#include "input.h"
#include "gba.h"
#include "sprite.h"
+#include "timer.h"
#include "debug.h"
#include "voxscape.h"
#include "data.h"
#define NEAR 2
#define FAR 85
+#define P_RATE 500
+#define E_RATE 500
+
static int gamescr_start(void);
static void gamescr_stop(void);
static void gamescr_frame(void);
struct vox_object vobj;
short hp;
short anm;
- int last_fire;
+ int last_shot;
};
#define ENEMY_VALID(e) ((e)->anm != 0)
static uint16_t *vram[] = { gba_vram_lfb0, gba_vram_lfb1 };
static int32_t pos[2], angle, horizon = 80;
+static unsigned long last_shot;
#define COLOR_HORIZON 192
#define COLOR_ZENITH 255
#define MAX_ENEMIES (255 - CMAP_SPAWN0)
struct enemy enemies[MAX_ENEMIES];
-int num_enemies, total_enemies;
+int num_kills, total_enemies;
static int energy;
#define MAX_ENERGY 5
return &gamescr;
}
+static void setup_palette(void)
+{
+ 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);
+ }
+}
+
static int gamescr_start(void)
{
int i, j, sidx;
vblperf_setcolor(0);
pos[0] = pos[1] = VOX_SZ << 15;
+ angle = 0x8000;
+ last_shot = timer_msec > P_RATE ? timer_msec - P_RATE : 0;
vox_init(VOX_SZ, VOX_SZ, height_pixels, color_pixels);
vox_proj(FOV, NEAR, FAR);
vox_view(pos[0], pos[1], -40, angle);
/* setup color image palette */
- for(i=0; i<256; i++) {
- int r = color_cmap[i * 3];
- int g = color_cmap[i * 3 + 1];
- int b = color_cmap[i * 3 + 2];
- gba_bgpal[i] = (((uint16_t)b << 7) & 0x7c00) | (((uint16_t)g << 2) & 0x3e0) | (((uint16_t)r >> 3) & 0x1f);
- }
+ setup_palette();
spr_setup(16, 16, spr_game_pixels, spr_game_cmap);
wait_vblank();
spr_oam(oam, sidx++, SPRID_UISLASH, 216, 144, SPR_VRECT | SPR_256COL);
dynspr_base = sidx;
- num_enemies = total_enemies = 0;
+ num_kills = total_enemies = 0;
energy = 5;
memset(enemies, 0, sizeof enemies);
enemy->vobj.px = -1;
enemy->anm = 0xff;
enemy->hp = 2;
- enemy->last_fire = 0;
+ enemy->last_shot = timer_msec > E_RATE ? timer_msec - E_RATE : 0;
if(++total_enemies >= MAX_ENEMIES) {
goto endspawn;
}
pos[0] += fwd[0];
pos[1] += fwd[1];
}
- if(keystate & BN_B) {
- for(i=0; i<num_enemies; i++) {
+ 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) {
- emuprint("pow");
enemies[i].hp--;
break;
}
snum = 0;
/* turrets number */
- spr_oam(oam, dynspr_base + snum++, numspr[num_enemies][0], 200, 144, SPR_VRECT | SPR_256COL);
- spr_oam(oam, dynspr_base + snum++, numspr[num_enemies][1], 208, 144, SPR_VRECT | SPR_256COL);
+ spr_oam(oam, dynspr_base + snum++, numspr[num_kills][0], 200, 144, SPR_VRECT | SPR_256COL);
+ spr_oam(oam, dynspr_base + snum++, numspr[num_kills][1], 208, 144, SPR_VRECT | SPR_256COL);
spr_oam(oam, dynspr_base + snum++, numspr[total_enemies][0], 224, 144, SPR_VRECT | SPR_256COL);
spr_oam(oam, dynspr_base + snum++, numspr[total_enemies][1], 232, 144, SPR_VRECT | SPR_256COL);
/* energy bar */