; ; gamemanager ; The manager for overall game logic ; ; Created by Quinn Dunki on 8/15/17 ; NUMPLAYERS = 2 beginGameplay: ; Set up palette for terrain and players lda #basePalette sta PARAML0 lda #0 jsr setPalette ; Set up sprite rendering BITS8 lda #3 sta SpriteBankBank00+3 ; Tell compiled sprites what bank they are in BITS16 ; Erase the screen ldx #$0000 jsr colorFill ; Generate, compile, and clip terrain jsr generateTerrain jsr compileTerrain jsr clipTerrain ; Create players lda #40 ldy #0 jsr playerCreate lda #196 ldy #1 jsr playerCreate ldy #0 jsr renderPlayerHeader gameplayLoop: jsr syncVBL ; Render the terrain if needed lda terrainDirty beq gameplayLoopKbd jsr renderTerrain stz terrainDirty ; Render players jsr unrenderPlayers jsr renderPlayers gameplayLoopKbd: ; lda projectileActive ; bpl gameplayLoopProjectiles ; Skip input during shots ; Check for keys down jsr kbdScan ; Check for pause lda paused bne gameplayLoopEndFrame ; Scroll map if needed lda mapScrollRequested bmi gameplayLoopAngle jsr scrollMap gameplayLoopAngle: ; Update aim angle if needed lda angleDeltaRequested beq gameplayLoopPower jsr changeAngle gameplayLoopPower: ; Update power if needed lda powerDeltaRequested beq gameplayLoopFire jsr changePower gameplayLoopFire: lda fireRequested beq gameplayLoopProjectiles jsr fire gameplayLoopProjectiles: sta KBDSTROBE jsr unrenderProjectiles jsr updateProjectilePhysics jsr renderProjectiles jsr updateProjectileCollisions lda turnRequested beq gameplayLoopVictoryCondition jsr endTurn gameplayLoopVictoryCondition: lda gameOver bmi gameplayLoopEndFrame jsr endGame gameplayLoopEndFrame: lda quitRequested beq gameplayLoop jmp quitGame ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; endTurn ; ; Handles changing the active player ; endTurn: lda currentPlayer inc cmp #NUMPLAYERS beq endTurnWrap sta currentPlayer endTurnRefresh: ldy currentPlayer jsr renderPlayerHeader stz turnRequested rts endTurnWrap: stz currentPlayer bra endTurnRefresh ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; endGame ; ; Handles someone winning ; endGame: lda #1 sta quitRequested rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; scrollMap ; ; Handles updating the state of the terrain in response to scrolling ; ; A = New map scroll position ; scrollMap: jsr unclipTerrain jsr unrenderPlayers sta mapScrollPos asl sta leftScreenEdge clc adc #160-GAMEOBJECTWIDTH/4-1 sta rightScreenEdge jsr clipTerrain lda #$ffff sta mapScrollRequested lda #1 sta terrainDirty rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; changeAngle ; ; Handles changing a player's aim ; changeAngle: ldy currentPlayer tax jsr playerDeltaAngle ldy currentPlayer jsr renderPlayerHeader stz angleDeltaRequested rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; 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 ldy currentPlayer jsr playerFire rts basePalette: .word $0000,$0080,$0861,$0c93,$0eb4,$0d66,$0f9a,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0FFF quitRequested: .word $0000 mapScrollRequested: .word $FFFF angleDeltaRequested: .word $0000 powerDeltaRequested: .word $0000 fireRequested: .word $0000 turnRequested: .word $0000 terrainDirty: .word 1 activePlayer: .word 0 currentPlayer: .word 0 gameOver: .word -1 ; Player index of winner projectileActive: .word -1 paused: .word 0 ; 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 mapScrollPos: .word 0 leftScreenEdge: .word 0 rightScreenEdge: .word 160-GAMEOBJECTWIDTH/4-1