GSCats/gamemanager.s
2024-01-28 12:12:58 -07:00

562 lines
10 KiB
ArmAsm

;
; gamemanager
; The manager for overall game logic
;
; Created by Quinn Dunki on 8/15/17
;
NUMPLAYERS = 2
initGameplay:
; Create players
lda #56
ldy #0
jsr playerCreate
lda #568
ldy #1
jsr playerCreate
jsr deleteAllProjectiles
rts
beginGameplay:
; Initialize random numbers
lda #1
jsr seedRandom
; Erase the screen
ldx #$0000
ldy #200
jsr colorFill
; Generate, compile, and clip terrain
stz mapScrollPos
stz leftScreenEdge
lda #160-GAMEOBJECTWIDTH/4-2
sta rightScreenEdge
jsr generateTerrain
jsr initGameplay
jsr syncPlayerHeader
ldy #0
jsr renderPlayerHeader
jsr prepareRowRendering
jsr compileTerrain
jsr clipTerrain
jsr renderTerrain
jsr renderInventory
jsr protectPlayers
jsr renderPlayers
ldy #0
jsr updateCrosshair
; Fade in from menu
lda #basePalette
sta PARAML2
jsr paletteFade
gameplayLoop:
lda projectileActive
bpl gameplayLoopKeyboardSkip
jsr kbdScanGameplay
gameplayLoopKeyboardSkip:
jsr kbdScanDebug
; BORDER_COLOR #$F
jsr nextVBL
; BORDER_COLOR #$0
; Check for pause
lda paused
beq gameplayLoopBeginUpdate
jmp gameplayLoopEndFrame
gameplayLoopBeginUpdate:
;;;;;;;;;;;
; 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
gameplayLoopScroll:
; Scroll map if needed
lda mapScrollRequested
bmi gameplayLoopAngleCheck
jsr scrollMap
ldy currentPlayer
jsr updateCrosshair
gameplayLoopAngleCheck:
lda projectileActive ; Skip interactivity during shots
bpl gameplayLoopRenderJmp
bra gameplayLoopAngle
gameplayLoopRenderJmp:
jmp gameplayLoopRender
gameplayLoopAngle:
; Update aim angle if needed
lda angleDeltaRequested
beq gameplayLoopPower
jsr changeAngle
gameplayLoopAim:
jsr unrenderCrosshair
ldy currentPlayer
jsr updateCrosshair
jsr protectCrosshair
jsr renderCrosshair
gameplayLoopPower:
; Update power if needed
lda powerDeltaRequested
beq gameplayLoopFire
jsr changePower
jsr unrenderCrosshair
ldy currentPlayer
jsr renderCrosshair
gameplayLoopFire:
lda fireRequested
beq gameplayLoopMove
jsr unrenderCrosshair
jsr fire
gameplayLoopMove:
lda playerMoveRequested
beq gameplayLoopRender
jsr move
; BORDER_COLOR #$2
gameplayLoopRender:
; sta KBDSTROBE
;;;;;;;;;;;
; Render
;
; Render the terrain if needed
lda terrainDirty
beq gameplayLoopExplosions
; jsl renderTerrainSpans ; Part of the now disabled fill-mode renderer
jsr renderTerrain
stz terrainDirty
; Render players
lda playersDirty ; Check if terrain moved since last protect
beq gameplayLoopRenderPlayersAnyway
jsr unrenderPlayers
jsr protectPlayers
lda dirtExplosionActive ; Crosshair is dirty if map scrolled and dirt is finished
bne gameplayLoopRenderPlayersAnyway
jsr protectCrosshair
ldy currentPlayer
jsr renderCrosshair
gameplayLoopRenderPlayersAnyway:
jsr renderPlayers
gameplayLoopExplosions:
; Render explosions
jsr renderDirtExplosion
gameplayLoopProjectiles:
; BORDER_COLOR #$3
lda projectilesDirty
beq gameplayLoopProjectilesSkip
jsr unrenderProjectiles
jsr updateProjectilesPhysics
jsr unrenderPlayers ; This extra unrender...
jsr protectProjectiles
jsr renderPlayers ; ... rerender cycle makes fan stands overlapping cats render properly. Messy, but the engine doesn't handle overlapping sprites well
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
lda dirtExplosionActive
bne gameplayLoopEndFrame
jsr endTurn
gameplayLoopEndFrame:
lda singleStep
beq gameplayLoopEndFrameCont
lda #1
sta paused
gameplayLoopEndFrameCont:
lda quitRequested
beq gameplayLoopContinue
; Transition back to menu
stz quitRequested
lda #skyPalette
sta PARAML2
jsr paletteFade
jmp titleScreen
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:
jsr processTurnForProjectiles
ldy currentPlayer
beq endTurnFocusPlayer0
lda #VISIBLETERRAINWINDOW
sta mapScrollRequested
endTurnHeader:
jsr syncPlayerHeader
jsr renderPlayerHeader
jsr renderInventory
stz turnRequested
rts
endTurnFocusPlayer0:
stz mapScrollRequested
bra endTurnHeader
endTurnWrap:
stz currentPlayer
bra endTurnRefresh
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; endGame
;
; Handles someone winning
;
endGame:
SAVE_AXY
lda currentPlayer
beq endGame0
lda #victoryText1
bra endGameRender
endGame0:
lda #victoryText0
endGameRender:
sta PARAML0
ldy #$48b7
lda #2
jsl renderStringFar
jsr kbdWaitForAnyKey
lda #1
sta quitRequested
RESTORE_AXY
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; scrollMap
;
; Handles updating the state of the terrain in response to scrolling
;
; A = New map scroll position
;
scrollMap:
jsr unclipTerrain
; jsl unrenderTerrainSpans ; Part of the now disabled fill-mode renderer
jsr unrenderPlayers
jsr unrenderProjectiles
pha
lda projectileActive ; Crosshair is visible if projectile isn't
beq scrollMapApplyScrolling
jsr unrenderCrosshair
lda #1
sta crosshairBackgroundStale
scrollMapApplyScrolling:
pla
; jsr updateProjectilePhysics ; Good idea?
sta mapScrollPos
asl
sta leftScreenEdge
clc
adc #160-GAMEOBJECTWIDTH/4-2
sta rightScreenEdge
jsr clipTerrain
lda #$ffff
sta mapScrollRequested
lda #1
sta playersDirty
sta projectilesDirty
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
jsr renderPlayerHeader
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; move
;
; Handles moving a player
;
move:
SAVE_AY
; Unrender everything
jsr unrenderCrosshair
jsr unrenderPlayers
; Find active player game object data
ldy currentPlayer
PLAYERPTR_Y
tya
clc
adc #playerData
sta PARAML0
; Prepare parameters of move
ldx playerMoveRequested
lda currentPlayer
beq moveParamsPlayer0
lda #-1
sta placeGameObjectRightOffset
lda #GAMEOBJECTWIDTH-(GAMEOBJECTWIDTH/2-1)
sta placeGameObjectLeftOffset
movePerformMove:
jsr moveGameObjectOnTerrain
bra moveCleanup
moveParamsPlayer0:
lda #-(GAMEOBJECTWIDTH/2-2)
sta placeGameObjectRightOffset
lda #GAMEOBJECTWIDTH-2
sta placeGameObjectLeftOffset
bra movePerformMove
moveCleanup:
; Handle side effects caused by move
stz playerMoveRequested
ldy currentPlayer
jsr updateCrosshair
; Re-render everything
jsr protectPlayers
jsr renderPlayers
jsr protectCrosshair
ldy currentPlayer
jsr renderCrosshair
RESTORE_AY
rts
basePalette:
.word $06af,$0072,$0072,$0861,$0c93,$0eb4,$0d66,$0f9a,$0777,$0d00,$0bbb,$ddd,$007b,$0a5b,$0000,$0fff
quitRequested:
.word $0000
mapScrollRequested:
.word $FFFF
angleDeltaRequested:
.word $0000
powerDeltaRequested:
.word $0000
fireRequested:
.word $0000
turnRequested:
.word $0000
playerMoveRequested:
.word $0000
terrainDirty:
.word 0
playersDirty:
.word 0
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
singleStep:
.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: ; Right edge minus one game object width, for easy render clipping
.word 160-GAMEOBJECTWIDTH/4-2
victoryText0:
pstring "SPROCKET WINS!"
victoryText1:
pstring " TINKER WINS!"