mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2025-02-17 08:30:51 +00:00
522 lines
12 KiB
C
522 lines
12 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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#include "common.h"
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//#link "common.c"
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//#link "chr_generic.c"
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extern const unsigned char CHR_GENERIC[8192];
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#define XOFS -16 // sprite horiz. offset
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#define LADDER_DELTA_X 8
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#define BGCOL CV_COLOR_BLUE
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#define CH_BORDER 0x8f
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#define CH_FLOOR 0xf4
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#define CH_LADDER 0xd4
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#define CH_ITEM 0xc8
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#define CH_PLAYER 0xd8
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/*{pal:222,n:16}*/
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const char PALETTE0[16] = {
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0x30, 0x38, 0x3E, 0x3F,
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0x30, 0x38, 0x3E, 0x3F,
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0x30, 0x38, 0x3E, 0x3F,
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0x30, 0x38, 0x3E, 0x3F,
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};
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/*{pal:222,n:16}*/
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const char PALETTE1[16] = {
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0x30, 0x00, 0x3F, 0x03,
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0x30, 0x38, 0x3E, 0x3F,
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0x30, 0x38, 0x3E, 0x3F,
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0x30, 0x38, 0x3E, 0x3F,
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};
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#define NUM_SPRITE_PATTERNS 5
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#define NUM_SPRITE_STATES 4
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///
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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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byte gap:4;
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byte ladder1:4;
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byte ladder2:4;
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byte objtype:4;
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byte 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 + 26 - XOFS;
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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=0;
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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(1,2);
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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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static byte scroll_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*2];
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byte i;
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byte y = screen_y + scroll_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, sizeof(buf));
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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*2);
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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*2-1] = 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*4] = CH_LADDER;
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buf[lev->ladder1*4+2] = CH_LADDER+2;
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}
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if (lev->ladder2) {
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buf[lev->ladder2*4] = CH_LADDER;
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buf[lev->ladder2*4+2] = CH_LADDER+2;
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}
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}
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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_ITEM;
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if (dy == 1) {
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buf[lev->objpos*2] = ch+1;
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buf[lev->objpos*2+2] = ch+3;
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}
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else if (dy == 2) {
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buf[lev->objpos*2] = ch;
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buf[lev->objpos*2+2] = ch+2;
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}
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}
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// copy line to screen buffer
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cvu_memtovmemcpy(IMAGE + COLS*2*(ROWS-1) - COLS*2*screen_y, buf, sizeof(buf));
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// create actors on this level, if needed
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// (only when drawing top and bottom of screen)
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if (screen_y == 0 || screen_y == ROWS-1)
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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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#define MAX_ACTORS 5
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typedef enum ActorState {
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INACTIVE, 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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byte color1:4;
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byte color2:4;
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byte level;
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byte state:4;
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byte dir:1;
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byte 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 = WALKING;
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a->color1 = level->ladder1;
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a->color2 = level->ladder2;
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a->name = CH_PLAYER;
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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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void draw_actor(byte i) {
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struct Actor* a = &actors[i];
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struct cvu_sprite4 sprite;
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int screen_y = 168 - a->yy + scroll_y*8;
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if (screen_y > 192+8 || screen_y < -18) {
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a->onscreen = 0;
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return; // offscreen vertically
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}
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sprite.name = a->name;
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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; // inactive, offscreen
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case WALKING:
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sprite.name += (a->x & 4) ? 12 : 16;
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break;
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case JUMPING:
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sprite.name += 4;
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break;
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case FALLING:
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sprite.name += 24;
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break;
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case CLIMBING:
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// TODO: animation
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sprite.name += 20;
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break;
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}
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sprite.x = a->x;
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sprite.y = screen_y;
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//sprite.tag = a->color1 | 0x80;
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sprite.x += XOFS;
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cvu_set_sprite4(SPRITES, i*2, &sprite);
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//sprite.tag ^= a->color1 ^ a->color2;
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sprite.x += 8;
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sprite.name += 2;
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cvu_set_sprite4(SPRITES, i*2+1, &sprite);
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a->onscreen = 1;
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}
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void refresh_actors() {
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byte i;
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for (i=0; i<MAX_ACTORS; i++)
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draw_actor(i);
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}
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void refresh_screen() {
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wait_vsync();
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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 + LADDER_DELTA_X;
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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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byte player_screen_y = cvu_vinb(SPRITES + 0); // sprite Y pos
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if (player_screen_y < 192/2-4) {
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scroll_y++;
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refresh_screen();
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check_scroll_up();
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}
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}
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void check_scroll_down() {
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byte player_screen_y = cvu_vinb(SPRITES + 0); // sprite Y pos
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if (player_screen_y > 192/2+4 && scroll_y > 0) {
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scroll_y--;
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refresh_screen();
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check_scroll_down();
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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 WALKING:
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// left/right has priority over climbing
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if (joystick & CV_FIRE_0) {
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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 & CV_LEFT) actor->u.jumping.xvel = -1;
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if (joystick & CV_RIGHT) actor->u.jumping.xvel = 1;
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} else if (joystick & CV_LEFT) {
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actor->x--;
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actor->dir = 1;
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} else if (joystick & CV_RIGHT) {
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actor->x++;
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actor->dir = 0;
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} else if (joystick & CV_UP) {
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mount_ladder(actor, 0); // state -> CLIMBING
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if (scroll) check_scroll_up();
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} else if (joystick & CV_DOWN) {
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mount_ladder(actor, -1); // state -> CLIMBING, level -= 1
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if (scroll) check_scroll_down();
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}
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break;
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case CLIMBING:
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if (joystick & CV_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 = WALKING;
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if (scroll) check_scroll_up();
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} else {
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actor->yy++;
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}
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} else if (joystick & CV_DOWN) {
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if (actor->yy <= get_floor_yy(actor->level)) {
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actor->state = WALKING;
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if (scroll) check_scroll_down();
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} else {
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actor->yy--;
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}
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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 = WALKING;
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if (scroll) check_scroll_down();
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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
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if (actor->x < 24) actor->x = 24;
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// if player lands in a gap, they fall (switch to JUMPING state)
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if (actor->state == WALKING &&
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is_in_gap(actor->x, levels[actor->level].gap)) {
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fall_down(actor);
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}
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}
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void pickup_object(Actor* actor) {
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Level* level = &levels[actor->level];
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byte objtype = level->objtype;
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if (objtype && actor->state == WALKING) {
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byte objx = level->objpos * 16 + 24 - XOFS;
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if (actor->x >= objx && actor->x < objx+16) {
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level->objtype = 0;
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refresh_screen();
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}
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}
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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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move_actor(&actors[0], ctrl.joystick, true);
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pickup_object(&actors[0]);
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}
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inline byte iabs(int x) {
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return x >= 0 ? x : -x;
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}
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bool check_collision(Actor* a) {
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byte i;
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for (i=1; i<MAX_ACTORS; i++) {
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Actor* b = &actors[i];
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// actors must be on same level
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// no need to apply XOFS because both sprites are offset
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if (a->level == b->level &&
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iabs(a->yy - b->yy) < 8 &&
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iabs(a->x - b->x) < 8) {
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return true;
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}
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}
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return false;
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}
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///
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void preview_stage() {
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scroll_y = levels[MAX_LEVELS-1].ypos;
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while (scroll_y > 0) {
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wait_vsync();
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refresh_screen();
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refresh_actors();
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scroll_y--;
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}
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}
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void draw_blimp(struct cvu_sprite4* sprite) {
|
||
|
sprite->name = 48;
|
||
|
wait_vsync();
|
||
|
cvu_set_sprite4(SPRITES, 28, sprite);
|
||
|
sprite->name += 4;
|
||
|
sprite->x += 16;
|
||
|
cvu_set_sprite4(SPRITES, 29, sprite);
|
||
|
sprite->name += 4;
|
||
|
sprite->x += 16;
|
||
|
cvu_set_sprite4(SPRITES, 30, sprite);
|
||
|
sprite->name += 4;
|
||
|
sprite->x += 16;
|
||
|
cvu_set_sprite4(SPRITES, 31, sprite);
|
||
|
refresh_actors();
|
||
|
}
|
||
|
|
||
|
void blimp_pickup_scene() {
|
||
|
struct cvu_sprite4 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 = WALKING;
|
||
|
actors[0].color1 = 0xf;
|
||
|
actors[0].color2 = 0xb;
|
||
|
actors[0].name = CH_PLAYER;
|
||
|
actors[0].x = 64;
|
||
|
actors[0].yy = 8;
|
||
|
actors[0].level = 0;
|
||
|
|
||
|
create_actors_on_level(2);
|
||
|
refresh_screen();
|
||
|
|
||
|
while (actors[0].level != MAX_LEVELS-1) {
|
||
|
wait_vsync();
|
||
|
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
|
||
|
if (cv_get_sprite_collission()) {
|
||
|
if (actors[0].level > 0 && check_collision(&actors[0])) {
|
||
|
fall_down(&actors[0]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
blimp_pickup_scene();
|
||
|
}
|
||
|
|
||
|
void setup_graphics() {
|
||
|
cvu_memtovmemcpy(PATTERN, CHR_GENERIC, sizeof(CHR_GENERIC));
|
||
|
cvu_memtocmemcpy(0xc000, PALETTE0, 16);
|
||
|
cvu_memtocmemcpy(0xc010, PALETTE1, 16);
|
||
|
}
|
||
|
|
||
|
void main() {
|
||
|
vdp_setup();
|
||
|
setup_graphics();
|
||
|
cv_set_screen_active(true);
|
||
|
cv_set_vint_handler(&vint_handler);
|
||
|
make_levels();
|
||
|
play_scene();
|
||
|
}
|