GSCats/gamemanager.s

151 lines
2.4 KiB
ArmAsm

;
; gamemanager
; The manager for overall game logic
;
; Created by Quinn Dunki on 8/15/17
;
beginGameplay:
; Set up palette for terrain and players
lda #basePalette
sta PARAML0
lda #0
jsr setPalette
; Erase the screen
ldx #$2222
jsr colorFill
; Generate, compile, and clip terrain
jsr generateTerrain
jsr compileTerrain
jsr clipTerrain
ldy #0
jsr renderPlayerHeader
gameplayLoop:
jsr syncVBL
; Render the terrain if needed
lda terrainDirty
beq gameplayLoopKbd
jsr renderTerrain
stz terrainDirty
; Render players
jsr renderPlayers
gameplayLoopKbd:
; Check for keys down
jsr kbdScan
; Scroll map if needed
lda mapScrollRequested
bmi gameplayLoopAngle
jsr scrollMap
gameplayLoopAngle:
; Update aim angle if needed
lda angleDeltaRequested
beq gameplayLoopFire
jsr changeAngle
gameplayLoopFire:
lda fireRequested
beq gameplayLoopProjectiles
jsr fire
gameplayLoopProjectiles:
jsr unrenderProjectiles
jsr updateProjectiles
jsr renderProjectiles
gameplayLoopEndFrame:
lda quitRequested
beq gameplayLoop
jmp quitGame
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; scrollMap
;
; Handles updating the state of the terrain in response to scrolling
;
scrollMap:
jsr unclipTerrain
sta mapScrollPos
asl
sta leftScreenEdge
jsr clipTerrain
lda #$ffff
sta mapScrollRequested
lda #1
sta terrainDirty
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; changeAngle
;
; Handles changing a player's aim
;
changeAngle:
ldy #0
tax
jsr playerDeltaAngle
ldy #0
jsr renderPlayerHeader
stz angleDeltaRequested
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; fire
;
; Handles firing a player's weapon
;
fire:
stz fireRequested
ldy #0
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
fireRequested:
.word $0000
terrainDirty:
.word 1
activePlayer:
.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) Word-distance from left edge of logical terrain to left edge of visible screen
mapScrollPos:
.word 0
leftScreenEdge:
.word 0 ; In pixels