mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-24 12:31:25 +00:00
137 lines
3.4 KiB
C
137 lines
3.4 KiB
C
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#include "common.h"
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//#link "common.c"
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#include "sprites.h"
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//#link "sprites.c"
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#define NUM_SPRITE_PATTERNS 2
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#define SPRITE_SHAPE 192
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#define SPRITES_PER_ROW 6
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/*{w:12,h:21,bpp:2,brev:1,count:2}*/
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const char SPRITEMC[64*NUM_SPRITE_PATTERNS] = {
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0x00,0xAA,0x80,0x02,0xAA,0xA0,0x0A,0xAA,0xA8,
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0x0A,0xAE,0xA8,0x0A,0xBB,0xA8,0x0A,0xBA,0xA8,
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0x0A,0xBB,0xA8,0x0A,0xAE,0xA8,0x0A,0xAA,0xA8,
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0x09,0xAA,0x98,0x08,0x6A,0x48,0x08,0x1D,0x08,
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0x02,0x0C,0x20,0x02,0x0C,0x20,0x02,0x0C,0x20,
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0x00,0x8C,0x80,0x00,0x8C,0x80,0x00,0x55,0x40,
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0x00,0x77,0x40,0x00,0x5D,0x40,0x00,0x15,0x00,
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0,
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0x00,0xAE,0x80,0x02,0xBF,0xA0,0x0B,0xBF,0xB8,
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0x0B,0xBF,0xB8,0x0B,0xBF,0xB8,0x0B,0xBF,0xB8,
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0x0B,0xBF,0xB8,0x0B,0xBF,0xB8,0x0B,0xAE,0xB8,
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0x09,0xAE,0x98,0x08,0x6E,0x48,0x08,0x1D,0x08,
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0x02,0x0C,0x20,0x02,0x0C,0x20,0x02,0x0C,0x20,
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0x08,0x8C,0x88,0x08,0x8C,0x88,0x20,0x55,0x42,
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0x20,0x77,0x42,0x20,0x5D,0x42,0x20,0x15,0x02,
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0,
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};
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SpriteShadow* sprite_rows[3]; // row sprite buffers
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int player_x = 172; // player X coordinate
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byte player_y = 222; // player Y coordinate
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void init_sprites(void) {
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byte row,i;
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// iterate through each row of sprites
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for (row=0; row<3; row++) {
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// fill in data for local sprite buffer
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sprite_clear();
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sprshad.spr_mcolor = 0xff;
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for (i=0; i<SPRITES_PER_ROW; i++) {
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sprite_draw(i, i*50+50, row*50+60, SPRITE_SHAPE);
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sprshad.spr_color[i] = (i+row)|8;
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}
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// allocate sprite buffer for row
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sprite_rows[row] = (SpriteShadow*) malloc(sizeof(SpriteShadow));
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// and copy local buffer into it
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*sprite_rows[row] = sprshad;
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}
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}
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void draw_sprite_row(byte row, byte rasterline) {
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// copy sprite row data to sprite shadow buffer
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sprshad = *sprite_rows[row];
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// player is part of row 2, draw player?
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if (row == 2) {
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sprite_draw(7, player_x, player_y, SPRITE_SHAPE+1);
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sprshad.spr_color[7] = 15;
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}
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// wait for the raster line
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raster_wait(rasterline);
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// then update sprite registers from shadow buffer
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VIC.bordercolor = row+1; // (so we see the timing)
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sprite_update(DEFAULT_SCREEN);
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VIC.bordercolor = 0;
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}
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void move_sprite_x(SpriteShadow* spr,
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byte index,
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sbyte delta_x)
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{
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word x = spr->spr_pos[index].x;
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byte mask = BITS[index]; // lookup table for (1 << index)
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if (spr->spr_hi_x & mask) {
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x |= 0x100;
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}
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x += delta_x;
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spr->spr_pos[index].x = x;
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if (x & 0x100) {
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spr->spr_hi_x |= mask;
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} else {
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spr->spr_hi_x &= ~mask;
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}
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}
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void move_sprites() {
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byte i;
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for (i=0; i<SPRITES_PER_ROW; i++) {
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move_sprite_x(sprite_rows[0], i, 3);
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move_sprite_x(sprite_rows[1], i, -2);
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}
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}
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void move_player() {
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byte joy = PEEK(0xdc01); // read joystick #0
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if (joy & 0x8) { player_x -= 1; } // left
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if (joy & 0x4) { player_x += 1; } // right
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}
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void iterate_game(void) {
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waitvsync();
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draw_sprite_row(0, 1);
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draw_sprite_row(1, 60+21);
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draw_sprite_row(2, 110+21);
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move_sprites();
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move_player();
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VIC.bordercolor = 9;
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}
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void main(void) {
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VIC.bordercolor = 0;
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clrscr();
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// setup sprite library and copy sprite to VIC bank
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sprite_clear();
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sprite_set_shapes(SPRITEMC, SPRITE_SHAPE, NUM_SPRITE_PATTERNS);
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// set colors
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VIC.spr_mcolor0 = 4;
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VIC.spr_mcolor1 = 7;
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// set sprite initial positions
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init_sprites();
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// turn off interrupts so we don't mess up timing
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asm("sei");
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// game loop
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while (1) {
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iterate_game();
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}
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}
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