#include "debug.h"
#include "voxscape.h"
#include "data.h"
+#include "scoredb.h"
#define FOV 30
#define NEAR 2
static int update(void);
static void draw(void);
+static void victory(void);
static struct screen gamescr = {
"game",
static uint16_t *vram[] = { gba_vram_lfb0, gba_vram_lfb1 };
static int32_t pos[2], angle, horizon = 80;
-static long last_shot;
+static long last_shot, hitfrm;
+static int hit_px, hit_py;
#define COLOR_HORIZON 192
#define COLOR_ZENITH 255
-#define MAX_SPR 32
+#define MAX_SPR 40
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
#define ENEMY_ENERGY 4
+static int score;
+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))
}
}
endspawn:
+ total_enemies = 1; /* XXX DBG */
/* check continuity */
for(i=0; i<total_enemies; i++) {
if(enemies[i].anm <= 0) {
xform_ca = 0x10000;
xform_s = 0x100;
+ 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();
if(rad < 1) rad = 1;
if(abs(dx) < rad && abs(dy) < (rad << 1)) {
- enemies[i].hp--;
+ 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;
}
}
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;
if(enemy->vobj.px >= 0) {
flags = SPR_DBLSZ | SPR_256COL | SPR_ROTSCL | SPR_ROTSCL_SEL(0);
- if(enemies->hp > 0) {
- anm = (enemies->anm + (vblcount >> 3)) & 0xf;
+ if(enemy->hp > 0) {
+ anm = (enemy->anm + (vblcount >> 3)) & 0xf;
sid = SPRID_ENEMY0 + ((anm & 7) << 2);
flags |= SPR_SZ32 | SPR_VRECT;
yoffs = 32;
}
enemy++;
}
- 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);
- }
for(i=snum; i<dynspr_count; i++) {
spr_oam_clear(oam, dynspr_base + i);
}
vox_render();
//vox_sky_grad(COLOR_HORIZON, COLOR_ZENITH);
//vox_sky_solid(COLOR_ZENITH);
+
+ if(score >= 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;
+ 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);
+ glyphcolor = 198;
+ dbg_drawstr(85, 40, "Press start to exit");
+ }
+}
+
+static void victory(void)
+{
+ total_time = timer_msec - start_time;
+ score = 42;
+
+ /* 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