GSCats/gamemanager.s

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;
; gamemanager
; The manager for overall game logic
;
; Created by Quinn Dunki on 8/15/17
;
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NUMPLAYERS = 2
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beginGameplay:
; Initialize random numbers
lda #1
jsr seedRandom
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; Set up palette for terrain and players
lda #basePalette
sta PARAML0
lda #0
jsr setPalette
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; Set up palette for status bar
lda #statusBarPalette
sta PARAML0
lda #1
jsr setPalette
lda #1
sta PARAML0
ldx #0
ldy #10
jsr setScanlinePalette
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; Set up sprite rendering
BITS8
lda #3
sta SpriteBankBank00+3 ; Tell compiled sprites what bank they are in
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BITS16
; Set up audio
jsr initSoundSystem
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; Erase the screen
ldx #$0000
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ldy #200
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jsr colorFill
; Generate, compile, and clip terrain
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stz leftScreenEdge
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jsr generateTerrain
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; Create players
lda #56
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ldy #0
jsr playerCreate
lda #568
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ldy #1
jsr playerCreate
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ldy #0
jsr renderPlayerHeader
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jsr protectPlayers
jsr protectProjectiles
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jsr prepareRowRendering
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jsr compileTerrain
jsr clipTerrain
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; Test font renderer
lda #testString
sta PARAML0
ldy #$3000
jsl $050000
bra gameplayLoop
testString:
pstring "HELLO WORLD!"
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gameplayLoop:
lda projectileActive
bpl gameplayLoopKeyboardSkip
jsr kbdScanGameplay
gameplayLoopKeyboardSkip:
jsr kbdScanDebug
; BORDER_COLOR #$F
jsr nextVBL
; BORDER_COLOR #$0
; Check for pause
lda paused
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beq gameplayLoopBeginUpdate
jmp gameplayLoopEndFrame
gameplayLoopBeginUpdate:
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;;;;;;;;;;;
; Update
;
lda #1
sta projectilesDirty
lda projectileActive ; Skip interactivity during shots, but still allow map scrolling
bpl gameplayLoopShotTracking
lda dirtExplosionActive
bne gameplayLoopRenderJump ; Skip interactivity during dirt explosions
bra gameplayLoopScroll
gameplayLoopRenderJump:
jmp gameplayLoopRender
gameplayLoopShotTracking:
jsr trackActiveShot
; BORDER_COLOR #$1
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gameplayLoopScroll:
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; Scroll map if needed
lda mapScrollRequested
bmi gameplayLoopAngleCheck
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jsr scrollMap
gameplayLoopAngleCheck:
lda projectileActive ; Skip interactivity during shots
bpl gameplayLoopRenderJmp
bra gameplayLoopAngle
gameplayLoopRenderJmp:
jmp gameplayLoopRender
gameplayLoopAngle:
; Update aim angle if needed
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lda angleDeltaRequested
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beq gameplayLoopAim
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jsr changeAngle
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gameplayLoopAim:
jsr unrenderCrosshair
ldy currentPlayer
jsr updateCrosshair
jsr renderCrosshair
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gameplayLoopPower:
; Update power if needed
lda powerDeltaRequested
beq gameplayLoopFire
jsr changePower
gameplayLoopFire:
lda fireRequested
beq gameplayLoopRender
jsr unrenderCrosshair
jsr fire
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; BORDER_COLOR #$2
gameplayLoopRender:
; sta KBDSTROBE
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;;;;;;;;;;;
; Render
;
; Render the terrain if needed
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lda terrainDirty
beq gameplayLoopExplosions
; jsl renderTerrainSpans ; Part of the now disabled fill-mode renderer
jsr renderTerrain
stz terrainDirty
; Render players
jsr renderPlayers
gameplayLoopExplosions:
; Render explosions
jsr renderDirtExplosion
gameplayLoopProjectiles:
; BORDER_COLOR #$3
lda projectilesDirty
beq gameplayLoopProjectilesSkip
jsr unrenderProjectiles
jsr updateProjectilesPhysics
jsr protectProjectiles
jsr renderProjectiles
gameplayLoopProjectilesSkip:
jsr updateProjectilesCollisions
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lda inventoryDirty
beq gameplayLoopVictoryCondition
stz inventoryDirty
jsr renderInventory
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; BORDER_COLOR #$4
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gameplayLoopVictoryCondition:
lda gameOver
bmi gameplayEndTurnCondition
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jsr endGame
gameplayEndTurnCondition:
lda turnRequested
beq gameplayLoopEndFrame
lda dirtExplosionActive
bne gameplayLoopEndFrame
jsr endTurn
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gameplayLoopEndFrame:
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lda singleStep
beq gameplayLoopEndFrameCont
lda #1
sta paused
gameplayLoopEndFrameCont:
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lda quitRequested
beq gameplayLoopContinue
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jmp quitGame
gameplayLoopContinue:
jmp gameplayLoop
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; trackActiveShot
;
; Handles tracking the projectile with the camera
;
; Trashes SCRATCHL
;
trackActiveShot:
ldy projectileActive
lda projectileData+JD_PRECISEX,y
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lsr ; Convert to integer and divide by two for byte distance
lsr
lsr
lsr
lsr
sta SCRATCHL ; Save this for later
lda projectileData+JD_VX,y
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bmi trackActiveShotNeg
; Left-to-right
lda mapScrollPos
cmp #VISIBLETERRAINWIDTH-VISIBLETERRAINWINDOW
beq trackActiveShotDone ; Logical-right edge clamp
lda SCRATCHL
sec
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sbc #150 ; Check for moving close to right edge
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cmp leftScreenEdge
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bmi trackActiveShotDone
lda #80 ; Move screen right to see shot land
sta mapScrollRequested
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trackActiveShotNeg:
; Right-to-left
lda mapScrollPos
beq trackActiveShotDone ; Logical-left edge clamp
lda SCRATCHL
clc
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adc #150 ; Check for moving close to left edge
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cmp rightScreenEdge
bpl trackActiveShotDone
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stz mapScrollRequested ; Move screen left to see shot land
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trackActiveShotDone:
rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; endTurn
;
; Handles changing the active player
;
endTurn:
lda currentPlayer
inc
cmp #NUMPLAYERS
beq endTurnWrap
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sta currentPlayer
endTurnRefresh:
jsr processTurnForProjectiles
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ldy currentPlayer
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beq endTurnFocusPlayer0
lda #VISIBLETERRAINWINDOW
sta mapScrollRequested
endTurnHeader:
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jsr renderPlayerHeader
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jsr renderInventory
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stz turnRequested
rts
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endTurnFocusPlayer0:
stz mapScrollRequested
bra endTurnHeader
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endTurnWrap:
stz currentPlayer
bra endTurnRefresh
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; endGame
;
; Handles someone winning
;
endGame:
lda #1
sta quitRequested
rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; scrollMap
;
; Handles updating the state of the terrain in response to scrolling
;
; A = New map scroll position
;
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scrollMap:
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jsr unclipTerrain
; jsl unrenderTerrainSpans ; Part of the now disabled fill-mode renderer
jsr unrenderPlayers
jsr unrenderProjectiles
pha
lda projectileActive ; Crosshair is visible if projectile isn't
beq scrollMapApplyScrolling
jsr unrenderCrosshair
scrollMapApplyScrolling:
pla
; jsr updateProjectilePhysics ; Good idea?
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sta mapScrollPos
asl
sta leftScreenEdge
clc
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adc #160-GAMEOBJECTWIDTH/4-1
sta rightScreenEdge
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jsr clipTerrain
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lda #$ffff
sta mapScrollRequested
jsr protectPlayers
jsr protectProjectiles
jsr renderPlayers
jsr renderProjectiles ; Prevents flicker, but ads jitter to shot tracking
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lda #1
sta terrainDirty
stz projectilesDirty
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rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; changeAngle
;
; Handles changing a player's aim
;
changeAngle:
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ldy currentPlayer
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tax
jsr playerDeltaAngle
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ldy currentPlayer
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jsr renderPlayerHeader
stz angleDeltaRequested
rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; changePower
;
; Handles changing a player's power
;
changePower:
ldy currentPlayer
tax
jsr playerDeltaPower
ldy currentPlayer
jsr renderPlayerHeader
stz powerDeltaRequested
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; fire
;
; Handles firing a player's weapon
;
fire:
stz fireRequested
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ldy currentPlayer
jsr playerFire
jsr renderPlayerHeader
rts
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basePalette:
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.word $0aef,$0080,$0080,$0861,$0c93,$0eb4,$0d66,$0f9a,$0777,$0f00,$0bbb,$ddd,$007b,$0a5b,$0000,$0fff
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statusBarPalette:
.word $0aef,$0fff,$0aef,$0aef,$0aef,$0aef,$0d66,$0aef,$0aef,$0aef,$0aef,$0aef,$0aef,$0aef,$0aef,$0000
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quitRequested:
.word $0000
mapScrollRequested:
.word $FFFF
angleDeltaRequested:
.word $0000
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powerDeltaRequested:
.word $0000
fireRequested:
.word $0000
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turnRequested:
.word $0000
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terrainDirty:
.word 1
projectilesDirty:
.word 1
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inventoryDirty:
.word 1
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currentPlayer:
.word 0
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gameOver:
.word -1 ; Player index of winner
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projectileActive:
.word -1 ; Y offset of active shot
paused:
.word 0
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singleStep:
.word 0
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globalWind:
.word 0 ; 12.4 velocity
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; Position of map viewing window. Can be visualized in two ways:
; a) Word-distance from right edge of terrain data (which is in memory right-to-left) to left edge of visible screen
; b) Byte-distance from left edge of logical terrain to left edge of visible screen
; c) Byte-distance from left edge of logical terrain to right edge of visible screen minus game object width in words
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mapScrollPos:
.word 0
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;leftScreenEdge = $6E ; Moved to zero page for speed and cross-bank convenience
; .word 0
rightScreenEdge:
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.word 160-GAMEOBJECTWIDTH/4-1
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