mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-29 14:51:17 +00:00
342 lines
8.9 KiB
C
342 lines
8.9 KiB
C
|
|
#include "common.h"
|
|
//#link "common.c"
|
|
|
|
#include "sprites.h"
|
|
//#link "sprites.c"
|
|
|
|
#include "rasterirq.h"
|
|
//#link "rasterirq.ca65"
|
|
|
|
#include "bcd.h"
|
|
//#link "bcd.c"
|
|
|
|
#include "sidmacros.h"
|
|
|
|
///// SPRITE DATA
|
|
|
|
#define NUM_SPRITE_PATTERNS 4
|
|
|
|
/*{w:12,h:21,bpp:2,brev:1,wpimg:64,count:4,aspect:2}*/
|
|
const char SPRITE_DATA[64*NUM_SPRITE_PATTERNS] = {
|
|
0x0A,0xAA,0x80,0x0A,0xAA,0x80,0x2A,0xAA,
|
|
0xA0,0x2A,0xAA,0xA0,0xAA,0xAA,0xA8,0xFF,
|
|
0xD5,0x40,0xCD,0xD7,0x40,0x3D,0xD5,0x54,
|
|
0x37,0x55,0x54,0x37,0x54,0x50,0x05,0x55,
|
|
0x00,0x3A,0xA0,0x00,0xEA,0xA8,0x00,0xAB,
|
|
0xAA,0x00,0xAB,0xAA,0x00,0xAB,0xAA,0x80,
|
|
0xAA,0xEA,0x80,0xAA,0xAA,0x80,0x0F,0xFC,
|
|
0x00,0x0F,0xFC,0x00,0x0F,0xFF,0xC0,0x00,
|
|
|
|
0x02,0xAA,0xA0,0x02,0xAA,0xA0,0x0A,0xAA,
|
|
0xA8,0x0A,0xAA,0xA8,0x2A,0xAA,0xAA,0x01,
|
|
0x57,0xFF,0x01,0xD7,0x73,0x15,0x57,0x7C,
|
|
0x15,0x55,0xDC,0x05,0x15,0xDC,0x00,0x55,
|
|
0x50,0x00,0x0A,0xAC,0x00,0x2A,0xAB,0x00,
|
|
0xAA,0xEA,0x00,0xAA,0xEA,0x02,0xAA,0xEA,
|
|
0x02,0xAB,0xAA,0x02,0xAA,0xAA,0x00,0x3F,
|
|
0xF0,0x00,0x3F,0xF0,0x03,0xFF,0xF0,0x00,
|
|
|
|
0x03,0xFF,0xF0,0x0E,0xAA,0xAC,0x0E,0xAA,0xAC,
|
|
0x3A,0xAE,0xAB,0x3A,0xBB,0xAB,0x3A,0xBA,0xAB,
|
|
0x3A,0xBB,0xAB,0x3A,0xAE,0xAB,0x3A,0xAA,0xAB,
|
|
0x35,0xAA,0x97,0x04,0x6A,0x44,0x04,0x15,0x04,
|
|
0x01,0x04,0x10,0x01,0x04,0x10,0x01,0x04,0x10,
|
|
0x00,0x44,0x40,0x00,0x44,0x40,0x00,0xEA,0xC0,
|
|
0x00,0xD9,0xC0,0x00,0xE6,0xC0,0x00,0x3F,0x00,
|
|
0x00,
|
|
|
|
0x00,0x00,0x00,0x00,0xFF,0x00,0x03,0xAA,
|
|
0xC0,0x0E,0xAA,0xB0,0x3A,0xAA,0xAC,0xE9,
|
|
0x69,0x6B,0xEA,0x69,0xAB,0xEA,0xAA,0xAB,
|
|
0xEA,0xAA,0xAB,0x3A,0x96,0xAC,0x3A,0x69,
|
|
0xAC,0x0E,0xAA,0xB0,0x0E,0xAA,0xB0,0x0F,
|
|
0xAA,0xF0,0x3A,0xAA,0xAC,0xEE,0xAA,0xBB,
|
|
0xEE,0xAA,0xBB,0x33,0xAA,0xCC,0x03,0xAB,
|
|
0x00,0x00,0xEB,0x00,0x00,0x3F,0xC0,0x00,
|
|
};
|
|
|
|
///// DEFINES
|
|
|
|
#define GAME_BASE 0x400
|
|
#define SCORE_BASE 0x2c00
|
|
|
|
#define SPRITE_SHAPE 192 // first sprite shape #
|
|
#define PLAYER_SHAPE SPRITE_SHAPE
|
|
#define POWERUP_SHAPE (SPRITE_SHAPE+2)
|
|
#define OBSTACLE_SHAPE (SPRITE_SHAPE+3)
|
|
|
|
#define PLAYER_INDEX 0 // sprite indices
|
|
#define POWERUP_INDEX 1
|
|
#define OBSTACLE_INDEX 2
|
|
|
|
#define CENTER_X 172 // sprite start X coord.
|
|
#define FLOOR_Y (128 << 8) // sprite start Y (fixed 8.8)
|
|
#define JUMP_VELOCITY (-900) // jump velocity (fixed 8.8)
|
|
#define GRAVITY 32 // gravity (fixed 8.8)
|
|
|
|
#define POWERUP_Y 80 // sprite Y of power up
|
|
#define OBSTACLE_Y 96 // sprite Y of obstacle
|
|
|
|
#define SCROLL_TOP 8 // scroll top row
|
|
#define SCROLL_ROWS 14 // scroll # of rows
|
|
#define GROUND_ROW 7 // ground row (+ top row)
|
|
|
|
///// VARIABLES
|
|
|
|
word player_x; // player X
|
|
word player_y; // player Y (fixed 8.8)
|
|
signed int player_vel_y; // player Y velocity (fixed 8.8)
|
|
byte faceleft = 0; // 0 = face right, 1 = face left
|
|
word scroll_x = 0; // current scroll X position
|
|
word score = 0; // current player score
|
|
|
|
///// FUNCTIONS
|
|
|
|
// display list used by rasterirq.h
|
|
// draws scoreboard and sets scroll register
|
|
void display_list() {
|
|
// set x scroll register to scroll value
|
|
SET_SCROLL_X(scroll_x);
|
|
// set background color
|
|
VIC.bgcolor[0] = COLOR_CYAN;
|
|
// next interrupt is two rows from bottom
|
|
DLIST_NEXT(248-16);
|
|
|
|
// set background color
|
|
VIC.bgcolor[0] = COLOR_BLUE;
|
|
// screen memory = 0x2800
|
|
SET_VIC_SCREEN(SCORE_BASE);
|
|
// clear x scroll register
|
|
SET_SCROLL_X(0);
|
|
// next interrupt is bottom of frame
|
|
DLIST_NEXT(250);
|
|
|
|
// reset screen to 0x400
|
|
SET_VIC_SCREEN(0x400);
|
|
// next interrupt is above top of next frame
|
|
DLIST_RESTART(40);
|
|
}
|
|
|
|
void update_scoreboard() {
|
|
draw_bcd_word(SCRNADR(SCORE_BASE,7,24), score);
|
|
}
|
|
|
|
void add_score(int delta) {
|
|
score = bcd_add(score, delta);
|
|
}
|
|
|
|
// clear scoreboard and draw initial strings
|
|
void init_scoreboard() {
|
|
memset((void*)SCORE_BASE, ' ', 1024);
|
|
memcpy((void*)SCRNADR(SCORE_BASE,1,24), "SCORE:", 6);
|
|
update_scoreboard();
|
|
}
|
|
|
|
void init_sprite_shapes() {
|
|
sprite_set_shapes(SPRITE_DATA,
|
|
SPRITE_SHAPE,
|
|
NUM_SPRITE_PATTERNS);
|
|
}
|
|
|
|
void init_sprite_positions() {
|
|
// setup sprite positions
|
|
player_x = CENTER_X;
|
|
player_y = FLOOR_Y;
|
|
player_vel_y = 0;
|
|
sprshad.spr_color[POWERUP_INDEX] = COLOR_YELLOW;
|
|
sprshad.spr_color[OBSTACLE_INDEX] = COLOR_GRAY3;
|
|
}
|
|
|
|
void move_player(byte joy) {
|
|
// move sprite based on joystick
|
|
if (JOY_LEFT(joy)) {
|
|
player_x -= 2;
|
|
faceleft = 1;
|
|
}
|
|
if (JOY_RIGHT(joy)) {
|
|
player_x += 1;
|
|
faceleft = 0;
|
|
}
|
|
if (JOY_BTN_1(joy) && player_y == FLOOR_Y) {
|
|
player_vel_y = JUMP_VELOCITY;
|
|
}
|
|
|
|
// apply velocity
|
|
player_y += player_vel_y;
|
|
// apply gravity
|
|
player_vel_y += GRAVITY;
|
|
// stop velocity when falling thru floor
|
|
if (player_y >= FLOOR_Y) {
|
|
player_y = FLOOR_Y; // reset Y position
|
|
player_vel_y = 0; // reset velocity
|
|
}
|
|
|
|
// keep player from moving offscreen
|
|
if (player_x < 36) player_x = 36;
|
|
if (player_x > 300) player_x = 300;
|
|
|
|
// draw player into sprite shadow buffer
|
|
sprite_draw(PLAYER_INDEX,
|
|
player_x,
|
|
player_y >> 8, // fixed point conversion
|
|
PLAYER_SHAPE + faceleft);
|
|
}
|
|
|
|
void move_items() {
|
|
// move in sync with scrolling world
|
|
// draw powerup
|
|
sprite_draw(POWERUP_INDEX,
|
|
((scroll_x*2) & 0x1ff),
|
|
POWERUP_Y,
|
|
POWERUP_SHAPE);
|
|
// draw obstacle
|
|
sprite_draw(OBSTACLE_INDEX,
|
|
((scroll_x+256) & 0x1ff),
|
|
OBSTACLE_Y,
|
|
OBSTACLE_SHAPE);
|
|
}
|
|
|
|
byte get_char_for_row(byte row) {
|
|
// ground?
|
|
if (row >= GROUND_ROW) { return 253; }
|
|
// obstacle?
|
|
if (row >= GROUND_ROW-3) {
|
|
// only show obstacle for certain values of scroll_x
|
|
if ((scroll_x & 0b1110000) == 0) { return 247; }
|
|
}
|
|
// default is the sky (empty space)
|
|
return 32;
|
|
}
|
|
|
|
void draw_right_column() {
|
|
// get the top-right corner address of scroll area
|
|
word addr = SCRNADR(GAME_BASE, 39, SCROLL_TOP);
|
|
byte row;
|
|
// draw one character per row
|
|
for (row=0; row<SCROLL_ROWS; row++) {
|
|
POKE(addr, get_char_for_row(row));
|
|
addr += 40;
|
|
}
|
|
}
|
|
|
|
void scroll_one_column_left() {
|
|
// copy several rows of screen memory
|
|
// backwards one byte
|
|
const word start = SCRNADR(GAME_BASE, 0, SCROLL_TOP);
|
|
const word nbytes = SCROLL_ROWS*40-1;
|
|
memcpy((byte*)start, (byte*)start+1, nbytes);
|
|
// draw the right column of characters
|
|
draw_right_column();
|
|
}
|
|
|
|
void scroll_one_pixel_left() {
|
|
// scroll left one pixel
|
|
scroll_x -= 1;
|
|
// set scroll register with lower three bits
|
|
VIC.ctrl2 = (VIC.ctrl2 & ~7) | (scroll_x & 7);
|
|
// move screen memory if the scroll register
|
|
// has just gone past 0 and wrapped to 7
|
|
if ((scroll_x & 7) == 7) {
|
|
scroll_one_column_left();
|
|
}
|
|
}
|
|
|
|
void detect_player_collision(byte bgcoll, byte sprcoll) {
|
|
// did we hit a powerup? (#0 and #1)
|
|
bool hit_powerup = (sprcoll & 0b011) == 0b011;
|
|
// did player and obstacle sprite (#0 and #2) collide?
|
|
bool hit_obstacle = (sprcoll & 0b101) == 0b101;
|
|
// did player (#0) collide with background?
|
|
hit_obstacle |= (bgcoll & 0b001) != 0;
|
|
// did we hit anything bad?
|
|
if (hit_obstacle) {
|
|
// make player fall downward and backward
|
|
player_vel_y = -JUMP_VELOCITY;
|
|
player_x -= 1;
|
|
sprshad.spr_color[PLAYER_INDEX] = COLOR_LIGHTRED;
|
|
SID_PLAY_TONE(500);
|
|
if (score != 0) { add_score(0x9999); } // BCD -1
|
|
update_scoreboard();
|
|
} else {
|
|
sprshad.spr_color[PLAYER_INDEX] = COLOR_GREEN;
|
|
}
|
|
// did we hit powerup?
|
|
if (hit_powerup) {
|
|
sprshad.spr_color[POWERUP_INDEX] += 1; // cycle colors
|
|
SID_PLAY_TONE(8000);
|
|
add_score(1);
|
|
update_scoreboard();
|
|
}
|
|
}
|
|
|
|
void main() {
|
|
// clear screen, set background color
|
|
clrscr();
|
|
VIC.bgcolor[0] = COLOR_CYAN;
|
|
VIC.bordercolor = COLOR_BLUE;
|
|
|
|
// set vertical scroll = 3, 25 rows
|
|
VIC.ctrl1 = 0b00011011;
|
|
// set 38 column mode (for X scrolling)
|
|
VIC.ctrl2 = 0b00000000;
|
|
// set uniform color of characters
|
|
memset(COLOR_RAM, COLOR_WHITE, 1000);
|
|
|
|
// install the joystick driver
|
|
joy_install (joy_static_stddrv);
|
|
|
|
// setup sound
|
|
SID_INIT(8,0);
|
|
|
|
// set multicolor sprites and colors in shadow buffer
|
|
sprite_clear(); // clear shadow buffer
|
|
sprshad.spr_mcolor = 0b11111111; // all sprites multicolor
|
|
sprshad.spr_exp_y = 1; // double height
|
|
|
|
// set colors
|
|
sprshad.spr_color[PLAYER_INDEX] = COLOR_GREEN;
|
|
VIC.spr_mcolor0 = COLOR_GRAY2;
|
|
VIC.spr_mcolor1 = COLOR_BLACK;
|
|
|
|
// setup sprites
|
|
init_sprite_shapes();
|
|
init_sprite_positions();
|
|
|
|
// setup scoreboard
|
|
init_scoreboard();
|
|
|
|
// setup rasterirq library for scoreboard split
|
|
DLIST_SETUP(display_list);
|
|
|
|
// game loop, repeat forever
|
|
while (1) {
|
|
// saved collision flags
|
|
byte sprcoll, bgcoll;
|
|
|
|
// wait for end of frame
|
|
waitvsync();
|
|
|
|
//--- START TIME CRITICAL SECTION
|
|
// grab and reset collision flags
|
|
sprcoll = VIC.spr_coll;
|
|
bgcoll = VIC.spr_bg_coll;
|
|
|
|
// update sprite registers from sprite shadow buffer
|
|
sprite_update(DEFAULT_SCREEN);
|
|
|
|
// scroll screen
|
|
scroll_one_pixel_left();
|
|
//--- END TIME CRITICAL SECTION
|
|
|
|
// use collision flags to see if player collided
|
|
detect_player_collision(bgcoll, sprcoll);
|
|
|
|
// get joystick bits and move player
|
|
move_player(joy_read(0));
|
|
|
|
// move obstacle and powerup sprites
|
|
move_items();
|
|
}
|
|
}
|