mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-12-11 02:49:22 +00:00
616 lines
13 KiB
C
616 lines
13 KiB
C
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#include <string.h>
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#include <malloc.h>
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#include <stdio.h>
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typedef unsigned char byte;
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typedef unsigned short word;
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typedef signed char sbyte;
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word __at(0xa000) dvgram[0x1000];
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byte __at(0x8840) _dvgstart;
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int __at(0x8100) mathbox_sum;
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sbyte __at(0x8102) mathbox_arg1;
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sbyte __at(0x8103) mathbox_arg2;
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byte __at(0x810f) mathbox_go_mul;
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byte __at (0x8000) input0;
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byte __at (0x8001) input1;
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byte __at (0x8002) input2;
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#define LEFT1 !(input1 & 0x8)
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#define RIGHT1 !(input1 & 0x4)
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#define UP1 !(input1 & 0x10)
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#define DOWN1 !(input1 & 0x20)
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#define FIRE1 !(input1 & 0x2)
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#define BOMB1 !(input1 & 0x1)
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#define COIN1 (input0 & 0x2)
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#define COIN2 (input0 & 0x1)
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#define START1 (input2 & 0x20)
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#define START2 (input2 & 0x40)
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//
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void main();
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void _sdcc_heap_init(void); // for malloc()
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void start() {
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__asm
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LD SP,#0x0
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DI
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; copy initialized data
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LD BC, #l__INITIALIZER
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LD A, B
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LD DE, #s__INITIALIZED
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LD HL, #s__INITIALIZER
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LDIR
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__endasm;
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// init heap for malloc() and run main pgm.
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_sdcc_heap_init();
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main();
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}
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// VECTOR ROUTINES
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int dvgwrofs; // write offset for DVG buffer
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inline word ___swapw(word j) {
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return ((j << 8) | (j >> 8));
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}
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inline void dvgreset() {
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dvgwrofs = 0;
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}
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inline void dvgstart() {
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_dvgstart = 0;
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}
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void dvgwrite(word w) {
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dvgram[dvgwrofs++] = w;
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}
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inline void VCTR(int dx, int dy, byte bright) {
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dvgwrite((dy & 0x1fff));
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dvgwrite(((bright & 7) << 13) | (dx & 0x1fff));
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}
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inline void SVEC(signed char dx, signed char dy, byte bright) {
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dvgwrite(0x4000 | (dx & 0x1f) | ((bright&7)<<5) | ((dy & 0x1f)<<8));
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}
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inline void JSRL(word offset) {
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dvgwrite(0xa000 | offset);
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}
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inline void JMPL(word offset) {
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dvgwrite(0xe000 | offset);
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}
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inline void RTSL() {
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dvgwrite(0xc000);
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}
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inline void CNTR() {
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dvgwrite(0x8000);
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}
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inline void HALT() {
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dvgwrite(0x2000);
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}
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inline void STAT(byte rgb, byte intens) {
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dvgwrite(0x6000 | ((intens & 0xf)<<4) | (rgb & 7));
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}
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inline void STAT_sparkle(byte intens) {
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dvgwrite(0x6800 | ((intens & 0xf)<<4));
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}
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inline void SCAL(word scale) {
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dvgwrite(0x7000 | scale);
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}
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enum {
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BLACK, BLUE, GREEN, CYAN, RED, MAGENTA, YELLOW, WHITE
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} Color;
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// MATH/3D ROUTINES
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typedef struct {
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sbyte m[3][3];
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} Matrix;
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typedef struct {
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sbyte x,y,z;
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} Vector8;
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typedef struct {
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int x,y,z;
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} Vector16;
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typedef struct {
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byte numverts;
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const Vector8* verts; // array of vertices
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const sbyte* edges; // array of vertex indices (edges)
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} Wireframe;
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void mat_identity(Matrix* m) {
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memset(m, 0, sizeof(*m));
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m->m[0][0] = 127;
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m->m[1][1] = 127;
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m->m[2][2] = 127;
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}
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inline void mul16(sbyte a, sbyte b) {
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mathbox_arg1 = a;
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mathbox_arg2 = b;
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mathbox_go_mul=0;
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}
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void vec_mat_transform(Vector16* dest, const Vector8* v, const Matrix* m) {
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byte i;
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int* result = &dest->x;
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const sbyte* mval = &m->m[0][0];
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for (i=0; i<3; i++) {
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mathbox_sum = 0;
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mul16(*mval++, v->x);
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mul16(*mval++, v->y);
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mul16(*mval++, v->z);
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*result++ = mathbox_sum;
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}
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}
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const sbyte sintbl[64] = {
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0, 3, 6, 9, 12, 16, 19, 22, 25, 28, 31, 34, 37, 40, 43, 46,
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49, 51, 54, 57, 60, 63, 65, 68, 71, 73, 76, 78, 81, 83, 85, 88,
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90, 92, 94, 96, 98, 100, 102, 104, 106, 107, 109, 111, 112, 113, 115, 116,
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117, 118, 120, 121, 122, 122, 123, 124, 125, 125, 126, 126, 126, 127, 127, 127,
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};
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sbyte isin(byte x0) {
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byte x = x0;
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if (x0 & 0x40) x = 127-x;
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if (x0 & 0x80) {
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return -sintbl[x+128];
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} else {
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return sintbl[x];
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}
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}
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sbyte icos(byte x) {
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return isin(x+64);
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}
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void mat_rotate(Matrix* m, byte axis, byte angle) {
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sbyte sin = isin(angle);
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sbyte cos = icos(angle);
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mat_identity(m);
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switch (axis) {
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case 0:
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m->m[1][1] = cos;
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m->m[2][1] = sin;
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m->m[1][2] = -sin;
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m->m[2][2] = cos;
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break;
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case 1:
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m->m[2][2] = cos;
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m->m[0][2] = sin;
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m->m[2][0] = -sin;
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m->m[0][0] = cos;
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break;
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case 2:
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m->m[0][0] = cos;
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m->m[1][0] = -sin;
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m->m[0][1] = sin;
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m->m[1][1] = cos;
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break;
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}
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}
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void xform_vertices(Vector16* dest, const Vector8* src, const Matrix* m, byte nv) {
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byte i;
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for (i=0; i<nv; i++) {
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vec_mat_transform(dest++, src++, m);
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}
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}
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void draw_wireframe_ortho(const Wireframe* wf, const Matrix* m) {
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const char* e = wf->edges;
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byte bright = 0;
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int x1 = 0;
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int y1 = 0;
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Vector16 scrnverts[16];
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xform_vertices(scrnverts, wf->verts, m, wf->numverts);
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do {
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sbyte i = *e++;
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if (i == -1)
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bright = 0;
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else if (i == -2)
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break;
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else {
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int x2 = scrnverts[i].x>>8;
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int y2 = scrnverts[i].y>>8;
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VCTR(x2-x1, y2-y1, bright);
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x1 = x2;
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y1 = y2;
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}
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bright = 2;
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} while (1);
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}
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static word lfsr = 1;
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word rand() {
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word lsb = lfsr & 1;
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lfsr >>= 1;
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if (lsb) lfsr ^= 0xd400;
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return lfsr;
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}
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// SHAPE CACHE
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const Vector8 tetra_v[] = { {0,-86,86},{86,86,86},{-86,86,86},{0,0,-86} };
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const char tetra_e[] = { 0, 1, 2, 0, 3, 1, -1, 3, 2, -2 };
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const Wireframe tetra_wf = { 4, tetra_v, tetra_e };
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const Vector8 octa_v[] = { {86,0,0},{0,86,0},{-86,0,0},{0,-86,0},{0,0,86},{0,0,-86} };
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const char octa_e[] = { 0, 1, 2, 3, 0, 4, 1, 5, 0, -1, 2, 4, 3, 5, 2, -2 };
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const Wireframe octa_wf = { 6, octa_v, octa_e };
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const Vector8 ship_v[] = { {0,86,0},{-30,-30,0},{-50,0,0},{50,0,0},{30,-30,0} };
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const char ship_e[] = { 0, 1, 2, 3, 4, 0, -2 };
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const Wireframe ship_wf = { 5, ship_v, ship_e };
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const Vector8 thrust_v[] = { {-20,-30,0},{-30,-50,0},{0,-86,0},{30,-50,0},{20,-30,0} };
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const char thrust_e[] = { 0, 1, 2, 3, 4, -2 };
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const Wireframe thrust_wf = { 5, thrust_v, thrust_e };
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const Vector8 torpedo_v[] = { {-86,0,0},{86,0,0},{-40,-40,0},{40,40,0},{0,-20,0},{0,20,0} };
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const char torpedo_e[] = { 0, 1, -1, 2, 3, -1, 4, 5, -2 };
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const Wireframe torpedo_wf = { 6, torpedo_v, torpedo_e };
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word ship_shapes[32];
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word thrust_shapes[32];
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word tetra_shapes[32];
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word torpedo_shapes[16];
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word explosion_shape[1];
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void draw_explosion() {
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byte i;
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for (i=0; i<30; i++) {
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byte angle = rand();
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sbyte xd = isin(angle) >> 4;
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sbyte yd = icos(angle) >> 4;
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SVEC(xd, yd, 2);
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SVEC(-xd, -yd, 2);
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}
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}
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void make_cached_shapes() {
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Matrix mat;
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byte i;
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for (i=0; i<32; i++) {
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ship_shapes[i] = dvgwrofs;
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mat_rotate(&mat, 2, i<<3);
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draw_wireframe_ortho(&ship_wf, &mat);
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RTSL();
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thrust_shapes[i] = dvgwrofs;
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draw_wireframe_ortho(&thrust_wf, &mat);
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RTSL();
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tetra_shapes[i] = dvgwrofs;
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mat_rotate(&mat, 0, i<<3);
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draw_wireframe_ortho(&octa_wf, &mat);
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RTSL();
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}
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for (i=0; i<16; i++) {
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torpedo_shapes[i] = dvgwrofs;
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mat_rotate(&mat, 2, i<<4);
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draw_wireframe_ortho(&torpedo_wf, &mat);
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RTSL();
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}
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explosion_shape[0] = dvgwrofs;
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STAT_sparkle(15);
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draw_explosion();
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RTSL();
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}
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// MAIN PROGRAM
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struct Actor;
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typedef void ActorUpdateFn(struct Actor*);
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typedef struct Actor {
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word* shapes;
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ActorUpdateFn* update_fn;
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byte angshift;
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byte scale;
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byte color;
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byte intens;
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byte collision_flags;
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byte angle;
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word xx;
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word yy;
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int velx;
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int vely;
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struct Actor* next;
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byte removed:1;
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} Actor;
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#define WORLD_SCALE 0x2c0
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void draw_actor(const Actor* a) {
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CNTR(); // center beam (0,0)
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SCAL(WORLD_SCALE); // world scale
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VCTR(a->xx>>3, a->yy>>3, 0); // go to object center
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SCAL(a->scale); // object scale
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STAT(a->color, a->intens); // set color/intensity
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JSRL(a->shapes[a->angle >> a->angshift]); // draw
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}
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void move_actor(Actor* a) {
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a->xx += a->velx;
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a->yy += a->vely;
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}
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static Actor* first_actor = NULL;
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Actor* new_actor(const Actor* base) {
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Actor* a = (Actor*) malloc(sizeof(Actor));
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memcpy(a, base, sizeof(Actor));
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a->next = first_actor;
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first_actor = a;
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return a;
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}
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void draw_and_update_actors() {
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Actor* a = first_actor;
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while (a != NULL) {
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draw_actor(a);
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move_actor(a);
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if (a->update_fn) a->update_fn(a);
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a = a->next;
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}
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}
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void remove_expired_actors() {
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Actor* a;
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// get address of first pointer
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Actor** prev = &first_actor;
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while ((a = *prev) != NULL) {
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// was actor removed?
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if (a->removed) {
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// set previous pointer to skip this actor
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*prev = a->next;
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// free memory
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free(a);
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} else {
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// get address of next pointer
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prev = &a->next;
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}
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}
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}
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void draw_actor_rect(Actor* a) {
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CNTR(); // center beam (0,0)
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SCAL(WORLD_SCALE); // world scale
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VCTR(a->xx>>3, a->yy>>3, 0); // go to object center
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SCAL(a->scale); // object scale
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STAT(RED, 7); // set color/intensity
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VCTR(-86,-86,0);
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VCTR(86*2,0,2);
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VCTR(0,86*2,2);
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VCTR(-86*2,0,2);
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VCTR(0,-86*2,2);
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}
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inline byte abs(sbyte x) {
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return (x>=0) ? x : -x;
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}
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inline word get_distance_squared(byte dx, byte dy) {
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mathbox_sum = 0;
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mul16(dx,dx);
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mul16(dy,dy);
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return mathbox_sum;
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}
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typedef void ActorCollisionFn(struct Actor*, struct Actor*);
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byte test_actor_distance(ActorCollisionFn* fn, Actor* act1, byte mindist, byte flags) {
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Actor* a = first_actor;
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byte xx1 = act1->xx >> 8;
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byte yy1 = act1->yy >> 8;
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byte count = 0;
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// mindist2 = mindist * mindist
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word mindist2;
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mathbox_sum = 0;
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mul16(mindist,mindist);
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mindist2 = mathbox_sum;
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// go through list of actors
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while (a) {
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// only compare against actors with certain flags
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// (that haven't been removed)
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if ((a->collision_flags & flags) && !a->removed) {
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byte dx = abs(xx1 - (a->xx >> 8));
|
||
|
byte dy = abs(yy1 - (a->yy >> 8));
|
||
|
if (dx+dy < mindist) {
|
||
|
word dist2 = get_distance_squared(dx, dy);
|
||
|
if (dist2 < mindist2) {
|
||
|
if (fn) fn(act1, a);
|
||
|
count++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
a = a->next;
|
||
|
}
|
||
|
return count;
|
||
|
}
|
||
|
|
||
|
void explode_at(Actor* base);
|
||
|
|
||
|
void explode_actor(Actor* a, Actor* b) {
|
||
|
a->removed = 1;
|
||
|
explode_at(b);
|
||
|
b->removed = 1;
|
||
|
}
|
||
|
|
||
|
void obstacle_update_fn(struct Actor* a) {
|
||
|
a->angle += 1;
|
||
|
}
|
||
|
|
||
|
void torpedo_update_fn(struct Actor* a) {
|
||
|
// expire?
|
||
|
if ((a->angle += 60) == 0) {
|
||
|
a->removed = 1;
|
||
|
} else {
|
||
|
// check for torpedo hits
|
||
|
test_actor_distance(explode_actor, a, 20, 0x2);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void explosion_update_fn(struct Actor* a) {
|
||
|
a->scale -= 2;
|
||
|
if (a->scale < 8) {
|
||
|
a->removed = 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
const Actor ship_actor = {
|
||
|
ship_shapes, NULL, 3, 0xb0, WHITE, 7, 0x1,
|
||
|
};
|
||
|
const Actor tetra_actor = {
|
||
|
tetra_shapes, obstacle_update_fn, 3, 0x80, CYAN, 7, 0x2,
|
||
|
};
|
||
|
const Actor torpedo_actor = {
|
||
|
torpedo_shapes, torpedo_update_fn, 4, 0xe0, YELLOW, 15, 0x4,
|
||
|
};
|
||
|
const Actor explosion_actor = {
|
||
|
explosion_shape, explosion_update_fn, 8, 0xa0, WHITE, 15, 0,
|
||
|
};
|
||
|
|
||
|
void create_obstacles(byte count) {
|
||
|
while (count--) {
|
||
|
Actor* a = new_actor(&tetra_actor);
|
||
|
a->xx = rand() | 0x8000;
|
||
|
a->yy = rand();
|
||
|
a->velx = (int)rand()<<8>>8;
|
||
|
a->vely = (int)rand()<<8>>8;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static int frame = 0;
|
||
|
|
||
|
static Actor* curship;
|
||
|
|
||
|
void draw_thrust() {
|
||
|
word rnd = rand();
|
||
|
// save old values in actor
|
||
|
byte oldcolor = curship->color;
|
||
|
byte oldintens = curship->intens;
|
||
|
// temporarily give new thrust values
|
||
|
curship->shapes = thrust_shapes;
|
||
|
curship->scale ^= rnd; // random thrust scale
|
||
|
curship->intens = 15;
|
||
|
curship->color = (rnd&1) ? RED : YELLOW;
|
||
|
// draw thrust using player's ship actor
|
||
|
draw_actor(curship);
|
||
|
// restore previous values
|
||
|
curship->shapes = ship_shapes;
|
||
|
curship->scale ^= rnd;
|
||
|
curship->color = oldcolor;
|
||
|
curship->intens = oldintens;
|
||
|
}
|
||
|
|
||
|
void thrust_ship() {
|
||
|
sbyte sin = isin(curship->angle);
|
||
|
sbyte cos = icos(curship->angle);
|
||
|
curship->velx += sin>>3;
|
||
|
curship->vely += cos>>3;
|
||
|
}
|
||
|
|
||
|
int apply_friction(int vel) {
|
||
|
int delta = vel >> 8;
|
||
|
if (delta == 0 && vel > 0) delta++;
|
||
|
return vel - delta;
|
||
|
}
|
||
|
|
||
|
void shoot_torpedo() {
|
||
|
sbyte sin = isin(curship->angle);
|
||
|
sbyte cos = icos(curship->angle);
|
||
|
Actor* torp = new_actor(&torpedo_actor);
|
||
|
torp->velx = sin << 2;
|
||
|
torp->vely = cos << 2;
|
||
|
torp->xx = curship->xx + torp->velx*4;
|
||
|
torp->yy = curship->yy + torp->vely*4;
|
||
|
}
|
||
|
|
||
|
static byte can_fire;
|
||
|
static byte newship_timer;
|
||
|
|
||
|
void new_player_ship() {
|
||
|
curship = new_actor(&ship_actor);
|
||
|
}
|
||
|
|
||
|
void explode_at(Actor* base) {
|
||
|
Actor* a = new_actor(&explosion_actor);
|
||
|
a->xx = base->xx;
|
||
|
a->yy = base->yy;
|
||
|
}
|
||
|
|
||
|
void control_player() {
|
||
|
if (newship_timer && --newship_timer == 0) {
|
||
|
new_player_ship();
|
||
|
}
|
||
|
if (!curship) return;
|
||
|
if (LEFT1) curship->angle -= 2;
|
||
|
if (RIGHT1) curship->angle += 2;
|
||
|
if ((frame&1)==1) {
|
||
|
curship->velx = apply_friction(curship->velx);
|
||
|
curship->vely = apply_friction(curship->vely);
|
||
|
}
|
||
|
if (UP1) {
|
||
|
// draw flame
|
||
|
draw_thrust();
|
||
|
// thrust every 4 frames, to avoid precision issues
|
||
|
if (!(frame&3)) thrust_ship();
|
||
|
}
|
||
|
if (FIRE1) {
|
||
|
// must release fire button before firing again
|
||
|
if (can_fire) {
|
||
|
shoot_torpedo();
|
||
|
can_fire = 0;
|
||
|
}
|
||
|
} else {
|
||
|
can_fire = 1;
|
||
|
}
|
||
|
// ship ran into something?
|
||
|
if (test_actor_distance(NULL, curship, 20, 0x2)) {
|
||
|
explode_at(curship);
|
||
|
curship->removed = 1;
|
||
|
curship = NULL;
|
||
|
newship_timer = 255;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void main() {
|
||
|
memset(dvgram, 0x20, sizeof(dvgram)); // HALTs
|
||
|
dvgwrofs = 0x800;
|
||
|
make_cached_shapes();
|
||
|
create_obstacles(5);
|
||
|
new_player_ship();
|
||
|
while (1) {
|
||
|
dvgreset();
|
||
|
draw_and_update_actors();
|
||
|
control_player();
|
||
|
remove_expired_actors();
|
||
|
CNTR();
|
||
|
HALT();
|
||
|
dvgstart();
|
||
|
frame++;
|
||
|
}
|
||
|
}
|