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+-- title: rspr
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+-- author: pixelbath
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+-- desc: rotate a sprite (code by ArchaicVirus)
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+
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+local t = 0
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+vec2 = {}
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+vec2_mt = {}
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+vec2_mt.__index = vec2_mt
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+setmetatable(vec2, { __call = function(V, x, y) return setmetatable({ x = x or 0, y = y or x or 0 }, vec2_mt) end })
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+
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+
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+function rspr(id, x, y, colorkey, scaleX, scaleY, flip, rotate, tile_width, tile_height, pivot)
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+ colorkey = colorkey or -1
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+ scaleX = scaleX or 1
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+ scaleY = scaleY or 1
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+ flip = flip or 0
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+ rotate = rotate or 0
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+ tile_width = tile_width or 1
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+ tile_height = tile_height or 1
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+ pivot = pivot or vec2(0, 0)
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+
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+ -- Draw a sprite using two textured triangles.
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+ -- Apply affine transformations: scale, shear, rotate, flip
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+
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+ -- scale / flip
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+ if flip % 2 == 1 then
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+ scaleX = -scaleX
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+ end
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+ if flip >= 2 then
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+ scaleY = -scaleY
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+ end
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+ local ox = tile_width * 8 // 2
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+ local oy = tile_height * 8 // 2
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+ local ox = ox * -scaleX
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+ local oy = oy * -scaleY
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+
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+ -- shear / rotate
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+ local shx1 = 0
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+ local shy1 = 0
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+ local shx2 = 0
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+ local shy2 = 0
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+ local shx1 = shx1 * -scaleX
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+ local shy1 = shy1 * -scaleY
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+ local shx2 = shx2 * -scaleX
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+ local shy2 = shy2 * -scaleY
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+ local rr = math.rad(rotate)
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+ local sa = math.sin(rr)
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+ local ca = math.cos(rr)
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+
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+ local function rot(x, y, px, py)
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+ -- Translate point to origin (pivot)
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+ x, y = x - px, y - py
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+ -- Rotate
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+ local rx, ry = x * ca - y * sa, x * sa + y * ca
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+ -- Translate back
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+ return rx + px, ry + py
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+ end
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+
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+ local rx1, ry1 = rot(ox + shx1, oy + shy1, pivot.x, pivot.y)
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+ local rx2, ry2 = rot(((tile_width * 8) * scaleX) + ox + shx1, oy + shy2, pivot.x, pivot.y)
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+ local rx3, ry3 = rot(ox + shx2, ((tile_height * 8) * scaleY) + oy + shy1, pivot.x, pivot.y)
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+ local rx4, ry4 = rot(((tile_width * 8) * scaleX) + ox + shx2, ((tile_height * 8) * scaleY) + oy + shy2, pivot.x,
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+ pivot.y)
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+
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+ local x1 = x + rx1 - pivot.x
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+ local y1 = y + ry1 - pivot.y
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+ local x2 = x + rx2 - pivot.x
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+ local y2 = y + ry2 - pivot.y
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+ local x3 = x + rx3 - pivot.x
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+ local y3 = y + ry3 - pivot.y
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+ local x4 = x + rx4 - pivot.x
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+ local y4 = y + ry4 - pivot.y
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+
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+ -- UV coords
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+ local u1 = (id % 16) * 8
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+ local v1 = math.floor(id / 16) * 8
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+ local u2 = u1 + tile_width * 8
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+ local v2 = v1 + tile_height * 8
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+ ttri(x1, y1, x2, y2, x3, y3, u1, v1, u2, v1, u1, v2, 0, colorkey)
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+ ttri(x3, y3, x4, y4, x2, y2, u1, v2, u2, v2, u2, v1, 0, colorkey)
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+end
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+
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+
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+function TIC()
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+ cls(0)
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+ rspr(1, 100, 50, 0, 1, 1, 0, t, 2, 2)
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+ t=t+1
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+end
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+
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+-- <TILES>
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+-- 001:999900009990000099000000900000000000000000000002000000220000022c
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+-- 002:0000333300000333000000330000000300000000200000002200000022200000
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+-- 017:00000222000000220000000200000000b0000000bb000000bbb00000bbbb0000
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+-- 018:c220000022000000200000000000000000000005000000550000055500005555
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+-- </TILES>
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+
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+-- <PALETTE>
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+-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
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+-- </PALETTE>
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+
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