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8bitworkshop/presets/vcs/ecs/jumper.ecs

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//#resource "vcs-ca65.h"
import "vcslib.ecs"
import "sprites.ecs"
import "score.ecs"
import "sound.ecs"
import "velocity.ecs"
import "kernel2.ecs"
import "random.ecs"
import "versatile.ecs"
import "music.ecs"
// TODO: not yet used
component Activity
activity: enum [Standing,Walking,Jumping]
end
component Enemy
end
component Gravity
end
component Jumper
end
system MoveJoyVel
// dampen velocity
on frame8 do with [HasXpos]
---
lda {{<xvel}}
lsr
clc
adc #4
sta {{<xvel}}
---
// move left and right
on joyleft do with [HasXpos]
---
lda {{<xvel}}
sec
sbc #1
cmp #2
bcc @nomove
sta {{<xvel}}
@nomove:
---
on joyright do with [HasXpos]
---
lda {{<xvel}}
clc
adc #1
cmp #14
bcs @nomove
sta {{<xvel}}
@nomove:
---
end
system Gravity
on frame8 do foreach [Gravity]
---
lda {{get bitmap}}
cmp #{{&DudeStanding1}}-{{&Blank}}+1
bcc @skip
lda {{<yvel}}
cmp #14
bcs @nofall
clc
adc #2
bne @done
@nofall:
lda #15
@done:
sta {{<yvel}}
@skip:
---
on xmoved do with [TinyVelY]
---
lda {{<yvel}}
cmp #7
bcc @nodown
{{!checkplatform}}
@nodown:
---
on ymoved do with [TinyVelY]
---
lda {{<yvel}}
cmp #7
bcc @nodown
{{!checkplatform}}
@nodown:
---
on joybutton do with [Player]
---
; TODO
lda {{get bitmap}}
cmp #{{&DudeStanding1}}-{{&Blank}}+1
bcs @nojump
lda #0
sta {{get yvel}}
lda #{{&DudeJumping1}}-{{&Blank}}
sta {{set bitmap}}
{{!playsound 0 1 5}}
@nojump:
---
end
system PlatformJumper
on platformstopped do with [Jumper]
---
lda {{<ypos}}
and #$fe
sta {{<ypos}}
---
on platformstopped do if [Player]
---
lda {{<yvel}}
cmp #8
beq @skip
lda #8
sta {{<yvel}}
lda #{{&DudeStanding1}}-{{&Blank}}
sta {{set bitmap}}
{{!playsound 0 2 5}}
@skip:
---
on platformnotstopped do if [Player]
---
lda #{{&DudeJumping1}}-{{&Blank}}
sta {{set bitmap}}
---
end
resource PFCollideMask ---
.byte $10,$20,$40,$80 ; PF0
.byte $80,$40,$20,$10,$08,$04,$02,$01 ; PF1
.byte $01,$02,$04,$08,$10,$20,$40,$80 ; PF2
.byte $80,$40,$20,$10,$08,$04,$02,$01 ; PF2
.byte $01,$02,$04,$08,$10,$20,$40,$80 ; PF1
.byte $80,$40,$20,$10 ; PF0
---
resource PFCollideReg ---
.byte $d,$d,$d,$d
.byte $e,$e,$e,$e,$e,$e,$e,$e
.byte $f,$f,$f,$f,$f,$f,$f,$f
.byte $f,$f,$f,$f,$f,$f,$f,$f
.byte $e,$e,$e,$e,$e,$e,$e,$e
.byte $d,$d,$d,$d
---
system EnemyMotion
on stopped do if [Enemy]
---
lda #5
sta {{<yvel}}
---
on frame16 do foreach [Enemy]
---
lda {{<xvel}}
adc {{<Les.xpos}}
and #15
sta {{<xvel}}
---
end
system EnemyCollider
on preframe do once
---
sta CXCLR
---
on postframe do once
---
lda CXPPMM
bpl @nocollide
{{!enemyspawn}}
@nocollide:
---
on enemyspawn do once
---
{{!nextrand8}}
and #$e0
clc
adc {{get Les.xpos}}
and #$7f
clc
adc #10
sta {{set Rock.xpos}}
{{!nextrand8}}
and #$20
clc
adc {{get Les.ypos}}
and #$7f
clc
adc #24
sta {{set Rock.ypos}}
; TODO:
;inc {{set Rock.bitmap}}
---
end
system EnemyDifficulty
locals 1
on preframe do foreach [Enemy]
---
{{!nextrand8}}
lsr
lsr
cmp {{get PlayerScore.digits}}
bcs @nomove
; run away from player
lda {{get xpos}}
cmp #2
bcc @nox
cmp #140
bcs @nox
sec
sbc {{get Les.xpos}}
bcc @xdec
inc {{set xpos}}
inc {{set xpos}}
@xdec:
dec {{set xpos}}
@nox:
; move Y a bit
lda {{get ypos}}
cmp #40
bcc @nomove
cmp #170
bcs @nomove
sec
sbc {{get Les.ypos}}
bcc @ydec
inc {{set ypos}}
inc {{set ypos}}
@ydec:
dec {{set ypos}}
@nomove:
---
end
//
scope Main
using FrameLoop, ResetConsole
using Kernel2Digit, BCDMath
using Kernel2Sprite
using SetXPos, SetHorizPos
using TinyMover
using Gravity
using VersatilePlayfield
using PlatformJumper
using FrameCounter
entity FrameCount [FrameCount]
end
// TODO: this has to be after FrameCounter
// for velocity damping to work correctly
// but "after" keyword might be better
using Joystick, JoyButton, MoveJoyVel with [Player]
using EnemyCollider
using EnemyDifficulty
entity Level1 [VersatilePlayfield]
decode vcs_versatile
---
.................... .. .. ..
.................... .. .. 01
.................... e8 .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
............xxx..... .. .. ..
.............x...... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.................... .. .. ..
.........xxx........ .. .. ..
..........xx........ .. .. ..
...........x........ .. .. ..
.................... .. .. ..
.................... 18 .. ..
.................... .. .. ..
xxxx................ .. .. ..
xxx................. .. .. ..
xx.................. .. .. ..
x................... .. .. ..
.................... .. .. ..
.................... 28 .. ..
.................... .. .. ..
....xxxxxx.......... .. .. ..
......xxxx.......... .. .. ..
........x........... .. .. ..
.................... .. .. ..
............xxx..... .. .. ..
.............xx..xxx .. .. ..
..............x...xx .. .. ..
..................xx .. .. ..
...................x .. .. ..
...................x .. .. ..
.................... .. .. ..
.................... 38 .. ..
.....xxxx........... .. .. ..
......xxx........... .. .. ..
.......xx........... .. .. ..
........x........... .. .. ..
.................... .. .. ..
.................... 48 .. ..
............xxx..... .. .. ..
.............xx..... .. .. ..
..............x..... .. .. ..
.................... .. .. ..
.................... 58 .. ..
..................xx .. .. ..
.................xxx .. .. ..
................xxxx .. .. ..
..................xx .. .. ..
...................x .. .. ..
.................... .. .. ..
.................... .. 82 ..
.................... .. .. ..
.................... .. 84 ..
.................... .. .. ..
.................... .. 86 ..
.................... .. .. ..
.................... 68 .. ..
............xxxxxx.. .. .. ..
............xxxxxx.. .. .. ..
--- end
entity Blank [Bitmap,Colormap]
decode vcs_sprite
---
........ 00
---
end
entity DudeStanding1 [Bitmap,Colormap,Activity]
const activity = Standing
decode vcs_sprite
---
..xxx... f4
.xxxxx.. f6
x.xxxx.. f8
.xxx.x.. 0c
x.xxxxx. f8
x.xxxx.. f8
..xx.... f8
..xxxx.. f8
...xxx.. f8
...xx... f6
...xx... f6
..xxx... 38
..xxx... 48
.x.xxx.. 58
x..xxx.. 68
x..xx.x. 78
x..xx..x 88
...xxx.. 98
..xxxx.. 98
..x..x.. 98
..x..xx. 98
.xx...x. 98
.x....x. 98
.x....x. f8
xx....xx f8
---
end
entity DudeJumping1 [Bitmap,Colormap,Activity]
const activity = Jumping
const colormapdata = DudeStanding1.colormapdata
decode vcs_bitmap
---
x.xxx...
.xxxxx..
x.xxxx..
.xxx.x..
..xxxxx.
..xxxx..
..xx....
..xxx...
...xxx..
...xx...
x..xx...
x.xxx..x
x.xxx.x.
.x.xxx..
...xx...
...xx...
...xx...
...xxx..
..xxxx..
.xx..xx.
.x....x.
.x....x.
.x....x.
.x....x.
xx....xx
---
end
entity Coin1 [Bitmap,Colormap]
decode vcs_sprite
---
00001000 ca
01001001 dc
00100010 ee
00000000 0e
00011110 0e
00100011 ee
01000101 ee
10001001 ee
11111001 ee
11101001 ee
11011001 ee
11111001 dc
11111001 ca
11011010 ca
10111100 ca
01111000 ca
---
end
entity Coin2 [Bitmap,Colormap]
decode vcs_sprite
---
..xxxx.. ca
.xxxxxx. dc
xxxxxxxx ee
x..xx..x 0e
xx.xx.xx 0e
xxxxxxxx ee
xxxxxxxx ee
.xx..xx. ee
.xxxxxx. ee
.xx..xx. ee
..xxxx.. dc
...xx... ca
........ ca
---
end
entity Empty [Sprite,HasBitmap,HasColormap]
const bitmap = #Blank
const colormap = #Blank
end
entity Les [Sprite,HasBitmap,HasColormap,HasXpos,HasYpos,TinyVelX,TinyVelY,Player,Jumper,Gravity]
var xpos = 73
var ypos = 90
var bitmap = #DudeJumping1
const colormap = #DudeStanding1
var plyrflags = $00
var xvel = 8
var yvel = 7
end
entity Rock [Sprite,HasBitmap,HasColormap,HasXpos,HasYpos,Enemy]
var bitmap = #Coin1
const colormap = #Coin1
var xpos = 73
var ypos = 140
end
entity PlayerScore [BCDScore2]
var scorecolor = $ca
end
entity TimerScore [BCDScore2]
var scorecolor = $0e
var digits = $00
end
entity Kernel [KernelSection, BGColor]
const lines = 174
var bgcolor = $80
end
entity Slot0 [SpriteSlot]
var sprite = #Les
end
entity Slot1 [SpriteSlot]
var sprite = #Rock
end
// SOUNDS
using SoundEngine
entity SFXNull [SoundEffect]
const duration = 0
const sounddata = [0]
end
entity SFXJump [SoundEffect]
const duration = 14
const sounddata = [
$81,$83,$85,
$10,$11,$12,$13,$14,$15,$16,$17,$18,$19,
$a8]
end
entity SFXBounce [SoundEffect]
const duration = 10
const sounddata = [
$02,$03,$04,$08,$10,$20,$40,$20,$10,
$a4]
end
entity SFXScore [SoundEffect]
const duration = 11
const sounddata = [
$02,$03,$04,$08,$10,$20,$10,$20,$10,$08,
$a2]
end
entity SFXScore2 [SoundEffect]
const duration = 11
const sounddata = [
$02,$03,$04,$08,$10,$20,$10,$20,$10,$08,
$a8]
end
// TODO: make sfx have priority over music?
entity SFX1 [SoundChannel] end
entity SFX2 [SoundChannel] end
// MUSIC
using MusicPlayer
entity MusicPlayer [MusicPlayer]
const volume = 10
const tempo = 31
end
entity Music1 [MusicChannel] end
entity Music2 [MusicChannel] end
//
using Random
system GameManager
// start the game? set timer to 99
// but only if timer = 0 and score = 0
on joybutton do select [#TimerScore]
---
lda {{<digits}}
bne @skip
lda {{<PlayerScore.digits}}
bne @skip
lda #$99
sta {{<digits}}
@skip:
---
// decrease the timer every 16 frames
on frame16 do foreach [#TimerScore]
---
lda {{<digits}}
beq @done
{{!SubBCD2 1}}
lda {{<digits}}
bne @done
{{!timerexpired}}
@done:
---
// add score for each new spawn
on enemyspawn do begin
foreach [#PlayerScore]
---
{{!AddBCD2 1}}
{{!playsound 1 3 10}}
---
// add timer for each new spawn
foreach [#TimerScore]
---
{{!AddBCD2 10}}
---
end
// subtract one when player wraps around vertically
on ymoved do begin
---
lda {{<yvel}}
cmp #7
bcc @nowrap
lda {{<ypos}}
cmp #2
bcs @nowrap
{{!playerwrapped}}
inc {{set ypos}}
@nowrap:
---
end
// TODO: doesn't work yet
on playerwrapped do with [#PlayerScore]
---
{{!SubBCD2 1}}
---
// each frame, game is either running or stopped
on preframe do once
---
lda {{<TimerScore.digits}}
bne @gameon
{{!gamestopped}}
jmp @done
@gameon:
{{!gamerunning}}
@done:
---
// stop everything when game is stopped
// TODO: if "Sprite" it overwrites array elements
on gamestopped do foreach [TinyVelX,TinyVelY]
// on gamestopped do foreach [Sprite]
---
lda #8
sta {{set xvel}}
sta {{set yvel}}
---
// set colors when game is stopped
on gamestopped do once
---
lda #$4c
sta {{set TimerScore.scorecolor}}
lda #$02
sta {{set Kernel.bgcolor}}
---
// set colors when game is running
on gamerunning do once
---
lda #$0a
sta {{set TimerScore.scorecolor}}
lda #$80
sta {{set Kernel.bgcolor}}
; blink when timer is close to zero
lda {{get TimerScore.digits}}
cmp #$20
bcs @nocolor
lda {{get FrameCount:frame}}
lsr
lsr
and #$07
ora #$40
sta {{set Kernel.bgcolor}}
@nocolor:
---
// play music when timer expires
on timerexpired do once
---
;{{^SampleMusic}}
{{!playmusic SampleMusic}}
---
on xxx_preframeloop do once
---
;{{^IntroMusic}}
{{!playmusic IntroMusic}}
---
end
entity [Random8] end
end
// TODO: use byte array too?
resource IntroMusic ---
.byte $27,$90,$2c,$8f,$2f,$8f,$33,$8f,$38,$8f,$3b,$8f,$20,$23,$88,$3a,$83,$38,$82,$37,$83,$38,$20,$ff
---