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8bitworkshop/test/ecs/sprites.ecs

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//#resource "vcs-ca65.h"
import "vcslib.ecs"
component Bitmap
bitmapdata: array of 0..255 baseoffset 31
height: 0..255
end
component HasBitmap
bitmap: [Bitmap]
end
component Colormap
colormapdata: array of 0..255 baseoffset 31
end
component HasColormap
colormap: [Colormap]
end
component Sprite
plyrflags: 0..63
end
component HasXpos
xpos: 0..255
end
component HasYpos
ypos: 0..255
end
component SpriteSlot
sprite: [Sprite,HasBitmap,HasColormap,HasYpos]
end
component Missile
end
system Kernel2Sprite
locals 13
on preframe do with [KernelSection]
---
.define KLINES {{<lines}}
.define KPAD 32
; set height to zero in case no sprites
lda #0
sta {{$8}}
sta {{$9}}
; set temp value so we don't read bitmap from h/w registers
lda #$F0
sta {{$2}}
sta {{$3}}
sta {{$6}}
sta {{$7}}
---
on preframe do join
[SpriteSlot] with
[Sprite,HasBitmap,HasColormap,HasYpos] limit 2
---
; flags set according to sprite slot value
; skip sprite if negative
jmi @nosprite
; set player object flags
lda {{<plyrflags}}
sta NUSIZ0,y
sta REFP0,y
; calculate screen height - ypos
lda KLINES+KPAD
sec
sbc {{<ypos}}
sta {{$11}}
; calculate bitmap pointer
stx {{$12}} ; save X (Sprite index)
lda {{<bitmap}} ; deref bitmap
tax
lda {{<Bitmap:bitmapdata}},x
sec
sbc {{$11}}
sta {{$0}},y ; Y = sprite slot index
lda {{>Bitmap:bitmapdata}},x
sbc #0
sta {{$2}},y
; get bitmap height
lda {{<Bitmap:height}},x
sta {{$8}},y
; calculate colormap pointer
ldx {{$12}} ; restore X
lda {{<colormap}} ; deref colormap
tax
lda {{<Colormap:colormapdata}},x
sec
sbc {{$11}}
sta {{$4}},y
lda {{>Colormap:colormapdata}},x
sbc #0
sta {{$6}},y
; save ypos
ldx {{$12}} ; restore X
lda {{<ypos}}
sta {{$10}},y
@nosprite:
---
on preframe do once
---
; shuffle pointers into (MSB, LSB) byte order
; L0 L1 H0 H1 -> L0 H0 L1 H1
lda {{$1}}
ldy {{$2}}
sty {{$1}}
sta {{$2}}
lda {{$5}}
ldy {{$6}}
sty {{$5}}
sta {{$6}}
---
on preframe do if [BGColor]
---
lda {{<bgcolor}}
sta COLUBK
---
on preframe do if [Missile,HasYpos]
---
lda KLINES
sec
sbc {{<ypos}}
sta {{$12}}
---
on kernel do with [KernelSection]
---
ldy #0
sty VDELP0
iny
sta VDELP1
---
on kernel do with [KernelSection]
---
ldy {{<lines}}
@LVScan:
{{!scanline 0}}
dey ; next scanline
{{!scanline 1}}
dey ; next scanline
bne @LVScan ; repeat until out of lines
---
on scanline do once
---
; draw player 0
lda {{$8}} ; height
dcp {{$10}} ; ypos
bcs @DoDraw1
lda #0
.byte $2C
@DoDraw1:
lda ({{$0}}),y
.if {{#0}} = 0
sta WSYNC
.endif
sta GRP0
lda ({{$4}}),y
sta COLUP0
; draw player 1
lda {{$9}} ; height
dcp {{$11}} ; ypos
bcs @DoDraw2
lda #0
.byte $2C
@DoDraw2:
lda ({{$2}}),y
sta GRP1
lda ({{$6}}),y
sta COLUP1
---
on kernel do once
---
lda #0
sta GRP0
sta GRP1
sta GRP0
sta GRP1
---
on scanline do if [Missile,HasYpos]
---
cpy {{$12}}
php
pla
sta ENAM0
---
end
system VersatilePlayfield
locals 2
on preframe do with [VersatilePlayfield]
---
lda {{<data}}
sta {{$0}}
lda {{>data}}
sta {{$1}}
---
on scanline do once
---
.if {{arg 0}} = 0
lda ({{local 0}}),y
tax
.endif
---
on scanline do once
---
.if {{arg 0}} = 1
lda ({{local 0}}),y
sta $00,x
.endif
---
on postframe do once
---
lda #0
sta PF0
sta PF1
sta PF2
---
end
system SetXPos
on preframe do once
---
sta HMCLR
---
on preframe do join [SpriteSlot] with [HasXpos]
limit 2
---
lda {{<xpos}}
{{!SetHorizPos}}
---
on preframe do if [Missile,HasXpos]
---
lda {{<xpos}}
ldx #2
{{!SetHorizPos}}
---
on preframe do once
---
sta WSYNC
sta HMOVE
---
end
system JoyFaceDirection
on joyleft do with [Sprite]
---
lda {{<plyrflags}}
ora #$08
sta {{<plyrflags}}
---
on joyright do with [Sprite]
---
lda {{<plyrflags}}
and #$f7
sta {{<plyrflags}}
---
end
system MoveJoyX
on joyleft do with [HasXpos]
---
lda {{<xpos}}
sec
sbc #1
bcc @nomove
sta {{<xpos}}
@nomove:
---
on joyright do with [HasXpos]
---
lda {{<xpos}}
clc
adc #1
cmp #152
bcs @nomove
sta {{<xpos}}
@nomove:
---
end
system MoveJoyY
on joyup do with [HasYpos]
---
lda {{<ypos}}
sec
sbc #1
bcc @nomove
sta {{<ypos}}
@nomove:
---
on joydown do with [HasYpos]
---
lda {{<ypos}}
clc
adc #1
cmp #220
bcs @nomove
sta {{<ypos}}
@nomove:
---
end
system SpriteShuffler
locals 2
on postframe do select [SpriteSlot]
---
; load two sprite slots at left side of array
lda {{<SpriteSlot:sprite}}
sta {{$0}}
lda {{<SpriteSlot:sprite}}+1
sta {{$1}}
; move two slots to the left
ldx #0
@loop:
lda {{<SpriteSlot:sprite}}+2,x
sta {{<SpriteSlot:sprite}},x
inx
cpx #{{%ecount}}-2
bne @loop
; store two sprite slots at right side of array
lda {{$0}}
sta {{<SpriteSlot:sprite}}+{{%ecount}}-2
lda {{$1}}
sta {{<SpriteSlot:sprite}}+{{%ecount}}-1
---
end
system SpriteHider
locals 1
on postframe do select [SpriteSlot]
---
lda #{{%efullcount}}-1
sta {{$0}}
---
on postframe do
join [SpriteSlot]
with [Sprite,HasYpos]
limit 2
---
lda {{<ypos}}
cmp #192
bcc @skip
; swap this sprite slot with slot at end of array
lda {{<SpriteSlot:sprite}},y
pha
ldx {{$0}} ; clobbers X, but no longer used
lda {{<SpriteSlot:sprite}},x
sta {{<SpriteSlot:sprite}},y
pla
sta {{<SpriteSlot:sprite}},x
dec {{$0}}
@skip:
---
end
///
demo Main
using FrameLoop, Kernel2Sprite
using Joystick, MoveJoyX, MoveJoyY
using SetXPos, SetHorizPos
using SpriteShuffler, SpriteHider
entity Kernel [KernelSection, BGColor]
const lines = 192
const bgcolor = 0xa2
end
entity Bitmap1 [Bitmap]
const bitmapdata = [1, 1, 3, 7, 15, 31, 63, 127]
const height = 8
end
entity Bitmap2 [Bitmap]
const bitmapdata = [$18,$3e,$ff,$ff,$ff,$ff,$3e,$18]
const height = 8
end
entity Colormap1 [Colormap]
const colormapdata = [6, 3, 6, 9, 12, 14, 31, 63]
end
entity Sprite0 [Sprite,HasBitmap,HasColormap,HasXpos,HasYpos,Player]
init xpos = 50
init ypos = 150
init bitmap = #Bitmap2
init colormap = #Colormap1
const plyrflags = 0
end
entity Sprite1 [Sprite,HasBitmap,HasColormap,HasXpos,HasYpos,Player]
init xpos = 100
init ypos = 60
init bitmap = #Bitmap1
init colormap = #Colormap1
const plyrflags = 3
end
entity Sprite2 [Sprite,HasBitmap,HasColormap,HasXpos,HasYpos,Player]
init xpos = 80
init ypos = 90
init bitmap = #Bitmap2
init colormap = #Colormap1
const plyrflags = 2
end
entity Sprite3 [Sprite,HasBitmap,HasColormap,HasXpos,HasYpos,Player]
init xpos = 40
init ypos = 150
init bitmap = #Bitmap1
init colormap = #Colormap1
const plyrflags = 0
end
/*
entity [Missile,HasXpos,HasYpos]
init xpos = 70
init ypos = 70
end
*/
entity Slot0 [SpriteSlot]
init sprite = #Sprite0
end
entity Slot1 [SpriteSlot]
init sprite = #Sprite1
end
entity Slot2 [SpriteSlot]
init sprite = #Sprite2
end
entity Slot3 [SpriteSlot]
init sprite = #Sprite3
end
end