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author | Juan J. Martinez <jjm@usebox.net> | 2020-12-30 19:07:31 +0000 |
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committer | Juan J. Martinez <jjm@usebox.net> | 2020-12-30 19:23:41 +0000 |
commit | 2682bc5d1d864341aaeb42a449db73c3ecd16d70 (patch) | |
tree | 9116764364b4ee0ce7f6037305077807b57776de /game/src/game.h | |
download | ubox-msx-lib-2682bc5d1d864341aaeb42a449db73c3ecd16d70.tar.gz ubox-msx-lib-2682bc5d1d864341aaeb42a449db73c3ecd16d70.zip |
Initial import1.0
Diffstat (limited to 'game/src/game.h')
-rw-r--r-- | game/src/game.h | 130 |
1 files changed, 130 insertions, 0 deletions
diff --git a/game/src/game.h b/game/src/game.h new file mode 100644 index 0000000..9227987 --- /dev/null +++ b/game/src/game.h @@ -0,0 +1,130 @@ +#ifndef _GAME_H +#define _GAME_H + +#ifndef LOCAL +#define LOCAL extern +#else + +#define WALK_CYCLE 4 + +// walk animation frames, private +const uint8_t walk_frames[WALK_CYCLE] = { 0, 1, 0, 2 }; + +#endif + +/** + * Game implementation and helpers. + */ + +// map size in tiles +#define MAP_W 32 +#define MAP_H 21 + +// some useful tiles +#define LAST_SOLID_TILE 10 +#define BATTERY_TILE 224 + +#define MAX_LIVES 3 + +// player + other entities +#define MAX_ENTITIES 11 + +// MSB in our entity data +#define DIR_FLAG 128 + +// sprite direction +#define DIR_LEFT 1 +#define DIR_RIGHT 0 + +// how long we wait between animation frames +#define FRAME_WAIT 3 + +// how long the player is invulnerable after death +// time in frames +#define INVUL_TIME 64 + +// show some game frames before jumping to the game over +// screen; this helps the player to know what happened +#define GAMEOVER_DELAY 72 + +// types for our pattern groups +// used by spman +enum pattern_type +{ + PAT_PLAYER = 0, + PAT_PLAYER_FLIP, + PAT_ENEMY, + PAT_ENEMY_FLIP, +}; + +// entity types in the same order +// used in the map (see map_conf.json) +enum entity_type +{ + ET_UNUSED = 0, + ET_PLAYER, + ET_ENEMY, +}; + +// notes: +// +// - x, y are the logic position on the map +// - sp.x, sp.y are the position on screen +struct entity +{ + uint8_t type; + uint8_t x; + uint8_t y; + uint8_t dir; + uint8_t pat; + uint8_t flags; + uint8_t delay; + uint8_t frame; + void (*update)(); +}; + +void run_game(); + +void update_player(); +void update_enemy(); + +void draw_map(); +void draw_hud(); + +void erase_battery(uint8_t x, uint8_t y); + +uint8_t is_map_blocked(uint8_t x, uint8_t y); +uint8_t is_map_elevator_up(uint8_t x, uint8_t y); +uint8_t is_map_elevator_down(uint8_t x, uint8_t y); + +// our entities; the player is 0 +LOCAL struct entity entities[MAX_ENTITIES]; + +// used to read our control method +LOCAL uint8_t control; + +// current map; we don't use ROM because we will modify it +LOCAL const uint8_t *cur_map; +// current map tile map (map data, not entities) +LOCAL uint8_t cur_map_data[MAP_W * MAP_H]; + +// player lives +LOCAL uint8_t lives; +// invulnerability time after death +LOCAL uint8_t invuln; +// batteries left +LOCAL uint8_t batteries; +// show dome delay once the lives run out +LOCAL uint8_t gameover_delay; + +// used by all entities +LOCAL struct sprite_attr sp; + +// current entity +LOCAL struct entity *self; + +#ifdef LOCAL +#undef LOCAL +#endif + +#endif // _GAME_H |