) == 8 {
break
}
s.ScanlineDrawQueue = append(s.ScanlineDrawQueue, fromScanline+i)
}
}
func (s *Sprite8x8) IsScanlineDrawQueueEmpty() bool {
return len(s.ScanlineDrawQueue) == 0
}
func (s *Sprite8x8) PopScanline() (int, int) {
if len(s.ScanlineDrawQueue) == 0 {
panic("Scanline queue is empty!")
}
value := s.ScanlineDrawQueue[0]
oldCurrentTileLine := s.CurrentTileLine
s.ScanlineDrawQueue = s.ScanlineDrawQueue[1:]
if s.CurrentTileLine < 7 {
s.CurrentTileLine++
}
return value, oldCurrentTileLine
}
func (s *Sprite8x8) ResetScanlineDrawQueue() {
if len(s.ScanlineDrawQueue) > 0 {
s.ScanlineDrawQueue = make([]int, 0)
}
s.CurrentTileLine = 0
}
func (s *Sprite8x8) GetTileID(no int) int {
if no > 0 {
panic("8x8 sprites only consist of one tile")
}
return s.TileID
}
// 8x16 SPRITES!
type Sprite8x16 struct {
SpriteAttrs *SpriteAttributes
TileIDs [2]int
ScanlineDrawQueue []int
CurrentTileLine int
}
func NewSprite8x16() *Sprite8x16 {
var sprite *Sprite8x16 = new(Sprite8x16)
sprite.SpriteAttrs = new(SpriteAttributes)
return sprite
}
func (s *Sprite8x16) String() string {
return fmt.Sprintf("%s | Size: 8x16 | Tile IDs: %v", s.SpriteAttrs, s.TileIDs)
}
func (s *Sprite8x16) UpdateSprite(addr types.Word, value byte) {
var spriteAttrId int = int(addr % 4)
if spriteAttrId == 2 {
s.TileIDs[0] = int(value)
s.TileIDs[1] = int(value + 1)
} else {
s.SpriteAttrs.Update(spriteAttrId, value)
}
}
func (s *Sprite8x16) GetTileID(no int) int {
if no > 1 {
panic("8x16 sprites only consist of two tiles")
}
return s.TileIDs[no]
}
func (s *Sprite8x16) SpriteAttributes() *SpriteAttributes {
return s.SpriteAttrs
}
func (s *Sprite8x16) PushScanlines(fromScanline, amount int) {
for i := 0; i < amount; i++ {
if len(s.ScanlineDrawQueue) == 16 {
break
}
s.ScanlineDrawQueue = append(s.ScanlineDrawQueue, fromScanline+i)
}
}
func (s *Sprite8x16) IsScanlineDrawQueueEmpty() bool {
return len(s.ScanlineDrawQueue) == 0
}
func (s *Sprite8x16) PopScanline() (int, int) {
if len(s.ScanlineDrawQueue) == 0 {
panic("Scanline queue is empty!")
}
value := s.ScanlineDrawQueue[0]
oldCurrentTileLine := s.CurrentTileLine
s.ScanlineDrawQueue = s.ScanlineDrawQueue[1:]
if s.CurrentTileLine < 15 {
s.CurrentTileLine++
}
return value, oldCurrentTileLine
}
func (s *Sprite8x16) ResetScanlineDrawQueue() {
if len(s.ScanlineDrawQueue) > 0 {
s.ScanlineDrawQueue = make([]int, 0)
}
s.CurrentTileLine = 0
}
//Sprite attributes
type SpriteAttributes struct {
Y int
X int
SpriteHasPriority bool
ShouldFlipVertically bool
ShouldFlipHorizontally bool
NonCGBPaletteSelected int
CGBBankNo int
CGBPaletteNo int
}
func (sa *SpriteAttributes) Update(attributeId int, fromValue byte) {
switch attributeId {
case 0:
sa.Y = int(fromValue)
case 1:
sa.X = int(fromValue)
case 3:
if (fromValue & 0x80) == 0x80 {
sa.SpriteHasPriority = true
} else {
sa.SpriteHasPriority = false
}
if (fromValue & 0x40) == 0x40 {
sa.ShouldFlipVertically = true
} else {
sa.ShouldFlipVertically = false
}
if (fromValue & 0x20) == 0x20 {
sa.ShouldFlipHorizontally = true
} else {
sa.ShouldFlipHorizontally = false
}
if (fromValue & 0x10) == 0x10 {
sa.NonCGBPaletteSelected = 1
} else {
sa.NonCGBPaletteSelected = 0
}
//CGB attributes
sa.CGBBankNo = int(fromValue&0x08) >> 3
sa.CGBPaletteNo = int(fromValue & 0x07)
}
}
func (s *SpriteAttributes) String() string {
return fmt.Sprintf("%#v", s)
}