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8bitworkshop/presets/nes/neslib4.c

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2018-07-28 14:23:08 +00:00
#include "neslib.h"
//#link "tileset1.c"
// tile set, two planes for 4 colors
extern unsigned char TILESET[8*256];
//variables
static unsigned char i;
static unsigned char pad,spr;
static unsigned char touch;
static unsigned char frame;
//two players coords
static unsigned char cat_x[2];
static unsigned char cat_y[2];
//first player metasprite, data structure explained in neslib.h
const unsigned char metaCat1[]={
0, 0, 0x50, 0,
8, 0, 0x51, 1,
16, 0, 0x52, 0,
0, 8, 0x60, 0,
8, 8, 0x61, 0,
16, 8, 0x62, 0,
0, 16, 0x70, 0,
8, 16, 0x71, 0,
16, 16, 0x72, 0,
128
};
//second player metasprite, the only difference is palette number
const unsigned char metaCat2[]={
0, 0, 0x50, 0,
8, 0, 0x51, 1,
16, 0, 0x52, 0,
0, 8, 0x60, 1,
8, 8, 0x61, 1,
16, 8, 0x62, 1,
0, 16, 0x70, 1,
8, 16, 0x71, 1,
16, 16, 0x72, 1,
128
};
void main(void)
{
//copy tileset to RAM
vram_write((unsigned char*)TILESET, 0x0, sizeof(TILESET));
ppu_on_all();//enable rendering
//set initial coords
cat_x[0]=52;
cat_y[0]=100;
cat_x[1]=180;
cat_y[1]=100;
//init other vars
touch=0;//collision flag
frame=0;//frame counter
//now the main loop
while(1)
{
ppu_waitnmi();//wait for next TV frame
//flashing color for touch
i=frame&1?0x30:0x2a;
pal_col(17,touch?i:0x21);//set first sprite color
pal_col(21,touch?i:0x26);//set second sprite color
//process players
spr=0;
for(i=0;i<2;++i)
{
//display metasprite
spr=oam_meta_spr(cat_x[i],cat_y[i],spr,!i?metaCat1:metaCat2);
//poll pad and change coordinates
pad=pad_poll(i);
if(pad&PAD_LEFT &&cat_x[i]> 0) cat_x[i]-=2;
if(pad&PAD_RIGHT&&cat_x[i]<232) cat_x[i]+=2;
if(pad&PAD_UP &&cat_y[i]> 0) cat_y[i]-=2;
if(pad&PAD_DOWN &&cat_y[i]<212) cat_y[i]+=2;
}
//check for collision for a smaller bounding box
//metasprite is 24x24, collision box is 20x20
if(!(cat_x[0]+22< cat_x[1]+2 ||
cat_x[0]+ 2>=cat_x[1]+22||
cat_y[0]+22< cat_y[1]+2 ||
cat_y[0]+ 2>=cat_y[1]+22)) touch=1; else touch=0;
frame++;
}
}