kolibrios/programs/games/phenix/trunk/ascgml.inc

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lang equ ru
;
; Assembler
; SMALL
; CODE
; GaMe
; Libary
;
; Ver 0.05
;
; game_collision_2d - get collision of two 2d rectangles
; result of collision test placed in CF.
; if CF = 1, objects is collided
_1dbounce_count=0;
macro game_collision_2d xy1,wh1,xy2,wh2 ;img1_off,x1,y1,img2_off,x2,y2 ;,otv
{
movt eax,xy1
movt ebx,wh1
movt ecx,xy2
movt edx,wh2
call game_collision_proc
if ~ defined game_collision_used
game_collision_used equ 1
jmp exit
; eax = x1*65536+y1
; ebx = w1*65536+h1
; ecx = x2*65536+y2
; edx = w2*65536+h2
game_collision_proc:
; y h test
call _1dbounce
jnc @f
; x w test
shr eax,16 ;eax,y1 ;
shr ebx,16 ;mov ebx,[img1_off+4] ;h1
shr ecx,16 ;mov ecx,y2 ;
shr edx,16 ;mov edx,[img2_off+4] ;h2
call _1dbounce
@@:
ret
; ax - x1, bx - w1, cx - x2, dx - w2
; or
; ax - y1, bx - h1, cx - y2, dx - h2
; if collision ecx is incremented
_1dbounce:
cmp cx,ax ; if x2 < x1 jmp anot
jb anot
add ax,bx
cmp ax,cx ; if x1+xs <= x2 not coll
jbe not_coll
coll:
stc ; CF = 1
ret
anot:
add cx,dx
cmp cx,ax ; x2 + xs2 > x1
ja coll
not_coll:
clc ; CF = 0
ret
exit:
end if
}
; approxto
macro approxto value,target_value,step
{
local plus,minus,equal
mov eax,target_value
cmp value,eax
je equal
mov eax,step
ja minus
plus:
add value,eax
jmp equal
minus:
sub value,eax
equal:
}
macro clamp min,max,arg
{
local gr,low,norm
mov eax,max
cmp arg,eax
jg gr
mov eax,min
cmp arg,eax
jnl norm
gr:
low:
mov arg,eax
norm:
}