Fix RPG rendering, finally

This commit is contained in:
Kevin Lange 2012-02-08 21:22:30 -06:00
parent 58c176dfa0
commit 3eb42fe0f0

View File

@ -138,9 +138,24 @@ uint32_t alpha_blend(uint32_t bottom, uint32_t top, uint32_t mask) {
return rgb(red,gre,blu);
}
#define WINDOW_SIZE 224
int out_of_bounds(int x, int y) {
if (x < graphics_width / 2 - WINDOW_SIZE)
return 1;
if (x > graphics_width / 2 + WINDOW_SIZE)
return 1;
if (y < graphics_height / 2 - WINDOW_SIZE)
return 1;
if (y > graphics_height / 2 + WINDOW_SIZE)
return 1;
return 0;
}
void draw_sprite(sprite_t * sprite, uint16_t x, uint16_t y) {
for (uint16_t _y = 0; _y < sprite->height; ++_y) {
for (uint16_t _x = 0; _x < sprite->width; ++_x) {
if (out_of_bounds(x + _x, y + _y))
continue;
if (sprite->alpha) {
GFX(x + _x, y + _y) = alpha_blend(GFX(x + _x, y + _y), SPRITE(sprite, _x, _y), SMASKS(sprite, _x, _y));
} else {