; 疑似3D道路を描画する / Drawing pseudo 3D roads ; 坂道を実装してみる ; ; Up, Down key : アクセル,ブレーキ ; Left, Right key: 横移動 ; Z key : 仮想画面の解像度変更 ; X key : フレームレート変更 ; ; 2023/09/10 by mieki256 #include "hspmath.as" ; フレームレート dim framerate_list, 7 framerate_list(0) = 30 framerate_list(1) = 50 framerate_list(2) = 60 framerate_list(3) = 10 framerate_list(4) = 15 framerate_list(5) = 20 framerate_list(6) = 25 ; 仮想画面解像度 dim vscr_size, 6, 2 vscr_size(0, 0) = 640 vscr_size(0, 1) = 360 vscr_size(1, 0) = 800 vscr_size(1, 1) = 450 vscr_size(2, 0) = 1280 vscr_size(2, 1) = 720 vscr_size(3, 0) = 320 vscr_size(3, 1) = 180 vscr_size(4, 0) = 480 vscr_size(4, 1) = 270 vscr_size(5, 0) = 512 vscr_size(5, 1) = 288 ; vscr_size(6, 0) = 1920 ; vscr_size(6, 1) = 1080 VSCR_W_MAX = 1920 VSCR_H_MAX = 1080 ; 実画面解像度 #define SCR_W 640 #define SCR_H 360 ; #define SCR_W 1280 ; #define SCR_H 720 ; #define SCR_W 1600 ; #define SCR_H 900 ; #define SCR_W 1200 ; #define SCR_H 900 ; #define SCR_W 1920 ; #define SCR_H 1080 #define BG0_FILE "bg_bg0.png" #define BG1_FILE "bg_bg1.png" #define SPR_FILE "trees.png" ; セグメントの区切りを色分け. 0 or 1 or 2 #define SEG_DELIMITER 0 ; 同梱ファイル / bundled files #pack BG0_FILE #pack BG1_FILE #pack SPR_FILE #packopt name "road05" ; exe filename #packopt type 0 ; generate ".exe" #packopt xsize SCR_W #packopt ysize SCR_H ; #define global ctype max(%1,%2) ((%1)*((%1)>=(%2))+(%2)*((%1)<(%2))) ; #define global ctype min(%1,%2) ((%1)*((%1)<=(%2))+(%2)*((%1)>(%2))) ; onkey goto *jobend randomize 0 ; get windows size screen 0, SCR_W, SCR_H, 0 gsel 0 ; width SCR_W, SCR_H screen_w = ginfo_winx screen_h = ginfo_winy cls 4 ; init virtual screen vscrbufid = 1 buffer vscrbufid, VSCR_W_MAX, VSCR_H_MAX vscr_size_idx = 0 dispw = vscr_size(vscr_size_idx, 0) disph = vscr_size(vscr_size_idx, 1) ; load bg image bgimgid0 = 4 buffer bgimgid0, 1280, 720 picload BG0_FILE bg0w = ginfo_winx bg0h = ginfo_winy bgimgid1 = 5 buffer bgimgid1, 1280, 720 picload BG1_FILE bg1w = ginfo_winx bg1h = ginfo_winy ; load spite image sprimgid0 = 6 buffer sprimgid0, 1024, 512 picload SPR_FILE spr0w = ginfo_winx spr0h = ginfo_winy ; init temporary image buffer tmpid = 7 buffer tmpid, 4096, 4096 ; init road y, width road_y = 100 ; 道路のy位置 road_x = 300 ; 道路の幅(片側の幅) ; ビルボード(billboard) 種類定義 #define BB_TREE 1 #define BB_ARROWR 2 #define BB_ARROWL 3 #define BB_GRASS 4 #define BB_BEAM 5 ; セグメント作成用データ初期化用マクロ #define set_array(%1, %2, %3, %4, %5, %6) \ %1(%2, 0) = %3 :\ %1(%2, 1) = %4 :\ %1(%2, 2) = %5 :\ %1(%2, 3) = %6 : ; セグメント作成用データ ; set_array 配列変数名, index, count, curve, pitch, billboard ; curve と pitch は100倍した値。 ; HSPは int と double を配列内で混在できないらしいので… dim segm, 25, 4 set_array segm, 0, 25, 0, 0, 0 set_array segm, 1, 28, 0, 0, BB_BEAM set_array segm, 2, 30, 0, 0, BB_GRASS set_array segm, 3, 20, 0, 0, BB_ARROWL set_array segm, 4, 80, 200, 0, BB_TREE set_array segm, 5, 10, 0, 0, BB_TREE set_array segm, 6, 80, 0, -50, BB_GRASS set_array segm, 7, 20, 0, 0, BB_ARROWR set_array segm, 8, 10, -100, 0, BB_GRASS set_array segm, 9, 50, -400, 0, BB_TREE set_array segm, 10, 20, 0, 0, 0 set_array segm, 11, 50, 0, 100, BB_GRASS set_array segm, 12, 40, 0, -100, BB_TREE set_array segm, 13, 60, -50, 0, BB_TREE set_array segm, 14, 50, 0, 0, BB_GRASS set_array segm, 15, 20, 0, 0, BB_ARROWL set_array segm, 16, 20, 200, 0, 0 set_array segm, 17, 30, 0, 0, BB_GRASS set_array segm, 18, 40, -80, -80, BB_TREE set_array segm, 19, 20, 0, 80, 0 set_array segm, 20, 20, 0, 0, BB_GRASS set_array segm, 21, 40, 20, -60, BB_TREE set_array segm, 22, 20, 0, 60, BB_GRASS set_array segm, 23, 50, 0, 0, BB_GRASS set_array segm, 24, 50, 0, 0, BB_TREE ; セグメント総数を取得 seg_max = 0 repeat length(segm) seg_max += segm(cnt, 0) loop ; セグメントのz幅を指定 seg_length = 20 seg_total_length = seg_length * seg_max ; 参照されるセグメントデータとして展開 dim seg, seg_max, 6 z = 0 i = 0 repeat length(segm) n0 = cnt n1 = (cnt + 1) \ length(segm) lp = segm(n0, 0) curve = segm(n0, 1) pitch = segm(n0, 2) billboard = segm(n0, 3) next_curve = segm(n1, 1) next_pitch = segm(n1, 2) ; イージング有効無効 #define EASING_ENABLE 0 if EASING_ENABLE { ; カーブ量やピッチ量をイージングで求める場合 if curve == next_curve { curve_easing = 0 } else { if curve == 0 { curve_easing = 1 ; ease In } else { if next_curve == 0 { curve_easing = 2 ; ease Out } else { curve_easing = 3 ; ease In Out } } } if pitch == next_pitch { pitch_easing = 0 } else { if pitch == 0 { pitch_easing = 1 ; ease In } else { if next_pitch == 0 { pitch_easing = 2 ; ease Out } else { pitch_easing = 3 ; ease In Out } } } } repeat lp seg(i, 0) = z per = double(cnt) / double(lp) if EASING_ENABLE { ; カーブ量やピッチ量をイージングで求める v0 = curve v1 = next_curve easing = curve_easing gosub *get_easing_value seg(i, 1) = ret_value v0 = pitch v1 = next_pitch easing = pitch_easing gosub *get_easing_value seg(i, 2) = ret_value } else { ; カーブ量やピッチ量を線形補完で求める seg(i, 1) = curve + int(double(next_curve - curve) * per) seg(i, 2) = pitch + int(double(next_pitch - pitch) * per) } ; set billboard sprite gosub *set_billboard seg(i, 3) = spr_kind seg(i, 4) = spr_x seg(i, 5) = spr_scale z += seg_length i++ loop loop ; 画面に描画するセグメントの個数 seg_distance = 160 ; セグメントの画面上の位置を記録するバッファ ddim seg_x0, seg_distance ddim seg_y0, seg_distance ddim seg_z0, seg_distance ddim seg_cx0, seg_distance ; セグメントに付随するビルボード情報を記録するバッファ dim seg_spr_kind, seg_distance ddim seg_spr_x, seg_distance ddim seg_spr_scale, seg_distance ; 画面までの距離 / distance to screen #define FOV 120.0 dist = double(dispw / 2) / tan(deg2rad(FOV / 2)) ; logmes "dist=" + dist ; dist = 200.0 camera_z = 0.0 spd = 0.0 xd = 0.0 yd = 0.0 zd = double(seg_length) bg_x = 0.0 bg_y = 0.0 px = 0.0 ; py = 0.0 ppx = 0.0 angle = 0.0 framerate_idx = 0 fps_change = 0 vscr_change = 0 gosub *set_framerate *mainloop #define KEY_ESC 128 #define KEY_UP 2 #define KEY_DOWN 8 #define KEY_LEFT 1 #define KEY_RIGHT 4 #define KEY_Z 2048 #define KEY_X 4096 #define KEY_PRESS (KEY_ESC+KEY_UP+KEY_DOWN+KEY_LEFT+KEY_RIGHT) stick k, 255 ; ESC key to exit if k & KEY_ESC : goto *jobend ; 仮想画面サイズを変更 if k & KEY_Z { if vscr_change == 0 { vscr_change = 1 vscr_size_idx = (vscr_size_idx + 1) \ length(vscr_size) dispw = vscr_size(vscr_size_idx, 0) disph = vscr_size(vscr_size_idx, 1) dist = double(dispw / 2) / tan(deg2rad(FOV / 2)) } } else { vscr_change = 0 } ; フレームレート変更 if k & KEY_X { if fps_change == 0 { fps_change = 1 oldspdper = spd / spd_max framerate_idx = (framerate_idx + 1) \ length(framerate_list) gosub *set_framerate spd = spd_max * oldspdper } } else { fps_change = 0 } gosub *set_framerate ; check cursor key if k & KEY_UP { spd += spda if spd >= spd_max : spd = spd_max } if k & KEY_DOWN { spd -= (spda * 3) if spd < 0.0 : spd = 0.0 } x_spd = (spd * 0.3) if k & KEY_LEFT : ppx += x_spd if k & KEY_RIGHT : ppx -= x_spd px = ppx ; px += ((double(road_x) * 0.6) * sin(deg2rad(angle))) angle += (spd * 0.05) base_y = int(double(disph) * 0.5) h = disph - base_y ; 最初のセグメント番号を取得 if camera_z = 0 { seg_index = 0 } else { ; "\"はHSPの剰余記号。一般的なプログラミング言語なら "%" に相当 seg_index = (int(camera_z) / seg_length) \ seg_max } ; カメラが居るセグメントのカーブ量とピッチ量を求める curve = double(seg(seg_index, 1)) * 0.01 pitch = double(seg(seg_index, 2)) * 0.01 ; カメラがセグメント内のどの位置に居るか割合を求める z0 = seg(seg_index, 0) z1 = z0 + seg_length ccz = camera_z \ seg_total_length camz = double(ccz - z0) / double(z1 - z0) ; セグメント内のカメラ位置に応じて事前に横方向にある程度ずらしておく camang = camz * curve xd = -camang yd = -camz * pitch zd = double(seg_length) cx = -(xd * camz) cy = -(yd * camz) cz = 0.0 ; BGのスクロール量を変更 bg_x += curve * spd * 0.5 if spd > 0.0 { if pitch == 0.0 { d = spd * 0.75 if bg_y < 0.0 { bg_y += (d * 0.1) if bg_y >= 0.0 : bg_y = 0.0 } if bg_y > 0.0 { bg_y -= (d * 0.1) if bg_y <= 0.0 : bg_y = 0.0 } } else { d = spd * 0.5 bg_y += pitch * d } } ; 道路を描画するためのデータを計算 i = 0 seg_z_max = 0 repeat (seg_distance + 1) ; セグメントのz値、カーブ量、ピッチ量を取得 idx = (seg_index + cnt) \ seg_max z0 = seg(idx, 0) curve = double(seg(idx, 1)) * 0.01 pitch = double(seg(idx, 2)) * 0.01 ; 最後のセグメントを超えて最初にループする場合、z値を調整する if z0 > seg_z_max : seg_z_max = z0 if z0 < seg_z_max : z0 += seg_total_length cam_z = int(camera_z) \ seg_total_length z0 -= cam_z if z0 = 0 : z0 = 1 ; 0で除算しないように微調整 ; 画面上で描画すべきy座標位置を取得 y0 = (double(road_y) + cy) * dist / double(z0) ; 画面上で描画すべき道路の幅(片側の幅)を取得 x0 = double(road_x) * double(dist) / double(z0) ; 画面上でずらすべき中心線の位置を取得 cx0 = (double(cx) + px) * double(dist) / double(z0) ; 描画用に記録 seg_z0(i) = double(z0) seg_y0(i) = double(y0) seg_x0(i) = double(x0) seg_cx0(i) = double(cx0) ; スプライト相当の情報も記録 seg_spr_kind(i) = seg(idx, 3) seg_spr_x(i) = double(seg(idx, 4)) seg_spr_scale(i) = double(seg(idx, 5)) * 0.01 cx += xd cy += yd cz += zd xd += curve yd += pitch i++ loop ; 描画開始 / draw start redraw 0 ; gsel 0 gsel vscrbufid ; 背景(遠景)を描画 / draw BG if SEG_DELIMITER <= 1 { bgy = (bg1h / 2) - (disph / 2) + bg_y if bgy < 0 : bgy = 0 if bgy >= (bg1h - disph) : bgy = bg1h - disph bgw = bg1w bgh = bg1h bgx = int(double(bg_x) * 0.6) \ bgw bgid = bgimgid1 gmode gmode_gdi gosub *draw_bg bgw = bg0w bgh = bg0h bgx = int(double(bg_x) * 0.8) \ bgw bgid = bgimgid0 gmode gmode_rgb0 gosub *draw_bg } else { gmode gmode_gdi color 0, 0, 0 boxf 0, 0, dispw, disph } gmode gmode_gdi ; 道路を描画 / draw road repeat seg_distance i = seg_distance - cnt - 1 i1 = seg_distance - cnt x0 = seg_x0(i) y0 = seg_y0(i) z0 = seg_z0(i) cx0 = seg_cx0(i) x1 = seg_x0(i1) y1 = seg_y0(i1) z1 = seg_z0(i1) cx1 = seg_cx0(i1) spr_kind = seg_spr_kind(i) spr_x = seg_spr_x(i) spr_scale = seg_spr_scale(i) if z1 < (dist / 4) : goto *seg_draw_cancel ; 各セグメントが作る台形を塗り潰す if SEG_DELIMITER <= 1 { ; y0 < y1 なら道路の裏面を見てる。描画をスキップ if y0 < y1 : goto *seg_draw_cancel h = abs(y1 - y0) + 1 dsy = sgn(y1 - y0) if dsy = 0 : dsy = 1 repeat h sy = y0 + (dsy * cnt) draw_y = sy + base_y ; 画面縦幅を超えたy座標なら描画しない if draw_y < 0 | draw_y > disph : continue ; 2次元的な計算で割合を求める if y0 == y1 { p = 0.0 } else { p = double(sy - y0) / double(y1 - y0) } z = (double(z1) - double(z0)) * p + double(z0) x = (double(x1) - double(x0)) * p + double(x0) center_x = (cx1 - cx0) * p + cx0 addv = ((int(z) + int(camera_z)) / 40) & $1 ; 1ラスター分を描画 / draw 1 raster road_w = x * 2 draw_x = -x + center_x + (dispw / 2) kind = addv if SEG_DELIMITER = 1 { ; セグメントの区切りを色分けしたい場合 if sy = y0 : kind = 2 } gmode gmode_gdi gosub *draw_raster_road loop } else { ; デバッグ用。セグメントの区切り線だけを描画 d = (dispw / 2) color 255, 0, 0 line cx0 + x0 + d, y0 + base_y, cx0 - x0 + d, y0 + base_y if 0 { line cx1 - x1 + d, y1 + base_y, cx0 - x0 + d, y0 + base_y line cx1 + x1 + d, y1 + base_y, cx0 + x0 + d, y0 + base_y } color 255, 255, 0 line cx1 + d, y1 + base_y, cx0 + d, y0 + base_y } *seg_draw_cancel ; draw billboard sprite if spr_kind <= 0 : continue gosub *draw_billboard loop ; 仮想画面を実画面に転送 gsel 0 gmode gmode_gdi if screen_w == dispw and screen_h == disph { ; 等倍で転送 pos 0, 0 gcopy vscrbufid, 0, 0, dispw, disph } else { ; 拡大縮小して転送 xscale = double(screen_w) / double(dispw) yscale = double(screen_h) / double(disph) ; if xscale < yscale : scale = xscale : else : scale = yscale if xscale < yscale : scale = yscale : else : scale = xscale dstw = int(double(dispw) * scale) dsth = int(double(disph) * scale) dstx = (SCR_W - dstw) / 2 dsty = (SCR_H - dsth) / 2 pos dstx, dsty gzoom dstw, dsth, vscrbufid, 0, 0, dispw, disph, 0 } ; draw text if 1 { gsel 0 font "Arial", 16, 1 color 1, 1, 1 ; pos 8, 4 ; mes "Press cursor key" msg = "Res:" + dispw + "x" + disph msg += " " + int(nowframerate) + "fps" msg += " bg_y = " + int(bg_y) pos (SCR_W / 2) - 100, 2 mes msg } redraw 1 ; 描画終了 / draw end camera_z += spd await (1000 / framerate_list(framerate_idx)) goto *mainloop *set_framerate nowframerate = double(framerate_list(framerate_idx)) spd_max = 960.0 / nowframerate spda = spd_max / (nowframerate * 3.0) if spd > spd_max : spd = spd_max if spd < 0.0 : spd = 0.0 return *draw_raster_road ; 道路を1ラスター分描画 / draw road 1 raster ; draw_x, draw_y : draw x, y ; road_w : road width ; kind : 0 or 1 or 2 ; dispw : screen width ; draw ground if kind = 0 { ; color R, G, B color 114, 185, 66 } else { color 22, 174, 63 } ; boxf x0, y0, x1, y1 boxf 0, draw_y, dispw, draw_y ; draw road base switch kind case 0 color 133, 149, 158 swbreak case 1 color 149, 168, 179 swbreak case 2 color 255, 0, 0 swbreak swend boxf draw_x, draw_y, draw_x + road_w, draw_y ; draw white line lw = double(road_w) * 48.0 / 2048.0 ; white line width switch kind case 0 color 255, 255, 255 lx = double(draw_x) boxf lx, draw_y, lx + lw, draw_y lx = lx + road_w - lw boxf lx, draw_y, lx + lw, draw_y lx = double(draw_x) + (double(road_w) * 0.5) - (lw * 0.5) boxf lx, draw_y, lx + lw, draw_y lx = double(draw_x) + double(road_w) * 0.25 - (lw * 0.5) boxf lx, draw_y, lx + lw, draw_y lx = double(draw_x) + double(road_w) * 0.75 - (lw * 0.5) boxf lx, draw_y, lx + lw, draw_y swbreak case 1 color 228, 236, 252 lx = double(draw_x) + lw boxf lx, draw_y, lx + lw, draw_y lx = double(draw_x) + road_w - (lw * 2) boxf lx, draw_y, lx + lw, draw_y swbreak swend return *draw_bg ; BGを1枚描画 / draw BG. 1 layer ; bgid : bg image buffer id ; bgx, bgy : bg position ; bgw, bgh : bg image width, height ; dispw, disph : screen width, height if bgx >= 0 & bgx < (bgw - dispw) { pos 0,0 gcopy bgid, bgx, bgy, dispw, disph } else { if bgx < 0 { w = -bgx pos 0, 0 gcopy bgid, bgw - w, bgy, w, disph pos w, 0 gcopy bgid, 0, bgy, dispw - w, disph } else { w = bgw - bgx pos 0, 0 gcopy bgid, bgx, bgy, w, disph pos (bgw - bgx), 0 gcopy bgid, 0, bgy, dispw - w, disph } } return *get_easing_value ; イージングを考慮した値を返す ; easing : 0 - 3 ; v0 : value 0 ; v1 : value 1 ; per : percent. 0.0 - 1.0 ; return ret_value if 1 { ; HSP のイージング関数を使って処理 switch easing case 0: ; not easing ret_value = v0 swbreak case 1: ; ease In setease v0, v1, ease_quad_in ret_value = int(geteasef(int(per * 4096), 4096)) swbreak case 2: ; ease Out setease v0, v1, ease_quad_out ret_value = int(geteasef(int(per * 4096), 4096)) swbreak case 3: setease v0, v1, ease_quad_inout ret_value = int(geteasef(int(per * 4096), 4096)) swbreak swend } else { ; 自前でイージング計算 v_diff = double(v1 - v0) switch easing case 0: ; not easing ret_value = v0 swbreak case 1: ; ease In ret_value = v0 + int(v_diff * (per * per)) swbreak case 2: ; ease Out ret_value = v0 + int(v_diff * (1.0 - ((1.0 - per) * (1.0 - per)))) swbreak case 3: if per < 0.5 { ret_value = v0 + int(v_diff * (2.0 * per * per)) } else { vv = -2.0 * per + 2.0 ret_value = v0 + int(v_diff * (1.0 - ((vv * vv) / 2.0))) } swbreak swend } return *set_billboard ; 各セグメントに記録するビルボード情報を決める ; billboard : ビルボード種類 ; road_x : 道路の幅(片側の幅) ; return spr_kind, spr_x, spr_scale switch billboard case 0 ; none spr_kind = 0 spr_x = 0 spr_scale = 0 swbreak case BB_TREE ; tree spr_kind = rnd(4) + 1 spr_x = rnd(400) + road_x + 100 if (rnd(2) & 1) == 0 : spr_x *= -1 spr_scale = 100 + rnd(100) swbreak case BB_ARROWR case BB_ARROWL ; arrow sign right to left, left to right if cnt \ 4 == 0 { ; arrow sign spr_kind = 5 + (billboard - BB_ARROWR) spr_x = road_x + 120 if billboard == 3 : spr_x *= -1 spr_scale = 100 } else { ; grass spr_kind = 7 spr_x = rnd(50) + road_x + 120 if billboard == 3 : spr_x *= -1 spr_scale = 100 } swbreak case BB_GRASS ; grass spr_kind = 7 spr_x = road_x + 200 + rnd(150) if (rnd(2) & 1) == 0 : spr_x *= -1 spr_scale = 150 + rnd(50) swbreak case BB_BEAM ; beam if cnt \ 7 = 0 { ; beam spr_kind = 8 spr_x = 0 spr_scale = 100 } else { ; none spr_kind = 0 spr_x = 0 spr_scale = 100 } swbreak swend return *draw_billboard ; draw billboard sprite ; spr_kind : kind. 0 = None, 1-4 = tree, 5-6 = sign ; spr_x : x position ; spr_scale : scale (double) ; z0, z1 : segment z value. segmnet[n] and segment[n+1] ; y0, y1 : segment y value. segmnet[n] and segment[n+1] ; cx0, cx1 : segment center x value. segmnet[n] and segment[n+1] ; dispw, disph : screen size ; dist : screen distance if spr_kind <= 0 : return imgid = sprimgid0 imgw = spr0w imgh = spr0h switch spr_kind case 1 case 2 case 3 case 4 ; tree n = spr_kind - 1 z = double(z1) spr_h = 450.0 scale = spr_scale * spr_h * double(dist) / z dst_w = int(scale) dst_h = int(scale) spr_xpos = (double(spr_x) * double(dist) / z) + cx1 dst_x = int(spr_xpos - (dst_w / 2) + (dispw / 2)) dst_y = int(y0 - dst_h + base_y) swbreak case 5 case 6 ; arrow sign n = spr_kind - 1 z = double(z1) spr_h = 150.0 scale = spr_scale * spr_h * double(dist) / z dst_w = int(scale) dst_h = int(scale) spr_xpos = (double(spr_x) * double(dist) / z) + cx1 dst_x = int(spr_xpos - (dst_w / 2) + (dispw / 2)) dst_y = int(y0 - dst_h + base_y) swbreak case 7 ; grass n = 6 z = double(z1) spr_h = 200.0 scale = spr_scale * spr_h * double(dist) / z dst_w = int(scale) dst_h = int(scale) spr_xpos = (double(spr_x) * double(dist) / z) + cx1 dst_x = int(spr_xpos - (dst_w / 2) + (dispw / 2)) dst_y = int(y0 - dst_h + base_y) swbreak case 8 ; beam n = 7 z = double(z1) spr_h = 1080.0 scale = spr_scale * spr_h * double(dist) / z dst_w = int(scale) dst_h = int(scale) spr_xpos = (double(spr_x) * double(dist) / z) + cx1 dst_x = int(spr_xpos - (dst_w / 2) + (dispw / 2)) dst_y = int(y0 - dst_h + base_y) swbreak swend if SEG_DELIMITER == 0 { if z < (dist / 2) : return ; gosub *draw_sprite_gzoom draw_sprite_gzoom dst_x, dst_y, dst_w, dst_h, imgid, imgw, imgh, n, tmpid, dispw, disph, vscrbufid } return #module ; *draw_sprite_gzoom #deffunc draw_sprite_gzoom int dst_x, int dst_y, int dst_w, int dst_h, int imgid, int imgw, int imgh, int n, int tmpid, int dispw, int disph, int dstid ; スプライト相当を拡大縮小して描画 ; ; dst_x, dst_y : 描画先の左上座標 ; dst_w, dst_h : 描画先のサイズ ; imgid : 元画像バッファID ; imgw, imgh : 元画像サイズ ; n : スプライトNo. ; tmpid : 作業用イメージバッファID ; dispw, disph : 画面サイズ ; dstid : 描画先バッファID ; テクスチャのソース座標を算出 src_w = (imgw / 4) src_h = (imgh / 2) src_x = (n & 3) * src_w src_y = ((n >> 2) & 1) * src_h if dst_x >= dispw or (dst_x + dst_w) < 0 : return if dst_y >= disph or (dst_y + dst_h) < 0 : return dx = dst_x dy = dst_y dw = dst_w dh = dst_h sx = src_x sy = src_y sw = src_w sh = src_h if dx < 0 { ; assert w = (-dx) * sw / dw sx += w sw -= w dw += dx dx = 0 } if dy < 0 { h = (-dy) * sh / dh sy += h sh -= h dh += dy dy = 0 } if (dx + dw) > dispw { dwd = (dx + dw) - dispw swd = dwd * sw / dw sw -= swd dw -= dwd } if (dy + dh) > disph { dhd = (dy + dh) - disph shd = dhd * sh / dh sh -= shd dh -= dhd } ; gzoom は透明色を扱えないので小技が必要 ; 一旦、仮バッファに拡大縮小描画 gsel tmpid pos 0, 0 gzoom dw, dh, imgid, sx, sy, sw, sh, 0 ; 仮バッファから実スクリーンに gcopy でコピー ; gcopy なら RGB=(0,0,0) を透明色として扱える gsel dstid gmode gmode_rgb0 ; RGB=(0,0,0)を透明色として扱う pos dx, dy gcopy tmpid, 0, 0, dw, dh return #global *jobend end