mirror of https://github.com/stella-emu/stella.git
slightly optimized movementTick
copied movementTick comments from ball to player and missile
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@ -345,19 +345,20 @@ void Ball::movementTick(uInt32 clock, bool hblank)
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{
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myLastMovementTick = myCounter;
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// Stop movement once the number of clocks according to HMBL is reached
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if (clock == myHmmClocks)
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isMoving = false;
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if(isMoving)
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{
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// Process the tick if we are in hblank. Otherwise, the tick is either masked
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// by an ordinary tick or merges two consecutive ticks into a single tick (inverted
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// movement clock phase mode).
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if (hblank) tick(false);
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// Track a tick outside hblank for later processing
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myInvertedPhaseClock = !hblank;
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// Stop movement once the number of clocks according to HMBL is reached
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if (clock == myHmmClocks)
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isMoving = false;
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else
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{
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// Process the tick if we are in hblank. Otherwise, the tick is either masked
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// by an ordinary tick or merges two consecutive ticks into a single tick (inverted
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// movement clock phase mode).
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if(hblank) tick(false);
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// Track a tick outside hblank for later processing
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myInvertedPhaseClock = !hblank;
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}
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}
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}
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@ -143,18 +143,28 @@ class Missile : public Serializable
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void Missile::movementTick(uInt8 clock, uInt8 hclock, bool hblank)
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{
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if(clock == myHmmClocks) isMoving = false;
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if (isMoving)
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if(isMoving)
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{
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if (hblank) tick(hclock, false);
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myInvertedPhaseClock = !hblank;
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// Stop movement once the number of clocks according to HMMx is reached
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if(clock == myHmmClocks)
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isMoving = false;
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else
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{
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// Process the tick if we are in hblank. Otherwise, the tick is either masked
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// by an ordinary tick or merges two consecutive ticks into a single tick (inverted
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// movement clock phase mode).
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if(hblank) tick(hclock, false);
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// Track a tick outside hblank for later processing
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myInvertedPhaseClock = !hblank;
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}
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}
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void Missile::tick(uInt8 hclock, bool isReceivingMclock)
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{
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// If we are in inverted movement clock phase mode and a movement tick occurred, it
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// will supress the tick.
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if(myUseInvertedPhaseClock && myInvertedPhaseClock)
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{
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myInvertedPhaseClock = false;
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@ -165,6 +175,8 @@ void Missile::tick(uInt8 hclock, bool isReceivingMclock)
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myIsRendering &&
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(myRenderCounter >= 0 || (isMoving && isReceivingMclock && myRenderCounter == -1 && myWidth < 4 && ((hclock + 1) % 4 == 3)));
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// Consider enabled status and the signal to determine visibility (as represented
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// by the collision mask)
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collision = (myIsVisible && myIsEnabled) ? myCollisionMaskEnabled : myCollisionMaskDisabled;
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if (myDecodes[myCounter] && !myResmp) {
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@ -174,6 +186,7 @@ void Missile::tick(uInt8 hclock, bool isReceivingMclock)
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} else if (myIsRendering) {
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if (myRenderCounter == -1) {
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// Regular clock pulse during movement -> starfield mode
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if (isMoving && isReceivingMclock) {
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switch ((hclock + 1) % 4) {
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case 3:
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@ -159,19 +159,28 @@ class Player : public Serializable
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void Player::movementTick(uInt32 clock, bool hblank)
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{
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if (clock == myHmmClocks)
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isMoving = false;
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if(isMoving)
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{
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if (hblank) tick();
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myInvertedPhaseClock = !hblank;
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// Stop movement once the number of clocks according to HMPx is reached
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if (clock == myHmmClocks)
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isMoving = false;
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else
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{
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// Process the tick if we are in hblank. Otherwise, the tick is either masked
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// by an ordinary tick or merges two consecutive ticks into a single tick (inverted
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// movement clock phase mode).
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if(hblank) tick();
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// Track a tick outside hblank for later processing
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myInvertedPhaseClock = !hblank;
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}
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}
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void Player::tick()
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{
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// If we are in inverted movement clock phase mode and a movement tick occurred, it
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// will supress the tick.
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if(myUseInvertedPhaseClock && myInvertedPhaseClock)
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{
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myInvertedPhaseClock = false;
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