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8bitworkshop/presets/astrocade/cosmic.c

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/*
* An Astrocade port of the Cosmic Impalas game
* described in the book
* "Making 8-bit Arcade Games in C"
*/
#include <string.h>
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#include <stdlib.h>
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//#resource "astrocade.inc"
#include "acbios.h"
//#link "acbios.s"
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#include "aclib.h"
//#link "aclib.s"
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#include "acextra.h"
//#link "acextra.c"
//#link "hdr_autostart.s"
//
// GAME GRAPHICS
//
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const byte player_bitmap[2+9*3] =
{3,9,/*{w:12,h:9,bpp:2,brev:1}*/0x00,0x00,0x00,0x00,0xFF,0x00,0x00,0x14,0x00,0x30,0x3C,0x0C,0x3A,0xBE,0xAC,0x3E,0xFF,0xBC,0x3F,0xFF,0xFC,0x37,0x7D,0xDC,0x3C,0x3C,0x3C};
const byte bomb_bitmap[] =
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{1,3,/*{w:4,h:3,bpp:2,brev:1}*/0xF8,0x3E,0xF8};
const byte bullet_bitmap[] =
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{1,5,/*{w:4,h:5,bpp:2,brev:1}*/0x0C,0x24,0x18,0x10,0x04};
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const byte enemy1_bitmap[18] =
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{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x22,0x88,0x2A,0xA8,0x3F,0xFC,0x37,0xDC,0x3F,0xFC,0x38,0x2C,0x30,0x0C,0x0C,0x30};
const byte enemy2_bitmap[] =
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{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x0C,0x30,0x30,0x0C,0x17,0xE8,0x23,0xC4,0x0B,0xD0,0x2C,0x34,0x2F,0xF4,0x10,0x08};
const byte enemy3_bitmap[] =
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{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x0F,0xC0,0x00,0xC0,0x10,0xC4,0x26,0xD8,0x27,0x98,0x26,0xD8,0x14,0x14,0x10,0x04};
const byte enemy4_bitmap[] =
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{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x30,0x0C,0x3C,0x3C,0x0F,0xF0,0x3A,0xE8,0x3B,0xEC,0x3F,0xFC,0x30,0x0C,0x00,0x00};
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const byte mothership_bitmap[2+3*6] =
{3,6,/*{w:12,h:6,bpp:2,brev:1}*/0x00,0x28,0x00,0x02,0xBE,0x80,0x2A,0xFF,0xA8,0x25,0x55,0x58,0x0A,0xAA,0xA0,0x02,0xAA,0x80};
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const byte explode_bitmap[18] =
{2,8,/*{w:8,h:8,bpp:2,brev:1}*/0x40,0x44,0x10,0x40,0x06,0x81,0x0B,0xE4,0x5B,0xE0,0x02,0x81,0x04,0x10,0x10,0x44};
const byte* const enemy_bitmaps[4] = {
enemy1_bitmap,
enemy2_bitmap,
enemy3_bitmap,
enemy4_bitmap
};
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/*{pal:"astrocade",layout:"astrocade"}*/
const byte palette[8] = {
0x07, 0xD4, 0x35, 0x01,
0x07, 0xD4, 0x35, 0x01,
};
#define COLOR_BUNKER 1
#define COLOR_GROUND 2
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#define COLOR_SCORE 2
//
// GAME CODE
//
#define MAXLIVES 5
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#define PLYRHEIGHT 9
#define ENEMY_WIDTH 8
#define ENEMY_HEIGHT 8
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#define ENEMY_SPACING_X 14
#define ENEMY_SPACING_Y 11
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#define ENEMY_WIDTH 8
#define ENEMY_MARCH_X 1
#define ENEMY_MARCH_Y 2
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#define EXPLODE_TIME 8
typedef struct {
byte x,y;
const byte* shape; // need const here
} Enemy;
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#define MAX_ENEMIES 40
Enemy enemies[MAX_ENEMIES];
byte enemy_index;
byte num_enemies;
typedef struct {
int right:1;
int down:1;
} MarchMode;
MarchMode this_mode, next_mode;
word score;
byte lives;
const byte player_y = VHEIGHT-PLYRHEIGHT-1;
byte player_x;
byte bullet_x;
byte bullet_y;
byte bomb_x;
byte bomb_y;
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byte explode_x;
byte explode_y;
byte explode_timer;
void draw_lives() {
byte i;
byte n = lives;
byte y = 0;
byte x = PIXWIDTH-4*6;
hw_xpand = XPAND_COLORS(0, COLOR_SCORE);
for (i=0; i<MAXLIVES; i++) {
draw_char(i<n?'|':' ', x, y, M_MOVE);
x += 4;
}
}
void draw_score() {
byte x = 10*8;
byte y = 0;
hw_xpand = XPAND_COLORS(0, COLOR_SCORE);
draw_bcd_word(score, x, y, M_MOVE);
}
void draw_bunker(byte x, byte y, byte y2, byte h, byte w) {
byte i,a=0,b=0;
for (i=0; i<h; i++) {
a = y-y2-i*2;
b = y-i;
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vline(x+i, a, b, COLOR_BUNKER, M_XOR);
vline(x+h*2+w-i-1, a, b, COLOR_BUNKER, M_XOR);
}
for (i=0; i<w; i++) {
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vline(x+h+i, a, b, COLOR_BUNKER, M_XOR);
}
}
void draw_playfield() {
byte i;
clrscr();
draw_string(0, 0, COLOR_SCORE, "PLAYER 1");
draw_score();
draw_lives();
for (i=0; i<PIXWIDTH; i++)
pixel(i, VHEIGHT-1, COLOR_GROUND, M_OR);
// TODO: const
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draw_bunker(20, 75, 5, 5, 20);
draw_bunker(100, 75, 5, 5, 20);
}
void add_score(word pts) {
score = bcd_add(score, pts);
draw_score();
}
void xor_player_derez() {
byte i,j;
byte x = player_x+13;
byte y = player_y+PLYRHEIGHT-1;
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byte* rand = (byte*) &xor_player_derez; // use code as random #'s
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for (j=1; j<=0xf; j++) {
for (i=0; i<100; i++) {
signed char xx = x + (*rand++ & 0xf) - 15;
signed char yy = y - (*rand++ & j);
pixel(xx, yy, *rand++, M_XOR);
}
}
}
void destroy_player() {
xor_player_derez(); // xor derez pattern
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render_sprite(player_bitmap, player_x, player_y, M_XOR); // erase ship via xor
xor_player_derez(); // xor 2x to erase derez pattern
player_x = 0xff;
lives--;
}
void init_enemies() {
byte i,x,y,bm;
x = 0;
y = ENEMY_SPACING_Y;
bm=0;
for (i=0; i<MAX_ENEMIES; i++) {
Enemy* e = &enemies[i];
e->x = x;
e->y = y;
e->shape = enemy_bitmaps[bm];
x += ENEMY_SPACING_X;
if (x >= PIXWIDTH-ENEMY_SPACING_X*2) {
x = 0;
y += ENEMY_SPACING_Y;
bm++; // TODO: can overflow
}
}
enemy_index = 0;
num_enemies = MAX_ENEMIES;
this_mode.right = 1;
this_mode.down = 0;
next_mode.right = 1;
next_mode.down = 0;
}
void delete_enemy(Enemy* e) {
erase_sprite(e->shape, e->x, e->y);
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if (explode_timer == 0) {
explode_x = e->x;
explode_y = e->y;
explode_timer = EXPLODE_TIME;
}
memmove(e, e+1, sizeof(Enemy)*(enemies-e+MAX_ENEMIES-1));
num_enemies--; // update_next_enemy() will check enemy_index
// TODO: enemy_index might skip updating an enemy
}
void update_next_enemy() {
Enemy* e;
if (enemy_index >= num_enemies) {
enemy_index = 0;
memcpy(&this_mode, &next_mode, sizeof(this_mode));
}
e = &enemies[enemy_index];
if (this_mode.down) {
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erase_sprite(e->shape, e->x, e->y);
e->y += ENEMY_MARCH_Y;
// if too close to ground, end game
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if (e->y >= player_y) {
destroy_player();
lives = 0;
}
next_mode.down = 0;
} else {
if (this_mode.right) {
e->x += ENEMY_MARCH_X;
if (e->x >= PIXWIDTH-ENEMY_SPACING_X) {
next_mode.down = 1;
next_mode.right = 0;
}
} else {
e->x -= ENEMY_MARCH_X;
if (e->x == 0) {
next_mode.down = 1;
next_mode.right = 1;
}
}
}
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render_sprite(e->shape, e->x, e->y, M_MOVE);
enemy_index++;
}
char in_rect(Enemy* e, byte x, byte y, byte w, byte h) {
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byte ew = e->shape[0]*4;
byte eh = e->shape[1];
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return (x >= e->x-w && x <= e->x+ew+w && y >= e->y-h && y <= e->y+eh+h);
}
Enemy* find_enemy_at(byte x, byte y) {
byte i;
for (i=0; i<num_enemies; i++) {
Enemy* e = &enemies[i];
if (in_rect(e, x, y, 4, 1)) {
return e;
}
}
return NULL;
}
void check_bullet_hit(byte x, byte y) {
Enemy* e = find_enemy_at(x,y);
if (e) {
delete_enemy(e);
add_score(0x25);
}
}
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void xor_bullet() {
render_sprite(bullet_bitmap, bullet_x, bullet_y, M_XOR);
}
void fire_bullet() {
bullet_x = player_x + 4;
bullet_y = VHEIGHT-PLYRHEIGHT-6;
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xor_bullet();
}
void move_bullet() {
byte leftover;
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xor_bullet();
//erase_sprite(bullet_bitmap, bullet_x, bullet_y);
hw_intst; // reset intercept counters
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bullet_y -= 2;
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xor_bullet();
leftover = hw_intst; // any pixels leftover?
if (leftover || bullet_y < 10) {
erase_sprite(bullet_bitmap, bullet_x, bullet_y);
check_bullet_hit(bullet_x, bullet_y+2);
bullet_y = 0;
}
}
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void xor_bomb() {
render_sprite(bomb_bitmap, bomb_x, bomb_y, M_XOR);
}
void drop_bomb() {
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byte i = rand() % num_enemies;
Enemy* e = &enemies[i];
// don't drop on someone else!
if (find_enemy_at(e->x, e->y+ENEMY_HEIGHT+ENEMY_SPACING_Y+1)) {
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return;
}
bomb_x = e->x + ENEMY_WIDTH/4;
bomb_y = e->y + ENEMY_HEIGHT;
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xor_bomb();
}
void move_bomb() {
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xor_bomb();
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if (bomb_y >= VHEIGHT-5) {
bomb_y = 0;
} else {
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bomb_y += 1;
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hw_intst; // reset intercept counters
xor_bomb();
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if (hw_intst & 0xf0) { // any pixels leftover?
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erase_sprite(bomb_bitmap, bomb_x, bomb_y);
if (bomb_y >= player_y-2) {
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// player was hit (probably)
destroy_player();
}
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bomb_y = 0;
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}
}
}
byte frame;
signed char player_dir = 0;
void move_player() {
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byte mask = hw_p1ctrl;
if (mask & 0x4) {
if (player_x > 0)
player_x--;
}
if (mask & 0x8) {
if (player_x < PIXWIDTH-16)
player_x++;
}
if (mask & 0x10) {
if (bullet_y == 0) {
fire_bullet();
}
}
// move player
render_sprite(player_bitmap, player_x, player_y, M_MOVE);
}
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void animate_explosion() {
if (--explode_timer == 0) {
erase_sprite(explode_bitmap, explode_x, explode_y);
} else {
render_sprite(explode_bitmap, explode_x, explode_y, M_OR);
}
}
void play_round() {
draw_playfield();
player_x = PIXWIDTH/2-8;
bullet_y = 0;
bomb_y = 0;
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explode_timer = 0;
frame = 0;
while (player_x != 0xff && num_enemies) {
move_player();
if (bullet_y) {
move_bullet();
}
update_next_enemy();
if (frame & 1) {
if (bomb_y == 0) {
drop_bomb();
} else {
move_bomb();
}
}
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if (explode_timer) {
animate_explosion();
}
frame++;
}
}
void init_game() {
score = 0;
lives = 5;
}
void game_over_msg() {
byte i;
byte x=16;
byte y=10;
hw_xpand = XPAND_COLORS(0, COLOR_SCORE);
for (i=0; i<50; i++) {
draw_string(x, y+0*8, COLOR_SCORE, " *************** ");
draw_string(x, y+1*8, COLOR_SCORE, "*** ***");
draw_string(x, y+2*8, COLOR_SCORE, "** GAME OVER **");
draw_string(x, y+3*8, COLOR_SCORE, "*** ***");
draw_string(x, y+4*8, COLOR_SCORE, " *************** ");
}
}
void play_game() {
init_game();
init_enemies();
while (lives) {
play_round();
if (num_enemies == 0) {
init_enemies();
}
}
game_over_msg();
}
void main() {
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hw_horcb = 40;
hw_verbl = VHEIGHT*2;
set_palette(palette);
// NOTE: initializers don't get run, so we init here
while (1) {
//attract_mode();
play_game();
}
}