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astrocade: updated cosmic.c

This commit is contained in:
Steven Hugg 2019-06-07 15:11:28 -04:00
parent 9324b23def
commit 3787c2a282

View File

@ -21,20 +21,22 @@
// GAME GRAPHICS
//
const byte player_bitmap[] =
{3,14,/*{w:12,h:16,bpp:2,brev:1}*/0x00,0x3C,0x00,0x00,0x18,0x00,0x00,0x3C,0x00,0x00,0x18,0x00,0x04,0x18,0x20,0x0C,0x3C,0x30,0x3C,0x3C,0x3C,0x1F,0xE7,0xF4,0x1F,0x66,0xF4,0x17,0xE7,0xE4,0x17,0xE7,0xE4,0x1C,0x7E,0x34,0x1C,0xFF,0x34,0x3C,0x18,0x3C,0x0C,0x18,0x30,0x04,0x18,0x20};
const byte player_bitmap[2+9*3] =
{3,9,/*{w:12,h:9,bpp:2,brev:1}*/0x00,0x00,0x00,0x00,0xFF,0x00,0x00,0x14,0x00,0x30,0x3C,0x0C,0x3A,0xBE,0xAC,0x3E,0xFF,0xBC,0x3F,0xFF,0xFC,0x37,0x7D,0xDC,0x3C,0x3C,0x3C};
const byte bomb_bitmap[] =
{1,5,/*{w:4,h:5,bpp:2,brev:1}*/0x88,0x55,0x77,0x55,0x88};
{1,3,/*{w:4,h:3,bpp:2,brev:1}*/0xF8,0x3E,0xF8};
const byte bullet_bitmap[] =
{1,5,/*{w:4,h:5,bpp:2,brev:1}*/0x14,0x28,0x14,0x14,0x28};
const byte enemy1_bitmap[] =
{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x00,0x00,0x70,0x38,0xF8,0x7C,0xFC,0xFC,0xFE,0xFC,0xFE,0xFF,0xFC,0xFF,0xF8,0x7F,0xF0,0x3F,0x88,0x47,0xF0,0x3F,0xF0,0x3F,0xD0,0x2F,0x8C,0xC7,0x48,0x48,0x80,0x04};
{1,5,/*{w:4,h:5,bpp:2,brev:1}*/0x08,0x24,0x18,0x10,0x04};
const byte enemy1_bitmap[18] =
{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x02,0x80,0x0B,0xE0,0x3F,0xFC,0x37,0xDC,0x3F,0xFC,0x0C,0x30,0x30,0x0C,0x0C,0x30};
const byte enemy2_bitmap[] =
{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x00,0x00,0x30,0x0C,0x14,0x28,0x2E,0x74,0x08,0x10,0x20,0x04,0xE0,0x07,0xD0,0x0B,0xB0,0x0D,0xB2,0x4D,0x19,0x98,0x8E,0x71,0x82,0x41,0xB1,0x8D,0x59,0x9A,0x4A,0x52};
{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x0C,0x30,0x30,0x0C,0x17,0xE8,0x23,0xC4,0x0B,0xD0,0x2C,0x34,0x2F,0xF4,0x10,0x08};
const byte enemy3_bitmap[] =
{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x00,0x00,0x00,0x00,0x04,0x20,0x05,0xA0,0x05,0xA0,0x25,0xA4,0xA7,0xE5,0xF7,0xEF,0xF7,0xEF,0xFE,0x7F,0xFC,0x3F,0xBC,0x3D,0xE4,0x27,0x20,0x00,0x00,0x00,0x00,0x00};
{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x0F,0xC0,0x00,0xC0,0x10,0xC4,0x26,0xD8,0x27,0x98,0x26,0xD8,0x14,0x14,0x10,0x04};
const byte enemy4_bitmap[] =
{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x00,0x00,0x00,0x00,0xF0,0x0F,0xF8,0x1F,0xD8,0x1B,0xF8,0x1F,0xF8,0x1F,0xF8,0x1F,0xF0,0x0F,0xA8,0x15,0xCC,0x33,0xE8,0x17,0x66,0x66,0x33,0xCC,0x61,0x86,0x40,0x02};
{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x30,0x0C,0x3C,0x3C,0x0F,0xF0,0x3A,0xE8,0x3B,0xEC,0x3F,0xFC,0x30,0x0C,0x00,0x00};
const byte explode_bitmap[18] =
{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x40,0x44,0x10,0x40,0x06,0x81,0x0B,0xE4,0x5B,0xE0,0x02,0x81,0x04,0x10,0x10,0x44};
const byte* const enemy_bitmaps[4] = {
enemy1_bitmap,
@ -43,27 +45,34 @@ const byte* const enemy_bitmaps[4] = {
enemy4_bitmap
};
/*{pal:"astrocade",layout:"astrocade"}*/
const byte palette[8] = {
0x07, 0xD4, 0x35, 0x01,
0x07, 0xD4, 0x35, 0x01,
};
#define COLOR_BUNKER 1
#define COLOR_GROUND 2
#define COLOR_SCORE 3
#define COLOR_SCORE 2
//
// GAME CODE
//
#define MAXLIVES 5
#define PLYRHEIGHT 14
#define ENEMY_SPACING_X 17
#define PLYRHEIGHT 9
#define ENEMY_SPACING_X 14
#define ENEMY_SPACING_Y 11
#define ENEMY_MARCH_X 1
#define ENEMY_MARCH_Y 2
#define EXPLODE_TIME 8
typedef struct {
byte x,y;
const byte* shape; // need const here
} Enemy;
#define MAX_ENEMIES 28
#define MAX_ENEMIES 40
Enemy enemies[MAX_ENEMIES];
byte enemy_index;
@ -86,6 +95,9 @@ byte bullet_x;
byte bullet_y;
byte bomb_x;
byte bomb_y;
byte explode_x;
byte explode_y;
byte explode_timer;
void draw_lives() {
byte i;
@ -142,7 +154,7 @@ void xor_player_derez() {
byte i,j;
byte x = player_x+13;
byte y = player_y+PLYRHEIGHT-1;
byte* rand = (byte*) &clrscr; // use code as random #'s
byte* rand = (byte*) &xor_player_derez; // use code as random #'s
for (j=1; j<=0xf; j++) {
for (i=0; i<100; i++) {
signed char xx = x + (*rand++ & 0xf) - 15;
@ -154,7 +166,7 @@ void xor_player_derez() {
void destroy_player() {
xor_player_derez(); // xor derez pattern
render_sprite(player_bitmap, player_x, VHEIGHT-PLYRHEIGHT, M_XOR); // erase ship via xor
render_sprite(player_bitmap, player_x, player_y, M_XOR); // erase ship via xor
xor_player_derez(); // xor 2x to erase derez pattern
player_x = 0xff;
lives--;
@ -187,6 +199,9 @@ void init_enemies() {
void delete_enemy(Enemy* e) {
erase_sprite(e->shape, e->x, e->y);
explode_x = e->x;
explode_y = e->y;
explode_timer = EXPLODE_TIME;
memmove(e, e+1, sizeof(Enemy)*(enemies-e+MAX_ENEMIES-1));
num_enemies--; // update_next_enemy() will check enemy_index
}
@ -198,8 +213,8 @@ void update_next_enemy() {
memcpy(&this_mode, &next_mode, sizeof(this_mode));
}
e = &enemies[enemy_index];
erase_sprite(e->shape, e->x, e->y);
if (this_mode.down) {
erase_sprite(e->shape, e->x, e->y);
e->y += ENEMY_MARCH_Y;
// if too close to ground, end game
if (e->y > VHEIGHT-ENEMY_SPACING_Y) {
@ -222,12 +237,12 @@ void update_next_enemy() {
}
}
}
render_sprite(e->shape, e->x, e->y, M_XOR);
render_sprite(e->shape, e->x, e->y, M_MOVE);
enemy_index++;
}
char in_rect(Enemy* e, byte x, byte y, byte w, byte h) {
byte ew = e->shape[0]*8;
byte ew = e->shape[0]*4;
byte eh = e->shape[1];
return (x >= e->x-w && x <= e->x+ew && y >= e->y-h && y <= e->y+eh);
}
@ -236,7 +251,7 @@ Enemy* find_enemy_at(byte x, byte y) {
byte i;
for (i=0; i<num_enemies; i++) {
Enemy* e = &enemies[i];
if (in_rect(e, x, y, 0, 2)) {
if (in_rect(e, x, y, 4, 5)) {
return e;
}
}
@ -254,21 +269,20 @@ void check_bullet_hit(byte x, byte y) {
void fire_bullet() {
bullet_x = player_x + 4;
bullet_y = VHEIGHT-PLYRHEIGHT-6;
render_sprite(bullet_bitmap, bullet_x, bullet_y, M_XOR); // draw
//render_sprite(bullet_bitmap, bullet_x, bullet_y, M_XOR); // draw
}
void move_bullet() {
byte leftover;
erase_sprite(bullet_bitmap, bullet_x, bullet_y);
hw_intst; // reset intercept counters
render_sprite(bullet_bitmap, bullet_x, bullet_y, M_XOR); // erase
bullet_y -= 2;
render_sprite(bullet_bitmap, bullet_x, bullet_y, M_OR); // erase
leftover = (hw_intst & 0xf0); // any pixels leftover?
if (leftover || bullet_y < 10) {
erase_sprite(bullet_bitmap, bullet_x, bullet_y);
check_bullet_hit(bullet_x, bullet_y+2);
bullet_y = 0;
} else {
bullet_y -= 4;
render_sprite(bullet_bitmap, bullet_x, bullet_y, M_XOR); // draw
}
}
@ -276,24 +290,23 @@ void drop_bomb() {
Enemy* e = &enemies[enemy_index];
bomb_x = e->x + 7;
bomb_y = e->y + 16;
render_sprite(bomb_bitmap, bomb_x, bomb_y, M_XOR);
}
void move_bomb() {
hw_intst; // reset intercept counters
render_sprite(bomb_bitmap, bomb_x, bomb_y, M_XOR); // erase
if (bomb_y > VHEIGHT-12) {
bomb_y = 0;
} else if (hw_intst & 0xf0) { // any pixels leftover?
erase_sprite(bomb_bitmap, bomb_x, bomb_y); // erase bunker
if (bomb_y > VHEIGHT-23) {
// player was hit (probably)
destroy_player();
}
erase_sprite(bomb_bitmap, bomb_x, bomb_y); // erase bunker
if (bomb_y >= VHEIGHT-5) {
bomb_y = 0;
} else {
bomb_y += 3;
render_sprite(bomb_bitmap, bomb_x, bomb_y, M_XOR);
bomb_y += 1;
render_sprite(bomb_bitmap, bomb_x, bomb_y, M_OR); // erase
if (hw_intst & 0xf0) { // any pixels leftover?
if (bomb_y >= player_y) {
// player was hit (probably)
destroy_player();
bomb_y = 0;
}
}
}
}
@ -324,11 +337,20 @@ void move_player() {
render_sprite(player_bitmap, player_x, player_y, M_MOVE);
}
void animate_explosion() {
if (--explode_timer == 0) {
erase_sprite(explode_bitmap, explode_x, explode_y);
} else {
render_sprite(explode_bitmap, explode_x, explode_y, M_OR);
}
}
void play_round() {
draw_playfield();
player_x = PIXWIDTH/2-8;
bullet_y = 0;
bomb_y = 0;
explode_timer = 0;
frame = 0;
while (player_x != 0xff && num_enemies) {
move_player();
@ -343,6 +365,9 @@ void play_round() {
move_bomb();
}
}
if (explode_timer) {
animate_explosion();
}
frame++;
}
}
@ -387,18 +412,10 @@ void attract_mode() {
}
}
void setup_registers() {
hw_col0r = 0x00;
hw_col1r = 0x2f;
hw_col2r = 0xef;
hw_col3r = 0xaf;
hw_horcb = 0;
hw_verbl = VHEIGHT*2;
}
void main() {
setup_registers();
hw_horcb = 40;
hw_verbl = VHEIGHT*2;
set_palette(palette);
// NOTE: initializers don't get run, so we init here
while (1) {
//attract_mode();