#include "debug.h"
#include "voxscape.h"
#include "data.h"
+#include "scoredb.h"
+
+#define POS_MASK ((VOX_SZ << 16) - 1)
#define FOV 30
#define NEAR 2
#define FAR 85
-#define P_RATE 500
-#define E_RATE 500
+#define P_RATE 250
+#define E_RATE 3000
+#define SHOT_TIME 50
+
+#define ENEMY_VIS_RANGE (2 * FAR / 3)
static int gamescr_start(void);
static void gamescr_stop(void);
static int update(void);
static void draw(void);
+static void victory(void);
static struct screen gamescr = {
"game",
gamescr_vblank
};
+#define ENEMY_ENERGY 4
struct enemy {
struct vox_object vobj;
short hp;
- short anm;
+ unsigned char anm;
+ signed char shot_frame;
int last_shot;
};
#define ENEMY_VALID(e) ((e)->anm != 0)
+#define NUM_SHOT_FRAMES 16
+
+#define SFRM_LVL1 5
+#define SFRM_LVL2 12
static uint16_t *framebuf;
static uint16_t *vram[] = { gba_vram_lfb0, gba_vram_lfb1 };
static int32_t pos[2], angle, horizon = 80;
-static unsigned long last_shot;
+static long last_shot, hitfrm;
+static int hit_px, hit_py;
+static int pheight;
#define COLOR_HORIZON 192
#define COLOR_ZENITH 255
-#define MAX_SPR 32
+#define MAX_SPR 48
static uint16_t oam[4 * MAX_SPR];
static int dynspr_base, dynspr_count;
#define MAX_ENEMIES (255 - CMAP_SPAWN0)
-struct enemy enemies[MAX_ENEMIES];
-int num_kills, total_enemies;
+static struct enemy enemies[MAX_ENEMIES];
+static int num_kills, total_enemies;
static int energy;
#define MAX_ENERGY 5
+static int score, gameover;
+static unsigned long total_time, start_time;
+static int running;
#define XFORM_PIXEL_X(x, y) (xform_ca * (x) - xform_sa * (y) + (120 << 8))
#define XFORM_PIXEL_Y(x, y) (xform_sa * (x) + xform_ca * (y) + (80 << 8))
static short vblcount;
static void *prev_iwram_top;
+static int hit_frame;
+static uint16_t color0;
static inline void xform_pixel(int *xp, int *yp);
int i;
unsigned char *cmap = gba_colors ? color_gba_cmap : color_cmap;
- emuprint("setting up %s palette", gba_colors ? "GBA" : "NDS/Emu");
-
for(i=0; i<256; i++) {
int r = cmap[i * 3];
int g = cmap[i * 3 + 1];
int b = cmap[i * 3 + 2];
gba_bgpal[i] = RGB555(r, g, b);
}
+
+ color0 = gba_bgpal[0];
}
static int gamescr_start(void)
pos[0] = pos[1] = VOX_SZ << 15;
angle = 0x8000;
- last_shot = timer_msec > P_RATE ? timer_msec - P_RATE : 0;
+ last_shot = -P_RATE - 1;
vox_init(VOX_SZ, VOX_SZ, height_pixels, color_pixels);
vox_proj(FOV, NEAR, FAR);
- vox_view(pos[0], pos[1], -40, angle);
+ pheight = vox_view(pos[0], pos[1], -40, angle);
/* setup color image palette */
setup_palette();
- spr_setup(16, 16, spr_game_pixels, spr_game_cmap);
+ spr_setup(16, 16, spr_game_pixels, gba_colors ? spr_game_gba_cmap : spr_game_cmap);
wait_vblank();
spr_clear();
enemy->vobj.y = i;
enemy->vobj.px = -1;
enemy->anm = 0xff;
- enemy->hp = 2;
- enemy->last_shot = timer_msec > E_RATE ? timer_msec - E_RATE : 0;
+ enemy->hp = ENEMY_ENERGY;
+ enemy->last_shot = -1;
+ enemy->shot_frame = -1;
if(++total_enemies >= MAX_ENEMIES) {
goto endspawn;
}
xform_ca = 0x10000;
xform_s = 0x100;
+ gameover = 0;
+ score = -1;
+ total_time = 0;
+ start_time = timer_msec;
+
+ hitfrm = 0;
+
vblcount = 0;
nframes = 0;
+
+ running = 1;
return 0;
}
static void gamescr_stop(void)
{
+ running = 0;
+
iwram_brk(prev_iwram_top);
wait_vblank();
wait_vblank();
present(backbuf);
+ /*
if(!(nframes & 15)) {
emuprint("vbl: %d", vblperf_count);
- }
+ }*/
#ifdef VBLBAR
vblperf_begin();
#else
#define TURN_SPEED 0x200
#define ELEV_SPEED 8
+#define MAX(a, b) ((a > (b) ? (a) : (b)))
+
static int update(void)
{
int32_t fwd[2], right[2];
int i, snum, ledspr;
struct enemy *enemy;
+ int did_strafe = 0;
+
+ hit_frame = 0;
update_keyb();
return -1;
}
+ if(gameover) {
+ goto skip_game_logic;
+ }
+
if(keystate) {
if(keystate & BN_LEFT) {
angle += TURN_SPEED;
right[1] = -fwd[0];
if(keystate & BN_A) {
- pos[0] += fwd[0];
- pos[1] += fwd[1];
+ pos[0] = (pos[0] + fwd[0]) & POS_MASK;
+ pos[1] = (pos[1] + fwd[1]) & POS_MASK;
+ if(pos[0] < 0) pos[0] += VOX_SZ << 16;
+ if(pos[1] < 0) pos[1] += VOX_SZ << 16;
}
+
if((keystate & BN_B) && (timer_msec - last_shot >= P_RATE)) {
- emuprint("pew");
last_shot = timer_msec;
for(i=0; i<total_enemies; i++) {
if(enemies[i].hp && enemies[i].vobj.px >= 0) {
int dx = enemies[i].vobj.px - 120;
int dy = enemies[i].vobj.py - 80;
- if(abs(dx) < 10 && abs(dy) < 10) {
- enemies[i].hp--;
+ int rad = enemies[i].vobj.scale >> 5;
+
+ if(rad < 1) rad = 1;
+
+ if(abs(dx) < rad && abs(dy) < (rad << 1)) {
+ enemies[i].shot_frame = -1;
+ if(--enemies[i].hp <= 0) {
+ if(++num_kills >= total_enemies) {
+ victory();
+ }
+ }
+ hit_px = enemies[i].vobj.px;
+ hit_py = enemies[i].vobj.py;
+ hitfrm = nframes;
break;
}
}
if(horizon < 200 - ELEV_SPEED) horizon += ELEV_SPEED;
}
if(keystate & BN_RT) {
- pos[0] += right[0];
- pos[1] += right[1];
+ pos[0] = (pos[0] + right[0]) & POS_MASK;
+ pos[1] = (pos[1] + right[1]) & POS_MASK;
+ if(pos[0] < 0) pos[0] += VOX_SZ << 16;
+ if(pos[1] < 0) pos[1] += VOX_SZ << 16;
+ did_strafe = 1;
}
if(keystate & BN_LT) {
- pos[0] -= right[0];
- pos[1] -= right[1];
+ pos[0] = (pos[0] - right[0]) & POS_MASK;
+ pos[1] = (pos[1] - right[1]) & POS_MASK;
+ if(pos[0] < 0) pos[0] += VOX_SZ << 16;
+ if(pos[1] < 0) pos[1] += VOX_SZ << 16;
+ did_strafe = 1;
+ }
+
+ pheight = vox_view(pos[0], pos[1], -40, angle);
+ }
+
+ /* enemy logic */
+ enemy = enemies;
+ for(i=0; i<total_enemies; i++) {
+ /* only consider enemies which are not dead */
+ if(enemy->hp <= 0) {
+ enemy++;
+ continue;
}
- vox_view(pos[0], pos[1], -40, angle);
+ if(enemy->shot_frame >= 0) {
+ /* in the process of charging a shot */
+ if(++enemy->shot_frame >= NUM_SHOT_FRAMES - 1) {
+ /* only get hit if we can see the enemy and we didn't strafe */
+ if(!did_strafe && enemy->vobj.px >= 0) {
+ hit_frame = 1;
+ if(--energy <= 0) {
+ gameover = 1;
+ }
+ }
+ enemy->shot_frame = -1;
+ }
+ } else if(enemy->vobj.px >= 0) {
+ /* check rate of fire and start a shot if necessary */
+ if(enemy->last_shot == -1) {
+ enemy->last_shot = timer_msec;
+ } else if(timer_msec - enemy->last_shot >= E_RATE) {
+ enemy->last_shot = timer_msec;
+ enemy->shot_frame = 0;
+ }
+ }
+ enemy++;
}
+skip_game_logic:
+
snum = 0;
/* turrets number */
spr_oam(oam, dynspr_base + snum++, numspr[num_kills][0], 200, 144, SPR_VRECT | SPR_256COL);
spr_oam(oam, dynspr_base + snum++, i >= energy ? SPRID_LEDOFF : ledspr,
8 + (i << 3), 144, SPR_VRECT | SPR_256COL);
}
+ /* blaster sprites */
+ if(timer_msec - last_shot <= SHOT_TIME) {
+ spr_oam(oam, dynspr_base + snum++, SPRID_LAS0, -8, 118, SPR_SZ32 | SPR_256COL);
+ spr_oam(oam, dynspr_base + snum++, SPRID_LAS1, 22, 103, SPR_SZ32 | SPR_256COL);
+ spr_oam(oam, dynspr_base + snum++, SPRID_LAS2, 54, 88, SPR_SZ32 | SPR_256COL);
+ spr_oam(oam, dynspr_base + snum++, SPRID_LAS3, 86, 72, SPR_SZ32 | SPR_256COL);
+
+ spr_oam(oam, dynspr_base + snum++, SPRID_LAS0, 240 + 8 - 32, 118, SPR_SZ32 | SPR_256COL | SPR_HFLIP);
+ spr_oam(oam, dynspr_base + snum++, SPRID_LAS1, 240 - 22 - 32, 103, SPR_SZ32 | SPR_256COL | SPR_HFLIP);
+ spr_oam(oam, dynspr_base + snum++, SPRID_LAS2, 240 - 54 - 32, 88, SPR_SZ32 | SPR_256COL | SPR_HFLIP);
+ spr_oam(oam, dynspr_base + snum++, SPRID_LAS3, 240 - 86 - 32, 72, SPR_SZ32 | SPR_256COL | SPR_HFLIP);
+ }
+ /* hit sparks */
+ if(nframes - hitfrm < 5) {
+ int id = SPRID_SPARK0 + (nframes - hitfrm);
+ spr_oam(oam, dynspr_base + snum++, id, hit_px - 16, hit_py - 16,
+ SPR_DBLSZ | SPR_SZ16 | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0));
+ }
/* enemy sprites */
/*spr_oam(oam, dynspr_base + snum++, SPRID_ENEMY, 50, 50, SPR_VRECT | SPR_SZ64 | SPR_256COL);*/
enemy = enemies;
for(i=0; i<total_enemies; i++) {
- int sid, anm, px, py;
+ int sid, anm, px, py, yoffs;
unsigned int flags;
int16_t mat[4];
int32_t sa, ca, scale;
if(enemy->vobj.px >= 0) {
- flags = SPR_SZ32 | SPR_DBLSZ | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0);
- if(enemies->hp > 0) {
- anm = (enemies->anm + (vblcount >> 3)) & 0xf;
+ flags = SPR_DBLSZ | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0);
+ if(enemy->hp > 0) {
+ anm = (enemy->anm + (vblcount >> 3)) & 0xf;
sid = SPRID_ENEMY0 + ((anm & 7) << 2);
- flags |= SPR_VRECT;
+ flags |= SPR_SZ32 | SPR_VRECT;
+ yoffs = 32;
} else {
anm = 0;
sid = SPRID_HUSK;
+ flags |= SPR_SZ16;
+ yoffs = 16;
}
px = enemy->vobj.px - 120;
py = enemy->vobj.py - 80;
xform_pixel(&px, &py);
- spr_oam(oam, dynspr_base + snum++, sid, px - 20, py - 32, flags);
+
+ if(enemy->shot_frame >= 0) {
+ if(enemy->shot_frame < SFRM_LVL1) {
+ spr_oam(oam, dynspr_base + snum++, SPRID_SHOT0, px - 16, py - 16,
+ SPR_DBLSZ | SPR_SZ16 | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0));
+ } else if(enemy->shot_frame < SFRM_LVL2) {
+ spr_oam(oam, dynspr_base + snum++, SPRID_SHOT1, px - 16, py - 16,
+ SPR_DBLSZ | SPR_SZ16 | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0));
+ } else {
+ spr_oam(oam, dynspr_base + snum++, SPRID_SHOT2, px - 16, py - 16,
+ SPR_DBLSZ | SPR_SZ16 | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0));
+ }
+ }
+
+
+ spr_oam(oam, dynspr_base + snum++, sid, px - 16, py - yoffs, flags);
scale = enemy->vobj.scale;
if(scale > 0x10000) scale = 0x10000;
//dma_fill16(3, framebuf, 0, 240 * 160 / 2);
fillblock_16byte(framebuf, 0, 240 * 160 / 16);
- vox_render();
+ if(hit_frame) {
+ gba_bgpal[0] = 0x7fff;
+ } else {
+ gba_bgpal[0] = color0;
+ vox_render();
+ }
//vox_sky_grad(COLOR_HORIZON, COLOR_ZENITH);
//vox_sky_solid(COLOR_ZENITH);
+
+ if(score >= 0 || energy <= 0) {
+ int sec = total_time / 1000;
+
+ fillblock_16byte(framebuf + 8 * 240 / 2, 199 | (199 << 8) | (199 << 16) | (199 << 24), 40 * 240 / 16);
+
+ glyphfb = framebuf;
+ glyphbg = 199;
+ glyphcolor = 197;
+ if(energy > 0) {
+ dbg_drawstr(80, 10, "Victory!");
+ glyphcolor = 200;
+ dbg_drawstr(30, 20, " Score: %d", score);
+ dbg_drawstr(30, 28, "Completed in: %lum.%lus", sec / 60, sec % 60);
+ } else {
+ dbg_drawstr(80, 10, "Game Over!");
+ }
+ glyphcolor = 198;
+ dbg_drawstr(85, 40, "Press start to exit");
+ }
+}
+
+static void victory(void)
+{
+ int sec, time_bonus = 0;
+
+ total_time = timer_msec - start_time;
+ sec = total_time / 1000;
+
+ if(sec < 60) {
+ time_bonus = 1000 + (60 - sec) * 100;
+ } else if(sec < 120) {
+ time_bonus = 250 + (60 - (sec - 60)) * 10;
+ } else if(sec < 300) {
+ time_bonus = 100;
+ }
+
+ score = energy * 250 + time_bonus;
+
+ /* TODO enter name */
+ save_score("???", score, total_time, 0);
+ save_scores();
}
static inline void xform_pixel(int *xp, int *yp)
static int bank, bankdir, theta;
int32_t sa, ca;
+ if(!running) return;
+
vblcount++;
/* TODO: pre-arrange sprite tiles in gba-native format, so that I can just
/*dma_copy32(3, (void*)(OAM_ADDR + dynspr_base * 8), oam + dynspr_base * 4, MAX_SPR * 2, 0);*/
dma_copy32(3, (void*)OAM_ADDR, oam, MAX_SPR * 2, 0);
+ if(gameover) return;
+
theta = -(bank << 3);
xform_sa = SIN(theta);
xform_ca = COS(theta);