mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-12-28 05:29:33 +00:00
770 lines
20 KiB
C
770 lines
20 KiB
C
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#include <stdlib.h>
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#include <string.h>
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#include <c64.h>
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#include <joystick.h>
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#include "bcd.h"
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//#link "bcd.c"
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#include "common.h"
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//#link "common.c"
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#include "scrolling.h"
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//#link "scrolling.c"
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#include "sprites.h"
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//#link "sprites.c"
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// indices of sound effects (0..3)
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typedef enum { SND_START, SND_HIT, SND_COIN, SND_JUMP } SFXIndex;
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///// DEFINES
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#define MAX_FLOORS 20 // total # of floors in a stage
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#define GAPSIZE 4 // gap size in tiles
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#define BOTTOM_FLOOR_Y 2 // offset for bottommost floor
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#define MAX_ACTORS 5 // max # of moving actors
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#define SCREEN_Y_BOTTOM 208 // bottom of screen in pixels
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#define ACTOR_MIN_X 16 // leftmost position of actor
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#define ACTOR_MAX_X 228 // rightmost position of actor
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#define ACTOR_SCROLL_UP_Y 110 // min Y position to scroll up
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#define ACTOR_SCROLL_DOWN_Y 140 // max Y position to scroll down
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#define JUMP_VELOCITY 18 // Y velocity when jumping
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#define LADDER_XOFS -21
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#define XOFS 34
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#define BOTTOM_Y 242
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#define START_ORIGIN_Y (0xff - ROWS)
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#define GAP_OFS_X -16
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// constants for various tiles
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#define CH_BLANK 0x20
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#define CH_WALL 0x7f
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#define CH_FLOOR 0x66
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#define CH_LADDER1 0x6b
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#define CH_LADDER2 0x73
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#define CH_ITEM 0x04
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#define COLOR_LEVEL 0x01
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#define COLOR_LADDER 0x03
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///// CHARS
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const byte ITEM_CHARS[3][4] = {
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{ 0xe9,0xe9,0x5f,0x69 },
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{ 0x55,0x49,0x4a,0x4b },
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{ 0x7f,0x7f,0x7f,0x7f },
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};
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#define NUM_SPRITE_PATTERNS 13
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/*{w:12,h:21,bpp:2,brev:1,count:13,aspect:2}*/
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const char SPRITE_DATA[NUM_SPRITE_PATTERNS][3*21] = {
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// left direction
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{
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0x00,0x00,0x00,0x00,0xA8,0x00,0x02,0xEA,0x00,
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0x02,0xEA,0x00,0x02,0xEA,0x00,0x02,0xEA,0x00,
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0x00,0xA8,0x50,0x00,0x15,0x50,0x00,0xAA,0x50,
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0x00,0xAA,0x50,0x00,0xAA,0x50,0x0A,0xAA,0x50,
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0x02,0xAA,0x50,0x00,0xFF,0x00,0x00,0xAA,0x00,
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0x00,0xAA,0x00,0x00,0xA2,0x80,0x00,0xA2,0x80,
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0x00,0x22,0x80,0x01,0x51,0x40,0x01,0x51,0x40
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},
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{
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0x00,0x00,0x00,0x00,0xA8,0x00,0x02,0xAA,0x00,
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0x02,0xAA,0x00,0x22,0xAA,0x00,0x22,0xAA,0x00,
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0x20,0xA8,0x00,0x28,0x54,0x00,0x2A,0x56,0x80,
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0x0A,0x56,0xA0,0x02,0x56,0xA0,0x02,0x56,0x20,
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0x02,0x56,0x20,0x03,0xFF,0x20,0x02,0xAA,0x00,
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0x02,0x8A,0x00,0x02,0x8A,0x00,0x01,0x4A,0x00,
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0x05,0x4A,0x00,0x00,0x05,0x00,0x00,0x05,0x40
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},
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{
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0x00,0x00,0x00,0x00,0xA8,0x00,0x02,0xEA,0x00,
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0x02,0xEA,0x00,0x02,0xEA,0x00,0x02,0xEA,0x00,
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0x00,0xA8,0x50,0x00,0x15,0x50,0x00,0xAA,0x50,
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0x20,0xAA,0x50,0x2A,0xAA,0x50,0x0A,0xAA,0x50,
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0x00,0xAA,0x50,0x00,0xFF,0x00,0x00,0xAA,0x00,
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0x00,0xAA,0x00,0x0A,0xA2,0x80,0x0A,0xA2,0x94,
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0x0A,0x02,0x94,0x15,0x00,0x94,0x15,0x00,0x04
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},
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{
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0x00,0x00,0x00,0x00,0x2A,0x00,0x00,0xBF,0x80,
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0x00,0xAE,0x80,0x00,0xAE,0x80,0x00,0xAE,0x80,
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0x00,0x2A,0x00,0x00,0x15,0x02,0x20,0xAA,0xAA,
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0x2A,0xBF,0xA8,0x0A,0xAA,0xA0,0x02,0xBF,0x80,
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0x00,0xAA,0x80,0x00,0xFF,0xC0,0x00,0xAA,0x80,
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0x00,0xAA,0x80,0x02,0xA2,0xA0,0x02,0x80,0xA0,
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0x02,0x80,0xA0,0x01,0x40,0x50,0x05,0x40,0x54
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},
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{
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0x00,0x00,0x00,0x00,0xA8,0x00,0x02,0xEA,0x00,
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0x02,0xEA,0x00,0x02,0xEA,0x00,0x02,0xEA,0x00,
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0x00,0xA8,0x50,0x00,0x15,0x50,0x00,0xAA,0x50,
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0x08,0xAA,0x90,0x0A,0xAA,0xA0,0x02,0xAA,0x60,
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0x00,0xAA,0x50,0x00,0xFF,0x00,0x00,0xAA,0x00,
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0x00,0xA2,0x00,0x00,0xA8,0x80,0x00,0x2A,0x80,
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0x02,0x8A,0x90,0x01,0x40,0x50,0x05,0x41,0x40
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},
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// right direction
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{
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0x00,0x00,0x00,0x00,0x2A,0x00,0x00,0xAB,0x80,
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0x00,0xAB,0x80,0x00,0xAB,0x80,0x00,0xAB,0x80,
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0x05,0x2A,0x00,0x05,0x54,0x00,0x05,0xAA,0x00,
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0x05,0xAA,0x00,0x05,0xAA,0x00,0x05,0xAA,0xA0,
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0x05,0xAA,0x80,0x00,0xFF,0x00,0x00,0xAA,0x00,
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0x00,0xAA,0x00,0x02,0x8A,0x00,0x02,0x8A,0x00,
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0x02,0x88,0x00,0x01,0x45,0x40,0x01,0x45,0x40
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},
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{
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0x00,0x00,0x00,0x00,0xA8,0x00,0x02,0xAA,0x00,
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0x02,0xAA,0x00,0x02,0xAA,0x20,0x02,0xAA,0x20,
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0x00,0xA8,0x20,0x00,0x54,0xA0,0x0A,0x56,0xA0,
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0x2A,0x56,0x80,0x2A,0x56,0x00,0x22,0x56,0x00,
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0x22,0x56,0x00,0x23,0xFF,0x00,0x02,0xAA,0x00,
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0x02,0x8A,0x00,0x02,0x8A,0x00,0x02,0x85,0x00,
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0x02,0x85,0x40,0x01,0x40,0x00,0x05,0x40,0x00
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},
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{
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0x00,0x00,0x00,0x00,0x2A,0x00,0x00,0xAB,0x80,
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0x00,0xAB,0x80,0x00,0xAB,0x80,0x00,0xAB,0x80,
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0x05,0x2A,0x00,0x05,0x54,0x00,0x05,0xAA,0x00,
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0x05,0xAA,0x08,0x05,0xAA,0xA8,0x05,0xAA,0xA0,
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0x05,0xAA,0x00,0x00,0xFF,0x00,0x00,0xAA,0x00,
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0x00,0xAA,0x00,0x02,0x8A,0xA0,0x16,0x8A,0xA0,
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0x16,0x80,0xA0,0x16,0x00,0x54,0x10,0x00,0x54
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},
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{
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0x00,0x00,0x00,0x00,0x2A,0x00,0x00,0xBF,0x80,
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0x00,0xAE,0x80,0x00,0xAE,0x80,0x00,0xAE,0x80,
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0x00,0x2A,0x00,0x20,0x15,0x00,0x2A,0xAA,0x82,
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0x0A,0xBF,0xAA,0x02,0xAA,0xA8,0x00,0xBF,0xA0,
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0x00,0xAA,0x80,0x00,0xFF,0xC0,0x00,0xAA,0x80,
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0x00,0xAA,0x80,0x02,0xA2,0xA0,0x02,0x80,0xA0,
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0x02,0x80,0xA0,0x01,0x40,0x50,0x05,0x40,0x54
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},
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{
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0x00,0x00,0x00,0x00,0x2A,0x00,0x00,0xAB,0x80,
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0x00,0xAB,0x80,0x00,0xAB,0x80,0x00,0xAB,0x80,
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0x05,0x2A,0x00,0x05,0x54,0x00,0x05,0xAA,0x00,
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0x06,0xAA,0x20,0x0A,0xAA,0xA0,0x09,0xAA,0x80,
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0x05,0xAA,0x00,0x00,0xFF,0x00,0x00,0xAA,0x00,
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0x00,0x8A,0x00,0x02,0x2A,0x00,0x02,0xA8,0x00,
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0x06,0xA2,0x80,0x05,0x01,0x40,0x01,0x41,0x50
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},
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// explosion
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{
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x20,0x00,
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0x00,0x20,0x00,0x08,0x20,0x80,0x02,0x02,0x00,
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0x00,0x10,0x00,0x00,0x54,0x00,0x00,0x10,0x00,
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0x02,0x02,0x00,0x08,0x20,0x80,0x00,0x20,0x00,
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0x00,0x20,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
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},
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{
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0xA8,0x00,0x02,0x02,0x00,
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0x08,0x00,0x80,0x20,0x00,0x20,0x20,0x54,0x20,
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0x21,0x01,0x20,0x21,0x01,0x20,0x21,0x01,0x20,
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0x20,0x54,0x20,0x20,0x00,0xA0,0x08,0x00,0x80,
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0x02,0x02,0x00,0x00,0xA8,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
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},
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{
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0xA8,0x00,0x02,0x02,0x00,
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0x08,0x10,0x80,0x08,0x54,0x80,0x08,0x10,0x80,
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0x02,0x02,0x00,0x00,0xA8,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
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},
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};
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///// GLOBALS
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// random byte between (a ... b-1)
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// use rand() because rand8() has a cycle of 255
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byte rndint(byte a, byte b) {
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return (rand() % (b-a)) + a;
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}
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///// GAME LOGIC
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// struct definition for a single floor
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typedef struct Floor {
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byte ypos; // # of tiles from ground
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int height:4; // # of tiles to next floor
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int gap:4; // X position of gap
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int ladder1:4; // X position of first ladder
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int ladder2:4; // X position of second ladder
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int objtype:4; // item type (FloorItem)
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int objpos:4; // X position of object
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} Floor;
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// various items the player can pick up
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typedef enum FloorItem { ITEM_NONE, ITEM_MINE, ITEM_HEART, ITEM_POWER };
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// array of floors
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Floor floors[MAX_FLOORS];
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// is this x (pixel) position within the gap <gap>?
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bool is_in_gap(byte x, byte gap) {
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if (gap) {
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byte x1 = gap*16 + GAP_OFS_X;
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return (x > x1+2 && x < x1+GAPSIZE*8-14);
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} else {
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return false;
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}
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}
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// is this ladder at (tile) position x within the gap?
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bool ladder_in_gap(byte x, byte gap) {
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return gap && x >= gap && x < gap+GAPSIZE*2;
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}
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// create floors at start of game
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void make_floors() {
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byte i;
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byte y = BOTTOM_FLOOR_Y;
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Floor* prevlev = &floors[0];
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// create data for each floor
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for (i=0; i<MAX_FLOORS; i++) {
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Floor* lev = &floors[i];
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lev->height = rndint(4,8);
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do {
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// only have gaps in higher floors
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lev->gap = i>=3 ? rndint(0,COLS/2-5) : 0;
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} while (ladder_in_gap(prevlev->ladder1, lev->gap) ||
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ladder_in_gap(prevlev->ladder2, lev->gap));
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do {
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lev->ladder1 = rndint(2,COLS-6);
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lev->ladder2 = rndint(2,COLS-6);
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} while (ladder_in_gap(lev->ladder1, lev->gap) ||
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ladder_in_gap(lev->ladder2, lev->gap));
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if (i > 0) {
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lev->objtype = rndint(0,3);
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do {
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lev->objpos = rndint(5,COLS-7);
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} while (ladder_in_gap(lev->objpos, lev->gap));
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}
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lev->ypos = y;
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y += lev->height;
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prevlev = lev;
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}
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// top floor is special
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floors[MAX_FLOORS-1].height = 15;
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floors[MAX_FLOORS-1].gap = 0;
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floors[MAX_FLOORS-1].ladder1 = 0;
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floors[MAX_FLOORS-1].ladder2 = 0;
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floors[MAX_FLOORS-1].objtype = 0;
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}
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// creete actors on floor_index, if slot is empty
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void create_actors_on_floor(byte floor_index);
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// draw a nametable line into the frame buffer at <row_height>
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// 0 == bottom of stage
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void scroll_draw_row(byte row) {
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char *buf; // nametable buffer
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char *attrs; // attribute buffer
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byte floor; // floor counter
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byte dy; // height in rows above floor
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byte row_height; // rows above bottom of level
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// set screen/color buffer addresses
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buf = hidbuf + row*COLS;
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attrs = colorbuf + row*COLS;
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row_height = -(row + origin_y);
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// loop over all floors
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for (floor=0; floor<MAX_FLOORS; floor++) {
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Floor* lev = &floors[floor];
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// compute height in rows above floor
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dy = row_height - lev->ypos;
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// if below bottom floor (in basement)
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if (dy >= 255 - BOTTOM_FLOOR_Y) dy = 0;
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// does this floor intersect the desired row?
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if (dy < lev->height) {
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// set all colors to default
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memset(attrs, COLOR_LEVEL, COLS);
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// first two rows (floor)?
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if (dy == 0) {
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// draw floor
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memset(buf, CH_FLOOR, COLS);
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// is there a gap? if so, clear bytes
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if (lev->gap)
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memset(buf+lev->gap*2, CH_BLANK, GAPSIZE);
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} else {
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// clear buffer
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memset(buf, CH_BLANK, COLS);
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// draw walls
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if (floor < MAX_FLOORS-1) {
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buf[1] = CH_WALL; // left side
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buf[COLS-2] = CH_WALL; // right side
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}
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// draw ladders
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if (lev->ladder1) {
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byte i = lev->ladder1*2;
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buf[i] = CH_LADDER1; // left
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buf[i+1] = CH_LADDER2; // right
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attrs[i] = COLOR_LADDER;
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attrs[i+1] = COLOR_LADDER;
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}
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if (lev->ladder2) {
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byte i = lev->ladder2*2;
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buf[i] = CH_LADDER1; // left
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buf[i+1] = CH_LADDER2; // right
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attrs[i] = COLOR_LADDER;
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attrs[i+1] = COLOR_LADDER;
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}
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}
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// draw object, if it exists
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if (lev->objtype && (dy == 1 || dy == 2)) {
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const byte* ichars = ITEM_CHARS[lev->objtype - 1];
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byte i = lev->objpos*2;
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if (dy == 1) {
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buf[i+0] = ichars[2]; // bottom-left
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buf[i+1] = ichars[3]; // bottom-right
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} else {
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buf[i+0] = ichars[0]; // top-left
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buf[i+1] = ichars[1]; // top-right
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}
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attrs[i+0] = 0x7;
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attrs[i+1] = 0x7;
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}
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break;
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}
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}
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// create actors on this floor, if needed
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if (dy == 0 && (floor >= 2)) {
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create_actors_on_floor(floor);
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}
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}
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// not used, since we don't scroll left/right
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void scroll_draw_column(byte col) {
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col=col;
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}
|
|
|
|
// draw entire stage at current scroll position
|
|
// filling up entire name table
|
|
void draw_entire_stage() {
|
|
byte y;
|
|
for (y=0; y<ROWS; y++) {
|
|
scroll_draw_row(y);
|
|
}
|
|
swap_needed = true;
|
|
}
|
|
|
|
// y = (256 - origin_y) - floor
|
|
void refresh_floor(byte floor) {
|
|
byte row = floors[floor].ypos; // get floor bottom coordinate
|
|
row = -origin_y - row;
|
|
scroll_draw_row(row-1); // redraw 2rd line
|
|
scroll_draw_row(row-2); // redraw 3th line
|
|
swap_needed = true;
|
|
}
|
|
|
|
// EXPLOSION
|
|
|
|
byte explode_timer = 0;
|
|
|
|
#define SPRITE_XPLODE 7
|
|
#define SHAPE_XPLODE0 (32+10)
|
|
#define NUM_XPLODE_SHAPES 3
|
|
|
|
void explode(int x, byte y) {
|
|
sprite_draw(SPRITE_XPLODE, x, y, SHAPE_XPLODE0+NUM_XPLODE_SHAPES-1);
|
|
sprshad.spr_color[SPRITE_XPLODE] = 10;
|
|
explode_timer = NUM_XPLODE_SHAPES;
|
|
}
|
|
|
|
void animate_explosion(void) {
|
|
if (explode_timer) {
|
|
if (--explode_timer == 0) {
|
|
sprshad.spr_ena &= ~(1 << SPRITE_XPLODE);
|
|
} else {
|
|
sprshad.spr_ena |= (1 << SPRITE_XPLODE);
|
|
sprshad.spr_shapes[SPRITE_XPLODE] = SHAPE_XPLODE0-1+explode_timer;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ACTORS
|
|
|
|
word get_floor_yy(byte level) {
|
|
return floors[level].ypos * 8 + 8;
|
|
}
|
|
|
|
word get_ceiling_yy(byte level) {
|
|
return (floors[level].ypos + floors[level].height) * 8 + 8;
|
|
}
|
|
|
|
typedef enum ActorState {
|
|
INACTIVE, WALKING, CLIMBING, JUMPING, FALLING
|
|
};
|
|
|
|
typedef struct Actor {
|
|
word yy;
|
|
byte x;
|
|
byte level;
|
|
sbyte yvel;
|
|
sbyte xvel;
|
|
unsigned int color1:4;
|
|
unsigned int color2:4;
|
|
unsigned int state:4;
|
|
unsigned int dir:1;
|
|
unsigned int onscreen:1;
|
|
} Actor;
|
|
|
|
Actor actors[MAX_ACTORS];
|
|
|
|
void create_actors_on_floor(byte level_index) {
|
|
byte actor_index = (level_index % (MAX_ACTORS-1)) + 1;
|
|
struct Actor* a = &actors[actor_index];
|
|
if (!a->onscreen) {
|
|
Floor *level = &floors[level_index];
|
|
a->state = WALKING;
|
|
a->color1 = level->ladder1 ^ level->ladder2;
|
|
a->color2 = level->ladder2;
|
|
a->x = level->ladder1 ^ (level->ladder2<<3) ^ (level->gap<<6);
|
|
a->yy = get_floor_yy(level_index);
|
|
a->level = level_index;
|
|
}
|
|
}
|
|
|
|
static word yscroll;
|
|
|
|
void draw_actor(byte i) {
|
|
byte name;
|
|
struct Actor* a = &actors[i];
|
|
word screen_y = yscroll - a->yy;
|
|
if (screen_y > 240) {
|
|
a->onscreen = 0;
|
|
return; // offscreen vertically
|
|
}
|
|
name = 32 + (a->state - WALKING);
|
|
switch (a->state) {
|
|
case INACTIVE:
|
|
a->onscreen = 0;
|
|
return; // inactive, offscreen
|
|
case WALKING:
|
|
name += (a->x & 4);
|
|
case JUMPING:
|
|
if (!a->dir) name += 5;
|
|
break;
|
|
case FALLING:
|
|
case CLIMBING:
|
|
if (a->yy & 4) name += 5;
|
|
break;
|
|
}
|
|
sprite_draw(i, a->x + XOFS, screen_y, name);
|
|
sprshad.spr_color[i] = a->color1;
|
|
a->onscreen = 1;
|
|
}
|
|
|
|
void refresh_actors() {
|
|
byte i;
|
|
yscroll = BOTTOM_Y + scroll_fine_y + (START_ORIGIN_Y - origin_y)*8;
|
|
sprite_clear();
|
|
for (i=0; i<MAX_ACTORS; i++)
|
|
draw_actor(i);
|
|
animate_explosion();
|
|
}
|
|
|
|
void refresh_screen() {
|
|
draw_entire_stage();
|
|
refresh_actors();
|
|
}
|
|
|
|
byte is_ladder_close(byte actor_x, byte ladder_pos) {
|
|
byte ladder_x;
|
|
if (ladder_pos == 0)
|
|
return 0;
|
|
ladder_x = ladder_pos * 16 + LADDER_XOFS;
|
|
return ((byte)(actor_x - ladder_x) < 16) ? ladder_x : 0;
|
|
}
|
|
|
|
byte get_closest_ladder(byte player_x, byte level_index) {
|
|
Floor* level = &floors[level_index];
|
|
byte x;
|
|
if (level_index >= MAX_FLOORS) return 0;
|
|
x = is_ladder_close(player_x, level->ladder1);
|
|
if (x) return x;
|
|
x = is_ladder_close(player_x, level->ladder2);
|
|
if (x) return x;
|
|
return 0;
|
|
}
|
|
|
|
byte mount_ladder(Actor* player, signed char level_adjust) {
|
|
byte x = get_closest_ladder(player->x, player->level + level_adjust);
|
|
if (x) {
|
|
player->x = x + 8;
|
|
player->state = CLIMBING;
|
|
player->level += level_adjust;
|
|
return 1;
|
|
} else
|
|
return 0;
|
|
}
|
|
|
|
void check_scroll_up() {
|
|
if (sprshad.spr_pos[0].y < BOTTOM_Y/2+16) {
|
|
scroll_vert(1);
|
|
}
|
|
}
|
|
|
|
void check_scroll_down() {
|
|
if (sprshad.spr_pos[0].y > BOTTOM_Y/2+32
|
|
&& (origin_y < START_ORIGIN_Y || scroll_fine_y)) {
|
|
scroll_vert(-1);
|
|
}
|
|
}
|
|
|
|
void fall_down(struct Actor* actor) {
|
|
actor->level--;
|
|
actor->state = FALLING;
|
|
actor->xvel = 0;
|
|
actor->yvel = 0;
|
|
}
|
|
|
|
void move_actor(struct Actor* actor, byte joystick, bool scroll) {
|
|
switch (actor->state) {
|
|
|
|
case WALKING:
|
|
// left/right has priority over climbing
|
|
if (joystick & JOY_BTN_1_MASK) {
|
|
actor->state = JUMPING;
|
|
actor->xvel = 0;
|
|
actor->yvel = 15;
|
|
if (joystick & JOY_LEFT_MASK) actor->xvel = -1;
|
|
if (joystick & JOY_RIGHT_MASK) actor->xvel = 1;
|
|
} else if (joystick & JOY_LEFT_MASK) {
|
|
actor->x--;
|
|
actor->dir = 1;
|
|
} else if (joystick & JOY_RIGHT_MASK) {
|
|
actor->x++;
|
|
actor->dir = 0;
|
|
} else if (joystick & JOY_UP_MASK) {
|
|
mount_ladder(actor, 0); // state -> CLIMBING
|
|
} else if (joystick & JOY_DOWN_MASK) {
|
|
mount_ladder(actor, -1); // state -> CLIMBING, level -= 1
|
|
} else {
|
|
//actor->state = STANDING;
|
|
}
|
|
if (scroll) {
|
|
check_scroll_up();
|
|
check_scroll_down();
|
|
}
|
|
break;
|
|
|
|
case CLIMBING:
|
|
if (joystick & JOY_UP_MASK) {
|
|
if (actor->yy >= get_ceiling_yy(actor->level)) {
|
|
actor->level++;
|
|
actor->state = WALKING;
|
|
} else {
|
|
actor->yy++;
|
|
}
|
|
if (scroll) check_scroll_up();
|
|
} else if (joystick & JOY_DOWN_MASK) {
|
|
if (actor->yy <= get_floor_yy(actor->level)) {
|
|
actor->state = WALKING;
|
|
} else {
|
|
actor->yy--;
|
|
}
|
|
}
|
|
if (scroll) {
|
|
check_scroll_up();
|
|
check_scroll_down();
|
|
}
|
|
break;
|
|
|
|
case FALLING:
|
|
if (scroll) {
|
|
check_scroll_up();
|
|
check_scroll_down();
|
|
}
|
|
case JUMPING:
|
|
actor->x += actor->xvel;
|
|
actor->yy += actor->yvel/4;
|
|
actor->yvel -= 1;
|
|
if (actor->yy <= get_floor_yy(actor->level)) {
|
|
actor->yy = get_floor_yy(actor->level);
|
|
actor->state = WALKING;
|
|
if (scroll) check_scroll_down();
|
|
}
|
|
break;
|
|
}
|
|
// don't allow player to travel past left/right edges of screen
|
|
if (actor->x == 0) actor->x = 255; // we wrapped around right edge
|
|
if (actor->x == 1) actor->x = 2; // left edge
|
|
// if player lands in a gap, they fall (switch to JUMPING state)
|
|
if (actor->state == WALKING &&
|
|
is_in_gap(actor->x, floors[actor->level].gap)) {
|
|
fall_down(actor);
|
|
}
|
|
}
|
|
|
|
// should we pickup an object? only player does this
|
|
void pickup_object(Actor* actor) {
|
|
Floor* floor = &floors[actor->level];
|
|
byte objtype = floor->objtype;
|
|
// only pick up if there's an object, and if we're walking or standing
|
|
if (objtype && actor->state <= WALKING) {
|
|
byte objx = floor->objpos * 16 + 16 - XOFS;
|
|
// is the actor close to the object?
|
|
if (actor->x >= objx && actor->x < objx+16) {
|
|
// clear the item from the floor and redraw
|
|
floor->objtype = 0;
|
|
refresh_floor(actor->level);
|
|
// show explosion
|
|
explode(objx + XOFS, yscroll - actor->yy);
|
|
// did we hit a mine?
|
|
if (objtype == ITEM_MINE) {
|
|
// we hit a mine, fall down
|
|
fall_down(actor);
|
|
//sfx_play(SND_HIT,0);
|
|
} else {
|
|
// we picked up an object, add to score
|
|
//score = bcd_add(score, 1);
|
|
//sfx_play(SND_COIN,0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void move_player() {
|
|
char joy = joy_read(0);
|
|
move_actor(&actors[0], joy, true);
|
|
pickup_object(&actors[0]);
|
|
}
|
|
|
|
byte iabs(int x) {
|
|
return x >= 0 ? x : -x;
|
|
}
|
|
|
|
bool check_collision(Actor* a) {
|
|
byte i;
|
|
for (i=1; i<MAX_ACTORS; i++) {
|
|
Actor* b = &actors[i];
|
|
// actors must be on same level
|
|
// no need to apply XOFS because both sprites are offset
|
|
if (a->level == b->level &&
|
|
b->onscreen &&
|
|
iabs(a->yy - b->yy) < 16 &&
|
|
iabs(a->x - b->x) < 16) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
///
|
|
|
|
void draw_blimp(struct cvu_sprite* sprite) {
|
|
/*
|
|
sprite->name = 48;
|
|
wait_vblank();
|
|
cvu_set_sprite(SPRITES, 28, sprite);
|
|
sprite->name += 4;
|
|
sprite->x += 16;
|
|
cvu_set_sprite(SPRITES, 29, sprite);
|
|
sprite->name += 4;
|
|
sprite->x += 16;
|
|
cvu_set_sprite(SPRITES, 30, sprite);
|
|
sprite->name += 4;
|
|
sprite->x += 16;
|
|
cvu_set_sprite(SPRITES, 31, sprite);
|
|
refresh_actors();
|
|
*/
|
|
sprite=sprite;
|
|
}
|
|
|
|
void blimp_pickup_scene() {
|
|
/*
|
|
struct cvu_sprite sprite;
|
|
byte player_screen_y = cvu_vinb(SPRITES + 0); // sprite Y pos
|
|
sprite.x = actors[0].x-14;
|
|
sprite.y = 240;
|
|
sprite.tag = 0x8f;
|
|
while (sprite.y != player_screen_y-16) {
|
|
draw_blimp(&sprite);
|
|
sprite.x -= 48;
|
|
sprite.y++;
|
|
}
|
|
while (sprite.y != 240) {
|
|
draw_blimp(&sprite);
|
|
sprite.x -= 48;
|
|
sprite.y--;
|
|
actors[0].yy++;
|
|
}
|
|
*/
|
|
}
|
|
|
|
void play_scene() {
|
|
byte i;
|
|
|
|
memset(actors, 0, sizeof(actors));
|
|
actors[0].state = WALKING;
|
|
actors[0].color1 = 0x1;
|
|
actors[0].color2 = 0xb;
|
|
actors[0].x = 64;
|
|
actors[0].yy = get_floor_yy(0);
|
|
actors[0].level = 0;
|
|
|
|
create_actors_on_floor(2);
|
|
refresh_screen();
|
|
|
|
while (actors[0].level != MAX_FLOORS-1) {
|
|
refresh_actors();
|
|
move_player();
|
|
// move all the actors
|
|
for (i=1; i<MAX_ACTORS; i++) {
|
|
move_actor(&actors[i], rand(), false);
|
|
}
|
|
// see if the player hit another actor
|
|
if (VIC.spr_coll & 0x01) {
|
|
if (actors[0].level > 0 && check_collision(&actors[0])) {
|
|
fall_down(&actors[0]);
|
|
}
|
|
}
|
|
if (swap_needed) sprite_update(hidbuf);
|
|
wait_vblank();
|
|
scroll_update();
|
|
sprite_update(visbuf);
|
|
}
|
|
|
|
blimp_pickup_scene();
|
|
}
|
|
|
|
// main program
|
|
void main() {
|
|
byte i;
|
|
|
|
// set up scrolling
|
|
scroll_setup();
|
|
// set up sprites
|
|
sprite_clear();
|
|
for (i=0; i<NUM_SPRITE_PATTERNS; i++) {
|
|
sprite_shape(hidbuf, 32+i, SPRITE_DATA[i]);
|
|
}
|
|
sprshad.spr_mcolor = 0xff;
|
|
sprshad.spr_mcolor0 = 0x0f;
|
|
sprshad.spr_mcolor1 = 0x00;
|
|
// select character set 2
|
|
VIC.addr = 0x15;
|
|
// start scrolling @ bottom of level
|
|
origin_y = START_ORIGIN_Y;
|
|
// install joystick
|
|
joy_install (joy_static_stddrv);
|
|
// main game loop
|
|
while (1) {
|
|
make_floors();
|
|
draw_entire_stage();
|
|
play_scene();
|
|
}
|
|
}
|