X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;ds=sidebyside;f=src%2Fgamescr.c;h=df11abc485988f8c32b316371441fb94aa6414f1;hb=c52a5978823a77da3570cb73b985b928bb8358d9;hp=7981cb41752c6ea6a0341577183a57b0d9d13132;hpb=ddf193afa41762a7b363610ecd3ddd82be9fc4db;p=gbajam22 diff --git a/src/gamescr.c b/src/gamescr.c index 7981cb4..df11abc 100644 --- a/src/gamescr.c +++ b/src/gamescr.c @@ -6,11 +6,15 @@ #include "util.h" #include "intr.h" #include "input.h" -#include "player.h" #include "gba.h" #include "sprite.h" #include "debug.h" -#include "level.h" +#include "voxscape.h" +#include "data.h" + +#define FOV 30 +#define NEAR 2 +#define FAR 85 static int gamescr_start(void); static void gamescr_stop(void); @@ -28,15 +32,46 @@ static struct screen gamescr = { gamescr_vblank }; -static int nframes, num_vbl, backbuf; +struct enemy { + struct vox_object vobj; + short hp; + short anm; + int last_fire; +}; +#define ENEMY_VALID(e) ((e)->anm != 0) + +static uint16_t *framebuf; + +static int nframes, backbuf; static uint16_t *vram[] = { gba_vram_lfb0, gba_vram_lfb1 }; -static int32_t pos[2], angle; +static int32_t pos[2], angle, horizon = 80; static struct voxscape *vox; -#define COLOR_HORIZON 0xcc77ff -#define COLOR_ZENITH 0x5588cc +#define COLOR_HORIZON 192 +#define COLOR_ZENITH 255 + +#define MAX_SPR 32 +static uint16_t oam[4 * MAX_SPR]; +static int dynspr_base, dynspr_count; + + +#define MAX_ENEMIES (256 - CMAP_SPAWN0) +struct enemy enemies[MAX_ENEMIES]; +int num_enemies, total_enemies; +static int energy; +#define MAX_ENERGY 5 + +#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 int32_t xform_sa, xform_ca; /* for viewport bank/zoom */ +static int xform_s; + +static short vblcount; + + +static inline void xform_pixel(int *xp, int *yp); struct screen *init_game_screen(void) @@ -46,16 +81,95 @@ struct screen *init_game_screen(void) static int gamescr_start(void) { + int i, j, sidx; + uint8_t *cptr; + struct enemy *enemy; + gba_setmode(4, DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1); - vblperf_setcolor(1); + vblperf_setcolor(0); - if(!(vox = vox_create(512, 512))) { + pos[0] = pos[1] = VOX_SZ << 15; + + if(!(vox = vox_create(VOX_SZ, VOX_SZ, height_pixels, color_pixels))) { panic(get_pc(), "vox_create"); } - vox_proj(vox, 45, 1, 250); + vox_proj(vox, FOV, NEAR, FAR); + vox_view(vox, 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); + } + /* + intr_disable(); + interrupt(INTR_HBLANK, hblank); + REG_DISPSTAT |= DISPSTAT_IEN_HBLANK; + unmask(INTR_HBLANK); + intr_enable(); + */ - /*select_input(BN_DPAD | BN_LT | BN_RT);*/ + spr_setup(16, 16, spr_game_pixels, spr_game_cmap); + wait_vblank(); + spr_clear(); + + for(i=0; i= CMAP_SPAWN0) { + /* enemy spawn point */ + enemy = enemies + *cptr - CMAP_SPAWN0; + if(enemy->anm) { + panic(get_pc(), "double spawn at %d,%d", j, i); + } + enemy->vobj.x = j; + enemy->vobj.y = i; + enemy->vobj.px = -1; + enemy->anm = 0xff; + enemy->hp = 2; + enemy->last_fire = 0; + total_enemies++; + } + cptr++; + } + } + /* check continuity */ + for(i=0; ianm <= 0) { + panic(get_pc(), "discontinuous enemy list"); + } + enemies[i].anm = rand() & 7; + } + + vox_objects(vox, (struct vox_object*)enemies, total_enemies, sizeof *enemies); nframes = 0; return 0; @@ -67,12 +181,10 @@ static void gamescr_stop(void) static void gamescr_frame(void) { - unsigned char *fb; - backbuf = ++nframes & 1; - fb = (unsigned char*)vram[backbuf]; + framebuf = vram[backbuf]; - vox_framebuf(vox, 240, 160, fb, -1); + vox_framebuf(vox, 240, 160, framebuf, horizon); update(); draw(); @@ -80,57 +192,220 @@ static void gamescr_frame(void) vblperf_end(); wait_vblank(); present(backbuf); + + if(!(nframes & 15)) { + emuprint("vbl: %d", vblperf_count); + } +#ifdef VBLBAR vblperf_begin(); +#else + vblperf_count = 0; +#endif } +#define NS(x) (SPRID_UINUM + ((x) << 1)) +static int numspr[][2] = { + {NS(0),NS(0)}, {NS(0),NS(1)}, {NS(0),NS(2)}, {NS(0),NS(3)}, {NS(0),NS(4)}, + {NS(0),NS(5)}, {NS(0),NS(6)}, {NS(0),NS(7)}, {NS(0),NS(8)}, {NS(0),NS(9)}, + {NS(1),NS(0)}, {NS(1),NS(1)}, {NS(1),NS(2)}, {NS(1),NS(3)}, {NS(1),NS(4)}, + {NS(1),NS(5)}, {NS(1),NS(6)}, {NS(1),NS(7)}, {NS(1),NS(8)}, {NS(1),NS(9)}, + {NS(2),NS(0)}, {NS(2),NS(1)}, {NS(2),NS(2)}, {NS(2),NS(3)}, {NS(2),NS(4)}, + {NS(2),NS(5)}, {NS(2),NS(6)}, {NS(2),NS(7)}, {NS(2),NS(8)}, {NS(2),NS(9)}, + {NS(3),NS(0)}, {NS(3),NS(1)}, {NS(3),NS(2)}, {NS(3),NS(3)}, {NS(3),NS(4)}, + {NS(3),NS(5)}, {NS(3),NS(6)}, {NS(3),NS(7)}, {NS(3),NS(8)}, {NS(3),NS(9)} +}; + #define WALK_SPEED 0x40000 -#define TURN_SPEED 0x100 +#define TURN_SPEED 0x200 +#define ELEV_SPEED 8 static void update(void) { int32_t fwd[2], right[2]; - uint16_t input; + int i, snum, ledspr; + struct enemy *enemy; + + update_keyb(); + + if(KEYPRESS(BN_SELECT)) { + vox_quality ^= 1; + } - input = ~REG_KEYINPUT; + if(keystate) { + if(keystate & BN_LEFT) { + angle += TURN_SPEED; + } + if(keystate & BN_RIGHT) { + angle -= TURN_SPEED; + } - if(input & BN_LT) angle += TURN_SPEED; - if(input & BN_RT) angle -= TURN_SPEED; + fwd[0] = -SIN(angle); + fwd[1] = COS(angle); + right[0] = fwd[1]; + right[1] = -fwd[0]; - fwd[0] = -SIN(angle); - fwd[1] = COS(angle); - right[0] = fwd[1]; - right[1] = -fwd[0]; + if(keystate & BN_A) { + pos[0] += fwd[0]; + pos[1] += fwd[1]; + } + if(keystate & BN_B) { + pos[0] -= fwd[0]; + pos[1] -= fwd[1]; + } + if(keystate & BN_UP) { + if(horizon > 40) horizon -= ELEV_SPEED; + } + if(keystate & BN_DOWN) { + if(horizon < 200 - ELEV_SPEED) horizon += ELEV_SPEED; + } + if(keystate & BN_RT) { + pos[0] += right[0]; + pos[1] += right[1]; + } + if(keystate & BN_LT) { + pos[0] -= right[0]; + pos[1] -= right[1]; + } - if(input & BN_UP) { - pos[0] += fwd[0]; - pos[1] += fwd[1]; + vox_view(vox, pos[0], pos[1], -40, angle); } - if(input & BN_DOWN) { - pos[0] -= fwd[0]; - pos[1] -= fwd[1]; + + 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[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 */ + if(energy == MAX_ENERGY) { + ledspr = SPRID_LEDBLU; + } else { + ledspr = energy > 2 ? SPRID_LEDGRN : SPRID_LEDRED; } - if(input & BN_RIGHT) { - pos[0] += right[0]; - pos[1] += right[1]; + for(i=0; i<5; i++) { + spr_oam(oam, dynspr_base + snum++, i >= energy ? SPRID_LEDOFF : ledspr, + 8 + (i << 3), 144, SPR_VRECT | SPR_256COL); } - if(input & BN_LEFT) { - pos[0] -= right[0]; - pos[1] -= right[1]; + /* enemy sprites */ + /*spr_oam(oam, dynspr_base + snum++, SPRID_ENEMY, 50, 50, SPR_VRECT | SPR_SZ64 | SPR_256COL);*/ + enemy = enemies; + for(i=0; ivobj.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; + sid = SPRID_ENEMY0 + ((anm & 7) << 2); + flags |= SPR_VRECT; + } else { + sid = SPRID_HUSK; + } + + 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); + + scale = enemy->vobj.scale; + if(scale > 0x10000) scale = 0x10000; + sa = xform_sa / scale; + ca = xform_ca / scale; + mat[0] = anm >= 8 ? -ca : ca; + mat[1] = sa; + mat[2] = -sa; + mat[3] = ca; + + spr_transform(oam, 0, mat); + enemy->vobj.px = -1; + } + enemy++; + } + for(i=snum; i> 8; + int32_t ca = xform_ca >> 8; + int x = *xp; + int y = *yp; + + *xp = (ca * x - sa * y + (120 << 8)) >> 8; + *yp = (sa * x + ca * y + (80 << 8)) >> 8; +} + +#define MAXBANK 0x100 + +ARM_IWRAM static void gamescr_vblank(void) { - num_vbl++; + static int bank, bankdir, theta; + int32_t sa, ca; + + vblcount++; + + if(!nframes) return; + + /* TODO: pre-arrange sprite tiles in gba-native format, so that I can just + * DMA them from cartridge easily + */ + + /*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); + + theta = -(bank << 3); + xform_sa = SIN(theta); + xform_ca = COS(theta); +#if 0 + xform_s = 0x100000 / (MAXBANK + (abs(bank) >> 3)); + sa = (((xform_sa) >> 8) * xform_s) >> 12; + ca = (((xform_ca) >> 8) * xform_s) >> 12; +#else + xform_s = (MAXBANK + (abs(bank) >> 3)); + sa = xform_sa / xform_s; + ca = xform_ca / xform_s; +#endif + + REG_BG2X = -ca * 120 - sa * 80 + (120 << 8); + REG_BG2Y = sa * 120 - ca * 80 + (80 << 8); + + REG_BG2PA = ca; + REG_BG2PB = sa; + REG_BG2PC = -sa; + REG_BG2PD = ca; + + keystate = ~REG_KEYINPUT; + + if((keystate & (BN_LEFT | BN_RIGHT)) == 0) { + if(bank) { + bank -= bankdir << 4; + } + } else if(keystate & BN_LEFT) { + bankdir = -1; + if(bank > -MAXBANK) bank -= 16; + } else if(keystate & BN_RIGHT) { + bankdir = 1; + if(bank < MAXBANK) bank += 16; + } }