mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-07-05 19:29:03 +00:00
698 lines
15 KiB
C
698 lines
15 KiB
C
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#include <stdlib.h>
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#include <string.h>
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#include "neslib.h"
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typedef unsigned char byte;
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typedef signed char sbyte;
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typedef unsigned short word;
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typedef enum { false, true} bool;
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// TILES
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//#link "jroatch.c"
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extern unsigned char jroatch_chr[0x1000];
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#define TILESET jroatch_chr
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#define COLS 30
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#define ROWS 60
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#define XOFS 0 // sprite horiz. offset
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#define SCREEN_Y_BOTTOM 208
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#define ACTOR_MIN_X 16
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#define ACTOR_SCROLL_UP_Y 110
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#define ACTOR_SCROLL_DOWN_Y 140
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#define BOTTOM_LEVEL_Y 1
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#define BGCOL CV_COLOR_BLUE
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#define CH_BORDER 64
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#define CH_FLOOR 127
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#define CH_LADDER 212
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#define CH_FRUIT 204
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#define BLANK 32
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byte rndint(byte a, byte b) {
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return (rand8() % (b-a)) + a;
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}
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// VRAM UPDATE BUFFER
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#define VBUFSIZE 64
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byte updbuf[VBUFSIZE];
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byte updptr = 0;
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void cendbuf() {
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updbuf[updptr] = NT_UPD_EOF;
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}
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void cflushnow() {
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// make sure buffer has EOF marker
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cendbuf();
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// wait for next frame to flush update buffer
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// this will also set the scroll registers properly
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ppu_wait_frame();
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// clear the buffer
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updptr = 0;
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cendbuf();
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}
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void vdelay(byte count) {
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while (count--) cflushnow();
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}
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word getntaddr(byte x, byte y) {
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word addr;
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if (y < 30) {
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addr = NTADR_A(x,y);
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} else {
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addr = NTADR_C(x,y-30);
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}
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return addr;
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}
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void putchar(byte x, byte y, char ch) {
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word addr = getntaddr(x,y);
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if (updptr >= VBUFSIZE-4) cflushnow();
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updbuf[updptr++] = addr >> 8;
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updbuf[updptr++] = addr & 0xff;
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updbuf[updptr++] = ch;
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cendbuf();
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}
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void putbytes(byte x, byte y, char* str, byte len) {
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word addr = getntaddr(x,y);
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if (updptr >= VBUFSIZE-4-len) cflushnow();
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updbuf[updptr++] = (addr >> 8) | NT_UPD_HORZ;
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updbuf[updptr++] = addr & 0xff;
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updbuf[updptr++] = len;
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while (len--) {
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updbuf[updptr++] = *str++;
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}
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cendbuf();
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}
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void putstring(byte x, byte y, char* str) {
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putbytes(x, y, str, strlen(str));
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}
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void clrscr() {
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updptr = 0;
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cendbuf();
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ppu_off();
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vram_adr(0x2000);
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vram_fill(BLANK, 0x800);
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vram_adr(0x0);
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ppu_on_all();
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}
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/// METASPRITES
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const unsigned char playerStand[]={
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0, 0, 0xd8, 0,
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8, 0, 0xd9, 0,
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0, 8, 0xda, 0,
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8, 8, 0xdb, 0,
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128
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};
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const unsigned char playerRun1[]={
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0, 0, 0xdc, 0,
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8, 0, 0xdd, 0,
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0, 8, 0xde, 0,
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8, 8, 0xdf, 0,
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128
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};
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const unsigned char playerRun2[]={
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0, 0, 0xe0, 0,
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8, 0, 0xe1, 0,
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0, 8, 0xe2, 0,
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8, 8, 0xe3, 0,
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128
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};
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const unsigned char playerRun3[]={
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0, 0, 0xe4, 0,
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8, 0, 0xe5, 0,
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0, 8, 0xe6, 0,
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8, 8, 0xe7, 0,
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128
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};
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const unsigned char playerJump[]={
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0, 0, 0xe8, 0,
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8, 0, 0xe9, 0,
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0, 8, 0xea, 0,
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8, 8, 0xeb, 0,
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128
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};
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const unsigned char playerClimb[]={
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0, 0, 0xec, 0,
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8, 0, 0xed, 0,
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0, 8, 0xee, 0,
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8, 8, 0xef, 0,
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128
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};
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const unsigned char playerSad[]={
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0, 0, 0xf0, 0,
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8, 0, 0xf1, 0,
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0, 8, 0xf2, 0,
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8, 8, 0xf3, 0,
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128
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};
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const unsigned char* playerRunSeq[8] = {
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playerRun1, playerRun2, playerRun3,
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playerRun1, playerRun2, playerRun3,
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playerRun1, playerRun2,
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};
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/// GAME LOGIC
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typedef struct Level {
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byte ypos;
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byte height; // TODO: why does bitmask not work?
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int gap:4;
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int ladder1:4;
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int ladder2:4;
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int objtype:4;
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int objpos:4;
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} Level;
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#define MAX_LEVELS 32
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#define GAPSIZE 3
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Level levels[MAX_LEVELS];
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bool is_in_gap(byte x, byte gap) {
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if (gap) {
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byte x1 = gap*16 + 4;
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return (x > x1 && x < x1+GAPSIZE*8-4);
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} else {
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return false;
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}
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}
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bool ladder_in_gap(byte x, byte gap) {
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return gap && x >= gap && x < gap+GAPSIZE*2;
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}
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void make_levels() {
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byte i;
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byte y = BOTTOM_LEVEL_Y;
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Level* prevlev = &levels[0];
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for (i=0; i<MAX_LEVELS; i++) {
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Level* lev = &levels[i];
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lev->height = rndint(4,7);
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lev->ladder1 = rndint(1,14);
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lev->ladder2 = rndint(1,14);
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do {
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lev->gap = i>0 ? rndint(0,13) : 0;
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} while (ladder_in_gap(prevlev->ladder1, lev->gap) ||
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ladder_in_gap(prevlev->ladder2, lev->gap));
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lev->objtype = rndint(1,3);
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lev->objpos = rndint(1,14);
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lev->ypos = y;
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y += lev->height;
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prevlev = lev;
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}
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// top level is special
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levels[MAX_LEVELS-1].height = 15;
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levels[MAX_LEVELS-1].gap = 0;
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levels[MAX_LEVELS-1].ladder1 = 0;
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levels[MAX_LEVELS-1].ladder2 = 0;
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levels[MAX_LEVELS-1].objtype = 0;
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}
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// vertical scroll amount in pixels
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static int scroll_pixel_yy = 0;
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// vertical scroll amount in tiles
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static byte scroll_tile_y = 0;
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// last screen Y position of player sprite
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static byte player_screen_y = 0;
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void create_actors_on_level(byte i);
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void draw_level_line(byte screen_y) {
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char buf[COLS];
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byte i;
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byte y = screen_y; // + scroll_tile_y
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for (i=0; i<MAX_LEVELS; i++) {
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Level* lev = &levels[i];
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byte dy = y - lev->ypos;
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// is this level visible on-screen?
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if (dy < lev->height) {
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if (dy == 0) {
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// draw floor
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memset(buf, CH_FLOOR, COLS);
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// draw the gap
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if (lev->gap)
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memset(buf+lev->gap*2, 0, GAPSIZE);
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} else {
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// draw empty space
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memset(buf, 0, sizeof(buf));
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// draw walls
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if (i < MAX_LEVELS-1) {
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buf[0] = CH_FLOOR;
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buf[COLS-1] = CH_FLOOR;
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}
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// draw ladders
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if (lev->ladder1) {
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buf[lev->ladder1*2] = CH_LADDER;
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buf[lev->ladder1*2+1] = CH_LADDER+1;
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}
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if (lev->ladder2) {
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buf[lev->ladder2*2] = CH_LADDER;
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buf[lev->ladder2*2+1] = CH_LADDER+1;
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}
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}
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//buf[0] = i+'a';buf[1] = y;buf[2] = dy+'0';buf[3] = lev->ypos;buf[4] = lev->height+'0';
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// draw object, if it exists
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if (lev->objtype) {
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byte ch = lev->objtype*4 + CH_FRUIT - 4;
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if (dy == 1) {
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buf[lev->objpos*2] = ch+2;
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buf[lev->objpos*2+1] = ch+3;
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}
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else if (dy == 2) {
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buf[lev->objpos*2] = ch+0;
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buf[lev->objpos*2+1] = ch+1;
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}
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}
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// copy line to screen buffer
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putbytes(1, (ROWS-1)-(screen_y%60), buf, COLS);
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// create actors on this level, if needed
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// TODO: maybe this happens too early?
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if (dy == 0)
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create_actors_on_level(i);
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break;
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}
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}
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}
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void draw_screen() {
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byte y;
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for (y=0; y<ROWS; y++) {
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draw_level_line(y);
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}
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}
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word get_floor_yy(byte level) {
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return levels[level].ypos * 8 + 8;
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}
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word get_ceiling_yy(byte level) {
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return (levels[level].ypos + levels[level].height) * 8 + 8;
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}
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void set_scroll_pixel_yy(int yy) {
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if ((yy & 7) == 0) {
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// draw an offscreen line
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draw_level_line(scroll_tile_y+30);
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}
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scroll_pixel_yy = yy;
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scroll_tile_y = yy >> 3; // divide by 8
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scroll(0, 479 - ((yy + 224) % 480));
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}
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void refresh_level(byte level) {
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byte y = levels[level].ypos;
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draw_level_line(y+2);
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draw_level_line(y+1);
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}
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// ACTORS
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#define MAX_ACTORS 5
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typedef enum ActorState {
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INACTIVE, STANDING, WALKING, CLIMBING, JUMPING, FALLING
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};
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typedef struct Actor {
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word yy;
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byte x;
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byte name;
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int color1:4;
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int color2:4;
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byte level;
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int state:4;
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int dir:1;
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int onscreen:1;
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union {
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struct {
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sbyte yvel;
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sbyte xvel;
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} jumping;
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} u;
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} Actor;
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Actor actors[MAX_ACTORS];
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void create_actors_on_level(byte level_index) {
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byte actor_index = (level_index % (MAX_ACTORS-1)) + 1;
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struct Actor* a = &actors[actor_index];
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if (!a->onscreen) {
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Level *level = &levels[level_index];
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a->state = STANDING;
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a->color1 = level->ladder1;
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a->color2 = level->ladder2;
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a->name = 0;
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a->x = level->ladder1 ^ (level->ladder2<<3) ^ (level->gap<<6);
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a->yy = get_floor_yy(level_index);
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a->level = level_index;
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}
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}
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byte draw_actor(byte oam_id, byte i) {
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struct Actor* a = &actors[i];
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const unsigned char* meta = playerStand;
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byte x,y; // sprite variables
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int screen_y = SCREEN_Y_BOTTOM - a->yy + scroll_pixel_yy;
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if (screen_y > 192+8 || screen_y < -18) {
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a->onscreen = 0;
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return oam_id; // offscreen vertically
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}
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switch (a->state) {
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case INACTIVE:
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a->onscreen = 0;
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return oam_id; // inactive, offscreen
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case STANDING:
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meta = playerStand;
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break;
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case WALKING:
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meta = playerRunSeq[(a->x >> 1) & 7];
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break;
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case JUMPING:
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meta = playerJump;
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break;
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case FALLING:
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meta = playerSad;
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break;
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case CLIMBING:
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meta = playerClimb;
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break;
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}
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// set sprite values
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x = a->x;
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y = screen_y;
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/*
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tag = a->color1 | 0x80;
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*/
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if (i == 0)
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player_screen_y = y;
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oam_id = oam_meta_spr(x, y, oam_id, meta);
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a->onscreen = 1;
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return oam_id;
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}
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void refresh_actors() {
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byte i;
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byte oam_id = 0;
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for (i=0; i<MAX_ACTORS; i++)
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oam_id = draw_actor(oam_id, i);
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oam_hide_rest(oam_id);
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}
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void refresh_screen() {
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ppu_wait_frame();
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draw_screen();
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refresh_actors();
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}
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byte is_ladder_close(byte actor_x, byte ladder_pos) {
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byte ladder_x;
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if (ladder_pos == 0)
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return 0;
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ladder_x = ladder_pos * 16;
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return ((byte)(actor_x - ladder_x) < 16) ? ladder_x : 0;
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}
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byte get_closest_ladder(byte player_x, byte level_index) {
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Level* level = &levels[level_index];
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byte x;
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if (level_index >= MAX_LEVELS) return 0;
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x = is_ladder_close(player_x, level->ladder1);
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if (x) return x;
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x = is_ladder_close(player_x, level->ladder2);
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if (x) return x;
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return 0;
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}
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byte mount_ladder(Actor* player, signed char level_adjust) {
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byte x = get_closest_ladder(player->x, player->level + level_adjust);
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if (x) {
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player->x = x + 8;
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player->state = CLIMBING;
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player->level += level_adjust;
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return 1;
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} else
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return 0;
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}
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void check_scroll_up() {
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if (player_screen_y < ACTOR_SCROLL_UP_Y) {
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set_scroll_pixel_yy(scroll_pixel_yy + 1);
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}
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}
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void check_scroll_down() {
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if (player_screen_y > ACTOR_SCROLL_DOWN_Y && scroll_pixel_yy > 0) {
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set_scroll_pixel_yy(scroll_pixel_yy - 1);
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}
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}
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void fall_down(struct Actor* actor) {
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actor->level--;
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actor->state = FALLING;
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actor->u.jumping.xvel = 0;
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actor->u.jumping.yvel = 0;
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}
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void move_actor(struct Actor* actor, byte joystick, bool scroll) {
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switch (actor->state) {
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case STANDING:
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case WALKING:
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// left/right has priority over climbing
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if (joystick & PAD_A) {
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actor->state = JUMPING;
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actor->u.jumping.xvel = 0;
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actor->u.jumping.yvel = 15;
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if (joystick & PAD_LEFT) actor->u.jumping.xvel = -1;
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if (joystick & PAD_RIGHT) actor->u.jumping.xvel = 1;
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} else if (joystick & PAD_LEFT) {
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actor->x--;
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actor->dir = 1;
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actor->state = WALKING;
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} else if (joystick & PAD_RIGHT) {
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actor->x++;
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actor->dir = 0;
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actor->state = WALKING;
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} else if (joystick & PAD_UP) {
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mount_ladder(actor, 0); // state -> CLIMBING
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} else if (joystick & PAD_DOWN) {
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mount_ladder(actor, -1); // state -> CLIMBING, level -= 1
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} else {
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actor->state = STANDING;
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}
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if (scroll) {
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check_scroll_up();
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check_scroll_down();
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}
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break;
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case CLIMBING:
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if (joystick & PAD_UP) {
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if (actor->yy >= get_ceiling_yy(actor->level)) {
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actor->level++;
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actor->state = STANDING;
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} else {
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actor->yy++;
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}
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} else if (joystick & PAD_DOWN) {
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if (actor->yy <= get_floor_yy(actor->level)) {
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actor->state = STANDING;
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} else {
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actor->yy--;
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}
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}
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if (scroll) {
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check_scroll_up();
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check_scroll_down();
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}
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break;
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case JUMPING:
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case FALLING:
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actor->x += actor->u.jumping.xvel;
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actor->yy += actor->u.jumping.yvel/4;
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actor->u.jumping.yvel -= 1;
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if (actor->yy <= get_floor_yy(actor->level)) {
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actor->yy = get_floor_yy(actor->level);
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actor->state = STANDING;
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}
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break;
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}
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// don't allow player to travel past left/right edges of screen
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if (actor->x == 0) actor->x = 255; // 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, levels[actor->level].gap)) {
|
|
fall_down(actor);
|
|
}
|
|
}
|
|
|
|
void pickup_object(Actor* actor) {
|
|
Level* level = &levels[actor->level];
|
|
byte objtype = level->objtype;
|
|
if (objtype && actor->state <= WALKING) {
|
|
byte objx = level->objpos * 16;
|
|
if (actor->x >= objx && actor->x < objx+16) {
|
|
level->objtype = 0;
|
|
refresh_level(actor->level);
|
|
}
|
|
}
|
|
}
|
|
|
|
void move_player() {
|
|
byte joy = pad_poll(0);
|
|
move_actor(&actors[0], joy, true);
|
|
pickup_object(&actors[0]);
|
|
}
|
|
|
|
byte iabs(int x) {
|
|
return x >= 0 ? x : -x;
|
|
}
|
|
|
|
bool check_collision(Actor* a) {
|
|
byte i;
|
|
for (i=1; i<MAX_ACTORS; i++) {
|
|
Actor* b = &actors[i];
|
|
// actors must be on same level
|
|
// no need to apply XOFS because both sprites are offset
|
|
if (a->level == b->level &&
|
|
iabs(a->yy - b->yy) < 8 &&
|
|
iabs(a->x - b->x) < 8) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
///
|
|
|
|
void draw_blimp(struct cvu_sprite* sprite) {
|
|
sprite=sprite;
|
|
/* TODO
|
|
sprite->name = 48;
|
|
wait_vsync();
|
|
cvu_set_sprite(SPRITES, 28, sprite);
|
|
sprite->name += 4;
|
|
sprite->x += 16;
|
|
cvu_set_sprite(SPRITES, 29, sprite);
|
|
sprite->name += 4;
|
|
sprite->x += 16;
|
|
cvu_set_sprite(SPRITES, 30, sprite);
|
|
sprite->name += 4;
|
|
sprite->x += 16;
|
|
cvu_set_sprite(SPRITES, 31, sprite);
|
|
*/
|
|
refresh_actors();
|
|
}
|
|
|
|
void blimp_pickup_scene() {
|
|
/* TODO
|
|
struct cvu_sprite sprite;
|
|
byte player_screen_y = cvu_vinb(SPRITES + 0); // sprite Y pos
|
|
sprite.x = actors[0].x-14;
|
|
sprite.y = 240;
|
|
sprite.tag = 0x8f;
|
|
while (sprite.y != player_screen_y-16) {
|
|
draw_blimp(&sprite);
|
|
sprite.x -= 48;
|
|
sprite.y++;
|
|
}
|
|
while (sprite.y != 240) {
|
|
draw_blimp(&sprite);
|
|
sprite.x -= 48;
|
|
sprite.y--;
|
|
actors[0].yy++;
|
|
}
|
|
*/
|
|
}
|
|
|
|
void play_scene() {
|
|
byte i;
|
|
|
|
memset(actors, 0, sizeof(actors));
|
|
actors[0].state = STANDING;
|
|
actors[0].color1 = 0xf;
|
|
actors[0].color2 = 0xb;
|
|
actors[0].name = 0;
|
|
actors[0].x = 64;
|
|
actors[0].yy = get_floor_yy(0);
|
|
actors[0].level = 0;
|
|
|
|
set_scroll_pixel_yy(0);
|
|
create_actors_on_level(2);
|
|
refresh_screen();
|
|
|
|
while (actors[0].level != MAX_LEVELS-1) {
|
|
//set_scroll_pixel_yy(scroll_pixel_yy+1);
|
|
cflushnow();
|
|
//ppu_wait_frame();
|
|
refresh_actors();
|
|
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
|
|
/* TODO
|
|
if (cv_get_sprite_collission()) {
|
|
if (actors[0].level > BOTTOM_LEVEL_Y
|
|
&& check_collision(&actors[0])) {
|
|
fall_down(&actors[0]);
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
blimp_pickup_scene();
|
|
}
|
|
|
|
const char PALETTE[32] = {
|
|
0x0f,
|
|
|
|
0x11,0x24,0x3c, 0,
|
|
0x01,0x15,0x25, 0,
|
|
0x01,0x10,0x20, 0,
|
|
0x06,0x16,0x26, 0,
|
|
|
|
0x11,0x24,0x3c, 0,
|
|
0x01,0x15,0x25, 0,
|
|
0x31,0x35,0x3c, 0,
|
|
0x01,0x17,0x30
|
|
};
|
|
|
|
void setup_graphics() {
|
|
vram_adr(0x0);
|
|
vram_write((unsigned char*)TILESET, sizeof(TILESET));
|
|
pal_all(PALETTE);
|
|
clrscr();
|
|
set_vram_update(updbuf);
|
|
}
|
|
|
|
void main() {
|
|
setup_graphics();
|
|
make_levels();
|
|
play_scene();
|
|
}
|