mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-22 14:33:51 +00:00
557 lines
16 KiB
C
557 lines
16 KiB
C
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#include <string.h>
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#include <conio.h>
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#include <apple2.h>
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typedef unsigned char byte;
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typedef signed char sbyte;
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typedef unsigned short word;
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#define POKE(addr,val) (*(unsigned char*) (addr) = (val))
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#define POKEW(addr,val) (*(unsigned*) (addr) = (val))
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#define PEEK(addr) (*(unsigned char*) (addr))
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#define PEEKW(addr) (*(unsigned*) (addr))
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#define STROBE(addr) __asm__ ("sta %w", addr)
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#define CLICK STROBE(0xc030)
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/// HIRES LOOKUP TABLE
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#define VHEIGHT 192
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#define VBWIDTH 40
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#define LUT(x) (byte*)(0x2000|x)
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static byte* vidmem[VHEIGHT] = {
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LUT(0x0000), LUT(0x0400), LUT(0x0800), LUT(0x0c00), LUT(0x1000), LUT(0x1400), LUT(0x1800), LUT(0x1c00),
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LUT(0x0080), LUT(0x0480), LUT(0x0880), LUT(0x0c80), LUT(0x1080), LUT(0x1480), LUT(0x1880), LUT(0x1c80),
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LUT(0x0100), LUT(0x0500), LUT(0x0900), LUT(0x0d00), LUT(0x1100), LUT(0x1500), LUT(0x1900), LUT(0x1d00),
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LUT(0x0180), LUT(0x0580), LUT(0x0980), LUT(0x0d80), LUT(0x1180), LUT(0x1580), LUT(0x1980), LUT(0x1d80),
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LUT(0x0200), LUT(0x0600), LUT(0x0a00), LUT(0x0e00), LUT(0x1200), LUT(0x1600), LUT(0x1a00), LUT(0x1e00),
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LUT(0x0280), LUT(0x0680), LUT(0x0a80), LUT(0x0e80), LUT(0x1280), LUT(0x1680), LUT(0x1a80), LUT(0x1e80),
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LUT(0x0300), LUT(0x0700), LUT(0x0b00), LUT(0x0f00), LUT(0x1300), LUT(0x1700), LUT(0x1b00), LUT(0x1f00),
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LUT(0x0380), LUT(0x0780), LUT(0x0b80), LUT(0x0f80), LUT(0x1380), LUT(0x1780), LUT(0x1b80), LUT(0x1f80),
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LUT(0x0028), LUT(0x0428), LUT(0x0828), LUT(0x0c28), LUT(0x1028), LUT(0x1428), LUT(0x1828), LUT(0x1c28),
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LUT(0x00a8), LUT(0x04a8), LUT(0x08a8), LUT(0x0ca8), LUT(0x10a8), LUT(0x14a8), LUT(0x18a8), LUT(0x1ca8),
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LUT(0x0128), LUT(0x0528), LUT(0x0928), LUT(0x0d28), LUT(0x1128), LUT(0x1528), LUT(0x1928), LUT(0x1d28),
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LUT(0x01a8), LUT(0x05a8), LUT(0x09a8), LUT(0x0da8), LUT(0x11a8), LUT(0x15a8), LUT(0x19a8), LUT(0x1da8),
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LUT(0x0228), LUT(0x0628), LUT(0x0a28), LUT(0x0e28), LUT(0x1228), LUT(0x1628), LUT(0x1a28), LUT(0x1e28),
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LUT(0x02a8), LUT(0x06a8), LUT(0x0aa8), LUT(0x0ea8), LUT(0x12a8), LUT(0x16a8), LUT(0x1aa8), LUT(0x1ea8),
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LUT(0x0328), LUT(0x0728), LUT(0x0b28), LUT(0x0f28), LUT(0x1328), LUT(0x1728), LUT(0x1b28), LUT(0x1f28),
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LUT(0x03a8), LUT(0x07a8), LUT(0x0ba8), LUT(0x0fa8), LUT(0x13a8), LUT(0x17a8), LUT(0x1ba8), LUT(0x1fa8),
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LUT(0x0050), LUT(0x0450), LUT(0x0850), LUT(0x0c50), LUT(0x1050), LUT(0x1450), LUT(0x1850), LUT(0x1c50),
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LUT(0x00d0), LUT(0x04d0), LUT(0x08d0), LUT(0x0cd0), LUT(0x10d0), LUT(0x14d0), LUT(0x18d0), LUT(0x1cd0),
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LUT(0x0150), LUT(0x0550), LUT(0x0950), LUT(0x0d50), LUT(0x1150), LUT(0x1550), LUT(0x1950), LUT(0x1d50),
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LUT(0x01d0), LUT(0x05d0), LUT(0x09d0), LUT(0x0dd0), LUT(0x11d0), LUT(0x15d0), LUT(0x19d0), LUT(0x1dd0),
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LUT(0x0250), LUT(0x0650), LUT(0x0a50), LUT(0x0e50), LUT(0x1250), LUT(0x1650), LUT(0x1a50), LUT(0x1e50),
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LUT(0x02d0), LUT(0x06d0), LUT(0x0ad0), LUT(0x0ed0), LUT(0x12d0), LUT(0x16d0), LUT(0x1ad0), LUT(0x1ed0),
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LUT(0x0350), LUT(0x0750), LUT(0x0b50), LUT(0x0f50), LUT(0x1350), LUT(0x1750), LUT(0x1b50), LUT(0x1f50),
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LUT(0x03d0), LUT(0x07d0), LUT(0x0bd0), LUT(0x0fd0), LUT(0x13d0), LUT(0x17d0), LUT(0x1bd0), LUT(0x1fd0)
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};
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/// SOUND FUNCTIONS
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void tone(byte freq, byte dur, sbyte mod) {
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word i;
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while (dur--) {
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for (i=0; i<freq; i++) ;
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CLICK;
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freq += mod;
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}
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}
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/// GRAPHICS FUNCTIONS
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void clrscr() {
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STROBE(0xc052); // turn off mixed-mode
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STROBE(0xc054); // page 1
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STROBE(0xc057); // hi-res
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STROBE(0xc050); // set graphics mode
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memset((byte*)0x2000, 0, 0x2000); // clear page 1
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}
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void xor_pixel(byte x, byte y) {
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byte* dest = &vidmem[x][y>>3];
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*dest ^= 0x1 << (y&7);
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}
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void draw_vline(byte x, byte y1, byte y2) {
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byte yb1 = y1/8;
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byte yb2 = y2/8;
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byte* dest = &vidmem[x][yb1];
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signed char nbytes = yb2 - yb1;
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*dest++ ^= 0xff << (y1&7);
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if (nbytes > 0) {
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while (--nbytes > 0) {
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*dest++ ^= 0xff;
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}
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*dest ^= 0xff >> (~y2&7);
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} else {
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*--dest ^= 0xff << ((y2+1)&7);
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}
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}
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#define LOCHAR 0x20
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#define HICHAR 0x5e
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const byte font8x8[HICHAR-LOCHAR+1][8] = {/*{w:8,h:8,bpp:1,count:64,xform:"rotate(-90deg)"}*/
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{ 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00 }, { 0x00,0x00,0x00,0x79,0x79,0x00,0x00,0x00 }, { 0x00,0x70,0x70,0x00,0x00,0x70,0x70,0x00 }, { 0x14,0x7f,0x7f,0x14,0x14,0x7f,0x7f,0x14 }, { 0x00,0x12,0x3a,0x6b,0x6b,0x2e,0x24,0x00 }, { 0x00,0x63,0x66,0x0c,0x18,0x33,0x63,0x00 }, { 0x00,0x26,0x7f,0x59,0x59,0x77,0x27,0x05 }, { 0x00,0x00,0x00,0x10,0x30,0x60,0x40,0x00 }, { 0x00,0x00,0x1c,0x3e,0x63,0x41,0x00,0x00 }, { 0x00,0x00,0x41,0x63,0x3e,0x1c,0x00,0x00 }, { 0x08,0x2a,0x3e,0x1c,0x1c,0x3e,0x2a,0x08 }, { 0x00,0x08,0x08,0x3e,0x3e,0x08,0x08,0x00 }, { 0x00,0x00,0x00,0x03,0x03,0x00,0x00,0x00 }, { 0x00,0x08,0x08,0x08,0x08,0x08,0x08,0x00 }, { 0x00,0x00,0x00,0x03,0x03,0x00,0x00,0x00 }, { 0x00,0x01,0x03,0x06,0x0c,0x18,0x30,0x20 }, { 0x00,0x3e,0x7f,0x49,0x51,0x7f,0x3e,0x00 }, { 0x00,0x01,0x11,0x7f,0x7f,0x01,0x01,0x00 }, { 0x00,0x23,0x67,0x45,0x49,0x79,0x31,0x00 }, { 0x00,0x22,0x63,0x49,0x49,0x7f,0x36,0x00 }, { 0x00,0x0c,0x0c,0x14,0x34,0x7f,0x7f,0x04 }, { 0x00,0x72,0x73,0x51,0x51,0x5f,0x4e,0x00 }, { 0x00,0x3e,0x7f,0x49,0x49,0x6f,0x26,0x00 }, { 0x00,0x60,0x60,0x4f,0x5f,0x70,0x60,0x00 }, { 0x00,0x36,0x7f,0x49,0x49,0x7f,0x36,0x00 }, { 0x00,0x32,0x7b,0x49,0x49,0x7f,0x3e,0x00 }, { 0x00,0x00,0x00,0x12,0x12,0x00,0x00,0x00 }, { 0x00,0x00,0x00,0x13,0x13,0x00,0x00,0x00 }, { 0x00,0x08,0x1c,0x36,0x63,0x41,0x41,0x00 }, { 0x00,0x14,0x14,0x14,0x14,0x14,0x14,0x00 }, { 0x00,0x41,0x41,0x63,0x36,0x1c,0x08,0x00 }, { 0x00,0x20,0x60,0x45,0x4d,0x78,0x30,0x00 }, { 0x00,0x3e,0x7f,0x41,0x59,0x79,0x3a,0x00 }, { 0x00,0x1f,0x3f,0x68,0x68,0x3f,0x1f,0x00 }, { 0x00,0x7f,0x7f,0x49,0x49,0x7f,0x36,0x00 }, { 0x00,0x3e,0x7f,0x41,0x41,0x63,0x22,0x00 }, { 0x00,0x7f,0x7f,0x41,0x63,0x3e,0x1c,0x00 }, { 0x00,0x7f,0x7f,0x49,0x49,0x41,0x41,0x00 }, { 0x00,0x7f,0x7f,0x48,0x48,0x40,0x40,0x00 }, { 0x00,0x3e,0x7f,0x41,0x49,0x6f,0x2e,0x00 }, { 0x00,0x7f,0x7f,0x08,0x08,0x7f,0x7f,0x00 }, { 0x00,0x00,0x41,0x7f,0x7f,0x41,0x00,0x00 }, { 0x00,0x02,0x03,0x41,0x7f,0x7e,0x40,0x00 }, { 0x00,0x7f,0x7f,0x1c,0x36,0x63,0x41,0x00 }, { 0x00,0x7f,0x7f,0x01,0x01,0x01,0x01,0x00 }, { 0x00,0x7f,0x7f,0x30,0x18,0x30,0x7f,0x7f }, { 0x00,0x7f,0x7f,0x38,0x1c,0x7f,0x7f,0x00 }, { 0x00,0x3e,0x7f,0x41,0x41,0x7f,0x3e,0x00 }, { 0x00,0x7f,0x7f,0x48,0x48,0x78,0x30,0x00 }, { 0x00,0x3c,0x7e,0x42,0x43,0x7f,0x3d,0x00 }, { 0x00,0x7f,0x7f,0x4c,0x4e,0x7b,0x31,0x00 }, { 0x00,0x32,0x7b,0x49,0x49,0x6f,0x26,0x00 }, { 0x00,0x40,0x40,0x7f,0x7f,0x40,0x40,0x00 }, { 0x00,0x7e,0x7f,0x01,0x01,0x7f,0x7e,0x00 }, { 0x00,0x7c,0x7e,0x03,0x03,0x7e,0x7c,0x00 }, { 0x00,0x7f,0x7f,0x06,0x0c,0x06,0x7f,0x7f }, { 0x00,0x63,0x77,0x1c,0x1c,0x77,0x63,0x00 }, { 0x00,0x70,0x78,0x0f,0x0f,0x78,0x70,0x00 }, { 0x00,0x43,0x47,0x4d,0x59,0x71,0x61,0x00 }, { 0x00,0x00,0x7f,0x7f,0x41,0x41,0x00,0x00 }, { 0x00,0x20,0x30,0x18,0x0c,0x06,0x03,0x01 }, { 0x00,0x00,0x41,0x41,0x7f,0x7f,0x00,0x00 }, { 0x00,0x08,0x18,0x3f,0x3f,0x18,0x08,0x00 }
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};
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void draw_sprite(const byte* src, byte x, byte y) {
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byte i,j;
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byte w = *src++;
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byte h = *src++;
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for (j=0; j<h; j++) {
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byte* dest = &vidmem[x++][y];
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for (i=0; i<w; i++) {
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*dest++ = *src++;
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}
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}
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}
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byte xor_sprite(const byte* src, byte x, byte y) {
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byte i,j;
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byte result = 0;
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byte w = *src++;
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byte h = *src++;
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for (j=0; j<h; j++) {
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byte* dest = &vidmem[x++][y];
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for (i=0; i<w; i++) {
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result |= (*dest++ ^= *src++);
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}
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}
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return result;
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}
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void erase_sprite(const byte* src, byte x, byte y) {
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byte i,j;
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byte w = *src++;
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byte h = *src++;
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for (j=0; j<h; j++) {
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byte* dest = &vidmem[x++][y];
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for (i=0; i<w; i++) {
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*dest++ &= ~(*src++);
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}
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}
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}
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void clear_sprite(const byte* src, byte x, byte y) {
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byte i,j;
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byte w = *src++;
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byte h = *src++;
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for (j=0; j<h; j++) {
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byte* dest = &vidmem[x++][y];
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for (i=0; i<w; i++) {
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*dest++ = 0;
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}
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}
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}
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void draw_char(char ch, byte x, byte y) {
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byte i;
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const byte* src = &font8x8[(ch-LOCHAR)][0];
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x *= 8;
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for (i=0; i<8; i++) {
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byte* dest = &vidmem[x++][y];
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*dest = *src;
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src += 1;
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}
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}
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void draw_string(const char* str, byte x, byte y) {
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do {
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byte ch = *str++;
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if (!ch) break;
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draw_char(ch, x, y);
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x++;
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} while (1);
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}
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void draw_bcd_word(word bcd, byte x, byte y) {
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byte j;
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x += 3;
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for (j=0; j<4; j++) {
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draw_char('0'+(bcd&0xf), x, y);
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x--;
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bcd >>= 4;
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}
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}
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word bcd_add(word a, word b) {
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word result;
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__asm__ ("sed"); // set decimal (BCD) mode
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result = a+b;
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__asm__ ("cld"); // clear BCD mode
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return result;
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}
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//
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// GAME GRAPHICS
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//
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const byte player_bitmap[] =
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{2,27,/*{w:16,h:27,bpp:1,xform:"rotate(-90deg)"}*/0x0,0x0,0x0,0x0,0x0f,0x00,0x3e,0x00,0xf4,0x07,0xec,0x00,0x76,0x00,0x2b,0x00,0x33,0x00,0x75,0x00,0xf5,0x00,0xeb,0x31,0xbf,0xef,0x3f,0xcf,0xbf,0xef,0xeb,0x31,0xf5,0x00,0x75,0x00,0x33,0x00,0x2b,0x00,0x76,0x00,0xec,0x00,0xf4,0x07,0x3e,0x00,0x0f,0x00,0x00,0x00,0x0,0x0};
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const byte bomb_bitmap[] =
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{1,5,/*{w:8,h:5,bpp:1,xform:"rotate(-90deg)"}*/0x88,0x55,0x77,0x55,0x88};
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const byte bullet_bitmap[] =
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{2,2,/*{w:16,h:2,bpp:1,xform:"rotate(-90deg)"}*/0x88,0x88,0x44,0x44};
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const byte enemy1_bitmap[] =
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{2,17,/*{w:16,h:17,bpp:1,xform:"rotate(-90deg)"}*/0x00,0x00,0x00,0x0c,0x04,0x1e,0x46,0x3f,0xb8,0x7f,0xb0,0x7f,0xba,0x7f,0xfd,0x3f,0xfc,0x07,0xfc,0x07,0xfd,0x3f,0xba,0x7f,0xb0,0x7f,0xb8,0x7f,0x46,0x3f,0x04,0x1e,0x00,0x0c};
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const byte enemy2_bitmap[] =
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{2,16,/*{w:16,h:16,bpp:1,xform:"rotate(-90deg)"}*/0x26,0x00,0x59,0x10,0x10,0x30,0x33,0x18,0xe6,0x61,0xc4,0x56,0x03,0x03,0xdc,0x03,0xdc,0x03,0x03,0x03,0xc4,0x56,0xe6,0x61,0x33,0x18,0x10,0x30,0x59,0x10,0x26,0x00};
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const byte enemy3_bitmap[] =
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{2,16,/*{w:16,h:16,bpp:1,xform:"rotate(-90deg)"}*/0x80,0x1f,0xc0,0x03,0xf8,0x3f,0x70,0x00,0xf0,0x01,0xfc,0x07,0xe8,0x01,0xf8,0x03,0xf8,0x03,0xe8,0x01,0xf8,0x07,0xf0,0x01,0x70,0x00,0xf8,0x3f,0xc0,0x03,0x80,0x1f};
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const byte enemy4_bitmap[] =
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{2,16,/*{w:16,h:16,bpp:1,xform:"rotate(-90deg)"}*/0x06,0x00,0x0c,0x00,0x28,0x00,0x70,0x1f,0x84,0x3f,0xde,0x37,0xbb,0x3f,0xf0,0x3f,0xf0,0x3f,0xbb,0x3f,0xde,0x37,0x84,0x3f,0x70,0x1f,0x28,0x00,0x0c,0x00,0x06,0x00};
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const byte* const enemy_bitmaps[4] = {
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enemy1_bitmap,
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enemy2_bitmap,
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enemy3_bitmap,
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enemy4_bitmap
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};
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//
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// GAME CODE
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//
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byte attract;
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byte credits;
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byte curplayer;
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word score;
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byte lives;
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#define MAXLIVES 5
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byte player_x;
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byte bullet_x;
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byte bullet_y;
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byte bomb_x;
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byte bomb_y;
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typedef struct {
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byte x,y;
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const byte* shape; // need const here
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} Enemy;
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#define MAX_ENEMIES 28
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Enemy enemies[MAX_ENEMIES];
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byte enemy_index;
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byte num_enemies;
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typedef struct {
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int right:1;
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int down:1;
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} MarchMode;
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MarchMode this_mode, next_mode;
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void draw_lives(byte player) {
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byte i;
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byte n = lives;
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byte x = player ? (22-MAXLIVES) : 6;
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byte y = VBWIDTH-3;
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for (i=0; i<MAXLIVES; i++) {
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draw_char(i<n?'*':' ', x++, y);
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}
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}
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void draw_score(byte player) {
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byte x = player ? 24 : 0;
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byte y = VBWIDTH-3;
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draw_bcd_word(score, x, y);
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}
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void add_score(word pts) {
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if (attract) return;
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score = bcd_add(score, pts);
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draw_score(curplayer);
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}
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void xor_player_derez() {
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byte i,j;
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byte x = player_x+13;
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byte y = 8;
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byte* rand = (byte*) &clrscr; // use code as random #'s
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for (j=1; j<=0x1f; j++) {
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for (i=0; i<50; i++) {
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signed char xx = x + (*rand++ & 0x1f) - 15;
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signed char yy = y + (*rand++ & j);
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xor_pixel(xx, yy);
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if ((xx & 0x1f) > j) { CLICK; }
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}
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}
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}
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void destroy_player() {
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xor_player_derez(); // xor derez pattern
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xor_sprite(player_bitmap, player_x, 1); // erase ship via xor
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xor_player_derez(); // xor 2x to erase derez pattern
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player_x = 0xff;
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lives--;
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}
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void init_enemies() {
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byte i,x,y,bm;
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x=0;
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y=26;
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bm=0;
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for (i=0; i<MAX_ENEMIES; i++) {
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Enemy* e = &enemies[i];
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e->x = x;
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e->y = y;
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e->shape = enemy_bitmaps[bm];
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x += 28;
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if (x >= VHEIGHT-32) {
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x = 0;
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y -= 3;
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bm++;
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}
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}
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enemy_index = 0;
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num_enemies = MAX_ENEMIES;
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this_mode.right = 1;
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this_mode.down = 0;
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next_mode.right = 1;
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next_mode.down = 0;
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}
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void delete_enemy(Enemy* e) {
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clear_sprite(e->shape, e->x, e->y);
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memmove(e, e+1, sizeof(Enemy)*(enemies-e+MAX_ENEMIES-1));
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num_enemies--; // update_next_enemy() will check enemy_index
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tone(1,10,10);
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}
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void update_next_enemy() {
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Enemy* e;
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if (enemy_index >= num_enemies) {
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enemy_index = 0;
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memcpy(&this_mode, &next_mode, sizeof(this_mode));
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tone(220+num_enemies,3,1);
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}
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e = &enemies[enemy_index];
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clear_sprite(e->shape, e->x, e->y);
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if (this_mode.down) {
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// if too close to ground, end game
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if (--e->y < 5) {
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destroy_player();
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lives = 0;
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}
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next_mode.down = 0;
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} else {
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if (this_mode.right) {
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e->x += 2;
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if (e->x >= VHEIGHT-32) {
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next_mode.down = 1;
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next_mode.right = 0;
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}
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} else {
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e->x -= 2;
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if (e->x == 0) {
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next_mode.down = 1;
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next_mode.right = 1;
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}
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}
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}
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draw_sprite(e->shape, e->x, e->y);
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enemy_index++;
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}
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void draw_bunker(byte x, byte y, byte y2, byte h, byte w) {
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byte i;
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for (i=0; i<h; i++) {
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draw_vline(x+i, y+i, y+y2+i*2);
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draw_vline(x+h*2+w-i-1, y+i, y+y2+i*2);
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}
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for (i=0; i<w; i++) {
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draw_vline(x+h+i, y+h, y+y2+h*2);
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}
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}
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void draw_playfield() {
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byte i;
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clrscr();
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draw_string("PLAYER 1", 0, VBWIDTH-1);
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draw_score(0);
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draw_lives(0);
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for (i=0; i<VHEIGHT; i++)
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vidmem[i][0] = 0x7f & 0x55;
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draw_bunker(20, 40, 15, 15, 20);
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draw_bunker(125, 40, 15, 15, 20);
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}
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char in_rect(Enemy* e, byte x, byte y, byte w, byte h) {
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byte eh = e->shape[0];
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byte ew = e->shape[1];
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return (x >= e->x-w && x <= e->x+ew && y >= e->y-h && y <= e->y+eh);
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}
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Enemy* find_enemy_at(byte x, byte y) {
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byte i;
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for (i=0; i<num_enemies; i++) {
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Enemy* e = &enemies[i];
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if (in_rect(e, x, y, 2, 0)) {
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return e;
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}
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}
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return NULL;
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}
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void check_bullet_hit(byte x, byte y) {
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Enemy* e = find_enemy_at(x,y);
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if (e) {
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delete_enemy(e);
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add_score(0x25);
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}
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}
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void fire_bullet() {
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bullet_x = player_x + 13;
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bullet_y = 3;
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xor_sprite(bullet_bitmap, bullet_x, bullet_y); // draw
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}
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void move_bullet() {
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byte leftover = xor_sprite(bullet_bitmap, bullet_x, bullet_y); // erase
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if (leftover || bullet_y > 26) {
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clear_sprite(bullet_bitmap, bullet_x, bullet_y);
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check_bullet_hit(bullet_x, bullet_y+2);
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bullet_y = 0;
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} else {
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bullet_y++;
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tone(bullet_y,3,0);
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xor_sprite(bullet_bitmap, bullet_x, bullet_y); // draw
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}
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}
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void drop_bomb() {
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Enemy* e = &enemies[enemy_index];
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bomb_x = e->x + 7;
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bomb_y = e->y - 2;
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xor_sprite(bomb_bitmap, bomb_x, bomb_y);
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}
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void move_bomb() {
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byte leftover = xor_sprite(bomb_bitmap, bomb_x, bomb_y); // erase
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if (bomb_y < 2) {
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bomb_y = 0;
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} else if (leftover) {
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erase_sprite(bomb_bitmap, bomb_x, bomb_y); // erase bunker
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if (bomb_y < 3) {
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// player was hit (probably)
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destroy_player();
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}
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bomb_y = 0;
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} else {
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bomb_y--;
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xor_sprite(bomb_bitmap, bomb_x, bomb_y);
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}
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}
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byte frame;
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signed char player_dir = 0;
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void move_player() {
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if (attract) {
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if (bullet_y == 0) fire_bullet();
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} else {
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char key;
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// handle keyboard
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if (kbhit()) {
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key = cgetc();
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switch (key) {
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case 'A':
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player_dir = player_dir < 0 ? 0 : -2;
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break;
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case 'Z':
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player_dir = player_dir > 0 ? 0 : 2;
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break;
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case ' ':
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if (bullet_y == 0) {
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fire_bullet();
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}
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break;
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}
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}
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// move player
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if (player_dir < 0 && player_x > 0)
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player_x += player_dir;
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else if (player_dir > 0 && player_x < VHEIGHT-28)
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player_x += player_dir;
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}
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draw_sprite(player_bitmap, player_x, 1);
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}
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void play_round() {
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draw_playfield();
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player_x = VHEIGHT/2-8;
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bullet_y = 0;
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bomb_y = 0;
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frame = 0;
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while (player_x != 0xff && num_enemies) {
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move_player();
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if (bullet_y) {
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move_bullet();
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}
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update_next_enemy();
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if (frame & 1) {
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if (bomb_y == 0) {
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drop_bomb();
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} else {
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move_bomb();
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}
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}
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frame++;
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}
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}
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void init_game() {
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score = 0;
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lives = 5;
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curplayer = 0;
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}
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void game_over_msg() {
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byte i;
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for (i=0; i<50; i++) {
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draw_string(" *************** ", 5, 15);
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draw_string("*** ***", 5, 16);
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draw_string("** GAME OVER **", 5, 17);
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draw_string("*** ***", 5, 18);
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draw_string(" *************** ", 5, 19);
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}
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}
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void play_game() {
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attract = 0;
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init_game();
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init_enemies();
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while (lives) {
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play_round();
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if (num_enemies == 0) {
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init_enemies();
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}
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}
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game_over_msg();
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}
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void attract_mode() {
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attract = 1;
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while (1) {
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init_enemies();
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play_round();
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}
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}
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void main() {
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// NOTE: initializers don't get run, so we init here
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credits = 0;
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while (1) {
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//attract_mode();
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play_game();
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}
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}
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