X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fgamescr.c;h=11390c7dce6931a9125ce66a475b4fd0ef252470;hb=HEAD;hp=e46738122a75311c93dc6cd23b7359d77e00d76e;hpb=5c4d558de0e36ab49283c9c529b49b8d6b62f146;p=gbajam22 diff --git a/src/gamescr.c b/src/gamescr.c index e467381..11390c7 100644 --- a/src/gamescr.c +++ b/src/gamescr.c @@ -12,13 +12,19 @@ #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); @@ -27,6 +33,7 @@ static void gamescr_vblank(void); static int update(void); static void draw(void); +static void victory(void); static struct screen gamescr = { "game", @@ -36,13 +43,19 @@ static struct screen gamescr = { 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; @@ -50,22 +63,27 @@ static int nframes, backbuf; 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)) @@ -75,6 +93,8 @@ static int xform_s; 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); @@ -89,14 +109,14 @@ 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); } + + color0 = gba_bgpal[0]; } static int gamescr_start(void) @@ -114,16 +134,16 @@ 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(); @@ -164,8 +184,9 @@ static int gamescr_start(void) 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; } @@ -189,13 +210,24 @@ 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(); @@ -227,9 +259,10 @@ static void gamescr_frame(void) wait_vblank(); present(backbuf); + /* if(!(nframes & 15)) { emuprint("vbl: %d", vblperf_count); - } + }*/ #ifdef VBLBAR vblperf_begin(); #else @@ -253,11 +286,16 @@ static int numspr[][2] = { #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(); @@ -267,6 +305,10 @@ static int update(void) return -1; } + if(gameover) { + goto skip_game_logic; + } + if(keystate) { if(keystate & BN_LEFT) { angle += TURN_SPEED; @@ -281,18 +323,32 @@ static int update(void) 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= 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; } } @@ -305,17 +361,58 @@ static int update(void) 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; ihp <= 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); @@ -332,31 +429,67 @@ static int update(void) 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_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; @@ -388,9 +521,56 @@ static void draw(void) //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) @@ -412,6 +592,8 @@ static void gamescr_vblank(void) 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 @@ -421,6 +603,8 @@ static void gamescr_vblank(void) /*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);