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8bitworkshop/presets/c64/joygame.c

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C
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2022-08-11 20:27:20 +00:00
#include "common.h"
//#link "common.c"
#include "sprites.h"
//#link "sprites.c"
#define NUM_SPRITES 3
/*{w:12,h:21,bpp:2,brev:1,wpimg:64,count:3,aspect:2}*/
const char SPRITE_MC_DATA[64*NUM_SPRITES] = {
0x0A,0xAA,0x80,0x0A,0xAA,0x80,0x2A,0xAA,
0xA0,0x2A,0xAA,0xA0,0xAA,0xAA,0xAA,0xFF,
0xD5,0x40,0x0D,0xD7,0x40,0x3D,0xD5,0x54,
0x37,0x55,0x54,0x37,0x55,0x54,0x35,0x55,
0x00,0x3A,0xA0,0x00,0xEA,0xA8,0x00,0xAB,
0xAA,0x00,0xAB,0xAA,0x00,0xAB,0xAA,0x80,
0xAA,0xEA,0x80,0xAA,0xAA,0x80,0x0F,0xFC,
0x00,0x0F,0xFC,0x00,0x0F,0xFF,0xC0,0x00,
0x02,0xAA,0xA0,0x02,0xAA,0xA0,0x0A,0xAA,
0xA8,0x0A,0xAA,0xA8,0xAA,0xAA,0xAA,0x01,
0x57,0xFF,0x01,0xD7,0x70,0x15,0x57,0x7C,
0x15,0x55,0xDC,0x15,0x55,0xDC,0x00,0x55,
0x5C,0x00,0x0A,0xAC,0x00,0x2A,0xAB,0x00,
0xAA,0xEA,0x00,0xAA,0xEA,0x02,0xAA,0xEA,
0x02,0xAB,0xAA,0x02,0xAA,0xAA,0x00,0x3F,
0xF0,0x00,0x3F,0xF0,0x03,0xFF,0xF0,0x00,
0x00,0xAA,0x80,0x02,0xAA,0xA0,0x0A,0xAA,0xA8,
0x0A,0xAE,0xA8,0x0A,0xBB,0xA8,0x0A,0xBA,0xA8,
0x0A,0xBB,0xA8,0x0A,0xAE,0xA8,0x0A,0xAA,0xA8,
0x09,0xAA,0x98,0x08,0x6A,0x48,0x08,0x1D,0x08,
0x02,0x0C,0x20,0x02,0x0C,0x20,0x02,0x0C,0x20,
0x00,0x8C,0x80,0x00,0x8C,0x80,0x00,0x55,0x40,
0x00,0x77,0x40,0x00,0x5D,0x40,0x00,0x15,0x00,
0x80,
};
// starting index for sprites
#define SPRITE_SHAPE 192
// player data
int player_x = 172;
byte player_y = 145;
byte faceleft = 0; // 0 = face right, 1 = face left
void init_sprite_shapes(void) {
byte i;
for (i=0; i<NUM_SPRITES; i++) {
sprite_shape(SPRITE_SHAPE+i, SPRITE_MC_DATA+64*i);
}
}
void init_sprite_positions(void) {
byte i;
// setup sprite positions
player_x = 172;
player_y = 145;
// set random positions for non-players
// and draw them to sprite shadow buffer
srand(7);
for (i=1; i<8; i++) {
int x = rand() % (320 - 24) + 24;
byte y = rand() % (229 - 50) + 50;
sprite_draw(i, x, y, SPRITE_SHAPE + 2);
sprshad.spr_color[i] = i | 8;
}
}
void move_player(byte joy) {
// move sprite based on joystick
if (JOY_LEFT(joy)) { player_x -= 1; faceleft = 1; } // move left 1 pixel
if (JOY_RIGHT(joy)) { player_x += 1; faceleft = 0; } // move right 1 pixel
if (JOY_UP(joy)) { player_y -= 1; } // move up 1 pixel
if (JOY_DOWN(joy)) { player_y += 1; } // move down 1 pixel
// draw player into sprite shadow buffer
sprite_draw(0, player_x, player_y, SPRITE_SHAPE + faceleft);
}
void move_non_players(void) {
byte i;
// wiggle non-player sprites randomly
for (i=1; i<8; i++) {
sprshad.spr_pos[i].y += rand() & i;
}
}
void main(void) {
// variables
byte bgcoll; // sprite background collision flags
byte sprcoll; // sprite collision flags
byte joy; // joystick flags
clrscr();
// install the joystick driver
joy_install (joy_static_stddrv);
// set multicolor sprites and colors
sprshad.spr_mcolor = 0b11111111;
sprshad.spr_color[0] = SPRITE_MC_DATA[63];
VIC.spr_mcolor0 = COLOR_GRAY2;
VIC.spr_mcolor1 = COLOR_BLACK;
// setup sprites
init_sprite_shapes();
init_sprite_positions();
// loop forever
while (1) {
// wait for end of frame
waitvsync();
// update sprite registers from sprite shadow
// buffer before frame starts drawing
sprite_update(DEFAULT_SCREEN);
// get joystick bits
joy = joy_read(0);
move_player(joy);
// move other objects
move_non_players();
// grab and reset collision flags
sprcoll = VIC.spr_coll;
bgcoll = VIC.spr_bg_coll;
// change color when player collides with sprite
sprshad.spr_color[0] = (sprcoll & 1) ? 10 : 3;
}
}