GSCats/gamemanager.s

400 lines
7.2 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
; Set up palette for status bar
lda #statusBarPalette
sta PARAML0
lda #1
jsr setPalette
lda #1
sta PARAML0
ldx #0
ldy #10
jsr setScanlinePalette
; Set up sprite rendering
BITS8
lda #3
sta SpriteBankBank00+3 ; Tell compiled sprites what bank they are in
BITS16
; Erase the screen
ldx #$0000
ldy #200
jsr colorFill
; Generate, compile, and clip terrain
stz leftScreenEdge
jsr generateTerrain
; Create players
lda #56
ldy #0
jsr playerCreate
lda #568
ldy #1
jsr playerCreate
ldy #0
jsr renderPlayerHeader
jsr protectPlayers
jsr protectProjectiles
jsr prepareRowRendering
jsr compileTerrain
jsr clipTerrain
; jsl renderTerrainSpans ; Part of the now disabled fill-mode renderer
gameplayLoop:
jsr kbdScan
; BORDER_COLOR #$F
jsr nextVBL
; BORDER_COLOR #$0
; Check for pause
lda paused
bne gameplayLoopEndFrame
;;;;;;;;;;;
; Update
;
lda #1
sta projectilesDirty
lda projectileActive
bpl gameplayLoopShotTracking ; Skip input during shots
bra gameplayLoopScroll
gameplayLoopShotTracking:
jsr trackActiveShot
; BORDER_COLOR #$1
gameplayLoopScroll:
; 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 gameplayLoopRender
jsr fire
; BORDER_COLOR #$2
gameplayLoopRender:
; sta KBDSTROBE
;;;;;;;;;;;
; Render
;
; Render the terrain if needed
lda terrainDirty
beq gameplayLoopProjectiles
; jsl renderTerrainSpans ; Part of the now disabled fill-mode renderer
jsr renderTerrain
stz terrainDirty
; Render players
jsr renderPlayers
gameplayLoopProjectiles:
; BORDER_COLOR #$3
lda projectilesDirty
beq gameplayLoopProjectilesSkip
jsr unrenderProjectiles
jsr updateProjectilesPhysics
jsr protectProjectiles
jsr renderProjectiles
gameplayLoopProjectilesSkip:
jsr updateProjectilesCollisions
lda inventoryDirty
beq gameplayLoopVictoryCondition
stz inventoryDirty
jsr renderInventory
; BORDER_COLOR #$4
gameplayLoopVictoryCondition:
lda gameOver
bmi gameplayEndTurnCondition
jsr endGame
gameplayEndTurnCondition:
lda turnRequested
beq gameplayLoopEndFrame
jsr endTurn
gameplayLoopEndFrame:
lda quitRequested
beq gameplayLoopContinue
jmp quitGame
gameplayLoopContinue:
jmp gameplayLoop
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; trackActiveShot
;
; Handles tracking the projectile with the camera
;
; Trashes SCRATCHL
;
trackActiveShot:
ldy projectileActive
lda projectileData+JD_PRECISEX,y
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
bmi trackActiveShotNeg
; Left-to-right
lda mapScrollPos
cmp #VISIBLETERRAINWIDTH-VISIBLETERRAINWINDOW
beq trackActiveShotDone ; Logical-right edge clamp
lda SCRATCHL
sec
sbc #150 ; Check for moving close to right edge
cmp leftScreenEdge
bmi trackActiveShotDone
lda #80 ; Move screen right to see shot land
sta mapScrollRequested
trackActiveShotNeg:
; Right-to-left
lda mapScrollPos
beq trackActiveShotDone ; Logical-left edge clamp
lda SCRATCHL
clc
adc #150 ; Check for moving close to left edge
cmp rightScreenEdge
bpl trackActiveShotDone
stz mapScrollRequested ; Move screen left to see shot land
trackActiveShotDone:
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; endTurn
;
; Handles changing the active player
;
endTurn:
lda currentPlayer
inc
cmp #NUMPLAYERS
beq endTurnWrap
sta currentPlayer
endTurnRefresh:
ldy currentPlayer
beq endTurnFocusPlayer0
lda #VISIBLETERRAINWINDOW
sta mapScrollRequested
endTurnHeader:
jsr renderPlayerHeader
jsr renderInventory
stz turnRequested
rts
endTurnFocusPlayer0:
stz mapScrollRequested
bra endTurnHeader
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
; jsl unrenderTerrainSpans ; Part of the now disabled fill-mode renderer
jsr unrenderPlayers
jsr unrenderProjectiles
; jsr updateProjectilePhysics ; Good idea?
sta mapScrollPos
asl
sta leftScreenEdge
clc
adc #160-GAMEOBJECTWIDTH/4-1
sta rightScreenEdge
jsr clipTerrain
lda #$ffff
sta mapScrollRequested
jsr protectPlayers
jsr protectProjectiles
jsr renderPlayers
jsr renderProjectiles ; Prevents flicker, but ads jitter to shot tracking
lda #1
sta terrainDirty
stz projectilesDirty
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:
; Color 0 and 1 must both be sky blue. Compiled rendering uses PHD (which must contain $0000),
; and span rendering uses fill mode, so 0 can't be used there
.word $0aef,$0080,$0080,$0861,$0c93,$0eb4,$0d66,$0f9a,$0777,$0f00,$0bbb,$ddd,$007b,$0ff0,$0000,$0fff
statusBarPalette:
.word $0888,$0aef,$0F00,$0861,$0c93,$0eb4,$0d66,$0f9a,$00f0,$0fff,$0bbb,$ddd,$007b,$0000,$0ff0,$0fff
quitRequested:
.word $0000
mapScrollRequested:
.word $FFFF
angleDeltaRequested:
.word $0000
powerDeltaRequested:
.word $0000
fireRequested:
.word $0000
turnRequested:
.word $0000
terrainDirty:
.word 1
projectilesDirty:
.word 1
inventoryDirty:
.word 1
currentPlayer:
.word 0
gameOver:
.word -1 ; Player index of winner
projectileActive:
.word -1 ; Y offset of active shot
paused:
.word 0
globalWind:
.word 0 ; 12.4 velocity
; 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 = $6E ; Moved to zero page for speed and cross-bank convenience
; .word 0
rightScreenEdge:
.word 160-GAMEOBJECTWIDTH/4-1