mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-16 05:05:11 +00:00
820 lines
21 KiB
C
820 lines
21 KiB
C
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
#include <cv.h>
|
|
#include <cvu.h>
|
|
|
|
#include "common.h"
|
|
//#link "common.c"
|
|
|
|
//#link "chr_generic.c"
|
|
extern const unsigned char CHR_GENERIC[8192];
|
|
|
|
// constants for various tiles
|
|
#define CH_BORDER 0x8f
|
|
#define CH_FLOOR 0xf4
|
|
#define CH_LADDER 0xd4
|
|
#define CH_ITEM 0xc4
|
|
#define CH_PLAYER 0xd8
|
|
#define CH_BLANK 0x20
|
|
#define CH_BASEMENT 0x30
|
|
|
|
///// DEFINES
|
|
|
|
#define ROW_OFFSET 0
|
|
#define UPDATE_ROW_DELTA -1
|
|
#define MESSAGE_ROW_DELTA 10
|
|
|
|
#define MAX_FLOORS 20 // total # of floors in a stage
|
|
#define GAPSIZE 4 // gap size in tiles
|
|
#define BOTTOM_FLOOR_Y 2 // offset for bottommost floor
|
|
|
|
#define MAX_ACTORS 5 // max # of moving actors
|
|
#define SCREEN_Y_BOTTOM 176 // bottom of screen in pixels
|
|
#define ACTOR_MIN_X 16 // leftmost position of actor
|
|
#define ACTOR_MAX_X 228 // rightmost position of actor
|
|
#define ACTOR_SCROLL_UP_Y 100 // min Y position to scroll up
|
|
#define ACTOR_SCROLL_DOWN_Y 120 // max Y position to scroll down
|
|
#define JUMP_VELOCITY 18 // Y velocity when jumping
|
|
|
|
// indices of sound effects (0..3)
|
|
typedef enum { SND_START, SND_HIT, SND_COIN, SND_JUMP } SFXIndex;
|
|
|
|
///// GLOBALS
|
|
|
|
// vertical scroll amount in pixels
|
|
static int scroll_pixel_yy = 0;
|
|
|
|
// vertical scroll amount in tiles (scroll_pixel_yy / 8)
|
|
static byte scroll_tile_y = 0;
|
|
|
|
// last screen Y position of player sprite
|
|
static byte player_screen_y = 0;
|
|
|
|
// score (BCD)
|
|
static byte score = 0;
|
|
|
|
// screen flash animation (virtual bright)
|
|
static byte vbright = 4;
|
|
|
|
// random byte between (a ... b-1)
|
|
// use rand() because rand8() has a cycle of 255
|
|
byte rndint(byte a, byte b) {
|
|
return (rand() % (b-a)) + a;
|
|
}
|
|
//TODO
|
|
void sfx_play(byte index, byte channel) {
|
|
index; channel;
|
|
}
|
|
void music_play(byte index) {
|
|
index;
|
|
}
|
|
void music_stop() {
|
|
}
|
|
|
|
/*{pal:222,n:16}*/
|
|
const char PALETTE0[16] = {
|
|
0x30, 0x38, 0x3E, 0x3F,
|
|
0x30, 0x38, 0x3E, 0x3F,
|
|
0x30, 0x38, 0x3E, 0x3F,
|
|
0x30, 0x38, 0x3E, 0x3F,
|
|
};
|
|
|
|
/*{pal:222,n:16}*/
|
|
const char PALETTE1[16] = {
|
|
0x30, 0x00, 0x3F, 0x03,
|
|
0x30, 0x38, 0x3E, 0x3F,
|
|
0x30, 0x38, 0x3E, 0x3F,
|
|
0x30, 0x38, 0x3E, 0x3F,
|
|
};
|
|
|
|
/// METASPRITES
|
|
|
|
// define a 2x2 metasprite
|
|
#define DEF_METASPRITE_2x2(name,code,pal)\
|
|
const unsigned char name[]={\
|
|
0, 0, (code)+0, pal, \
|
|
8, 0, (code)+2, pal, \
|
|
128}
|
|
|
|
// define a 2x2 metasprite, flipped horizontally
|
|
#define DEF_METASPRITE_2x2_FLIP(name,code,pal)\
|
|
const unsigned char name[]={\
|
|
8, 0, (code)+0, (pal)|0, \
|
|
0, 0, (code)+2, (pal)|0, \
|
|
128}
|
|
|
|
// right-facing
|
|
DEF_METASPRITE_2x2(playerRStand, 0xd8, 0);
|
|
DEF_METASPRITE_2x2(playerRRun1, 0xdc, 0);
|
|
DEF_METASPRITE_2x2(playerRRun2, 0xe0, 0);
|
|
DEF_METASPRITE_2x2(playerRRun3, 0xe4, 0);
|
|
DEF_METASPRITE_2x2(playerRJump, 0xe8, 0);
|
|
DEF_METASPRITE_2x2(playerRClimb, 0xec, 0);
|
|
DEF_METASPRITE_2x2(playerRSad, 0xf0, 0);
|
|
|
|
// left-facing
|
|
DEF_METASPRITE_2x2_FLIP(playerLStand, 0xd8-0x50, 0);
|
|
DEF_METASPRITE_2x2_FLIP(playerLRun1, 0xdc-0x50, 0);
|
|
DEF_METASPRITE_2x2_FLIP(playerLRun2, 0xe0-0x50, 0);
|
|
DEF_METASPRITE_2x2_FLIP(playerLRun3, 0xe4-0x50, 0);
|
|
DEF_METASPRITE_2x2_FLIP(playerLJump, 0xe8-0x50, 0);
|
|
DEF_METASPRITE_2x2_FLIP(playerLClimb, 0xec-0x50, 0);
|
|
DEF_METASPRITE_2x2_FLIP(playerLSad, 0xf0-0x50, 0);
|
|
|
|
// rescuee at top of building
|
|
const unsigned char personToSave[]={
|
|
0, -8, (0xba)+0, 3,
|
|
0, 1, (0xba)+2, 0,
|
|
8, -8, (0xba)+1, 3,
|
|
8, 1, (0xba)+3, 0,
|
|
128};
|
|
|
|
// player run sequence
|
|
const unsigned char* const playerRunSeq[16] = {
|
|
playerLRun1, playerLRun2, playerLRun3,
|
|
playerLRun1, playerLRun2, playerLRun3,
|
|
playerLRun1, playerLRun2,
|
|
playerRRun1, playerRRun2, playerRRun3,
|
|
playerRRun1, playerRRun2, playerRRun3,
|
|
playerRRun1, playerRRun2,
|
|
};
|
|
|
|
byte oam_off = 0;
|
|
|
|
void oam_meta_spr_pal(byte x, byte y, byte pal, const sbyte* meta) {
|
|
struct cvu_sprite4 spr;
|
|
while (*meta != -128) {
|
|
spr.x = x + *meta++;
|
|
spr.y = y + *meta++;
|
|
spr.name = *meta++;
|
|
meta++; pal;
|
|
cvu_set_sprite4(SPRITES, oam_off, &spr);
|
|
oam_off++;
|
|
}
|
|
}
|
|
|
|
void oam_hide_rest() {
|
|
if (oam_off < 64) {
|
|
cvu_vmemset(SPRITES+oam_off, 240, 64-oam_off);
|
|
}
|
|
}
|
|
|
|
cv_vmemp getntaddr(byte x, byte y) {
|
|
return IMAGE + y*64 + x*2;
|
|
}
|
|
|
|
///// GAME LOGIC
|
|
|
|
// struct definition for a single floor
|
|
typedef struct Floor {
|
|
byte ypos; // # of tiles from ground
|
|
int height:4; // # of tiles to next floor
|
|
int gap:4; // X position of gap
|
|
int ladder1:4; // X position of first ladder
|
|
int ladder2:4; // X position of second ladder
|
|
int objtype:4; // item type (FloorItem)
|
|
int objpos:4; // X position of object
|
|
} Floor;
|
|
|
|
// various items the player can pick up
|
|
typedef enum FloorItem { ITEM_NONE, ITEM_MINE, ITEM_HEART, ITEM_POWER };
|
|
|
|
// array of floors
|
|
Floor floors[MAX_FLOORS];
|
|
|
|
// is this x (pixel) position within the gap <gap>?
|
|
bool is_in_gap(byte x, byte gap) {
|
|
if (gap) {
|
|
byte x1 = gap*16 + 4;
|
|
return (x > x1 && x < x1+GAPSIZE*8-4);
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// is this ladder at (tile) position x within the gap?
|
|
bool ladder_in_gap(byte x, byte gap) {
|
|
return gap && x >= gap && x < gap+GAPSIZE*2;
|
|
}
|
|
|
|
// create floors at start of game
|
|
void make_floors() {
|
|
byte i;
|
|
byte y = BOTTOM_FLOOR_Y;
|
|
Floor* prevlev = &floors[0];
|
|
for (i=0; i<MAX_FLOORS; i++) {
|
|
Floor* lev = &floors[i];
|
|
lev->height = rndint(2,5)*2;
|
|
do {
|
|
// only have gaps in higher floors
|
|
lev->gap = i>=5 ? rndint(0,13) : 0;
|
|
} while (ladder_in_gap(prevlev->ladder1, lev->gap) ||
|
|
ladder_in_gap(prevlev->ladder2, lev->gap));
|
|
do {
|
|
lev->ladder1 = rndint(1,14);
|
|
lev->ladder2 = rndint(1,14);
|
|
} while (ladder_in_gap(lev->ladder1, lev->gap) ||
|
|
ladder_in_gap(lev->ladder2, lev->gap));
|
|
if (i > 0) {
|
|
lev->objtype = rndint(1,4);
|
|
do {
|
|
lev->objpos = rndint(1,14);
|
|
} while (ladder_in_gap(lev->objpos, lev->gap));
|
|
}
|
|
lev->ypos = y;
|
|
y += lev->height;
|
|
prevlev = lev;
|
|
}
|
|
// top floor is special
|
|
floors[MAX_FLOORS-1].height = 15;
|
|
floors[MAX_FLOORS-1].gap = 0;
|
|
floors[MAX_FLOORS-1].ladder1 = 0;
|
|
floors[MAX_FLOORS-1].ladder2 = 0;
|
|
floors[MAX_FLOORS-1].objtype = 0;
|
|
}
|
|
|
|
// creete actors on floor_index, if slot is empty
|
|
void create_actors_on_floor(byte floor_index);
|
|
|
|
// row image buffer
|
|
char buf[COLS*2];
|
|
|
|
// draw a nametable line into the frame buffer at <screen_y>
|
|
// 0 == bottom of stage
|
|
void draw_floor_line(byte screen_y) {
|
|
byte floor, i;
|
|
byte rowy, dy;
|
|
cv_vmemp addr;
|
|
// iterate through all floors
|
|
for (floor=0; floor<MAX_FLOORS; floor++) {
|
|
Floor* lev = &floors[floor];
|
|
dy = screen_y - lev->ypos;
|
|
// if below BOTTOM_Y_FLOOR
|
|
if (dy >= 255 - BOTTOM_FLOOR_Y) {
|
|
memset(buf, CH_BASEMENT, sizeof(buf));
|
|
break;
|
|
}
|
|
// is this floor visible on-screen?
|
|
else if (dy < lev->height) {
|
|
if (dy <= 1) {
|
|
// iterate through all 32 columns
|
|
for (i=0; i<COLS*2; i+=4) {
|
|
if (dy) {
|
|
buf[i] = CH_FLOOR; // upper-left
|
|
buf[i+2] = CH_FLOOR+2; // upper-right
|
|
} else {
|
|
buf[i] = CH_FLOOR+1; // lower-left
|
|
buf[i+2] = CH_FLOOR+3; // lower-right
|
|
}
|
|
}
|
|
// is there a gap? if so, clear bytes
|
|
if (lev->gap)
|
|
memset(buf+lev->gap*4, 0, GAPSIZE*2);
|
|
} else {
|
|
// clear buffer
|
|
memset(buf, 0, sizeof(buf));
|
|
// draw walls
|
|
if (floor < MAX_FLOORS-1) {
|
|
buf[0] = CH_FLOOR+1; // left side
|
|
buf[COLS*2-4] = CH_FLOOR; // right side
|
|
}
|
|
// draw ladders
|
|
if (lev->ladder1) {
|
|
buf[lev->ladder1*4] = CH_LADDER;
|
|
buf[lev->ladder1*4+2] = CH_LADDER+2;
|
|
}
|
|
if (lev->ladder2) {
|
|
buf[lev->ladder2*4] = CH_LADDER;
|
|
buf[lev->ladder2*4+2] = CH_LADDER+2;
|
|
}
|
|
}
|
|
// draw object, if it exists
|
|
if (lev->objtype) {
|
|
byte ch = lev->objtype*4 + CH_ITEM;
|
|
if (dy == 2) {
|
|
buf[lev->objpos*4] = ch+1; // bottom-left
|
|
buf[lev->objpos*4+2] = ch+3; // bottom-right
|
|
}
|
|
else if (dy == 3) {
|
|
buf[lev->objpos*4] = ch+0; // top-left
|
|
buf[lev->objpos*4+2] = ch+2; // top-right
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
// ran out of floors? draw sky
|
|
if (floor == MAX_FLOORS) {
|
|
memset(buf, 0, sizeof(buf));
|
|
}
|
|
// compute row in name buffer and address
|
|
rowy = (ROWS-1) - ((screen_y + ROW_OFFSET) % ROWS);
|
|
addr = getntaddr(1, rowy);
|
|
// copy line to screen buffer
|
|
cvu_memtovmemcpy(addr, buf, sizeof(buf));
|
|
// create actors on this floor, if needed
|
|
// TODO: maybe this happens too early?
|
|
if (dy == 0 && (floor >= 2)) {
|
|
create_actors_on_floor(floor);
|
|
}
|
|
}
|
|
|
|
// draw entire stage at current scroll position
|
|
// filling up entire name table
|
|
void draw_entire_stage() {
|
|
byte y;
|
|
for (y=0; y<ROWS; y++) {
|
|
draw_floor_line(y);
|
|
wait_vsync();
|
|
}
|
|
}
|
|
|
|
// get Y pixel position for a given floor
|
|
word get_floor_yy(byte floor) {
|
|
return floors[floor].ypos * 8 + 16;
|
|
}
|
|
|
|
// get Y ceiling position for a given floor
|
|
word get_ceiling_yy(byte floor) {
|
|
return (floors[floor].ypos + floors[floor].height) * 8 + 16;
|
|
}
|
|
|
|
// set scrolling position
|
|
void set_scroll_pixel_yy(int yy) {
|
|
// draw an offscreen line, every 8 pixels
|
|
if ((yy & 7) == 0) {
|
|
// scrolling upward or downward?
|
|
if (yy > scroll_pixel_yy)
|
|
draw_floor_line(scroll_tile_y + ROWS + UPDATE_ROW_DELTA);
|
|
else if (yy > -UPDATE_ROW_DELTA)
|
|
draw_floor_line(scroll_tile_y + UPDATE_ROW_DELTA);
|
|
}
|
|
// set scroll variables
|
|
scroll_pixel_yy = yy;
|
|
scroll_tile_y = yy >> 3; // divide by 8
|
|
// set scroll registers (TODO: const)
|
|
cv_set_vscroll(223 - ((yy + 192) % 224));
|
|
}
|
|
|
|
// redraw a floor when object picked up
|
|
void refresh_floor(byte floor) {
|
|
byte y = floors[floor].ypos;
|
|
draw_floor_line(y+2);
|
|
draw_floor_line(y+3);
|
|
}
|
|
|
|
///// ACTORS
|
|
|
|
typedef enum ActorState {
|
|
INACTIVE, STANDING, WALKING, CLIMBING, JUMPING, FALLING, PACING
|
|
};
|
|
|
|
typedef enum ActorType {
|
|
ACTOR_PLAYER, ACTOR_ENEMY, ACTOR_RESCUE
|
|
};
|
|
|
|
typedef struct Actor {
|
|
word yy; // Y position in pixels (16 bit)
|
|
byte x; // X position in pixels (8 bit)
|
|
byte floor; // floor index
|
|
byte state; // ActorState
|
|
int name:2; // ActorType (2 bits)
|
|
int pal:2; // palette color (2 bits)
|
|
int dir:1; // direction (0=right, 1=left)
|
|
int onscreen:1; // is actor onscreen?
|
|
sbyte yvel; // Y velocity (when jumping)
|
|
sbyte xvel; // X velocity (when jumping)
|
|
} Actor;
|
|
|
|
Actor actors[MAX_ACTORS]; // all actors
|
|
|
|
// creete actors on floor_index, if slot is empty
|
|
void create_actors_on_floor(byte floor_index) {
|
|
byte actor_index = (floor_index % (MAX_ACTORS-1)) + 1;
|
|
struct Actor* a = &actors[actor_index];
|
|
if (!a->onscreen) {
|
|
Floor *floor = &floors[floor_index];
|
|
a->state = STANDING;
|
|
a->name = ACTOR_ENEMY;
|
|
a->x = rand();
|
|
a->yy = get_floor_yy(floor_index);
|
|
a->floor = floor_index;
|
|
a->onscreen = 1;
|
|
// rescue person on top of the building
|
|
if (floor_index == MAX_FLOORS-1) {
|
|
a->name = ACTOR_RESCUE;
|
|
a->state = PACING;
|
|
a->x = 0;
|
|
a->pal = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
void draw_actor(byte i) {
|
|
struct Actor* a = &actors[i];
|
|
bool dir;
|
|
const unsigned char* meta;
|
|
byte x,y; // sprite variables
|
|
// get screen Y position of actor
|
|
int screen_y = SCREEN_Y_BOTTOM - a->yy + scroll_pixel_yy;
|
|
// is it offscreen?
|
|
if (screen_y > 192+8 || screen_y < -18) {
|
|
a->onscreen = 0;
|
|
return; // offscreen vertically
|
|
}
|
|
dir = a->dir;
|
|
switch (a->state) {
|
|
default:
|
|
case INACTIVE:
|
|
a->onscreen = 0;
|
|
return; // inactive, offscreen
|
|
case STANDING:
|
|
meta = dir ? playerLStand : playerRStand;
|
|
break;
|
|
case WALKING:
|
|
meta = playerRunSeq[((a->x >> 1) & 7) + (dir?0:8)];
|
|
break;
|
|
case JUMPING:
|
|
meta = dir ? playerLJump : playerRJump;
|
|
break;
|
|
case FALLING:
|
|
meta = dir ? playerLSad : playerRSad;
|
|
break;
|
|
case CLIMBING:
|
|
meta = (a->yy & 4) ? playerLClimb : playerRClimb;
|
|
break;
|
|
case PACING:
|
|
meta = personToSave;
|
|
break;
|
|
}
|
|
// set sprite values, draw sprite
|
|
x = a->x;
|
|
y = screen_y;
|
|
oam_meta_spr_pal(x, y, a->pal, meta);
|
|
// is this actor 0? (player sprite)
|
|
if (i == 0) {
|
|
player_screen_y = y; // save last screen Y position
|
|
}
|
|
a->onscreen = 1; // if we drew the actor, consider it onscreen
|
|
return;
|
|
}
|
|
|
|
// draw the scoreboard, right now just two digits
|
|
void draw_scoreboard() {
|
|
/*
|
|
oam_off = oam_spr(24+0, 24, '0'+(score >> 4), 2, oam_off);
|
|
oam_off = oam_spr(24+8, 24, '0'+(score & 0xf), 2, oam_off);
|
|
*/
|
|
}
|
|
|
|
// draw all sprites
|
|
void refresh_sprites() {
|
|
byte i;
|
|
// reset sprite index to 0
|
|
oam_off = 0;
|
|
// draw all actors
|
|
for (i=0; i<MAX_ACTORS; i++)
|
|
draw_actor(i);
|
|
// draw scoreboard
|
|
draw_scoreboard();
|
|
// hide rest of actors
|
|
oam_hide_rest();
|
|
}
|
|
|
|
// if ladder is close to X position, return ladder X position, otherwise 0
|
|
byte is_ladder_close(byte actor_x, byte ladder_pos) {
|
|
byte ladder_x;
|
|
if (ladder_pos == 0)
|
|
return 0;
|
|
ladder_x = ladder_pos * 16;
|
|
return ((byte)(actor_x - ladder_x) < 16) ? ladder_x : 0;
|
|
}
|
|
|
|
// get the closest ladder to the player
|
|
byte get_closest_ladder(byte player_x, byte floor_index) {
|
|
Floor* floor = &floors[floor_index];
|
|
byte x;
|
|
if (floor_index >= MAX_FLOORS) return 0;
|
|
x = is_ladder_close(player_x, floor->ladder1);
|
|
if (x) return x;
|
|
x = is_ladder_close(player_x, floor->ladder2);
|
|
if (x) return x;
|
|
return 0;
|
|
}
|
|
|
|
// put the player on the ladder, and move up or down (floor_adjust)
|
|
byte mount_ladder(Actor* player, signed char floor_adjust) {
|
|
byte x = get_closest_ladder(player->x, player->floor + floor_adjust);
|
|
if (x) {
|
|
player->x = x + 8;
|
|
player->state = CLIMBING;
|
|
player->floor += floor_adjust;
|
|
return 1;
|
|
} else
|
|
return 0;
|
|
}
|
|
|
|
// should we scroll the screen upward?
|
|
void check_scroll_up() {
|
|
if (player_screen_y < ACTOR_SCROLL_UP_Y) {
|
|
set_scroll_pixel_yy(scroll_pixel_yy + 1);
|
|
}
|
|
}
|
|
|
|
// should we scroll the screen downward?
|
|
void check_scroll_down() {
|
|
if (player_screen_y > ACTOR_SCROLL_DOWN_Y && scroll_pixel_yy > 0) {
|
|
set_scroll_pixel_yy(scroll_pixel_yy - 1);
|
|
}
|
|
}
|
|
|
|
// actor falls down a floor
|
|
void fall_down(struct Actor* actor) {
|
|
actor->floor--;
|
|
actor->state = FALLING;
|
|
actor->xvel = 0;
|
|
actor->yvel = 0;
|
|
}
|
|
|
|
// move an actor (player or enemies)
|
|
// joystick - game controller mask
|
|
// scroll - if true, we should scroll screen (is player)
|
|
void move_actor(struct Actor* actor, byte joystick, bool scroll) {
|
|
switch (actor->state) {
|
|
|
|
case STANDING:
|
|
case WALKING:
|
|
// left/right has priority over climbing
|
|
if (joystick & CV_FIRE_0) {
|
|
actor->state = JUMPING;
|
|
actor->xvel = 0;
|
|
actor->yvel = JUMP_VELOCITY;
|
|
if (joystick & CV_LEFT) actor->xvel = -1;
|
|
if (joystick & CV_RIGHT) actor->xvel = 1;
|
|
// play sound for player
|
|
if (scroll) sfx_play(SND_JUMP,0);
|
|
} else if (joystick & CV_LEFT) {
|
|
actor->x--;
|
|
actor->dir = 1;
|
|
actor->state = WALKING;
|
|
} else if (joystick & CV_RIGHT) {
|
|
actor->x++;
|
|
actor->dir = 0;
|
|
actor->state = WALKING;
|
|
} else if (joystick & CV_UP) {
|
|
mount_ladder(actor, 0); // state -> CLIMBING
|
|
} else if (joystick & CV_DOWN) {
|
|
mount_ladder(actor, -1); // state -> CLIMBING, floor -= 1
|
|
} else {
|
|
actor->state = STANDING;
|
|
}
|
|
if (scroll) {
|
|
check_scroll_up();
|
|
check_scroll_down();
|
|
}
|
|
break;
|
|
|
|
case CLIMBING:
|
|
if (joystick & CV_UP) {
|
|
if (actor->yy >= get_ceiling_yy(actor->floor)) {
|
|
actor->floor++;
|
|
actor->state = STANDING;
|
|
} else {
|
|
actor->yy++;
|
|
}
|
|
} else if (joystick & CV_DOWN) {
|
|
if (actor->yy <= get_floor_yy(actor->floor)) {
|
|
actor->state = STANDING;
|
|
} else {
|
|
actor->yy--;
|
|
}
|
|
}
|
|
if (scroll) {
|
|
check_scroll_up();
|
|
check_scroll_down();
|
|
}
|
|
break;
|
|
|
|
case FALLING:
|
|
if (scroll) {
|
|
check_scroll_up();
|
|
check_scroll_down();
|
|
}
|
|
case JUMPING:
|
|
actor->x += actor->xvel;
|
|
actor->yy += actor->yvel/4;
|
|
actor->yvel -= 1;
|
|
if (actor->yy <= get_floor_yy(actor->floor)) {
|
|
actor->yy = get_floor_yy(actor->floor);
|
|
actor->state = STANDING;
|
|
}
|
|
break;
|
|
}
|
|
// don't allow player to travel past left/right edges of screen
|
|
if (actor->x > ACTOR_MAX_X) actor->x = ACTOR_MAX_X; // we wrapped around right edge
|
|
if (actor->x < ACTOR_MIN_X) actor->x = ACTOR_MIN_X;
|
|
// if player lands in a gap, they fall (switch to JUMPING state)
|
|
if (actor->state <= WALKING &&
|
|
is_in_gap(actor->x, floors[actor->floor].gap)) {
|
|
fall_down(actor);
|
|
}
|
|
}
|
|
|
|
// should we pickup an object? only player does this
|
|
void pickup_object(Actor* actor) {
|
|
Floor* floor = &floors[actor->floor];
|
|
byte objtype = floor->objtype;
|
|
// only pick up if there's an object, and if we're walking or standing
|
|
if (objtype && actor->state <= WALKING) {
|
|
byte objx = floor->objpos * 16;
|
|
// is the actor close to the object?
|
|
if (actor->x >= objx && actor->x < objx+16) {
|
|
// clear the item from the floor and redraw
|
|
floor->objtype = 0;
|
|
refresh_floor(actor->floor);
|
|
// did we hit a mine?
|
|
if (objtype == ITEM_MINE) {
|
|
// we hit a mine, fall down
|
|
fall_down(actor);
|
|
sfx_play(SND_HIT,0);
|
|
vbright = 8; // flash
|
|
} else {
|
|
// we picked up an object, add to score
|
|
score = bcd_add(score, 1);
|
|
sfx_play(SND_COIN,0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// read joystick 0 and move the player
|
|
void move_player() {
|
|
struct cv_controller_state state;
|
|
cv_get_controller_state(&state, 0);
|
|
move_actor(&actors[0], state.joystick, true);
|
|
pickup_object(&actors[0]);
|
|
}
|
|
|
|
// returns absolute value of x
|
|
byte iabs(int x) {
|
|
return x >= 0 ? x : -x;
|
|
}
|
|
|
|
// check to see if actor collides with any non-player actor
|
|
bool check_collision(Actor* a) {
|
|
byte i;
|
|
byte afloor = a->floor;
|
|
// can't fall through basement
|
|
if (afloor == 0) return false;
|
|
// can't fall if already falling
|
|
if (a->state == FALLING) return false;
|
|
// iterate through entire list of actors
|
|
for (i=1; i<MAX_ACTORS; i++) {
|
|
Actor* b = &actors[i];
|
|
// actors must be on same floor and within 8 pixels
|
|
if (b->onscreen &&
|
|
afloor == b->floor &&
|
|
iabs(a->yy - b->yy) < 8 &&
|
|
iabs(a->x - b->x) < 8) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
///
|
|
|
|
const char* RESCUE_TEXT =
|
|
"Is this a rescue?\n"
|
|
"I am just hanging out\n"
|
|
"on top of this building.\n"
|
|
"Get lost!!!";
|
|
|
|
// draw a message on the screen
|
|
void type_message(const char* charptr) {
|
|
char ch;
|
|
byte x,y;
|
|
x = 2;
|
|
// compute message y position relative to scroll
|
|
y = ROWS*8 + MESSAGE_ROW_DELTA - scroll_tile_y;
|
|
// repeat until end of string (0) is read
|
|
while ((ch = *charptr++)) {
|
|
while (y >= ROWS) y -= ROWS; // compute (y % ROWS)
|
|
// newline character? go to start of next line
|
|
if (ch == '\n') {
|
|
x = 2;
|
|
y++;
|
|
} else {
|
|
// put character into nametable
|
|
cvu_voutb(ch, getntaddr(x, y));
|
|
x++;
|
|
}
|
|
// typewriter sound
|
|
sfx_play(SND_HIT,0);
|
|
// flush buffer and wait a few frames
|
|
delay(5);
|
|
}
|
|
}
|
|
|
|
// reward scene when player reaches roof
|
|
void rescue_scene() {
|
|
// make player face to the left
|
|
actors[0].dir = 1;
|
|
actors[0].state = STANDING;
|
|
refresh_sprites();
|
|
music_stop();
|
|
type_message(RESCUE_TEXT);
|
|
// wait 2 seconds
|
|
delay(100);
|
|
}
|
|
|
|
const byte PALBR_OR[9] = {
|
|
0x00, 0x00, 0x00, 0x00, 0x00,
|
|
0b010101,
|
|
0b010101,
|
|
0b101010,
|
|
0b111111,
|
|
};
|
|
const byte PALBR_AND[9] = {
|
|
0b000000,
|
|
0b010101,
|
|
0b010101,
|
|
0b101010,
|
|
0x3f, 0x3f, 0x3f, 0x3f, 0x3f
|
|
};
|
|
|
|
void pal_bright(byte level) {
|
|
byte pal[16];
|
|
byte i;
|
|
byte or = PALBR_OR[level];
|
|
byte and = PALBR_AND[level];
|
|
for (i=0; i<16; i++) {
|
|
pal[i] = PALETTE0[i] & and | or;
|
|
}
|
|
cvu_memtocmemcpy(0xc000, pal, 16);
|
|
}
|
|
|
|
// game loop
|
|
void play_scene() {
|
|
byte i;
|
|
// initialize actors array
|
|
memset(actors, 0, sizeof(actors));
|
|
actors[0].state = STANDING;
|
|
actors[0].name = ACTOR_PLAYER;
|
|
actors[0].pal = 3;
|
|
actors[0].x = 64;
|
|
actors[0].floor = 0;
|
|
actors[0].yy = get_floor_yy(0);
|
|
// put actor at bottom
|
|
set_scroll_pixel_yy(0);
|
|
// draw initial view of level into nametable
|
|
draw_entire_stage();
|
|
// repeat until player reaches the roof
|
|
while (actors[0].floor != MAX_FLOORS-1) {
|
|
// flush VRAM buffer (waits next frame)
|
|
wait_vsync();
|
|
refresh_sprites();
|
|
move_player();
|
|
// move all the actors
|
|
for (i=1; i<MAX_ACTORS; i++) {
|
|
move_actor(&actors[i], rand(), false);
|
|
}
|
|
// see if the player hit another actor
|
|
if (check_collision(&actors[0])) {
|
|
fall_down(&actors[0]);
|
|
sfx_play(SND_HIT,0);
|
|
vbright = 8; // flash
|
|
}
|
|
// flash effect
|
|
if (vbright > 4) {
|
|
pal_bright(--vbright);
|
|
}
|
|
}
|
|
// player reached goal; reward scene
|
|
rescue_scene();
|
|
}
|
|
|
|
/////
|
|
|
|
void setup_graphics() {
|
|
cvu_memtovmemcpy(PATTERN, CHR_GENERIC, sizeof(CHR_GENERIC));
|
|
cvu_memtocmemcpy(0xc000, PALETTE0, 16);
|
|
cvu_memtocmemcpy(0xc010, PALETTE1, 16);
|
|
flip_sprite_patterns(PATTERN+0x80*32, CHR_GENERIC+0xd0*32, 0x30*32);
|
|
cv_set_left_column_blank(true);
|
|
}
|
|
|
|
void main() {
|
|
vdp_setup();
|
|
while (1) {
|
|
setup_graphics();
|
|
cv_set_screen_active(true);
|
|
cv_set_vint_handler(&vint_handler);
|
|
sfx_play(SND_START,0); // play starting sound
|
|
make_floors(); // make random level
|
|
music_play(0); // start the music
|
|
play_scene(); // play the level
|
|
}
|
|
}
|