mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-12 10:07:00 +00:00
195 lines
4.2 KiB
C
195 lines
4.2 KiB
C
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#include <stdlib.h>
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#include <string.h>
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#include <cv.h>
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#include <cvu.h>
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#define SPRITE_PATTERNS ((const cv_vmemp)0x3800)
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#define SPRITES ((const cv_vmemp)0x3c00)
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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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uintptr_t __at(0x6a) font_bitmap_a;
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uintptr_t __at(0x6c) font_bitmap_0;
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volatile bool vint;
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volatile uint_fast8_t vint_counter;
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void vint_handler(void)
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{
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vint = true;
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vint_counter++;
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}
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#define NUM_SPRITE_PATTERNS 5
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const byte sprite_table[NUM_SPRITE_PATTERNS][16*2] = {
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/*{w:16,h:16,remap:[4,0,1,2,3,5,6,7,8,9],brev:1,count:4}*/
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{ // first plane
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0x00, 0x00, 0x00, 0x02, 0x01, 0x06, 0x01, 0x07,
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0x1F, 0x7F, 0xFF, 0xEF, 0xF3, 0x7C, 0x3E, 0x2A,
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0x00, 0x00, 0x80, 0x80, 0x70, 0xF8, 0xEC, 0xFE,
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0xC0, 0xFC, 0xFE, 0xEF, 0xDE, 0xDC, 0x3C, 0x2A,
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},{
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0x02, 0x01, 0x06, 0x02, 0x19, 0x07, 0x0F, 0x1F,
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0x3F, 0x7F, 0x77, 0x73, 0x30, 0x38, 0x3E, 0x2A,
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0x38, 0x6C, 0xFE, 0xFE, 0x80, 0xEF, 0xF0, 0xFC,
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0xC0, 0xFC, 0xFE, 0xCE, 0x1C, 0x18, 0x3C, 0x2A,
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},{
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0x04, 0xC5, 0xA2, 0x51, 0x2A, 0x17, 0x0E, 0x1B,
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0x64, 0x89, 0x90, 0x61, 0x00, 0x01, 0x00, 0x00,
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0x20, 0xA3, 0x45, 0x8A, 0x54, 0xF8, 0x60, 0xD8,
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0xA6, 0x11, 0x89, 0x06, 0x80, 0x00, 0x80, 0x00,
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},{
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0x04, 0x05, 0x02, 0xE1, 0xDA, 0x3F, 0x06, 0x7B,
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0x8E, 0x91, 0x60, 0x01, 0x00, 0x01, 0x00, 0x00,
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0x20, 0xA0, 0x40, 0x87, 0x5B, 0xFC, 0x70, 0xEE,
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0xF1, 0x09, 0x86, 0x00, 0x80, 0x00, 0x80, 0x00,
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}
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};
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///
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const unsigned char reverse_lookup[16] = {
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0x0, 0x8, 0x4, 0xc, 0x2, 0xa, 0x6, 0xe, 0x1, 0x9, 0x5, 0xd, 0x3, 0xb, 0x7, 0xf, };
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byte reverse_bits(byte n) {
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return (reverse_lookup[n&0b1111] << 4) | reverse_lookup[n>>4];
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}
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void flip_sprite_patterns(word dest, const byte* patterns, word len) {
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word i;
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for (i=0; i<len; i++) {
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cvu_voutb(reverse_bits(*patterns++), dest++ ^ 16); // swap left/right chars
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}
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}
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#define BGCOL CV_COLOR_BLUE
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void setup_32_column_font() {
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cvu_vmemset(0, 0, 0x4000); // clear video memory
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cv_set_screen_mode(CV_SCREENMODE_STANDARD);
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cvu_memtovmemcpy(SPRITE_PATTERNS, sprite_table, sizeof(sprite_table));
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flip_sprite_patterns(SPRITE_PATTERNS + 512, (const byte*)sprite_table, sizeof(sprite_table));
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cv_set_sprite_pattern_table(SPRITE_PATTERNS);
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cv_set_sprite_attribute_table(SPRITES);
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cv_set_sprite_big(true);
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cvu_vmemset(SPRITES, 0xfc, 4*32); // to prevent spurious collisions
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}
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void wait_vsync() {
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vint = false;
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while (!vint) ;
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}
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void delay(byte i) {
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while (i--) {
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wait_vsync();
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}
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}
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#define Y_CEILING 32
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#define Y_FLOOR 160
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#define JUMP_SPEED 4
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struct cvu_sprite player;
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sbyte player_jump;
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byte player_dir;
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struct cvu_sprite bug;
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byte bug_dir;
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void draw_sprites() {
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if (player_jump)
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player.name = 4;
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else
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player.name = 0;
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if (!player_dir) player.name += 64;
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cvu_set_sprite(SPRITES, 0, &player);
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bug.name = (bug.x & 1) ? 8 : 12;
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cvu_set_sprite(SPRITES, 1, &bug);
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}
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void move_player() {
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struct cv_controller_state ctrl;
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cv_get_controller_state(&ctrl, 0);
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if (ctrl.joystick & CV_LEFT) {
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player.x--;
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player_dir = 0;
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}
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if (ctrl.joystick & CV_RIGHT) {
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player.x++;
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player_dir = 1;
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}
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if ((ctrl.joystick & CV_UP) && !player_jump) {
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player_jump = -JUMP_SPEED;
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}
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// are we jumping?
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if (player_jump) {
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player.y += player_jump;
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// when we hit the top of jump, bounce down
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if (player.y <= Y_CEILING)
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player_jump = JUMP_SPEED;
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// stop when we hit the ground
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if (player.y >= Y_FLOOR)
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player_jump = 0;
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}
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}
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void move_bug() {
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bug.x += bug_dir;
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}
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void place_new_bug() {
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bug.y = (rand() & 0x3f) + Y_CEILING;
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if (rand() & 1) {
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bug.x = 0;
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bug_dir = 1;
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} else {
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bug.x = 255;
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bug_dir = -1;
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}
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}
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void check_collision() {
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if (cv_get_sprite_collission()) {
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place_new_bug();
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player_jump = 2; // settle back down
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}
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}
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void play_scene() {
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while (1) {
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wait_vsync();
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draw_sprites();
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move_player();
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move_bug();
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check_collision();
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}
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}
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void init_sprites() {
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player.x = 128;
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player.y = Y_FLOOR;
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player.tag = CV_COLOR_GREEN;
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player_jump = 0;
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player_dir = 0;
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bug.tag = CV_COLOR_BLUE;
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place_new_bug();
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}
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void main() {
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setup_32_column_font();
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cv_set_screen_active(true);
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cv_set_vint_handler(&vint_handler);
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init_sprites();
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play_scene();
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}
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