X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fgamescr.c;h=11390c7dce6931a9125ce66a475b4fd0ef252470;hb=HEAD;hp=840a9e4c94ef4cb137c7178bcb7dda14c85a2d9c;hpb=f73cd25d63806279fb8c6c085f5aa8dfeab8130d;p=gbajam22 diff --git a/src/gamescr.c b/src/gamescr.c index 840a9e4..11390c7 100644 --- a/src/gamescr.c +++ b/src/gamescr.c @@ -6,108 +6,635 @@ #include "util.h" #include "intr.h" #include "input.h" -#include "player.h" +#include "gba.h" #include "sprite.h" +#include "timer.h" #include "debug.h" -#include "level.h" -#include "xgl.h" -#include "polyfill.h" +#include "voxscape.h" +#include "data.h" +#include "scoredb.h" -static void update(void); +#define POS_MASK ((VOX_SZ << 16) - 1) + +#define FOV 30 +#define NEAR 2 +#define FAR 85 + +#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 void gamescr_frame(void); +static void gamescr_vblank(void); + +static int update(void); static void draw(void); -static void vblank(void); - -static int nframes, num_vbl, backbuf; -static uint16_t *vram[] = { (uint16_t*)VRAM_LFB_FB0_ADDR, (uint16_t*)VRAM_LFB_FB1_ADDR }; - -static const char *testlvl = - "########\n" - "### s#\n" - "### ####\n" - "### #\n" - "## #\n" - "## #\n" - "## #\n" - "## ### #\n" - "## ### #\n" - "## #\n" - "#### ###\n" - "########\n"; - -static struct xvertex tm_floor[] __attribute__((section(".rodata"))) = { - {0x10000, -0x10000, 0x10000, 0, 0x10000, 0, 210}, - {-0x10000, -0x10000, 0x10000, 0, 0x10000, 0, 210}, - {-0x10000, -0x10000, -0x10000, 0, 0x10000, 0, 210}, - {0x10000, -0x10000, -0x10000, 0, 0x10000, 0, 210} +static void victory(void); + +static struct screen gamescr = { + "game", + gamescr_start, + gamescr_stop, + gamescr_frame, + gamescr_vblank +}; + +#define ENEMY_ENERGY 4 +struct enemy { + struct vox_object vobj; + short hp; + 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 int nframes, backbuf; +static uint16_t *vram[] = { gba_vram_lfb0, gba_vram_lfb1 }; + +static int32_t pos[2], angle, horizon = 80; +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 48 +static uint16_t oam[4 * MAX_SPR]; +static int dynspr_base, dynspr_count; + +#define MAX_ENEMIES (255 - CMAP_SPAWN0) +static struct enemy enemies[MAX_ENEMIES]; +static int num_kills, total_enemies; +static int energy; +#define MAX_ENERGY 5 -static struct level *lvl; +static int score, gameover; +static unsigned long total_time, start_time; +static int running; -static struct player player; +#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 void *prev_iwram_top; -void gamescr(void) +static int hit_frame; +static uint16_t color0; + +static inline void xform_pixel(int *xp, int *yp); + + +struct screen *init_game_screen(void) { - unsigned char *fb; + return &gamescr; +} - REG_DISPCNT = 4 | DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1; +static void setup_palette(void) +{ + int i; + unsigned char *cmap = gba_colors ? color_gba_cmap : color_cmap; - vblperf_setcolor(0xff); + 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); + } - lvl = init_level(testlvl); + color0 = gba_bgpal[0]; +} - xgl_init(); +static int gamescr_start(void) +{ + int i, j, sidx; + uint8_t *cptr; + struct enemy *enemy; - memset(&player, 0, sizeof player); - player.y = 0x60000; + prev_iwram_top = iwram_sbrk(0); - select_input(BN_DPAD | BN_A | BN_B); + gba_setmode(4, DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1); + fillblock_16byte(gba_vram_lfb1, 0, 240 * 160 / 16); - mask(INTR_VBLANK); - screen_vblank = vblank; - unmask(INTR_VBLANK); + vblperf_setcolor(0); + + pos[0] = pos[1] = VOX_SZ << 15; + angle = 0x8000; + last_shot = -P_RATE - 1; + + vox_init(VOX_SZ, VOX_SZ, height_pixels, color_pixels); + vox_proj(FOV, NEAR, FAR); + pheight = vox_view(pos[0], pos[1], -40, angle); + + /* setup color image palette */ + setup_palette(); + + spr_setup(16, 16, spr_game_pixels, gba_colors ? spr_game_gba_cmap : spr_game_cmap); + wait_vblank(); + spr_clear(); + + for(i=0; i= CMAP_SPAWN0 && *cptr != 255) { + /* enemy spawn point */ + int idx = *cptr - CMAP_SPAWN0; + enemy = enemies + idx; + if(enemy->anm) { + panic(get_pc(), "double spawn %d at %d,%d (prev: %d,%d)", idx, + j, i, enemy->vobj.x, enemy->vobj.y); + } + enemy->vobj.x = j; + enemy->vobj.y = i; + enemy->vobj.px = -1; + enemy->anm = 0xff; + enemy->hp = ENEMY_ENERGY; + enemy->last_shot = -1; + enemy->shot_frame = -1; + if(++total_enemies >= MAX_ENEMIES) { + goto endspawn; + } + } + cptr++; + } + } +endspawn: + /* check continuity */ + for(i=0; i (b) ? (a) : (b))) + +static int update(void) { - uint16_t bnstate; + int32_t fwd[2], right[2]; + int i, snum, ledspr; + struct enemy *enemy; + int did_strafe = 0; + + hit_frame = 0; + + update_keyb(); + + if(KEYPRESS(BN_START)) { + /* TODO pause menu */ + change_screen(find_screen("menu")); + return -1; + } - bnstate = get_input(); + if(gameover) { + goto skip_game_logic; + } + + if(keystate) { + if(keystate & BN_LEFT) { + angle += TURN_SPEED; + } + if(keystate & BN_RIGHT) { + angle -= TURN_SPEED; + } + + fwd[0] = -SIN(angle); + fwd[1] = COS(angle); + right[0] = fwd[1]; + right[1] = -fwd[0]; + + if(keystate & BN_A) { + 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)) { + last_shot = timer_msec; + for(i=0; i= 0) { + int dx = enemies[i].vobj.px - 120; + int dy = enemies[i].vobj.py - 80; + 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(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] = (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] = (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; ihp <= 0) { + enemy++; + continue; + } + + 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++, 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 */ + if(energy == MAX_ENERGY) { + ledspr = SPRID_LEDBLU; + } else { + ledspr = energy > 2 ? SPRID_LEDGRN : SPRID_LEDRED; + } + 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); + } + /* 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; ivobj.px >= 0) { + 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_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); + + + 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; + 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= 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) +{ + int32_t sa = xform_sa >> 8; + int32_t ca = xform_ca >> 8; + int x = *xp; + int y = *yp; - xgl_draw(XGL_QUADS, tm_floor, sizeof tm_floor / sizeof *tm_floor); + *xp = (ca * x - sa * y + (120 << 8)) >> 8; + *yp = (sa * x + ca * y + (80 << 8)) >> 8; } -__attribute__((noinline, target("arm"), section(".iwram"))) -static void vblank(void) +#define MAXBANK 0x100 + +ARM_IWRAM +static void gamescr_vblank(void) { - num_vbl++; + 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 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); + + if(gameover) return; + + 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; + + 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; + } }