mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-25 03:34:05 +00:00
639 lines
17 KiB
C
639 lines
17 KiB
C
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#include <stdio.h>
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#include <conio.h>
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#include <c64.h>
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#include <cbm_petscii_charmap.h>
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#include <string.h>
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#include <stdlib.h>
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#include <stdint.h>
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#include <joystick.h>
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//#resource "c64-sid.cfg"
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#define CFGFILE c64-sid.cfg
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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 "scrolling2.c"
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#include "sprites.h"
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//#link "sprites.c"
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//#link "level2.ca65"
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#define CAMERA_OFFSET_X 158
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#define CAMERA_OFFSET_Y 120
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#define CAMERA_MAX_DX 12
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#define CAMERA_MAX_DY 8
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#define MAX_ACTORS 8
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#define ACTOR_OFFSET_X 28
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#define ACTOR_OFFSET_Y 30
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#define ACTOR_WIDTH 24
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#define ACTOR_HEIGHT 21
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#define JUMP_VELOCITY -36
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#define MAX_FALL_VELOCITY 64
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#define MAX_HORIZ_VELOCITY 16
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#define MAP_COLS 16
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#define MAP_ROWS 16
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#define DEFAULT_CHAR chartileset_data[16]
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#define DEFAULT_COLOR chartileset_colour_data[1]
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#define FLAG_SOLID 1
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#define FLAG_PLATFORM 2
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#define FLAG_LADDER 4
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// level map data
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extern const byte charset_data[];
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extern const byte charset_attrib_data[];
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extern const byte chartileset_data[];
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extern const byte chartileset_colour_data[];
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extern const byte chartileset_tag_data[];
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extern const byte map_data[];
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static byte framecount;
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static byte framemask;
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const byte BITMASKS[8] = { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 };
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static byte tileflagmap[MAP_ROWS*MAP_COLS];
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static byte tileindex;
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static byte tilechar;
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static bool get_cell_at(byte world_x, byte world_y) {
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sbyte col = world_x >> 2;
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sbyte row = world_y >> 2;
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byte xofs = world_x & 3;
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byte yofs = world_y & 3;
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if (col < 0 || col >= MAP_COLS || row < 0 || row >= MAP_ROWS) {
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return false;
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} else {
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tileindex = map_data[col + row * MAP_ROWS];
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tilechar = chartileset_data[xofs + (yofs + tileindex*4)*4];
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return true;
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}
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}
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byte compute_tile_flags() {
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switch (tileindex) {
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case 3: return FLAG_PLATFORM;
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case 4: return FLAG_PLATFORM;
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case 5: return FLAG_SOLID;
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case 6: return FLAG_LADDER;
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case 7: return FLAG_PLATFORM | FLAG_LADDER;
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case 8: return FLAG_SOLID;
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default: return 0;
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}
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}
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byte get_tile_flags(word world_x, word world_y) {
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byte tilex = world_x >> 5;
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byte tiley = world_y >> 5;
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if (tilex < MAP_COLS && tiley < MAP_ROWS)
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return tileflagmap[tilex + tiley*MAP_COLS];
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else
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return 0;
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}
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static void build_tile_flag_map(void) {
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byte x,y;
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byte i=0;
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for (y=0; y<MAP_ROWS; y++) {
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for (x=0; x<MAP_COLS; x++) {
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if (get_cell_at(x*4, y*4))
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tileflagmap[i++] = compute_tile_flags();
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}
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}
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}
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static void draw_cell(word ofs, byte scrn_x, byte scrn_y) {
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byte ch, color;
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if (get_cell_at(scrn_x + origin_x, scrn_y + origin_y)) {
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ch = tilechar;
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color = chartileset_colour_data[tileindex];
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} else {
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ch = DEFAULT_CHAR;
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color = DEFAULT_COLOR;
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}
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hidbuf[ofs] = ch;
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colorbuf[ofs] = color;
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}
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void scroll_draw_column(byte col) {
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byte y;
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word ofs = col;
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for (y=0; y<ROWS; y++) {
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draw_cell(ofs, col, y);
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ofs += COLS;
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}
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}
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void scroll_draw_row(byte row) {
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byte x;
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word ofs = row * COLS;
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for (x=0; x<COLS; x++) {
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draw_cell(ofs, x, row);
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++ofs;
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}
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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][64] = {
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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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typedef enum {
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STANDING, JUMPING, CLIMBING
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} ActorState;
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typedef struct Actor {
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word xx;
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word yy;
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sbyte xvel;
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sbyte yvel;
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ActorState state;
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bool faceleft;
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} Actor;
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Actor actors[MAX_ACTORS];
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Actor* const player = &actors[0];
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void draw_actor(register Actor* actor, byte index) {
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byte shape = 240;
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word xpos = actor->xx + pixofs_x + fine_correct_x + ACTOR_OFFSET_X;
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word ypos = actor->yy + pixofs_y + fine_correct_y + ACTOR_OFFSET_Y;
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if (xpos > 320 || ypos > 250) {
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ypos = 255;
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}
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switch (actor->state) {
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case STANDING:
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if (actor->xvel && actor->xx & 4) shape += 4;
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if (!actor->faceleft) shape += 5;
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break;
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case JUMPING:
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shape += 2;
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if (!actor->faceleft) shape += 5;
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break;
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case CLIMBING:
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shape += 1;
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if (actor->yy & 2) shape += 5;
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break;
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}
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sprite_draw(index, xpos, ypos, shape);
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}
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const char velocity_bitmasks[8] = {
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0b00000000, // 0/8
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0b00001000, // 1/8
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0b00100010, // 2/8
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0b10010010, // 3/8
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0b01010101, // 4/8
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0b01110101, // 5/8
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0b11101110, // 6/8
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0b11110111, // 7/8
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// 0b11111111, // 8/8
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};
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static byte box[4]; // hit box
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/*
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void actor_set_position(register Actor* actor,
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word world_x,
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word world_y,
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ActorState state) {
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actor->xx = world_x;
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actor->yy = world_y;
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actor->state = state;
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actor->tileindex = (world_x>>5) | (world_y>>5)*MAP_COLS;
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}
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*/
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void move_actor(register Actor* actor,
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sbyte cmd_dx,
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sbyte cmd_dy) {
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word xx,yy;
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byte flags;
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sbyte dx = cmd_dx;
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sbyte dy = cmd_dy;
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bool state = actor->state;
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xx = actor->xx + dx;
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yy = actor->yy + dy;
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// if we are standing, move hit box 1 pixel below our feet
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if (state == STANDING) {
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yy += 1 - dy; // cancel out any climbing vertical offset (dy)
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dy = 0;
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}
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// get hit box flags on all 4 corners
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{
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box[0] = get_tile_flags(xx, yy-ACTOR_HEIGHT);
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box[1] = get_tile_flags(xx+ACTOR_WIDTH, yy-ACTOR_HEIGHT);
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box[2] = get_tile_flags(xx, yy);
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box[3] = get_tile_flags(xx+ACTOR_WIDTH, yy);
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// cancel x velocity if either top corners is solid
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if (dx < 0 && ((box[0] | box[2]) & FLAG_SOLID)) {
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if (state != STANDING || box[0] & FLAG_SOLID) {
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actor->xvel = 0;
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dx = 0;
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}
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}
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else if (dx > 0 && ((box[1] | box[3]) & FLAG_SOLID)) {
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if (state != STANDING || box[1] & FLAG_SOLID) {
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actor->xvel = 0;
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dx = 0;
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|
}
|
|
}
|
|
// cancel upward velocity if both top corners are solid
|
|
if (dy < 0 && ((box[0] | box[1]) & FLAG_SOLID)) {
|
|
actor->yvel = 0;
|
|
dy = 0;
|
|
}
|
|
switch (state) {
|
|
case JUMPING:
|
|
// are we moving downward?
|
|
if (dy > 0) {
|
|
// hit a solid brick?
|
|
flags = box[2] | box[3];
|
|
if (flags & FLAG_SOLID) {
|
|
// don't land if we are bumping against a wall
|
|
// but land if entire bottom border is solid
|
|
if (box[2] & box[3] & FLAG_SOLID) flags = FLAG_PLATFORM;
|
|
else if (box[0] & box[2] & FLAG_SOLID) { }
|
|
else if (box[1] & box[3] & FLAG_SOLID) { }
|
|
else flags = FLAG_PLATFORM;
|
|
}
|
|
// land on platform, but only if we
|
|
// transit past the lower boundary of a cell
|
|
if (flags & FLAG_PLATFORM) {
|
|
// maximum speed is 8 pixels/frame
|
|
if ((yy & 31) <= 8) {
|
|
if ((actor->yy & 31) >= 24) {
|
|
actor->yy |= 31;
|
|
actor->yvel = 0;
|
|
dy = 0;
|
|
actor->state = STANDING;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case STANDING:
|
|
// if either bottom corner is empty, fall down
|
|
if ((box[2] | box[3]) == 0) {
|
|
actor->state = JUMPING;
|
|
}
|
|
// climbing a ladder?
|
|
else if (cmd_dy) {
|
|
// look at top corners if going up, bottom corners if down
|
|
flags = cmd_dy < 0 ? box[0] & box[1] : box[2] & box[3];
|
|
if (flags & FLAG_LADDER) {
|
|
actor->state = CLIMBING;
|
|
} else {
|
|
dy = 0;
|
|
}
|
|
}
|
|
break;
|
|
case CLIMBING:
|
|
// any flags set on bottom corners?
|
|
flags = box[2] & box[3];
|
|
if (!(flags & FLAG_LADDER)) {
|
|
// top of ladder, stand up
|
|
if (dy < 0) {
|
|
actor->state = STANDING;
|
|
} else {
|
|
// bottom of ladder, don't go thru floor
|
|
actor->state = JUMPING;
|
|
dy = 0;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
// update position and tile coordinate
|
|
// unless we zeroed out the velocity
|
|
if (dx) actor->xx += dx;
|
|
if (dy) actor->yy += dy;
|
|
}
|
|
|
|
void control_actor(register Actor* actor, byte joy) {
|
|
sbyte dx = 0;
|
|
sbyte dy = 0;
|
|
sbyte speed = 1;
|
|
ActorState state = actor->state;
|
|
// jump button
|
|
if (JOY_BTN_1(joy) && state == STANDING) {
|
|
actor->yvel = JUMP_VELOCITY;
|
|
actor->state = state = JUMPING;
|
|
framecount = 0; // TODO?
|
|
}
|
|
// update position based on x/y velocity
|
|
if (actor->xvel) {
|
|
dx += actor->xvel >> 3;
|
|
if (framemask & velocity_bitmasks[actor->xvel & 7]) {
|
|
dx++;
|
|
}
|
|
}
|
|
if (actor->yvel) {
|
|
dy += actor->yvel >> 3;
|
|
if (framemask & velocity_bitmasks[actor->yvel & 7]) {
|
|
dy++;
|
|
}
|
|
}
|
|
// apply gravity when jumping or falling
|
|
if (state == JUMPING &&
|
|
actor->yvel < MAX_FALL_VELOCITY) {
|
|
actor->yvel += 2;
|
|
}
|
|
// arrow keys give left/right velocity
|
|
if (JOY_LEFT(joy)) {
|
|
actor->faceleft = true;
|
|
if (actor->xvel > -MAX_HORIZ_VELOCITY)
|
|
actor->xvel -= speed;
|
|
} else if (JOY_RIGHT(joy)) {
|
|
actor->faceleft = false;
|
|
if (actor->xvel < MAX_HORIZ_VELOCITY)
|
|
actor->xvel += speed;
|
|
} else {
|
|
// slow down actor to a stop, horizontally
|
|
if (actor->xvel) actor->xvel /= 2;
|
|
}
|
|
// climb ladder?
|
|
if (state == STANDING || state == CLIMBING) {
|
|
if (JOY_UP(joy)) { dy = -1; }
|
|
if (JOY_DOWN(joy)) { dy = 1; }
|
|
}
|
|
// move sprite
|
|
if (dx | dy) {
|
|
move_actor(actor, dx, dy);
|
|
}
|
|
}
|
|
|
|
void camera_follow(register Actor* actor) {
|
|
int dx, dy;
|
|
byte moving = actor->xvel || actor->yvel;
|
|
// compute distance between player and camera
|
|
dx = CAMERA_OFFSET_X - pixofs_x - actor->xx;
|
|
dy = CAMERA_OFFSET_Y - pixofs_y - actor->yy;
|
|
// if we are moving, scroll only when distance
|
|
// from center is greater
|
|
if (moving) {
|
|
if (dx < -CAMERA_MAX_DX) dx += CAMERA_MAX_DX;
|
|
else if (dx > CAMERA_MAX_DX) dx -= CAMERA_MAX_DX;
|
|
else dx = 0;
|
|
if (dy < -CAMERA_MAX_DY) dy += CAMERA_MAX_DY;
|
|
else if (dy > CAMERA_MAX_DY) dy -= CAMERA_MAX_DY;
|
|
else dy = 0;
|
|
}
|
|
// divide dx and dy by 16
|
|
dx >>= 4;
|
|
dy >>= 4;
|
|
// do we need to scroll?
|
|
if (dx || dy) {
|
|
// what direction?
|
|
byte dir = 0;
|
|
if (dx < 0) dir |= SCROLL_LEFT;
|
|
if (dx > 0) dir |= SCROLL_RIGHT;
|
|
if (dy < 0) dir |= SCROLL_UP;
|
|
if (dy > 0) dir |= SCROLL_DOWN;
|
|
// start the scroll (ignored if one is already going)
|
|
scroll_start(dir);
|
|
// fast 8-pixel scroll if screen is moving too fast
|
|
if (moving && (abs(dx) >= 4 || abs(dy) >= 4)) {
|
|
scroll_finish();
|
|
}
|
|
}
|
|
}
|
|
|
|
void control_enemy(struct Actor* enemy) {
|
|
byte control = 0;
|
|
int pdx = player->xx - enemy->xx;
|
|
int pdy = player->yy - enemy->yy;
|
|
if (pdy > 0) {
|
|
control |= JOY_DOWN_MASK;
|
|
} else if (pdy < 0) {
|
|
control |= JOY_UP_MASK;
|
|
}
|
|
if (pdx < -32) {
|
|
control |= JOY_LEFT_MASK;
|
|
} else if (pdx > 32) {
|
|
control |= JOY_RIGHT_MASK;
|
|
}
|
|
control_actor(enemy, control);
|
|
}
|
|
|
|
void next_frame() {
|
|
char joy;
|
|
// increment frame counter
|
|
framemask = BITMASKS[++framecount & 7];
|
|
// get joystick bits
|
|
joy = joy_read(0);
|
|
// move player
|
|
control_actor(player, joy);
|
|
// move enemy
|
|
control_enemy(&actors[1]);
|
|
// move the camera if needed
|
|
camera_follow(player);
|
|
// animate sprites in shadow sprite ram
|
|
draw_actor(&actors[0], 0);
|
|
draw_actor(&actors[1], 1);
|
|
// wait for vblank
|
|
wait_vblank();
|
|
// then update sprite registers
|
|
sprite_update(visbuf);
|
|
// do scrolling stuff each frame
|
|
scroll_update();
|
|
}
|
|
|
|
void setup_sprites(void) {
|
|
sprite_clear();
|
|
sprite_set_shapes(SPRITE_DATA, 240, NUM_SPRITE_PATTERNS);
|
|
sprshad.spr_color[0] = COLOR_WHITE;
|
|
sprshad.spr_color[1] = COLOR_LIGHTRED;
|
|
sprshad.spr_mcolor = 0xff;
|
|
VIC.spr_mcolor0 = 12;
|
|
VIC.spr_mcolor1 = 14;
|
|
}
|
|
|
|
void setup_charset() {
|
|
// 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, 0x800);
|
|
}
|
|
|
|
void main(void) {
|
|
|
|
clrscr();
|
|
|
|
// setup scrolling library
|
|
scroll_setup();
|
|
|
|
// setup the character set for the level
|
|
setup_charset();
|
|
|
|
// copy sprites to VIC bank
|
|
setup_sprites();
|
|
|
|
// build cache for actor-level collisions
|
|
build_tile_flag_map();
|
|
|
|
// install the joystick driver
|
|
joy_install (joy_static_stddrv);
|
|
|
|
// repaint screen memory w/ the map
|
|
scroll_refresh();
|
|
|
|
player->xx = 3*32+8;
|
|
player->yy = 2*32+8-16;
|
|
|
|
player->xx = 0;
|
|
player->yy = 31;
|
|
player->state = STANDING;
|
|
/*
|
|
player->xx = 32;
|
|
player->yy = 0;
|
|
player->xx = 33;
|
|
player->yy = 100;
|
|
player->state = JUMPING;
|
|
*/
|
|
// actor_set_position(player, 63, 63, STANDING);
|
|
actors[1].xx = 128;
|
|
|
|
// infinite loop
|
|
while (1) {
|
|
next_frame();
|
|
}
|
|
}
|