X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fgamescr.c;h=11390c7dce6931a9125ce66a475b4fd0ef252470;hb=fb23aa4804a46173f817eb83b4823b7263ef0ed9;hp=b7e35d26d4c86451ae3c2f2dc4532ab3532bc2f5;hpb=695487a7a2c44e73c758c50cdbf84b9ef370651b;p=gbajam22 diff --git a/src/gamescr.c b/src/gamescr.c index b7e35d2..11390c7 100644 --- a/src/gamescr.c +++ b/src/gamescr.c @@ -14,14 +14,18 @@ #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 250 -#define E_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); @@ -39,13 +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; @@ -55,11 +65,12 @@ 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 40 +#define MAX_SPR 48 static uint16_t oam[4 * MAX_SPR]; static int dynspr_base, dynspr_count; @@ -70,9 +81,7 @@ static int num_kills, total_enemies; static int energy; #define MAX_ENERGY 5 -#define ENEMY_ENERGY 4 - -static int score; +static int score, gameover; static unsigned long total_time, start_time; static int running; @@ -84,6 +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); @@ -98,14 +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) @@ -127,12 +138,12 @@ static int gamescr_start(void) 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(); @@ -174,7 +185,8 @@ static int gamescr_start(void) enemy->vobj.px = -1; enemy->anm = 0xff; enemy->hp = ENEMY_ENERGY; - enemy->last_shot = timer_msec > E_RATE ? timer_msec - E_RATE : 0; + enemy->last_shot = -1; + enemy->shot_frame = -1; if(++total_enemies >= MAX_ENEMIES) { goto endspawn; } @@ -183,7 +195,6 @@ static int gamescr_start(void) } } endspawn: - total_enemies = 1; /* XXX DBG */ /* check continuity */ for(i=0; i (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(); @@ -287,6 +305,10 @@ static int update(void) return -1; } + if(gameover) { + goto skip_game_logic; + } + if(keystate) { if(keystate & BN_LEFT) { angle += TURN_SPEED; @@ -301,8 +323,10 @@ 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)) { @@ -313,10 +337,10 @@ static int update(void) int dy = enemies[i].vobj.py - 80; int rad = enemies[i].vobj.scale >> 5; - /*emuprint("rad: %d (%d,%d)", rad, enemies[i].vobj.px, enemies[i].vobj.py);*/ 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(); @@ -337,17 +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); @@ -409,6 +474,21 @@ static int update(void) 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; @@ -441,11 +521,16 @@ 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) { + 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); @@ -453,10 +538,14 @@ static void draw(void) 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); + 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"); } @@ -464,8 +553,20 @@ static void draw(void) static void victory(void) { + int sec, time_bonus = 0; + total_time = timer_msec - start_time; - score = 42; + 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); @@ -502,6 +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);