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8bitworkshop/presets/c64/scrollingmap1.c

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#include <stdio.h>
#include <conio.h>
#include <c64.h>
#include <cbm_petscii_charmap.h>
#include <string.h>
#include <stdlib.h>
#include <stdint.h>
#include <joystick.h>
//#resource "c64-sid.cfg"
#define CFGFILE c64-sid.cfg
#include "common.h"
//#link "common.c"
#include "scrolling.h"
//#link "scrolling.c"
#include "sprites.h"
//#link "sprites.c"
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//#link "level2.s"
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extern const byte charset_data[];
extern const byte charset_attrib_data[];
extern const byte chartileset_data[];
extern const byte chartileset_tag_data[];
extern const byte* map_row_pointers[];
#define MAP_COLS 28
#define MAP_ROWS 11
static void draw_cell(word ofs, byte x, byte y) {
sbyte xx = x + origin_x;
sbyte yy = y + origin_y;
sbyte col = xx >> 2;
sbyte row = yy >> 2;
byte xofs = xx & 3;
byte yofs = yy & 3;
char ch;
char color;
if (col < 0 || col >= MAP_COLS || row < 0 || row >= MAP_ROWS) {
ch = 0;
color = 0;
} else {
byte tileindex = map_row_pointers[row][col];
ch = chartileset_data[xofs + yofs*4 + tileindex*16];
color = charset_attrib_data[ch];
}
hidbuf[ofs] = ch;
colorbuf[ofs] = color;
}
void scroll_draw_column(byte col) {
byte y;
word ofs = col;
for (y=0; y<ROWS; y++) {
draw_cell(ofs, col, y);
ofs += COLS;
}
}
void scroll_draw_row(byte row) {
byte x;
word ofs = row * COLS;
for (x=0; x<COLS; x++) {
draw_cell(ofs, x, row);
++ofs;
}
}
/*{w:24,h:21,bpp:1,brev:1}*/
const char SPRITE1[3*21] = {
0x00,0x7F,0x00,0x01,0xFF,0xC0,0x03,0xFF,0xE0,
0x03,0xE7,0xE0,0x07,0xD9,0xF0,0x07,0xDF,0xF0,
0x07,0xD9,0xF0,0x03,0xE7,0xE0,0x03,0xFF,0xE0,
0x03,0xFF,0xE0,0x02,0xFF,0xA0,0x01,0x7F,0x40,
0x01,0x3E,0x40,0x00,0x9C,0x80,0x00,0x9C,0x80,
0x00,0x49,0x00,0x00,0x49,0x00,0x00,0x3E,0x00,
0x00,0x3E,0x00,0x00,0x3E,0x00,0x00,0x1C,0x00
};
int playerx = 0;
int playery = 0;
int camerax = 0;
int cameray = 0;
void update_player() {
sprite_draw(0, playerx-camerax+172, playery-cameray+140, 255);
}
void camera_follow(byte moving) {
int dx, dy;
dx = camerax - playerx;
dy = cameray - playery;
if (moving && abs(dx) < 32 && abs(dy) < 32) return;
dx >>= 4;
dy >>= 4;
if (dx) {
if (dx > 8) dx = 8;
else if (dx < -8) dx = -8;
camerax -= dx;
scroll_horiz(dx);
}
if (dy) {
if (dy > 8) dy = 8;
else if (dy < -8) dy = -8;
cameray -= dy;
scroll_vert(dy);
}
}
void refresh_world(void) {
byte i;
for (i=0; i<25; i++) {
scroll_draw_row(i);
}
}
void main(void) {
clrscr();
// setup scrolling library
scroll_setup();
// multicolor character mode
VIC.ctrl2 |= 0x10;
VIC.bgcolor0 = 6;
VIC.bgcolor1 = 0;
VIC.bgcolor2 = 1;
// select character set @ 0x8800
VIC.addr = 0x12;
memcpy((char*)0x8800, charset_data, 520);
// setup sprite library and copy sprite to VIC bank
sprite_clear();
sprite_set_shapes(SPRITE1, 255, 1);
sprshad.spr_color[0] = 13;
// install the joystick driver
joy_install (joy_static_stddrv);
// repaint screen memory w/ the map
refresh_world();
// infinite loop
while (1) {
static char speed;
static char joy;
static bool slowframe = false;
// get joystick bits
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joy = joy_read(1);
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// speed up scrolling while button pressed
speed = JOY_BTN_1(joy) ? 3 : 1;
// if we copied screen memory last frame,
// double speed of player for this frame
if (slowframe) speed *= 2;
// move sprite based on arrow keys
if (JOY_LEFT(joy)) playerx -= speed;
if (JOY_RIGHT(joy)) playerx += speed;
if (JOY_UP(joy)) playery -= speed;
if (JOY_DOWN(joy)) playery += speed;
// move the camera?
camera_follow(joy);
slowframe = swap_needed;
// animate sprite in shadow sprite ram
update_player();
// wait for vblank
wait_vblank();
// then update sprite registers
sprite_update(visbuf);
// update scroll registers
// and swap screens if we must
scroll_update();
}
}