mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-29 14:51:17 +00:00
611 lines
14 KiB
C
611 lines
14 KiB
C
|
|
/*
|
|
* A ZX Spectrum port of the Cosmic Impalas game
|
|
* described in the book
|
|
* "Making 8-bit Arcade Games in C"
|
|
*/
|
|
|
|
#include <string.h>
|
|
#include "bios.h"
|
|
//#link "bios.c"
|
|
|
|
// type aliases for byte/signed byte/unsigned 16-bit
|
|
typedef unsigned char byte;
|
|
typedef signed char sbyte;
|
|
typedef unsigned short word;
|
|
|
|
// speaker click
|
|
__sfr __at (0xfe) portfe;
|
|
static byte spkr;
|
|
#define CLICK portfe = spkr ^= 0x10;
|
|
|
|
#define VHEIGHT 192 // number of scanlines
|
|
#define VBWIDTH 32 // number of bytes per scanline
|
|
#define PIXWIDTH 256 // 8 pixels per byte
|
|
|
|
// swap bits of address for ZX screen layout
|
|
// http://www.breakintoprogram.co.uk/computers/zx-spectrum/screen-memory-layout
|
|
// lookup table, starting address of each scanline (0 .. 191)
|
|
static byte* const vidmem[VHEIGHT] = {
|
|
0x4000, 0x4100, 0x4200, 0x4300
|
|
, 0x4400, 0x4500, 0x4600, 0x4700
|
|
, 0x4020, 0x4120, 0x4220, 0x4320
|
|
, 0x4420, 0x4520, 0x4620, 0x4720
|
|
, 0x4040, 0x4140, 0x4240, 0x4340
|
|
, 0x4440, 0x4540, 0x4640, 0x4740
|
|
, 0x4060, 0x4160, 0x4260, 0x4360
|
|
, 0x4460, 0x4560, 0x4660, 0x4760
|
|
, 0x4080, 0x4180, 0x4280, 0x4380
|
|
, 0x4480, 0x4580, 0x4680, 0x4780
|
|
, 0x40A0, 0x41A0, 0x42A0, 0x43A0
|
|
, 0x44A0, 0x45A0, 0x46A0, 0x47A0
|
|
, 0x40C0, 0x41C0, 0x42C0, 0x43C0
|
|
, 0x44C0, 0x45C0, 0x46C0, 0x47C0
|
|
, 0x40E0, 0x41E0, 0x42E0, 0x43E0
|
|
, 0x44E0, 0x45E0, 0x46E0, 0x47E0
|
|
, 0x4800, 0x4900, 0x4A00, 0x4B00
|
|
, 0x4C00, 0x4D00, 0x4E00, 0x4F00
|
|
, 0x4820, 0x4920, 0x4A20, 0x4B20
|
|
, 0x4C20, 0x4D20, 0x4E20, 0x4F20
|
|
, 0x4840, 0x4940, 0x4A40, 0x4B40
|
|
, 0x4C40, 0x4D40, 0x4E40, 0x4F40
|
|
, 0x4860, 0x4960, 0x4A60, 0x4B60
|
|
, 0x4C60, 0x4D60, 0x4E60, 0x4F60
|
|
, 0x4880, 0x4980, 0x4A80, 0x4B80
|
|
, 0x4C80, 0x4D80, 0x4E80, 0x4F80
|
|
, 0x48A0, 0x49A0, 0x4AA0, 0x4BA0
|
|
, 0x4CA0, 0x4DA0, 0x4EA0, 0x4FA0
|
|
, 0x48C0, 0x49C0, 0x4AC0, 0x4BC0
|
|
, 0x4CC0, 0x4DC0, 0x4EC0, 0x4FC0
|
|
, 0x48E0, 0x49E0, 0x4AE0, 0x4BE0
|
|
, 0x4CE0, 0x4DE0, 0x4EE0, 0x4FE0
|
|
, 0x5000, 0x5100, 0x5200, 0x5300
|
|
, 0x5400, 0x5500, 0x5600, 0x5700
|
|
, 0x5020, 0x5120, 0x5220, 0x5320
|
|
, 0x5420, 0x5520, 0x5620, 0x5720
|
|
, 0x5040, 0x5140, 0x5240, 0x5340
|
|
, 0x5440, 0x5540, 0x5640, 0x5740
|
|
, 0x5060, 0x5160, 0x5260, 0x5360
|
|
, 0x5460, 0x5560, 0x5660, 0x5760
|
|
, 0x5080, 0x5180, 0x5280, 0x5380
|
|
, 0x5480, 0x5580, 0x5680, 0x5780
|
|
, 0x50A0, 0x51A0, 0x52A0, 0x53A0
|
|
, 0x54A0, 0x55A0, 0x56A0, 0x57A0
|
|
, 0x50C0, 0x51C0, 0x52C0, 0x53C0
|
|
, 0x54C0, 0x55C0, 0x56C0, 0x57C0
|
|
, 0x50E0, 0x51E0, 0x52E0, 0x53E0
|
|
, 0x54E0, 0x55E0, 0x56E0, 0x57E0
|
|
};
|
|
|
|
// attribute table
|
|
byte __at(0x5800) vidattrs[24][32];
|
|
|
|
// bitmask table
|
|
const byte BIT8[8] = { 0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01 };
|
|
|
|
/// SOUND FUNCTIONS
|
|
|
|
void tone(byte period, byte dur, sbyte mod) {
|
|
word i;
|
|
while (dur--) {
|
|
for (i=0; i<period; i++) ;
|
|
CLICK;
|
|
period += mod;
|
|
}
|
|
}
|
|
|
|
/// GRAPHICS FUNCTIONS
|
|
|
|
// draw (xor) vertical line
|
|
void xor_vline(byte x, byte y1, byte y2) {
|
|
byte xb = x>>3; // divide x by 8
|
|
byte mask = BIT8[x&7]; // lookup bitmask for remainder
|
|
byte y;
|
|
for (y=y1; y<=y2; y++) {
|
|
byte* dest = &vidmem[y][xb]; // lookup dest. address
|
|
*dest ^= mask; // XOR mask with destination
|
|
}
|
|
}
|
|
|
|
// clear screen and set graphics mode
|
|
void clrscr() {
|
|
memset(vidmem[0], 0, 0x1800); // clear page 1
|
|
memset(vidattrs, 0x4, 0x300); // set attributes
|
|
}
|
|
|
|
// draw (xor) a pixel
|
|
void xor_pixel(byte x, byte y) {
|
|
xor_vline(x, y, y); // draw line with 1-pixel height
|
|
}
|
|
|
|
typedef enum {
|
|
OP_DRAW, OP_XOR, OP_ERASE
|
|
} GraphicsOperation;
|
|
|
|
// render a sprite with the given graphics operation
|
|
byte render_sprite(const byte* src, byte x, byte y, byte op) {
|
|
byte i,j;
|
|
byte w = *src++; // get width from 1st byte of sprite
|
|
byte h = *src++; // get height from 2nd byte of sprite
|
|
byte xb = x>>3; // xb = x DIV 8
|
|
byte xs = x&7; // xs = x MOD 8
|
|
byte result = 0; // result (used only with XOR)
|
|
for (j=0; j<h; j++) {
|
|
byte* dest = &vidmem[y++][xb]; // lookup video address
|
|
byte rest = 0; // rest = leftover bits
|
|
for (i=0; i<w; i++) {
|
|
byte data = *src++; // get next sprite byte
|
|
byte next = (data >> xs) | rest; // shift and OR with leftover
|
|
// compute graphics operation, write to dest
|
|
switch (op) {
|
|
case OP_DRAW: *dest++ = next; break;
|
|
case OP_XOR: result |= (*dest++ ^= next); break;
|
|
case OP_ERASE: *dest++ &= ~next; break;
|
|
}
|
|
rest = data << (8-xs); // save leftover bits
|
|
}
|
|
// compute final byte operation
|
|
switch (op) {
|
|
case OP_DRAW: *dest = rest; break;
|
|
case OP_XOR: result |= (*dest ^= rest); break;
|
|
case OP_ERASE: *dest &= ~rest; break;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void draw_sprite(const byte* src, byte x, byte y) {
|
|
render_sprite(src, x, y, OP_DRAW);
|
|
}
|
|
|
|
// XOR returns non-zero if any pixels were overlapped
|
|
byte xor_sprite(const byte* src, byte x, byte y) {
|
|
return render_sprite(src, x, y, OP_XOR);
|
|
}
|
|
|
|
void erase_sprite(const byte* src, byte x, byte y) {
|
|
render_sprite(src, x, y, OP_ERASE);
|
|
}
|
|
|
|
// clear just sets all bytes to 0, and is fast
|
|
void clear_sprite(const byte* src, byte x, byte y) {
|
|
byte i,j;
|
|
byte w = *src++;
|
|
byte h = *src++;
|
|
byte xb = x>>3;
|
|
for (j=0; j<h; j++) {
|
|
byte* dest = &vidmem[y++][xb];
|
|
for (i=0; i<=w; i++) {
|
|
dest[i] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// draw character from column 0..39, row 0..23
|
|
void draw_char(char ch, byte col, byte row) {
|
|
byte i;
|
|
const byte* src = &font8x8[(ch-LOCHAR)][0];
|
|
byte y = row*8;
|
|
for (i=0; i<8; i++) {
|
|
byte* dest = &vidmem[y++][col];
|
|
*dest = *src;
|
|
src += 1;
|
|
}
|
|
}
|
|
|
|
// draw string starting at row/col (vert 1 = draw vertical)
|
|
void draw_string(const char* str, byte col, byte row, byte vert) {
|
|
do {
|
|
byte ch = *str++;
|
|
if (!ch) break;
|
|
draw_char(ch, col, row);
|
|
if (vert) row++; else col++;
|
|
} while (1);
|
|
}
|
|
|
|
// draw 4-digit BCD word
|
|
void draw_bcd_word(word bcd, byte col, byte row, byte vert) {
|
|
byte j;
|
|
if (vert) row+=3; else col+=3; // move to rightmost digit
|
|
for (j=0; j<4; j++) {
|
|
draw_char('0'+(bcd&0xf), col, row);
|
|
if (vert) row--; else col--;
|
|
bcd >>= 4;
|
|
}
|
|
}
|
|
|
|
// add two 16-bit BCD values
|
|
word bcd_add(word a, word b) __naked {
|
|
a; b; // to avoid warning
|
|
__asm
|
|
push ix
|
|
ld ix,#0
|
|
add ix,sp
|
|
ld a,4 (ix)
|
|
add a, 6 (ix)
|
|
daa
|
|
ld c,a
|
|
ld a,5 (ix)
|
|
adc a, 7 (ix)
|
|
daa
|
|
ld b,a
|
|
ld l, c
|
|
ld h, b
|
|
pop ix
|
|
ret
|
|
__endasm;
|
|
}
|
|
|
|
//
|
|
// GAME GRAPHICS
|
|
//
|
|
|
|
const byte player_bitmap[] =
|
|
{3,16,/*{w:24,h:16,bpp:1,brev:1}*/0x00,0x00,0x00,0x00,0x18,0x00,0x00,0x3C,0x00,0x04,0x18,0x20,0x04,0x18,0x20,0x0E,0x3C,0x70,0x1D,0x3C,0xB8,0x2C,0xE7,0x34,0x2E,0x66,0x74,0x25,0xE7,0xA4,0x34,0xDB,0x2C,0x2E,0x5A,0x74,0x2D,0xE7,0xB4,0x1C,0x3C,0x38,0x0D,0xDB,0xB0,0x07,0x18,0xE0};
|
|
const byte bomb_bitmap[] =
|
|
{1,5,/*{w:8,h:5,bpp:1,brev:1}*/0x88,0x55,0x77,0x55,0x88};
|
|
const byte bullet_bitmap[] =
|
|
{1,5,/*{w:8,h:5,bpp:1,brev:1}*/0x14,0x28,0x14,0x14,0x28};
|
|
const byte enemy1_bitmap[] =
|
|
{2,16,/*{w:16,h:16,bpp:1,brev:1}*/0x00,0x00,0x7F,0xF8,0xF8,0x7C,0x8C,0xC4,0xAC,0xD4,0x8C,0xC4,0xFC,0xFC,0xF8,0x7C,0xF0,0x3C,0x8B,0x44,0xF3,0x3C,0xF3,0x3C,0xD3,0x2C,0x8C,0xC4,0x48,0x48,0x80,0x04};
|
|
const byte enemy2_bitmap[] =
|
|
{2,16,/*{w:16,h:16,bpp:1,brev:1}*/0x00,0x00,0x30,0x0C,0x14,0x28,0x2F,0xF4,0x08,0x10,0x22,0x44,0xE0,0x07,0xD0,0x0B,0xB0,0x0D,0xB2,0x4D,0x19,0x98,0x8E,0x71,0x82,0x41,0xB1,0x8D,0x59,0x9A,0x4A,0x52};
|
|
const byte enemy3_bitmap[] =
|
|
{2,16,/*{w:16,h:16,bpp:1,brev:1}*/0x00,0x00,0x00,0x00,0x04,0x20,0x05,0xA0,0x05,0xA0,0x25,0xA4,0xA7,0xE5,0xF7,0xEF,0xF7,0xEF,0xFE,0x7F,0xFC,0x3F,0xBC,0x3D,0x64,0x26,0x20,0x04,0x00,0x00,0x00,0x00};
|
|
const byte enemy4_bitmap[] =
|
|
{2,16,/*{w:16,h:16,bpp:1,brev:1}*/0x00,0x00,0x00,0x00,0x37,0xEC,0x78,0x1E,0x5A,0x5A,0xFA,0x5F,0xF8,0x1F,0xF8,0x1F,0xF1,0x8F,0xA8,0x15,0xCC,0x33,0xE8,0x17,0x66,0x66,0x33,0xCC,0x0D,0xB0,0x00,0x00};
|
|
|
|
const byte* const enemy_bitmaps[4] = {
|
|
enemy1_bitmap,
|
|
enemy2_bitmap,
|
|
enemy3_bitmap,
|
|
enemy4_bitmap
|
|
};
|
|
|
|
//
|
|
// GAME CODE
|
|
//
|
|
|
|
byte attract;
|
|
word score;
|
|
byte lives;
|
|
|
|
#define MAXLIVES 5
|
|
|
|
byte player_x;
|
|
byte bullet_x;
|
|
byte bullet_y;
|
|
byte bomb_x;
|
|
byte bomb_y;
|
|
|
|
typedef struct {
|
|
byte x,y;
|
|
const byte* shape; // need const here
|
|
} Enemy;
|
|
|
|
#define MAX_ENEMIES 28
|
|
|
|
Enemy enemies[MAX_ENEMIES];
|
|
byte enemy_index;
|
|
byte num_enemies;
|
|
|
|
typedef struct {
|
|
int right:1;
|
|
int down:1;
|
|
} MarchMode;
|
|
|
|
MarchMode this_mode, next_mode;
|
|
|
|
void draw_lives() {
|
|
byte i;
|
|
byte n = lives;
|
|
byte y = 18;
|
|
byte x = VBWIDTH-1;
|
|
for (i=0; i<MAXLIVES; i++) {
|
|
draw_char(i<n?'*':' ', x, y++);
|
|
}
|
|
}
|
|
|
|
void draw_score() {
|
|
byte x = VBWIDTH-1;
|
|
byte y = 10;
|
|
draw_bcd_word(score, x, y, 1);
|
|
}
|
|
|
|
void draw_bunker(byte x, byte y, byte y2, byte h, byte w) {
|
|
byte i,a,b;
|
|
a=0; b=0;
|
|
for (i=0; i<h; i++) {
|
|
a = y-y2-i*2;
|
|
b = y-i;
|
|
xor_vline(x+i, a, b);
|
|
xor_vline(x+h*2+w-i-1, a, b);
|
|
}
|
|
for (i=0; i<w; i++) {
|
|
xor_vline(x+h+i, a, b);
|
|
}
|
|
}
|
|
|
|
void draw_playfield() {
|
|
byte i;
|
|
clrscr();
|
|
draw_string("PLAYER 1", VBWIDTH-1, 0, 1);
|
|
draw_score();
|
|
draw_lives();
|
|
for (i=0; i<VBWIDTH-2; i++)
|
|
vidmem[191][i] = 0x55;
|
|
draw_bunker(20, 165, 15, 15, 20);
|
|
draw_bunker(160, 165, 15, 15, 20);
|
|
}
|
|
|
|
void add_score(word pts) {
|
|
if (attract) return;
|
|
score = bcd_add(score, pts);
|
|
draw_score();
|
|
}
|
|
|
|
void xor_player_derez() {
|
|
byte i,j;
|
|
byte x = player_x+13;
|
|
byte y = 190;
|
|
byte* rand = (byte*) &clrscr; // use code as random #'s
|
|
for (j=1; j<=0x1f; j++) {
|
|
for (i=0; i<50; i++) {
|
|
signed char xx = x + (*rand++ & 0x1f) - 15;
|
|
signed char yy = y - (*rand++ & j);
|
|
xor_pixel(xx, yy);
|
|
if ((xx & 0x1f) > j) { CLICK; }
|
|
}
|
|
}
|
|
}
|
|
|
|
void destroy_player() {
|
|
xor_player_derez(); // xor derez pattern
|
|
xor_sprite(player_bitmap, player_x, VHEIGHT-17); // erase ship via xor
|
|
xor_player_derez(); // xor 2x to erase derez pattern
|
|
player_x = 0xff;
|
|
lives--;
|
|
}
|
|
|
|
void init_enemies() {
|
|
byte i,x,y,bm;
|
|
x=0;
|
|
y=10;
|
|
bm=0;
|
|
for (i=0; i<MAX_ENEMIES; i++) {
|
|
Enemy* e = &enemies[i];
|
|
e->x = x;
|
|
e->y = y;
|
|
e->shape = enemy_bitmaps[bm];
|
|
x += 29;
|
|
if (x >= 200) {
|
|
x = 0;
|
|
y += 20;
|
|
bm++;
|
|
}
|
|
}
|
|
enemy_index = 0;
|
|
num_enemies = MAX_ENEMIES;
|
|
this_mode.right = 1;
|
|
this_mode.down = 0;
|
|
next_mode.right = 1;
|
|
next_mode.down = 0;
|
|
}
|
|
|
|
void delete_enemy(Enemy* e) {
|
|
clear_sprite(e->shape, e->x, e->y);
|
|
memmove(e, e+1, sizeof(Enemy)*(enemies-e+MAX_ENEMIES-1));
|
|
num_enemies--; // update_next_enemy() will check enemy_index
|
|
tone(1,10,10);
|
|
}
|
|
|
|
void update_next_enemy() {
|
|
Enemy* e;
|
|
if (enemy_index >= num_enemies) {
|
|
enemy_index = 0;
|
|
memcpy(&this_mode, &next_mode, sizeof(this_mode));
|
|
tone(220+num_enemies,3,1);
|
|
}
|
|
e = &enemies[enemy_index];
|
|
clear_sprite(e->shape, e->x, e->y);
|
|
if (this_mode.down) {
|
|
e->y += 4;
|
|
// if too close to ground, end game
|
|
if (e->y > 170) {
|
|
destroy_player();
|
|
lives = 0;
|
|
}
|
|
next_mode.down = 0;
|
|
} else {
|
|
if (this_mode.right) {
|
|
e->x += 2;
|
|
if (e->x >= 255-32) {
|
|
next_mode.down = 1;
|
|
next_mode.right = 0;
|
|
}
|
|
} else {
|
|
e->x -= 2;
|
|
if (e->x == 0) {
|
|
next_mode.down = 1;
|
|
next_mode.right = 1;
|
|
}
|
|
}
|
|
}
|
|
draw_sprite(e->shape, e->x, e->y);
|
|
enemy_index++;
|
|
}
|
|
|
|
char in_rect(Enemy* e, byte x, byte y, byte w, byte h) {
|
|
byte ew = e->shape[0]*8;
|
|
byte eh = e->shape[1];
|
|
return (x >= e->x-w && x <= e->x+ew+w && y >= e->y-h && y <= e->y+eh+h);
|
|
}
|
|
|
|
Enemy* find_enemy_at(byte x, byte y) {
|
|
byte i;
|
|
for (i=0; i<num_enemies; i++) {
|
|
Enemy* e = &enemies[i];
|
|
if (in_rect(e, x, y, 4, 4)) {
|
|
return e;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
void check_bullet_hit(byte x, byte y) {
|
|
Enemy* e = find_enemy_at(x,y);
|
|
if (e) {
|
|
delete_enemy(e);
|
|
add_score(0x25);
|
|
}
|
|
}
|
|
|
|
void fire_bullet() {
|
|
bullet_x = player_x + 13;
|
|
bullet_y = VHEIGHT-22;
|
|
xor_sprite(bullet_bitmap, bullet_x, bullet_y); // draw
|
|
}
|
|
|
|
void move_bullet() {
|
|
byte leftover = xor_sprite(bullet_bitmap, bullet_x, bullet_y); // erase
|
|
if (leftover || bullet_y < 10) {
|
|
clear_sprite(bullet_bitmap, bullet_x, bullet_y);
|
|
check_bullet_hit(bullet_x, bullet_y+2);
|
|
bullet_y = 0;
|
|
} else {
|
|
bullet_y -= 4;
|
|
tone(bullet_y,3,0);
|
|
xor_sprite(bullet_bitmap, bullet_x, bullet_y); // draw
|
|
}
|
|
}
|
|
|
|
void drop_bomb() {
|
|
Enemy* e = &enemies[enemy_index];
|
|
bomb_x = e->x + 7;
|
|
bomb_y = e->y + 16;
|
|
xor_sprite(bomb_bitmap, bomb_x, bomb_y);
|
|
}
|
|
|
|
void move_bomb() {
|
|
byte leftover = xor_sprite(bomb_bitmap, bomb_x, bomb_y); // erase
|
|
if (bomb_y > VHEIGHT-12) {
|
|
bomb_y = 0;
|
|
} else if (leftover & 0x7f) { // don't count hi bit
|
|
erase_sprite(bomb_bitmap, bomb_x, bomb_y); // erase bunker
|
|
if (bomb_y > VHEIGHT-23) {
|
|
// player was hit (probably)
|
|
destroy_player();
|
|
}
|
|
bomb_y = 0;
|
|
} else {
|
|
bomb_y += 3;
|
|
xor_sprite(bomb_bitmap, bomb_x, bomb_y);
|
|
}
|
|
}
|
|
|
|
byte frame;
|
|
signed char player_dir = 0;
|
|
|
|
void move_player() {
|
|
if (attract) {
|
|
if (bullet_y == 0) fire_bullet();
|
|
player_dir = 0;
|
|
} else {
|
|
char key = keyscan();
|
|
// handle keyboard
|
|
if (key != 0xff) {
|
|
switch (key) {
|
|
case 0x04: // left arrow
|
|
player_dir = -2;
|
|
break;
|
|
case 0x13: // right arrow
|
|
player_dir = 2;
|
|
break;
|
|
case ' ': // space
|
|
if (bullet_y == 0) {
|
|
fire_bullet();
|
|
}
|
|
break;
|
|
}
|
|
} else {
|
|
player_dir = 0;
|
|
}
|
|
}
|
|
// move player
|
|
if (player_dir < 0 && player_x > 0)
|
|
player_x += player_dir;
|
|
else if (player_dir > 0 && player_x < 255-40)
|
|
player_x += player_dir;
|
|
draw_sprite(player_bitmap, player_x, VHEIGHT-17);
|
|
}
|
|
|
|
void play_round() {
|
|
draw_playfield();
|
|
player_x = VHEIGHT/2-8;
|
|
bullet_y = 0;
|
|
bomb_y = 0;
|
|
frame = 0;
|
|
while (player_x != 0xff && num_enemies) {
|
|
move_player();
|
|
if (bullet_y) {
|
|
move_bullet();
|
|
}
|
|
update_next_enemy();
|
|
if (frame & 1) {
|
|
if (bomb_y == 0) {
|
|
drop_bomb();
|
|
} else {
|
|
move_bomb();
|
|
}
|
|
}
|
|
frame++;
|
|
}
|
|
}
|
|
|
|
void init_game() {
|
|
score = 0;
|
|
lives = 5;
|
|
}
|
|
|
|
void game_over_msg() {
|
|
byte i;
|
|
byte x=8;
|
|
byte y=10;
|
|
for (i=0; i<50; i++) {
|
|
draw_string(" *************** ", x, y+0, 0);
|
|
draw_string("*** ***", x, y+1, 0);
|
|
draw_string("** GAME OVER **", x, y+2, 0);
|
|
draw_string("*** ***", x, y+3, 0);
|
|
draw_string(" *************** ", x, y+4, 0);
|
|
}
|
|
}
|
|
|
|
void play_game() {
|
|
attract = 0;
|
|
init_game();
|
|
init_enemies();
|
|
while (lives) {
|
|
play_round();
|
|
if (num_enemies == 0) {
|
|
init_enemies();
|
|
}
|
|
}
|
|
game_over_msg();
|
|
}
|
|
|
|
void attract_mode() {
|
|
attract = 1;
|
|
while (1) {
|
|
init_enemies();
|
|
play_round();
|
|
}
|
|
}
|
|
|
|
void main() {
|
|
// NOTE: initializers don't get run, so we init here
|
|
while (1) {
|
|
//attract_mode();
|
|
play_game();
|
|
}
|
|
}
|