X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fgamescr.c;h=b148d22d4ebbd06cf8217d6605e62e134d759f16;hb=25d227eec0ce3877fb4728e181b34c033068cfd7;hp=5a2347de4fc6a4c28601267ce3f83a8890a2e79a;hpb=5d7112b5fad9e69a556898a705eeef2307bb83d9;p=gbajam22 diff --git a/src/gamescr.c b/src/gamescr.c index 5a2347d..b148d22 100644 --- a/src/gamescr.c +++ b/src/gamescr.c @@ -6,109 +6,433 @@ #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 "xgl.h" -#include "polyfill.h" +#include "voxscape.h" +#include "data.h" -static void update(void); +#define FOV 30 +#define NEAR 2 +#define FAR 85 + +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 struct screen gamescr = { + "game", + gamescr_start, + gamescr_stop, + gamescr_frame, + gamescr_vblank +}; + +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, horizon = 80; + +#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; -static struct level *lvl; +#define MAX_ENEMIES (255 - CMAP_SPAWN0) +struct enemy enemies[MAX_ENEMIES]; +int num_enemies, total_enemies; +static int energy; +#define MAX_ENERGY 5 -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; -void gamescr(void) +static short vblcount; +static void *prev_iwram_top; + + +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 int gamescr_start(void) +{ + int i, j, sidx; + uint8_t *cptr; + struct enemy *enemy; - vblperf_setcolor(0xff); + prev_iwram_top = iwram_sbrk(0); - lvl = init_level(testlvl); + gba_setmode(4, DISPCNT_BG2 | DISPCNT_OBJ | DISPCNT_FB1); + fillblock_16byte(gba_vram_lfb1, 0, 240 * 160 / 16); - xgl_init(); + vblperf_setcolor(0); - memset(&player, 0, sizeof player); - player.y = 0x60000; + pos[0] = pos[1] = VOX_SZ << 15; - select_input(BN_DPAD | BN_A | BN_B); + vox_init(VOX_SZ, VOX_SZ, height_pixels, color_pixels); + vox_proj(FOV, NEAR, FAR); + vox_view(pos[0], pos[1], -40, angle); - mask(INTR_VBLANK); - screen_vblank = vblank; - unmask(INTR_VBLANK); + /* 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); + } + spr_setup(16, 16, spr_game_pixels, 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 = 2; + enemy->last_fire = 0; + if(++total_enemies >= MAX_ENEMIES) { + goto endspawn; + } + } + cptr++; + } + } +endspawn: + /* check continuity */ + 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) { + emuprint("pow"); + enemies[i].hp--; + 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] += right[0]; + pos[1] += right[1]; + } + if(keystate & BN_LT) { + pos[0] -= right[0]; + pos[1] -= right[1]; + } + + vox_view(pos[0], pos[1], -40, angle); + } + + 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; + } + 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); + } + /* 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 { + anm = 0; + 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; - 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; + + 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); + + 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; + } }