GSCats/gamemanager.s

261 lines
4.2 KiB
ArmAsm

;
; 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
; Erase the screen
ldx #$2222
jsr colorFill
; Generate, compile, and clip terrain
jsr generateTerrain
; lda #40
; sta PARAML0
; lda #30
; sta PARAML1
; ldy #12
; jsr craterTerrain
; lda #74
; sta PARAML0
; lda #30
; sta PARAML1
; ldy #16
; jsr craterTerrain
jsr compileTerrain
jsr clipTerrain
; Create players
lda #191
ldy #0
jsr playerCreate
lda #40
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 renderPlayers
gameplayLoopKbd:
lda projectileActive
bpl gameplayLoopProjectiles ; Skip input during shots
; Check for keys down
jsr kbdScan
; 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
;
scrollMap:
jsr unclipTerrain
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,$0000,$000F,$0FFF,$0000,$0000,$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
; 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