mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-25 03:34:05 +00:00
341 lines
8.9 KiB
C
341 lines
8.9 KiB
C
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#include "common.h"
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//#link "common.c"
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#include "sprites.h"
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//#link "sprites.c"
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#include "rasterirq.h"
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//#link "rasterirq.s"
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#include "bcd.h"
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//#link "bcd.c"
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#include "sidmacros.h"
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///// SPRITE DATA
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#define NUM_SPRITE_PATTERNS 4
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/*{w:12,h:21,bpp:2,brev:1,wpimg:64,count:4,aspect:2}*/
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const char SPRITE_DATA[64*NUM_SPRITE_PATTERNS] = {
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0x0A,0xAA,0x80,0x0A,0xAA,0x80,0x2A,0xAA,
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0xA0,0x2A,0xAA,0xA0,0xAA,0xAA,0xA8,0xFF,
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0xD5,0x40,0xCD,0xD7,0x40,0x3D,0xD5,0x54,
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0x37,0x55,0x54,0x37,0x54,0x50,0x05,0x55,
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0x00,0x3A,0xA0,0x00,0xEA,0xA8,0x00,0xAB,
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0xAA,0x00,0xAB,0xAA,0x00,0xAB,0xAA,0x80,
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0xAA,0xEA,0x80,0xAA,0xAA,0x80,0x0F,0xFC,
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0x00,0x0F,0xFC,0x00,0x0F,0xFF,0xC0,0x00,
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0x02,0xAA,0xA0,0x02,0xAA,0xA0,0x0A,0xAA,
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0xA8,0x0A,0xAA,0xA8,0x2A,0xAA,0xAA,0x01,
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0x57,0xFF,0x01,0xD7,0x73,0x15,0x57,0x7C,
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0x15,0x55,0xDC,0x05,0x15,0xDC,0x00,0x55,
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0x50,0x00,0x0A,0xAC,0x00,0x2A,0xAB,0x00,
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0xAA,0xEA,0x00,0xAA,0xEA,0x02,0xAA,0xEA,
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0x02,0xAB,0xAA,0x02,0xAA,0xAA,0x00,0x3F,
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0xF0,0x00,0x3F,0xF0,0x03,0xFF,0xF0,0x00,
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0x03,0xFF,0xF0,0x0E,0xAA,0xAC,0x0E,0xAA,0xAC,
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0x3A,0xAE,0xAB,0x3A,0xBB,0xAB,0x3A,0xBA,0xAB,
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0x3A,0xBB,0xAB,0x3A,0xAE,0xAB,0x3A,0xAA,0xAB,
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0x35,0xAA,0x97,0x04,0x6A,0x44,0x04,0x15,0x04,
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0x01,0x04,0x10,0x01,0x04,0x10,0x01,0x04,0x10,
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0x00,0x44,0x40,0x00,0x44,0x40,0x00,0xEA,0xC0,
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0x00,0xD9,0xC0,0x00,0xE6,0xC0,0x00,0x3F,0x00,
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0x00,
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0x00,0x00,0x00,0x00,0xFF,0x00,0x03,0xAA,
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0xC0,0x0E,0xAA,0xB0,0x3A,0xAA,0xAC,0xE9,
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0x69,0x6B,0xEA,0x69,0xAB,0xEA,0xAA,0xAB,
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0xEA,0xAA,0xAB,0x3A,0x96,0xAC,0x3A,0x69,
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0xAC,0x0E,0xAA,0xB0,0x0E,0xAA,0xB0,0x0F,
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0xAA,0xF0,0x3A,0xAA,0xAC,0xEE,0xAA,0xBB,
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0xEE,0xAA,0xBB,0x33,0xAA,0xCC,0x03,0xAB,
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0x00,0x00,0xEB,0x00,0x00,0x3F,0xC0,0x00,
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};
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///// DEFINES
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#define GAME_BASE 0x400
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#define SCORE_BASE 0x2c00
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#define SPRITE_SHAPE 192 // first sprite shape #
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#define PLAYER_SHAPE SPRITE_SHAPE
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#define POWERUP_SHAPE (SPRITE_SHAPE+2)
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#define OBSTACLE_SHAPE (SPRITE_SHAPE+3)
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#define PLAYER_INDEX 0 // sprite indices
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#define POWERUP_INDEX 1
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#define OBSTACLE_INDEX 2
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#define CENTER_X 172 // sprite start X coord.
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#define FLOOR_Y (128 << 8) // sprite start Y (fixed 8.8)
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#define JUMP_VELOCITY (-900) // jump velocity (fixed 8.8)
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#define GRAVITY 32 // gravity (fixed 8.8)
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#define POWERUP_Y 80 // sprite Y of power up
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#define OBSTACLE_Y 96 // sprite Y of obstacle
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#define SCROLL_TOP 8 // scroll top row
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#define SCROLL_ROWS 14 // scroll # of rows
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#define GROUND_ROW 7 // ground row (+ top row)
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///// VARIABLES
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word player_x; // player X
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word player_y; // player Y (fixed 8.8)
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signed int player_vel_y; // player Y velocity (fixed 8.8)
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byte faceleft = 0; // 0 = face right, 1 = face left
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word scroll_x = 0; // current scroll X position
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word score = 0; // current player score
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///// FUNCTIONS
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// display list used by rasterirq.h
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// draws scoreboard and sets scroll register
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void display_list() {
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// set x scroll register to scroll value
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SET_SCROLL_X(scroll_x);
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// set background color
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VIC.bgcolor[0] = COLOR_CYAN;
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// next interrupt is two rows from bottom
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DLIST_NEXT(248-16);
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// set background color
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VIC.bgcolor[0] = COLOR_BLUE;
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// screen memory = 0x2800
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SET_VIC_SCREEN(SCORE_BASE);
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// clear x scroll register
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SET_SCROLL_X(0);
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// next interrupt is bottom of frame
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DLIST_NEXT(250);
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// reset screen to 0x400
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SET_VIC_SCREEN(0x400);
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// next interrupt is above top of next frame
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DLIST_RESTART(40);
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}
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void update_scoreboard() {
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draw_bcd_word(SCRNADR(SCORE_BASE,7,24), score);
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}
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void add_score(int delta) {
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score = bcd_add(score, delta);
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update_scoreboard();
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}
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// clear scoreboard and draw initial strings
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void init_scoreboard() {
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memset((void*)SCORE_BASE, ' ', 1024);
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memcpy((void*)SCRNADR(SCORE_BASE,1,24), "SCORE:", 6);
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update_scoreboard();
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}
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void init_sprite_shapes() {
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sprite_set_shapes(SPRITE_DATA,
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SPRITE_SHAPE,
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NUM_SPRITE_PATTERNS);
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}
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void init_sprite_positions() {
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// setup sprite positions
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player_x = CENTER_X;
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player_y = FLOOR_Y;
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player_vel_y = 0;
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sprshad.spr_color[POWERUP_INDEX] = COLOR_YELLOW;
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sprshad.spr_color[OBSTACLE_INDEX] = COLOR_GRAY3;
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}
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void move_player(byte joy) {
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// move sprite based on joystick
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if (JOY_LEFT(joy)) {
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player_x -= 2;
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faceleft = 1;
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}
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if (JOY_RIGHT(joy)) {
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player_x += 1;
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faceleft = 0;
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}
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if (JOY_BTN_1(joy) && player_y == FLOOR_Y) {
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player_vel_y = JUMP_VELOCITY;
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}
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// apply velocity
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player_y += player_vel_y;
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// apply gravity
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player_vel_y += GRAVITY;
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// stop velocity when falling thru floor
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if (player_y >= FLOOR_Y) {
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player_y = FLOOR_Y; // reset Y position
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player_vel_y = 0; // reset velocity
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}
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// keep player from moving offscreen
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if (player_x < 36) player_x = 36;
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if (player_x > 300) player_x = 300;
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// draw player into sprite shadow buffer
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sprite_draw(PLAYER_INDEX,
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player_x,
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player_y >> 8, // fixed point conversion
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PLAYER_SHAPE + faceleft);
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}
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void move_items() {
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// move in sync with scrolling world
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// draw powerup
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sprite_draw(POWERUP_INDEX,
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((scroll_x*2) & 0x1ff),
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POWERUP_Y,
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POWERUP_SHAPE);
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// draw obstacle
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sprite_draw(OBSTACLE_INDEX,
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((scroll_x+256) & 0x1ff),
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OBSTACLE_Y,
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OBSTACLE_SHAPE);
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}
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byte get_char_for_row(byte row) {
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// ground?
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if (row >= GROUND_ROW) { return 253; }
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// obstacle?
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if (row >= GROUND_ROW-3) {
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// only show obstacle for certain values of scroll_x
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if ((scroll_x & 0b1110000) == 0) { return 247; }
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}
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// default is the sky (empty space)
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return 32;
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}
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void draw_right_column() {
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// get the top-right corner address of scroll area
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word addr = SCRNADR(GAME_BASE, 39, SCROLL_TOP);
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byte row;
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// draw one character per row
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for (row=0; row<SCROLL_ROWS; row++) {
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POKE(addr, get_char_for_row(row));
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addr += 40;
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}
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}
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void scroll_one_column_left() {
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// copy several rows of screen memory
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// backwards one byte
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const word start = SCRNADR(GAME_BASE, 0, SCROLL_TOP);
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const word nbytes = SCROLL_ROWS*40-1;
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memcpy((byte*)start, (byte*)start+1, nbytes);
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// draw the right column of characters
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draw_right_column();
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}
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void scroll_one_pixel_left() {
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// scroll left one pixel
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scroll_x -= 1;
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// set scroll register with lower three bits
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VIC.ctrl2 = (VIC.ctrl2 & ~7) | (scroll_x & 7);
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// move screen memory if the scroll register
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// has just gone past 0 and wrapped to 7
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if ((scroll_x & 7) == 7) {
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scroll_one_column_left();
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}
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}
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void detect_player_collision(byte bg_coll, byte spr_coll) {
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// did we hit a powerup? (#0 and #1)
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bool hit_powerup = (spr_coll & 0b011) == 0b011;
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// did player and obstacle sprite (#0 and #2) collide?
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bool hit_obstacle = (spr_coll & 0b101) == 0b101;
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// did player (#0) collide with background?
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hit_obstacle |= (bg_coll & 0b001) != 0;
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// did we hit anything bad?
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if (hit_obstacle) {
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// make player fall downward and backward
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player_vel_y = -JUMP_VELOCITY;
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player_x -= 1;
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sprshad.spr_color[PLAYER_INDEX] = COLOR_LIGHTRED;
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SID_PLAY_TONE(500);
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if (score != 0) { add_score(0x9999); } // BCD -1
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} else {
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sprshad.spr_color[PLAYER_INDEX] = COLOR_GREEN;
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}
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// did we hit powerup?
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if (hit_powerup) {
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sprshad.spr_color[POWERUP_INDEX] += 1; // cycle colors
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SID_PLAY_TONE(8000);
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add_score(1);
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}
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}
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void main() {
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// clear screen, set background color
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clrscr();
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VIC.bgcolor[0] = COLOR_CYAN;
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VIC.bordercolor = COLOR_BLUE;
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// set vertical scroll = 3, 25 rows
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VIC.ctrl1 = 0b00011011;
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// set 38 column mode (for X scrolling)
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VIC.ctrl2 = 0b00000000;
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// set uniform color of characters
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memset(COLOR_RAM, COLOR_WHITE, 1000);
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// install the joystick driver
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joy_install (joy_static_stddrv);
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// setup sound
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SID_INIT(8,0);
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// set multicolor sprites and colors in shadow buffer
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sprite_clear(); // clear shadow buffer
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sprshad.spr_mcolor = 0b11111111; // all sprites multicolor
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sprshad.spr_exp_y = 1; // double height
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// set colors
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sprshad.spr_color[PLAYER_INDEX] = COLOR_GREEN;
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VIC.spr_mcolor0 = COLOR_GRAY2;
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VIC.spr_mcolor1 = COLOR_BLACK;
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// setup sprites
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init_sprite_shapes();
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init_sprite_positions();
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// setup scoreboard
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init_scoreboard();
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// setup rasterirq library for scoreboard split
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DLIST_SETUP(display_list);
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// game loop, repeat forever
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while (1) {
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// saved collision flags
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byte spr_coll, bg_coll;
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// wait for end of frame
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waitvsync();
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//--- START TIME CRITICAL SECTION
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// grab and reset collision flags
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spr_coll = VIC.spr_coll;
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bg_coll = VIC.spr_bg_coll;
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// update sprite registers from sprite shadow buffer
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sprite_update(DEFAULT_SCREEN);
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// scroll screen
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scroll_one_pixel_left();
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//--- END TIME CRITICAL SECTION
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// use collision flags to see if player collided
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detect_player_collision(bg_coll, spr_coll);
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// get joystick bits and move player
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move_player(joy_read(1));
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// move obstacle and powerup sprites
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move_items();
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}
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}
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