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#include <stdint.h>
#include <string.h>
#include "ubox.h"
#include "spman.h"
#include "mplayer.h"
#include "ap.h"
#include "helpers.h"
#include "main.h"
#define LOCAL
#include "game.h"
// generated
#include "map.h"
#include "player.h"
#include "enemy.h"
#define BG_TILE_MAP 0x1800
void init_map_entities(void)
{
const uint8_t *m = cur_map;
uint8_t typ, last = 0;
uint16_t i;
// init sprite and patterns
spman_init();
// this sets everything to 0, which is useful as
// entity ET_UNUSED is 0
memset(entities, 0, sizeof(struct entity) * MAX_ENTITIES);
// get to the beginning of the entities:
// map size + 3 bytes of header (the map size and the entities size)
m += (uint16_t)(m[0] | m[1] << 8) + 3;
// the entity list ends with 255
while (*m != 0xff)
{
// first byte is type + direction flag on MSB
// remove MSB
typ = m[0] & (~DIR_FLAG);
entities[last].type = typ;
entities[last].x = m[1];
entities[last].y = m[2];
// in the map: param is 1 (int) to look left
entities[last].dir = m[0] & DIR_FLAG ? DIR_LEFT : DIR_RIGHT;
switch (typ)
{
// can be only one; always first entity
// because our entities are sorted by type!
case ET_PLAYER:
// 3 frames x 2 sprites = 6
entities[last].pat = spman_alloc_pat(PAT_PLAYER, player_sprite[0], 6, 0);
spman_alloc_pat(PAT_PLAYER_FLIP, player_sprite[0], 6, 1);
entities[last].update = update_player;
break;
case ET_ENEMY:
// 3 frames
entities[last].pat = spman_alloc_pat(PAT_ENEMY, enemy_sprite[0], 3, 0);
spman_alloc_pat(PAT_ENEMY_FLIP, enemy_sprite[0], 3, 1);
entities[last].update = update_enemy;
break;
}
// next entity
last++;
// all our entities are 3 bytes
m += 3;
}
// count how many batteries are in the map
batteries = 0;
for (i = 0; i < MAP_W * MAP_H; ++i)
if (cur_map_data[i] == BATTERY_TILE)
batteries++;
}
void draw_map(void)
{
// draw the map!
//
// - is not compressed (which limits how many maps we can store)
// - our map is just the tile numbers
//
// so we do it in one call by coping our map to the background tile map
// addr in the VDP VRAM
ubox_wait_vsync();
ubox_write_vm((uint8_t *)BG_TILE_MAP, MAP_W * MAP_H, cur_map_data);
}
void draw_hud(void)
{
uint8_t i;
put_text(0, 21, "LIVES");
for (i = 0; i < MAX_LIVES; ++i)
if (i < lives)
// our hearts tile
ubox_put_tile(1 + i, 22, 193);
else
ubox_put_tile(1 + i, 22, WHITESPACE_TILE);
}
// x and y in pixels
void erase_battery(uint8_t x, uint8_t y)
{
uint8_t t;
int8_t mod;
// find out the bg tile to use
// border of the map
if ((x >> 3) == 0)
mod = 1;
else
mod = -1;
switch (cur_map_data[mod + (x >> 3) + (y >> 3) * MAP_W])
{
case 12:
t = 13;
break;
case 13:
t = 12;
break;
default:
// this is next to a wall
if (mod == 1)
t = 13;
else
t = 12;
break;
}
// change the map data so we don't pick it up again
cur_map_data[(x >> 3) + (y >> 3) * MAP_W] = t;
// erase on the screen
ubox_put_tile(x >> 3, y >> 3, t);
ubox_put_tile(x >> 3, (y >> 3) - 1, t);
}
// x and y in pixels
uint8_t is_map_blocked(uint8_t x, uint8_t y)
{
return cur_map_data[(x >> 3) + (y >> 3) * MAP_W] < LAST_SOLID_TILE + 1;
}
// x and y in pixels
uint8_t is_map_battery(uint8_t x, uint8_t y)
{
return cur_map_data[(x >> 3) + (y >> 3) * MAP_W] == BATTERY_TILE;
}
// x and y in pixels; always check the bottom tile!
uint8_t is_map_elevator_down(uint8_t x, uint8_t y)
{
uint8_t t = cur_map_data[(x >> 3) + (y >> 3) * MAP_W];
// first check the elevator platform comparing tiles
if (t != 9 && t != 10)
return 0;
// then check the elevator tube comparing tiles
t = cur_map_data[(x >> 3) + ((y >> 3) - 1) * MAP_W];
return (t != 14 && t != 15);
}
// x and y in pixels; always check the bottom tile!
uint8_t is_map_elevator_up(uint8_t x, uint8_t y)
{
uint8_t t = cur_map_data[(x >> 3) + (y >> 3) * MAP_W];
// first check the elevator platform comparing tiles
if (t != 9 && t != 10)
return 0;
// then check the elevator tube comparing tiles
t = cur_map_data[(x >> 3) + ((y >> 3) - 1) * MAP_W];
return (t == 14 || t == 15);
}
void update_enemy(void)
{
// check for the player; if alive and not invulnerable!
// we use small hit boxes
if (lives && !invuln
&& entities[0].x + 6 < self->x + 10 && self->x + 6 < entities[0].x + 10
&& self->y == entities[0].y)
{
// change direction
self->dir ^= 1;
// remove one life (is more like "hits")
lives--;
draw_hud();
invuln = INVUL_TIME;
if (!lives)
{
// different sound effects if is game over
mplayer_init(SONG, SONG_SILENCE);
mplayer_play_effect_p(EFX_DEAD, EFX_CHAN_NO, 0);
gameover_delay = GAMEOVER_DELAY;
}
else
mplayer_play_effect_p(EFX_HIT, EFX_CHAN_NO, 0);
}
// left or right?
if (self->dir)
{
// change direction
if (self->x == 2 || is_map_blocked(self->x, self->y + 15))
self->dir ^= 1;
else
self->x -= 1;
}
else
{
// change direction
if (self->x == 255 - 16 || is_map_blocked(self->x + 15, self->y + 15))
self->dir ^= 1;
else
self->x += 1;
}
// update the walking animation
if (self->delay++ == FRAME_WAIT)
{
self->delay = 0;
if (++self->frame == WALK_CYCLE)
self->frame = 0;
}
// allocate the sprites
sp.x = self->x;
// y on the screen starts in 255
sp.y = self->y - 1;
// find which pattern to show
sp.pattern = self->pat + (walk_frames[self->frame] + self->dir * 3) * 4;
// red
sp.attr = 9;
spman_alloc_sprite(&sp);
}
void update_player(void)
{
// to know if we need to update the walk animation
uint8_t moved = 0;
// player is dead
if (!lives)
return;
// decrease counter if set
if (invuln)
invuln--;
if (control & UBOX_MSX_CTL_RIGHT)
{
self->dir = DIR_RIGHT;
moved = 1;
// wrap horizontally
if (self->x == 255 - 16)
self->x = 0;
// check if not solid, using bottom right
else if (!is_map_blocked(self->x + 15, self->y + 15))
self->x += 2;
}
if (control & UBOX_MSX_CTL_LEFT)
{
self->dir = DIR_LEFT;
moved = 1;
// wrap horizontally
if (self->x == 2)
self->x = (uint8_t)(255 - 16);
// check if not solid, using bottom left
else if (!is_map_blocked(self->x, self->y + 15))
self->x -= 2;
}
// are we touching a battery?
// use bottom center
if (is_map_battery(self->x + 8, self->y + 15))
{
mplayer_play_effect_p(EFX_BATTERY, EFX_CHAN_NO, 0);
batteries--;
erase_battery(self->x + 8, self->y + 15);
}
if (control & UBOX_MSX_CTL_FIRE1)
{
// use flags to prevent repeat: the player will
// have to release fire to use the elevator again
if (!self->flags)
{
self->flags = 1;
// check elevator down; using bottom middle
if (is_map_elevator_down(self->x + 8, self->y + 16))
{
mplayer_play_effect_p(EFX_ELEVATOR, EFX_CHAN_NO, 0);
self->y += 8 * 4;
}
// then elevator up; using bottom middle
else if (is_map_elevator_up(self->x + 8, self->y + 16))
{
mplayer_play_effect_p(EFX_ELEVATOR, EFX_CHAN_NO, 0);
self->y -= 8 * 4;
}
}
}
else
{
if (self->flags)
self->flags = 0;
}
// it moved, or at least pushed against a wall
if (moved)
{
// update the walking animation
if (self->delay++ == FRAME_WAIT)
{
self->delay = 0;
if (++self->frame == WALK_CYCLE)
self->frame = 0;
}
}
else
{
// just stand
if (self->frame)
{
self->frame = 0;
self->delay = 0;
}
}
// if we are invulnerable, don't draw odd frames
// and we get a nice blinking effect
if (invuln & 1)
return;
// allocate the player sprites; fixed so they never flicker
sp.x = self->x;
// y on the screen starts in 255
sp.y = self->y - 1;
// find which pattern to show
sp.pattern = self->pat + (walk_frames[self->frame] + self->dir * 3) * 8;
// green
sp.attr = 12;
spman_alloc_fixed_sprite(&sp);
// second one is 4 patterns away (16x16 sprites)
sp.pattern += 4;
// white
sp.attr = 15;
spman_alloc_fixed_sprite(&sp);
}
void run_game(void)
{
uint8_t i;
// init some variables; look at game.h for description
lives = MAX_LIVES;
invuln = 0;
gameover_delay = 0;
ubox_disable_screen();
ubox_fill_screen(WHITESPACE_TILE);
// we only have one map, select it
cur_map = map[0];
// uncompress map data into RAM, we will modify it
// map data starts on byte 3 (skip map data size and entities size)
ap_uncompress(cur_map_data, cur_map + 3);
// init entities before drawing
init_map_entities();
draw_map();
draw_hud();
ubox_enable_screen();
mplayer_init(SONG, SONG_IN_GAME);
// our game loop
while (1)
{
// exit the game
if (ubox_read_keys(7) == UBOX_MSX_KEY_ESC)
break;
// game completed!
if (!batteries)
break;
// we are in the gameover delay
if (gameover_delay)
{
// if finished, exit
if (--gameover_delay == 0)
break;
}
// read the selected control
control = ubox_read_ctl(ctl);
// update all the entities:
// - self is a pointer to THIS entity
// - because we don't create/destroy entities dynamically
// when we found one that is unused we are done
for (i = 0, self = entities; i < MAX_ENTITIES && self->type; i++, self++)
self->update();
// ensure we wait to our desired update rate
ubox_wait();
// update sprites on screen
spman_update();
}
// stop the in game music
mplayer_init(SONG, SONG_SILENCE);
// hide all the sprites before going back to the menu
spman_hide_all_sprites();
}
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