mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-23 06:32:11 +00:00
688 lines
13 KiB
Plaintext
688 lines
13 KiB
Plaintext
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//#resource "vcs-ca65.h"
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import "vcslib.ecs"
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import "sprites.ecs"
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import "score.ecs"
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import "sound.ecs"
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import "velocity.ecs"
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import "kernel2.ecs"
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import "random.ecs"
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import "versatile.ecs"
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import "music.ecs"
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// TODO: not yet used
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component Activity
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activity: enum [Standing,Walking,Jumping]
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end
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component Enemy
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end
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component Gravity
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end
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component Jumper
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end
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system MoveJoyVel
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// dampen velocity
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on frame8 do with [HasXpos]
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---
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lda {{<xvel}}
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lsr
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clc
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adc #4
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sta {{<xvel}}
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---
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// move left and right
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on joyleft do with [HasXpos]
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---
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lda {{<xvel}}
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sec
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sbc #1
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cmp #2
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bcc @nomove
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sta {{<xvel}}
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@nomove:
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---
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on joyright do with [HasXpos]
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---
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lda {{<xvel}}
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clc
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adc #1
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cmp #14
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bcs @nomove
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sta {{<xvel}}
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@nomove:
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---
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end
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system Gravity
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on frame8 do foreach [Gravity]
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---
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lda {{get bitmap}}
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cmp #{{&DudeStanding1}}-{{&Blank}}+1
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bcc @skip
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lda {{<yvel}}
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cmp #14
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bcs @nofall
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clc
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adc #2
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bne @done
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@nofall:
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lda #15
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@done:
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sta {{<yvel}}
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@skip:
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---
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on xmoved do with [TinyVelY]
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---
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lda {{<yvel}}
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cmp #7
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bcc @nodown
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{{!checkplatform}}
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@nodown:
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---
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on ymoved do with [TinyVelY]
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---
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lda {{<yvel}}
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cmp #7
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bcc @nodown
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{{!checkplatform}}
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@nodown:
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---
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on joybutton do with [Player]
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---
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; TODO
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lda {{get bitmap}}
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cmp #{{&DudeStanding1}}-{{&Blank}}+1
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bcs @nojump
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lda #0
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sta {{get yvel}}
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lda #{{&DudeJumping1}}-{{&Blank}}
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sta {{set bitmap}}
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{{!playsound 0 1 5}}
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@nojump:
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---
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end
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system PlatformJumper
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on platformstopped do with [Jumper]
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---
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lda {{<ypos}}
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and #$fe
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sta {{<ypos}}
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---
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on platformstopped do if [Player]
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---
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lda {{<yvel}}
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cmp #8
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beq @skip
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lda #8
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sta {{<yvel}}
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lda #{{&DudeStanding1}}-{{&Blank}}
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sta {{set bitmap}}
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{{!playsound 0 2 5}}
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@skip:
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---
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on platformnotstopped do if [Player]
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---
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lda #{{&DudeJumping1}}-{{&Blank}}
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sta {{set bitmap}}
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---
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end
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resource PFCollideMask ---
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.byte $10,$20,$40,$80 ; PF0
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.byte $80,$40,$20,$10,$08,$04,$02,$01 ; PF1
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.byte $01,$02,$04,$08,$10,$20,$40,$80 ; PF2
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.byte $80,$40,$20,$10,$08,$04,$02,$01 ; PF2
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.byte $01,$02,$04,$08,$10,$20,$40,$80 ; PF1
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.byte $80,$40,$20,$10 ; PF0
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---
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resource PFCollideReg ---
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.byte $d,$d,$d,$d
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.byte $e,$e,$e,$e,$e,$e,$e,$e
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.byte $f,$f,$f,$f,$f,$f,$f,$f
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.byte $f,$f,$f,$f,$f,$f,$f,$f
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.byte $e,$e,$e,$e,$e,$e,$e,$e
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.byte $d,$d,$d,$d
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---
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system EnemyMotion
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on stopped do if [Enemy]
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---
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lda #5
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sta {{<yvel}}
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---
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on frame16 do foreach [Enemy]
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---
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lda {{<xvel}}
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adc {{<Les.xpos}}
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and #15
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sta {{<xvel}}
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---
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end
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system EnemyCollider
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on preframe do once
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---
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sta CXCLR
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---
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on postframe do once
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---
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lda CXPPMM
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bpl @nocollide
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{{!enemyspawn}}
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@nocollide:
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---
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on enemyspawn do once
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---
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{{!nextrand8}}
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and #$e0
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clc
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adc {{get Les.xpos}}
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and #$7f
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clc
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adc #10
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sta {{set Rock.xpos}}
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{{!nextrand8}}
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and #$20
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clc
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adc {{get Les.ypos}}
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and #$7f
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clc
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adc #24
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sta {{set Rock.ypos}}
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; TODO:
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;inc {{set Rock.bitmap}}
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---
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end
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system EnemyDifficulty
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locals 1
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on preframe do foreach [Enemy]
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---
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{{!nextrand8}}
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lsr
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lsr
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cmp {{get PlayerScore.digits}}
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bcs @nomove
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; run away from player
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lda {{get xpos}}
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cmp #2
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bcc @nox
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cmp #140
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bcs @nox
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sec
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sbc {{get Les.xpos}}
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bcc @xdec
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inc {{set xpos}}
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inc {{set xpos}}
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@xdec:
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dec {{set xpos}}
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@nox:
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; move Y a bit
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lda {{get ypos}}
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cmp #40
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bcc @nomove
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cmp #170
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bcs @nomove
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sec
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sbc {{get Les.ypos}}
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bcc @ydec
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inc {{set ypos}}
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inc {{set ypos}}
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@ydec:
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dec {{set ypos}}
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@nomove:
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---
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end
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//
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scope Main
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using FrameLoop, ResetConsole
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using Kernel2Digit, BCDMath
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using Kernel2Sprite
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using SetXPos, SetHorizPos
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using TinyMover
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using Gravity
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using VersatilePlayfield
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using PlatformJumper
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using FrameCounter
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entity FrameCount [FrameCount]
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end
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// TODO: this has to be after FrameCounter
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// for velocity damping to work correctly
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// but "after" keyword might be better
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using Joystick, JoyButton, MoveJoyVel with [Player]
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using EnemyCollider
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using EnemyDifficulty
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entity Level1 [VersatilePlayfield]
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decode vcs_versatile
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---
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.................... .. .. ..
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.................... .. .. 01
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.................... e8 .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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............xxx..... .. .. ..
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.............x...... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.................... .. .. ..
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.........xxx........ .. .. ..
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..........xx........ .. .. ..
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...........x........ .. .. ..
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.................... .. .. ..
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.................... 18 .. ..
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.................... .. .. ..
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xxxx................ .. .. ..
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xxx................. .. .. ..
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xx.................. .. .. ..
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x................... .. .. ..
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.................... .. .. ..
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.................... 28 .. ..
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.................... .. .. ..
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....xxxxxx.......... .. .. ..
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......xxxx.......... .. .. ..
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........x........... .. .. ..
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.................... .. .. ..
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............xxx..... .. .. ..
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.............xx..xxx .. .. ..
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..............x...xx .. .. ..
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..................xx .. .. ..
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...................x .. .. ..
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...................x .. .. ..
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.................... .. .. ..
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.................... 38 .. ..
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.....xxxx........... .. .. ..
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......xxx........... .. .. ..
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.......xx........... .. .. ..
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........x........... .. .. ..
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.................... .. .. ..
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.................... 48 .. ..
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............xxx..... .. .. ..
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.............xx..... .. .. ..
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..............x..... .. .. ..
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.................... .. .. ..
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.................... 58 .. ..
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..................xx .. .. ..
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.................xxx .. .. ..
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................xxxx .. .. ..
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..................xx .. .. ..
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...................x .. .. ..
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.................... .. .. ..
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.................... .. 82 ..
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.................... .. .. ..
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.................... .. 84 ..
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.................... .. .. ..
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.................... .. 86 ..
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.................... .. .. ..
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.................... 68 .. ..
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............xxxxxx.. .. .. ..
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............xxxxxx.. .. .. ..
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--- end
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entity Blank [Bitmap,Colormap]
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decode vcs_sprite
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---
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........ 00
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---
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end
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entity DudeStanding1 [Bitmap,Colormap,Activity]
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const activity = Standing
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decode vcs_sprite
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---
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..xxx... f4
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.xxxxx.. f6
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x.xxxx.. f8
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.xxx.x.. 0c
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x.xxxxx. f8
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x.xxxx.. f8
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..xx.... f8
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..xxxx.. f8
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...xxx.. f8
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...xx... f6
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...xx... f6
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..xxx... 38
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..xxx... 48
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.x.xxx.. 58
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x..xxx.. 68
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x..xx.x. 78
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x..xx..x 88
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...xxx.. 98
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..xxxx.. 98
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..x..x.. 98
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..x..xx. 98
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.xx...x. 98
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.x....x. 98
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.x....x. f8
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xx....xx f8
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---
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end
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entity DudeJumping1 [Bitmap,Colormap,Activity]
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const activity = Jumping
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const colormapdata = DudeStanding1.colormapdata
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decode vcs_bitmap
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---
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x.xxx...
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.xxxxx..
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x.xxxx..
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.xxx.x..
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..xxxxx.
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..xxxx..
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..xx....
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..xxx...
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...xxx..
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...xx...
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x..xx...
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x.xxx..x
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x.xxx.x.
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.x.xxx..
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...xx...
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...xx...
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...xx...
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...xxx..
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..xxxx..
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.xx..xx.
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.x....x.
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.x....x.
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.x....x.
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.x....x.
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xx....xx
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---
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end
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entity Coin1 [Bitmap,Colormap]
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decode vcs_sprite
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---
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00001000 ca
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01001001 dc
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00100010 ee
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00000000 0e
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00011110 0e
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00100011 ee
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01000101 ee
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10001001 ee
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11111001 ee
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11101001 ee
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11011001 ee
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11111001 dc
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11111001 ca
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11011010 ca
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10111100 ca
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01111000 ca
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---
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end
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entity Coin2 [Bitmap,Colormap]
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decode vcs_sprite
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---
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..xxxx.. ca
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.xxxxxx. dc
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xxxxxxxx ee
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x..xx..x 0e
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xx.xx.xx 0e
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xxxxxxxx ee
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xxxxxxxx ee
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.xx..xx. ee
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.xxxxxx. ee
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.xx..xx. ee
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..xxxx.. dc
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...xx... ca
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........ ca
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---
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end
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entity Empty [Sprite,HasBitmap,HasColormap]
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const bitmap = #Blank
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const colormap = #Blank
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end
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entity Les [Sprite,HasBitmap,HasColormap,HasXpos,HasYpos,TinyVelX,TinyVelY,Player,Jumper,Gravity]
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var xpos = 73
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var ypos = 90
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var bitmap = #DudeJumping1
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const colormap = #DudeStanding1
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var plyrflags = $00
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var xvel = 8
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var yvel = 7
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end
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entity Rock [Sprite,HasBitmap,HasColormap,HasXpos,HasYpos,Enemy]
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var bitmap = #Coin1
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const colormap = #Coin1
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var xpos = 73
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var ypos = 140
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end
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entity PlayerScore [BCDScore2]
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var scorecolor = $ca
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end
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entity TimerScore [BCDScore2]
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var scorecolor = $0e
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var digits = $00
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end
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entity Kernel [KernelSection, BGColor]
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const lines = 174
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var bgcolor = $80
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end
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entity Slot0 [SpriteSlot]
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var sprite = #Les
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end
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entity Slot1 [SpriteSlot]
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var sprite = #Rock
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end
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// SOUNDS
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using SoundEngine
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entity SFXNull [SoundEffect]
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const duration = 0
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const sounddata = [0]
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end
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entity SFXJump [SoundEffect]
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const duration = 14
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const sounddata = [
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$81,$83,$85,
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$10,$11,$12,$13,$14,$15,$16,$17,$18,$19,
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$a8]
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end
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entity SFXBounce [SoundEffect]
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const duration = 10
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const sounddata = [
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$02,$03,$04,$08,$10,$20,$40,$20,$10,
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$a4]
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end
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entity SFXScore [SoundEffect]
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const duration = 11
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const sounddata = [
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$02,$03,$04,$08,$10,$20,$10,$20,$10,$08,
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$a2]
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end
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entity SFXScore2 [SoundEffect]
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const duration = 11
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const sounddata = [
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$02,$03,$04,$08,$10,$20,$10,$20,$10,$08,
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$a8]
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end
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// TODO: make sfx have priority over music?
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entity SFX1 [SoundChannel] end
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entity SFX2 [SoundChannel] end
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// MUSIC
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using MusicPlayer
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entity MusicPlayer [MusicPlayer]
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const volume = 10
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const tempo = 31
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end
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entity Music1 [MusicChannel] end
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entity Music2 [MusicChannel] end
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//
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using Random
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system GameManager
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// start the game? set timer to 99
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// but only if timer = 0 and score = 0
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on joybutton do select [#TimerScore]
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---
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lda {{<digits}}
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bne @skip
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lda {{<PlayerScore.digits}}
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bne @skip
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lda #$99
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sta {{<digits}}
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@skip:
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---
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// decrease the timer every 16 frames
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on frame16 do foreach [#TimerScore]
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---
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lda {{<digits}}
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beq @done
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{{!SubBCD2 1}}
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lda {{<digits}}
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bne @done
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{{!timerexpired}}
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@done:
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---
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// add score for each new spawn
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on enemyspawn do begin
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foreach [#PlayerScore]
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---
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{{!AddBCD2 1}}
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{{!playsound 1 3 10}}
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---
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// add timer for each new spawn
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foreach [#TimerScore]
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---
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{{!AddBCD2 10}}
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---
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end
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// subtract one when player wraps around vertically
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on ymoved do begin
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---
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lda {{<yvel}}
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cmp #7
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bcc @nowrap
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lda {{<ypos}}
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cmp #2
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bcs @nowrap
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{{!playerwrapped}}
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inc {{set ypos}}
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@nowrap:
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---
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end
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// TODO: doesn't work yet
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on playerwrapped do with [#PlayerScore]
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---
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{{!SubBCD2 1}}
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---
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// each frame, game is either running or stopped
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on preframe do once
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---
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lda {{<TimerScore.digits}}
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bne @gameon
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{{!gamestopped}}
|
|
jmp @done
|
|
@gameon:
|
|
{{!gamerunning}}
|
|
@done:
|
|
---
|
|
// stop everything when game is stopped
|
|
// TODO: if "Sprite" it overwrites array elements
|
|
on gamestopped do foreach [TinyVelX,TinyVelY]
|
|
// on gamestopped do foreach [Sprite]
|
|
---
|
|
lda #8
|
|
sta {{set xvel}}
|
|
sta {{set yvel}}
|
|
---
|
|
// set colors when game is stopped
|
|
on gamestopped do once
|
|
---
|
|
lda #$4c
|
|
sta {{set TimerScore.scorecolor}}
|
|
lda #$02
|
|
sta {{set Kernel.bgcolor}}
|
|
---
|
|
// set colors when game is running
|
|
on gamerunning do once
|
|
---
|
|
lda #$0a
|
|
sta {{set TimerScore.scorecolor}}
|
|
lda #$80
|
|
sta {{set Kernel.bgcolor}}
|
|
; blink when timer is close to zero
|
|
lda {{get TimerScore.digits}}
|
|
cmp #$20
|
|
bcs @nocolor
|
|
lda {{get FrameCount:frame}}
|
|
lsr
|
|
lsr
|
|
and #$07
|
|
ora #$40
|
|
sta {{set Kernel.bgcolor}}
|
|
@nocolor:
|
|
---
|
|
// play music when timer expires
|
|
on timerexpired do once
|
|
---
|
|
;{{^SampleMusic}}
|
|
{{!playmusic SampleMusic}}
|
|
---
|
|
on xxx_preframeloop do once
|
|
---
|
|
;{{^IntroMusic}}
|
|
{{!playmusic IntroMusic}}
|
|
---
|
|
end
|
|
|
|
entity [Random8] end
|
|
end
|
|
|
|
// TODO: use byte array too?
|
|
resource IntroMusic ---
|
|
.byte $27,$90,$2c,$8f,$2f,$8f,$33,$8f,$38,$8f,$3b,$8f,$20,$23,$88,$3a,$83,$38,$82,$37,$83,$38,$20,$ff
|
|
---
|