mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-12-23 18:31:08 +00:00
771 lines
19 KiB
C
771 lines
19 KiB
C
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#include <stdlib.h>
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#include <string.h>
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// include NESLIB header
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#include "neslib.h"
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// include CC65 NES Header (PPU)
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#include <nes.h>
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// BCD arithmetic support
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#include "bcd.h"
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//#link "bcd.c"
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// VRAM update buffer
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#include "vrambuf.h"
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//#link "vrambuf.c"
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// link the pattern table into CHR ROM
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//#link "chr_generic.s"
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// famitone2 library
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//#link "famitone2.s"
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// music and sfx
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//#link "music_dangerstreets.s"
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extern char danger_streets_music_data[];
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//#link "demosounds.s"
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extern char demo_sounds[];
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// indices of sound effects (0..3)
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typedef enum { SND_START, SND_HIT, SND_COIN, SND_JUMP } SFXIndex;
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///// DEFINES
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#define COLS 30 // floor width in tiles
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#define ROWS 60 // total nametable height in tiles
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#define MAX_FLOORS 24 // total # of floors in a stage
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#define GAPSIZE 4 // gap size in tiles
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#define BOTTOM_FLOOR_Y 2 // offset for bottommost floor
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#define MAX_ACTORS 8 // max # of moving actors
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#define SCREEN_Y_BOTTOM 208 // bottom of screen in pixels
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#define ACTOR_MIN_X 16 // leftmost position of actor
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#define ACTOR_MAX_X 228 // rightmost position of actor
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#define ACTOR_SCROLL_UP_Y 110 // min Y position to scroll up
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#define ACTOR_SCROLL_DOWN_Y 140 // max Y position to scroll down
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#define JUMP_VELOCITY 18 // Y velocity when jumping
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// constants for various tiles
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#define CH_BORDER 0x40
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#define CH_FLOOR 0xf4
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#define CH_LADDER 0xd4
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#define CH_ITEM 0xc4
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#define CH_BLANK 0x20
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///// GLOBALS
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// vertical scroll amount in pixels
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static int scroll_pixel_yy = 0;
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// vertical scroll amount in tiles
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static byte scroll_tile_y = 0;
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// last screen Y position of player sprite
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static byte player_screen_y = 0;
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// score (BCD)
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static byte score = 0;
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// screen flash animation (virtual bright)
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static byte vbright = 4;
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// random byte between (a ... b-1)
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// use rand() because rand8() has a cycle of 255
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byte rndint(byte a, byte b) {
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return (rand() % (b-a)) + a;
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}
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// return nametable address for tile (x,y)
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// assuming vertical scrolling (horiz. mirroring)
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word getntaddr(byte x, byte y) {
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word addr;
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if (y < 30) {
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addr = NTADR_A(x,y);
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} else {
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addr = NTADR_C(x,y-30);
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}
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return addr;
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}
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// convert nametable address to attribute address
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word nt2attraddr(word a) {
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return (a & 0x2c00) | 0x3c0 |
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((a >> 4) & 0x38) | ((a >> 2) & 0x07);
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}
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/// METASPRITES
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// define a 2x2 metasprite
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#define DEF_METASPRITE_2x2(name,code,pal)\
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const unsigned char name[]={\
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0, 0, (code)+0, pal, \
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0, 8, (code)+1, pal, \
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8, 0, (code)+2, pal, \
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8, 8, (code)+3, pal, \
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128};
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// define a 2x2 metasprite, flipped horizontally
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#define DEF_METASPRITE_2x2_FLIP(name,code,pal)\
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const unsigned char name[]={\
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8, 0, (code)+0, (pal)|OAM_FLIP_H, \
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8, 8, (code)+1, (pal)|OAM_FLIP_H, \
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0, 0, (code)+2, (pal)|OAM_FLIP_H, \
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0, 8, (code)+3, (pal)|OAM_FLIP_H, \
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128};
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DEF_METASPRITE_2x2(playerRStand, 0xd8, 0);
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DEF_METASPRITE_2x2(playerRRun1, 0xdc, 0);
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DEF_METASPRITE_2x2(playerRRun2, 0xe0, 0);
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DEF_METASPRITE_2x2(playerRRun3, 0xe4, 0);
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DEF_METASPRITE_2x2(playerRJump, 0xe8, 0);
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DEF_METASPRITE_2x2(playerRClimb, 0xec, 0);
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DEF_METASPRITE_2x2(playerRSad, 0xf0, 0);
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DEF_METASPRITE_2x2_FLIP(playerLStand, 0xd8, 0);
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DEF_METASPRITE_2x2_FLIP(playerLRun1, 0xdc, 0);
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DEF_METASPRITE_2x2_FLIP(playerLRun2, 0xe0, 0);
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DEF_METASPRITE_2x2_FLIP(playerLRun3, 0xe4, 0);
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DEF_METASPRITE_2x2_FLIP(playerLJump, 0xe8, 0);
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DEF_METASPRITE_2x2_FLIP(playerLClimb, 0xec, 0);
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DEF_METASPRITE_2x2_FLIP(playerLSad, 0xf0, 0);
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//DEF_METASPRITE_2x2(personToSave, 0xba, 1);
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const unsigned char personToSave[]={
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0, 0, (0xba)+0, 3,
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0, 8, (0xba)+2, 0,
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8, 0, (0xba)+1, 3,
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8, 8, (0xba)+3, 0,
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128};
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const unsigned char* const playerRunSeq[16] = {
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playerLRun1, playerLRun2, playerLRun3,
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playerLRun1, playerLRun2, playerLRun3,
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playerLRun1, playerLRun2,
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playerRRun1, playerRRun2, playerRRun3,
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playerRRun1, playerRRun2, playerRRun3,
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playerRRun1, playerRRun2,
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};
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///// GAME LOGIC
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// struct definition for a single floor
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typedef struct Floor {
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byte ypos; // # of tiles from ground
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int height:4; // # of tiles to next floor
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int gap:4; // X position of gap
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int ladder1:4; // X position of first ladder
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int ladder2:4; // X position of second ladder
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int objtype:4; // item type (FloorItem)
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int objpos:4; // X position of object
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} Floor;
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// various items the player can pick up
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typedef enum FloorItem { ITEM_NONE, ITEM_MINE, ITEM_HEART, ITEM_POWER };
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// array of floors
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Floor floors[MAX_FLOORS];
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// is this x (pixel) position within the gap <gap>?
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bool is_in_gap(byte x, byte gap) {
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if (gap) {
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byte x1 = gap*16 + 4;
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return (x > x1 && x < x1+GAPSIZE*8-4);
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} else {
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return false;
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}
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}
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// is this ladder at (tile) position x within the gap?
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bool ladder_in_gap(byte x, byte gap) {
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return gap && x >= gap && x < gap+GAPSIZE*2;
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}
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// create floors at start of game
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void make_floors() {
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byte i;
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byte y = BOTTOM_FLOOR_Y;
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Floor* prevlev = &floors[0];
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for (i=0; i<MAX_FLOORS; i++) {
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Floor* lev = &floors[i];
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lev->height = rndint(2,5)*2;
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do {
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// only have gaps in higher floors
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lev->gap = i>=5 ? rndint(0,13) : 0;
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} while (ladder_in_gap(prevlev->ladder1, lev->gap) ||
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ladder_in_gap(prevlev->ladder2, lev->gap));
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do {
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lev->ladder1 = rndint(1,14);
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lev->ladder2 = rndint(1,14);
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} while (ladder_in_gap(lev->ladder1, lev->gap) ||
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ladder_in_gap(lev->ladder2, lev->gap));
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if (i > 0) {
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lev->objtype = rndint(1,4);
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do {
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lev->objpos = rndint(1,14);
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} while (ladder_in_gap(lev->objpos, lev->gap));
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}
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lev->ypos = y;
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y += lev->height;
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prevlev = lev;
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}
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// top floor is special
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floors[MAX_FLOORS-1].height = 15;
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floors[MAX_FLOORS-1].gap = 0;
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floors[MAX_FLOORS-1].ladder1 = 0;
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floors[MAX_FLOORS-1].ladder2 = 0;
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floors[MAX_FLOORS-1].objtype = 0;
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}
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void create_actors_on_floor(byte floor_index);
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// draw a nametable line into the frame buffer at <screen_y>
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// 0 == bottom of stage
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void draw_floor_line(byte screen_y) {
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char buf[COLS];
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char attrs[8];
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byte floor, i;
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byte y = screen_y;
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byte rowy;
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word addr;
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for (floor=0; floor<MAX_FLOORS; floor++) {
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Floor* lev = &floors[floor];
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byte dy = y - lev->ypos;
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if (dy >= 254) dy = 0; // if below BOTTOM_Y_FLOOR
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// is this floor visible on-screen?
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if (dy < lev->height) {
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if (dy <= 1) {
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// draw floor
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for (i=0; i<COLS; i+=2) {
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if (dy) {
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buf[i] = CH_FLOOR;
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buf[i+1] = CH_FLOOR+2;
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} else {
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buf[i] = CH_FLOOR+1;
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buf[i+1] = CH_FLOOR+3;
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}
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}
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// draw the gap
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if (lev->gap)
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memset(buf+lev->gap*2, 0, GAPSIZE);
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} else {
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// draw empty space
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memset(buf, 0, sizeof(buf));
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// draw walls
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if (floor < MAX_FLOORS-1) {
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buf[0] = CH_FLOOR+1;
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buf[COLS-1] = CH_FLOOR;
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}
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// draw ladders
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if (lev->ladder1) {
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buf[lev->ladder1*2] = CH_LADDER;
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buf[lev->ladder1*2+1] = CH_LADDER+1;
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}
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if (lev->ladder2) {
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buf[lev->ladder2*2] = CH_LADDER;
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buf[lev->ladder2*2+1] = CH_LADDER+1;
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}
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}
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// draw object, if it exists
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if (lev->objtype) {
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byte ch = lev->objtype*4 + CH_ITEM;
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if (dy == 2) {
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buf[lev->objpos*2] = ch+1;
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buf[lev->objpos*2+1] = ch+3;
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}
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else if (dy == 3) {
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buf[lev->objpos*2] = ch+0;
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buf[lev->objpos*2+1] = ch+2;
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}
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}
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// compute row in name buffer and address
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rowy = (ROWS-1) - (screen_y%60);
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addr = getntaddr(1, rowy);
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// copy attribute table (every 4th row)
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if ((addr & 0x60) == 0) {
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byte a;
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if (dy==1)
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a = 0x05;
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else if (dy==3)
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a = 0x50;
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else
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a = 0x00;
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memset(attrs, a, 8);
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vrambuf_put(nt2attraddr(addr), attrs, 8);
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}
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// copy line to screen buffer
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vrambuf_put(addr, buf, COLS);
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// create actors on this floor, if needed
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// TODO: maybe this happens too early?
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if (dy == 0 && (floor >= 2)) {
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create_actors_on_floor(floor);
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}
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break;
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}
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}
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}
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// draw entire stage at current scroll position
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// filling up entire name table
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void draw_entire_stage() {
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byte y;
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for (y=0; y<ROWS; y++) {
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draw_floor_line(y);
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// allow buffer to flush, delaying a frame
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vrambuf_flush();
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}
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}
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// get Y pixel position for a given floor
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word get_floor_yy(byte floor) {
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return floors[floor].ypos * 8 + 16;
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}
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// get Y ceiling position for a given floor
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word get_ceiling_yy(byte floor) {
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return (floors[floor].ypos + floors[floor].height) * 8 + 16;
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}
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// set scrolling position
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void set_scroll_pixel_yy(int yy) {
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// draw an offscreen line, every 8 pixels
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if ((yy & 7) == 0) {
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// scrolling upward or downward?
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if (yy > scroll_pixel_yy)
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draw_floor_line(scroll_tile_y+30);
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else
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draw_floor_line(scroll_tile_y-30);
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}
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scroll_pixel_yy = yy;
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scroll_tile_y = yy >> 3; // divide by 8
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scroll(0, 479 - ((yy + 224) % 480));
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}
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// redraw a floor when object picked up
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void refresh_floor(byte floor) {
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byte y = floors[floor].ypos;
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draw_floor_line(y+2);
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draw_floor_line(y+3);
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}
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///// ACTORS
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typedef enum ActorState {
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INACTIVE, STANDING, WALKING, CLIMBING, JUMPING, FALLING, PACING
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};
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typedef enum ActorType {
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ACTOR_PLAYER, ACTOR_ENEMY, ACTOR_RESCUE
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};
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typedef struct Actor {
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word yy; // Y position in pixels (16 bit)
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byte x; // X position in pixels (8 bit)
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byte floor; // floor index
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byte state; // ActorState
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int name:2; // ActorType
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int dir:1; // direction (0=right, 1=left)
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int onscreen:1; // is actor onscreen?
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union {
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struct { // when jumping...
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sbyte yvel; // Y velocity
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sbyte xvel; // X velocity
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} jumping;
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} u;
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} Actor;
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Actor actors[MAX_ACTORS];
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void create_actors_on_floor(byte floor_index) {
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byte actor_index = (floor_index % (MAX_ACTORS-1)) + 1;
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struct Actor* a = &actors[actor_index];
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if (!a->onscreen) {
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Floor *floor = &floors[floor_index];
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a->state = STANDING;
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a->name = ACTOR_ENEMY;
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a->x = rand8();
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a->yy = get_floor_yy(floor_index);
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a->floor = floor_index;
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a->onscreen = 1;
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// rescue person on top of the building
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if (floor_index == MAX_FLOORS-1) {
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a->name = ACTOR_RESCUE;
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a->state = PACING;
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a->x = 0;
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}
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}
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}
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byte draw_actor(byte oam_id, byte i) {
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struct Actor* a = &actors[i];
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bool dir;
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const unsigned char* meta;
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byte x,y; // sprite variables
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int screen_y = SCREEN_Y_BOTTOM - a->yy + scroll_pixel_yy;
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if (screen_y > 192+8 || screen_y < -18) {
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a->onscreen = 0;
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return oam_id; // offscreen vertically
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}
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dir = a->dir;
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switch (a->state) {
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case INACTIVE:
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a->onscreen = 0;
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return oam_id; // inactive, offscreen
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case STANDING:
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meta = dir ? playerLStand : playerRStand;
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break;
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case WALKING:
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meta = playerRunSeq[((a->x >> 1) & 7) + (dir?0:8)];
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break;
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case JUMPING:
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meta = dir ? playerLJump : playerRJump;
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break;
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case FALLING:
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meta = dir ? playerLSad : playerRSad;
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break;
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case CLIMBING:
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meta = (a->yy & 4) ? playerLClimb : playerRClimb;
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break;
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case PACING:
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meta = personToSave;
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break;
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}
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// set sprite values
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x = a->x;
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y = screen_y;
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oam_id = oam_meta_spr(x, y, oam_id, meta);
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// is this actor 0? (player sprite)
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if (i == 0) {
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player_screen_y = y; // last screen Y position
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// set special palette for the player's sprites
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// directly in OAM buffer
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OAMBUF[0].attr |= 3;
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OAMBUF[1].attr |= 3;
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OAMBUF[2].attr |= 3;
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OAMBUF[3].attr |= 3;
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}
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a->onscreen = 1;
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return oam_id;
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}
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byte draw_scoreboard(byte oam_id) {
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oam_id = oam_spr(24+0, 24, '0'+(score >> 4), 2, oam_id);
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oam_id = oam_spr(24+8, 24, '0'+(score & 0xf), 2, oam_id);
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return oam_id;
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}
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void refresh_sprites() {
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byte i;
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// draw all actors
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byte oam_id = 0;
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for (i=0; i<MAX_ACTORS; i++)
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oam_id = draw_actor(oam_id, i);
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// draw scoreboard
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oam_id = draw_scoreboard(oam_id);
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// hide rest of actors
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oam_hide_rest(oam_id);
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}
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byte is_ladder_close(byte actor_x, byte ladder_pos) {
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byte ladder_x;
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if (ladder_pos == 0)
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return 0;
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ladder_x = ladder_pos * 16;
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return ((byte)(actor_x - ladder_x) < 16) ? ladder_x : 0;
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}
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byte get_closest_ladder(byte player_x, byte floor_index) {
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Floor* floor = &floors[floor_index];
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byte x;
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if (floor_index >= MAX_FLOORS) return 0;
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x = is_ladder_close(player_x, floor->ladder1);
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if (x) return x;
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x = is_ladder_close(player_x, floor->ladder2);
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if (x) return x;
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return 0;
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}
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byte mount_ladder(Actor* player, signed char floor_adjust) {
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byte x = get_closest_ladder(player->x, player->floor + floor_adjust);
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if (x) {
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player->x = x + 8;
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player->state = CLIMBING;
|
|
player->floor += floor_adjust;
|
|
return 1;
|
|
} else
|
|
return 0;
|
|
}
|
|
|
|
void check_scroll_up() {
|
|
if (player_screen_y < ACTOR_SCROLL_UP_Y) {
|
|
set_scroll_pixel_yy(scroll_pixel_yy + 1);
|
|
}
|
|
}
|
|
|
|
void check_scroll_down() {
|
|
if (player_screen_y > ACTOR_SCROLL_DOWN_Y && scroll_pixel_yy > 0) {
|
|
set_scroll_pixel_yy(scroll_pixel_yy - 1);
|
|
}
|
|
}
|
|
|
|
void fall_down(struct Actor* actor) {
|
|
actor->floor--;
|
|
actor->state = FALLING;
|
|
actor->u.jumping.xvel = 0;
|
|
actor->u.jumping.yvel = 0;
|
|
}
|
|
|
|
void move_actor(struct Actor* actor, byte joystick, bool scroll) {
|
|
switch (actor->state) {
|
|
|
|
case STANDING:
|
|
case WALKING:
|
|
// left/right has priority over climbing
|
|
if (joystick & PAD_A) {
|
|
actor->state = JUMPING;
|
|
actor->u.jumping.xvel = 0;
|
|
actor->u.jumping.yvel = JUMP_VELOCITY;
|
|
if (joystick & PAD_LEFT) actor->u.jumping.xvel = -1;
|
|
if (joystick & PAD_RIGHT) actor->u.jumping.xvel = 1;
|
|
// play sound for player
|
|
if (scroll) sfx_play(SND_JUMP,0);
|
|
} else if (joystick & PAD_LEFT) {
|
|
actor->x--;
|
|
actor->dir = 1;
|
|
actor->state = WALKING;
|
|
} else if (joystick & PAD_RIGHT) {
|
|
actor->x++;
|
|
actor->dir = 0;
|
|
actor->state = WALKING;
|
|
} else if (joystick & PAD_UP) {
|
|
mount_ladder(actor, 0); // state -> CLIMBING
|
|
} else if (joystick & PAD_DOWN) {
|
|
mount_ladder(actor, -1); // state -> CLIMBING, floor -= 1
|
|
} else {
|
|
actor->state = STANDING;
|
|
}
|
|
if (scroll) {
|
|
check_scroll_up();
|
|
check_scroll_down();
|
|
}
|
|
break;
|
|
|
|
case CLIMBING:
|
|
if (joystick & PAD_UP) {
|
|
if (actor->yy >= get_ceiling_yy(actor->floor)) {
|
|
actor->floor++;
|
|
actor->state = STANDING;
|
|
} else {
|
|
actor->yy++;
|
|
}
|
|
} else if (joystick & PAD_DOWN) {
|
|
if (actor->yy <= get_floor_yy(actor->floor)) {
|
|
actor->state = STANDING;
|
|
} else {
|
|
actor->yy--;
|
|
}
|
|
}
|
|
if (scroll) {
|
|
check_scroll_up();
|
|
check_scroll_down();
|
|
}
|
|
break;
|
|
|
|
case FALLING:
|
|
if (scroll) {
|
|
check_scroll_up();
|
|
check_scroll_down();
|
|
}
|
|
case JUMPING:
|
|
actor->x += actor->u.jumping.xvel;
|
|
actor->yy += actor->u.jumping.yvel/4;
|
|
actor->u.jumping.yvel -= 1;
|
|
if (actor->yy <= get_floor_yy(actor->floor)) {
|
|
actor->yy = get_floor_yy(actor->floor);
|
|
actor->state = STANDING;
|
|
}
|
|
break;
|
|
}
|
|
// don't allow player to travel past left/right edges of screen
|
|
if (actor->x > ACTOR_MAX_X) actor->x = ACTOR_MAX_X; // we wrapped around right edge
|
|
if (actor->x < ACTOR_MIN_X) actor->x = ACTOR_MIN_X;
|
|
// if player lands in a gap, they fall (switch to JUMPING state)
|
|
if (actor->state <= WALKING &&
|
|
is_in_gap(actor->x, floors[actor->floor].gap)) {
|
|
fall_down(actor);
|
|
}
|
|
}
|
|
|
|
void pickup_object(Actor* actor) {
|
|
Floor* floor = &floors[actor->floor];
|
|
byte objtype = floor->objtype;
|
|
if (objtype && actor->state <= WALKING) {
|
|
byte objx = floor->objpos * 16;
|
|
if (actor->x >= objx && actor->x < objx+16) {
|
|
// clear the item from the floor and redraw
|
|
floor->objtype = 0;
|
|
refresh_floor(actor->floor);
|
|
// did we hit a mine?
|
|
if (objtype == ITEM_MINE) {
|
|
fall_down(actor);
|
|
sfx_play(SND_HIT,0);
|
|
vbright = 8; // flash
|
|
} else {
|
|
score = bcd_add(score, 1);
|
|
sfx_play(SND_COIN,0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void move_player() {
|
|
byte joy = pad_poll(0);
|
|
move_actor(&actors[0], joy, true);
|
|
pickup_object(&actors[0]);
|
|
}
|
|
|
|
byte iabs(int x) {
|
|
return x >= 0 ? x : -x;
|
|
}
|
|
|
|
bool check_collision(Actor* a) {
|
|
byte i;
|
|
byte afloor = a->floor;
|
|
// can't fall through basement
|
|
if (afloor == 0) return false;
|
|
// can't fall if already falling
|
|
if (a->state == FALLING) return false;
|
|
// iterate through entire list of actors
|
|
for (i=1; i<MAX_ACTORS; i++) {
|
|
Actor* b = &actors[i];
|
|
// actors must be on same floor and within 8 pixels
|
|
if (b->onscreen &&
|
|
afloor == b->floor &&
|
|
iabs(a->yy - b->yy) < 8 &&
|
|
iabs(a->x - b->x) < 8) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
///
|
|
|
|
const char* RESCUE_TEXT =
|
|
"Is this a rescue?\n"
|
|
"I am just hanging out\n"
|
|
"on top of this building.\n"
|
|
"Get lost!!!";
|
|
|
|
void type_message(const char* charptr) {
|
|
char ch;
|
|
byte x,y;
|
|
x = 2;
|
|
// compute message y position relative to scroll
|
|
y = ROWS*3 + 39 - scroll_tile_y;
|
|
while ((ch = *charptr++)) {
|
|
while (y >= 60) y -= 60;
|
|
if (ch == '\n') {
|
|
x = 2;
|
|
y++;
|
|
} else {
|
|
vrambuf_put(getntaddr(x, y), &ch, 1);
|
|
x++;
|
|
}
|
|
// flush buffer and wait a few frames
|
|
vrambuf_flush();
|
|
delay(5);
|
|
}
|
|
}
|
|
|
|
void rescue_scene() {
|
|
// make player face to the left
|
|
actors[0].dir = 1;
|
|
actors[0].state = STANDING;
|
|
refresh_sprites();
|
|
type_message(RESCUE_TEXT);
|
|
// wait 2 seconds
|
|
delay(100);
|
|
}
|
|
|
|
void play_scene() {
|
|
byte i;
|
|
|
|
memset(actors, 0, sizeof(actors));
|
|
actors[0].state = STANDING;
|
|
actors[0].name = ACTOR_PLAYER;
|
|
actors[0].x = 64;
|
|
actors[0].floor = 0;
|
|
actors[0].yy = get_floor_yy(0);
|
|
|
|
set_scroll_pixel_yy(0);
|
|
draw_entire_stage();
|
|
|
|
while (actors[0].floor != MAX_FLOORS-1) {
|
|
//set_scroll_pixel_yy(scroll_pixel_yy+1);
|
|
vrambuf_flush();
|
|
refresh_sprites();
|
|
move_player();
|
|
// move all the actors
|
|
for (i=1; i<MAX_ACTORS; i++) {
|
|
move_actor(&actors[i], rand8(), false);
|
|
}
|
|
// see if the player hit another actor
|
|
if (check_collision(&actors[0])) {
|
|
fall_down(&actors[0]);
|
|
sfx_play(SND_HIT,0);
|
|
vbright = 8; // flash
|
|
}
|
|
if (vbright > 4) {
|
|
pal_bright(--vbright);
|
|
}
|
|
}
|
|
|
|
rescue_scene();
|
|
}
|
|
|
|
/*{pal:"nes",layout:"nes"}*/
|
|
const char PALETTE[32] = {
|
|
0x03, // background color
|
|
|
|
0x11,0x30,0x27, 0x0, // ladders and pickups
|
|
0x1c,0x20,0x2c, 0x0, // floor blocks
|
|
0x00,0x10,0x20, 0x0,
|
|
0x06,0x16,0x26, 0x0,
|
|
|
|
0x16,0x35,0x24, 0x0, // enemy sprites
|
|
0x00,0x37,0x25, 0x0, // rescue person
|
|
0x0d,0x2d,0x3a, 0x0,
|
|
0x0d,0x27,0x2a // player sprites
|
|
};
|
|
|
|
void setup_graphics() {
|
|
ppu_off();
|
|
oam_clear();
|
|
pal_all(PALETTE);
|
|
vram_adr(0x2000);
|
|
vram_fill(CH_BLANK, 0x1000);
|
|
vrambuf_clear();
|
|
set_vram_update(updbuf);
|
|
ppu_on_all();
|
|
}
|
|
|
|
void setup_sounds() {
|
|
famitone_init(danger_streets_music_data);
|
|
sfx_init(demo_sounds);
|
|
nmi_set_callback(famitone_update);
|
|
}
|
|
|
|
void main() {
|
|
setup_sounds();
|
|
while (1) {
|
|
setup_graphics();
|
|
sfx_play(SND_START,0);
|
|
make_floors();
|
|
music_play(0);
|
|
play_scene();
|
|
}
|
|
}
|