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@@ -2,14 +2,18 @@
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* main.c
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* Duality
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*
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- * Based on the metasprites and galaxy examples from gbdk-2020:
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+ * Based on examples from gbdk-2020:
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* https://github.com/gbdk-2020/gbdk-2020/blob/develop/gbdk-lib/examples/cross-platform/metasprites/src/metasprites.c
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* https://github.com/gbdk-2020/gbdk-2020/blob/develop/gbdk-lib/examples/gb/galaxy/galaxy.c
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+ * https://github.com/gbdk-2020/gbdk-2020/blob/develop/gbdk-lib/examples/gb/rand/rand.c
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*/
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#include <gbdk/platform.h>
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#include <gbdk/metasprites.h>
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+#include <rand.h>
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+#include <stdint.h>
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+#include "title_map.h"
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#include "bg_map.h"
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#include "rockshp.h"
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#include "thrustG.h"
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@@ -30,14 +34,16 @@
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// Metasprite tiles are loaded into VRAM starting at tile number 0
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#define TILE_NUM_START 0
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-int16_t PosX, PosY;
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-int16_t SpdX, SpdY;
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-uint8_t PosF;
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-uint8_t idx, rot;
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+static int16_t PosX = 0;
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+static int16_t PosY = 0;
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+static int16_t SpdX = 0;
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+static int16_t SpdY = 0;
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+static uint8_t PosF = 0;
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-size_t num_tiles;
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+static uint8_t rot = 0;
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-uint8_t joyp = 0, old_joyp = 0;
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+static uint8_t joyp = 0;
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+static uint8_t old_joyp = 0;
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#define KEY_INPUT (old_joyp = joyp, joyp = joypad())
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#define KEY_DOWN(KEY) (joyp & (KEY))
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@@ -51,7 +57,14 @@ struct sprites {
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uint8_t off;
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};
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-struct sprites metasprites[] = {
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+#define SPR_SHIP 0
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+#define SPR_THRUST 1
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+#define SPR_LIGHT 2
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+#define SPR_DARK 3
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+#define SPR_SHOT 4
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+#define SPRITE_COUNT 5
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+
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+struct sprites metasprites[SPRITE_COUNT] = {
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{
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.ms = rockshp_metasprites,
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.ti = rockshp_tiles,
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@@ -85,7 +98,88 @@ struct sprites metasprites[] = {
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}
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};
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-void main(void) {
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+static void draw(uint8_t sprite, uint8_t *hiwater, int8_t y_off) {
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+ switch (rot & 0x3) {
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+ case 1:
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+ *hiwater += move_metasprite_flipy(
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+ metasprites[sprite].ms[0], metasprites[sprite].off,
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+ OAMF_CGB_PAL0 + sprite, *hiwater,
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+ DEVICE_SPRITE_PX_OFFSET_X + (DEVICE_SCREEN_PX_WIDTH / 2),
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+ DEVICE_SPRITE_PX_OFFSET_Y + (DEVICE_SCREEN_PX_HEIGHT / 2) + y_off);
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+ break;
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+
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+ case 2:
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+ *hiwater += move_metasprite_flipxy(
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+ metasprites[sprite].ms[0], metasprites[sprite].off,
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+ OAMF_CGB_PAL0 + sprite, *hiwater,
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+ DEVICE_SPRITE_PX_OFFSET_X + (DEVICE_SCREEN_PX_WIDTH / 2),
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+ DEVICE_SPRITE_PX_OFFSET_Y + (DEVICE_SCREEN_PX_HEIGHT / 2) + y_off);
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+ break;
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+
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+ case 3:
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+ *hiwater += move_metasprite_flipx(
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+ metasprites[sprite].ms[0], metasprites[sprite].off,
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+ OAMF_CGB_PAL0 + sprite, *hiwater,
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+ DEVICE_SPRITE_PX_OFFSET_X + (DEVICE_SCREEN_PX_WIDTH / 2),
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+ DEVICE_SPRITE_PX_OFFSET_Y + (DEVICE_SCREEN_PX_HEIGHT / 2) + y_off);
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+ break;
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+
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+ default:
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+ *hiwater += move_metasprite_ex(
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+ metasprites[sprite].ms[0], metasprites[sprite].off,
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+ OAMF_CGB_PAL0 + sprite, *hiwater,
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+ DEVICE_SPRITE_PX_OFFSET_X + (DEVICE_SCREEN_PX_WIDTH / 2),
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+ DEVICE_SPRITE_PX_OFFSET_Y + (DEVICE_SCREEN_PX_HEIGHT / 2) + y_off);
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+ break;
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+ }
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+}
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+
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+static void ship(uint8_t *hiwater) {
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+ switch (rot & 0x3) {
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+ case 1:
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+ case 2:
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+ draw(SPR_SHIP, hiwater, 0);
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+ if (PosF) {
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+ draw(SPR_THRUST, hiwater, -8 - 4);
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+ }
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+ break;
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+
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+ case 3:
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+ default:
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+ draw(SPR_SHIP, hiwater, 0);
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+ if (PosF) {
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+ draw(SPR_THRUST, hiwater, 8 + 4);
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+ }
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+ break;
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+ }
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+}
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+
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+static void splash(void) {
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+ disable_interrupts();
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+ DISPLAY_OFF;
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+
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+ set_default_palette();
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+
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+ // title_map as background map
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+ set_bkg_palette(OAMF_CGB_PAL0, title_map_PALETTE_COUNT, title_map_palettes);
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+ set_bkg_data(0, bg_map_TILE_COUNT, title_map_tiles);
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+ set_bkg_attributes(0, 0, title_map_MAP_ATTRIBUTES_WIDTH, title_map_MAP_ATTRIBUTES_HEIGHT, title_map_MAP_ATTRIBUTES);
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+ set_bkg_tiles(0, 0, title_map_WIDTH / title_map_TILE_W, title_map_HEIGHT / title_map_TILE_H, title_map_map);
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+
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+ SHOW_BKG;
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+ DISPLAY_ON;
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+ enable_interrupts();
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+
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+ while(1) {
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+ KEY_INPUT;
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+ if (KEY_DOWN(0xFF)) {
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+ break;
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+ }
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+ vsync();
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+ }
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+}
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+
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+static void game(void) {
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disable_interrupts();
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DISPLAY_OFF;
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@@ -113,17 +207,11 @@ void main(void) {
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DISPLAY_ON;
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enable_interrupts();
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- // Set initial position to the center of the screen, zero out speed
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- PosX = 0;//(DEVICE_SCREEN_PX_WIDTH / 2) << 4;
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- PosY = 0;//(DEVICE_SCREEN_PX_HEIGHT / 2) << 4;
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- SpdX = SpdY = 0;
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-
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- idx = 0; rot = 0;
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-
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while(1) {
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KEY_INPUT;
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PosF = 0;
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+
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// Game object
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if (KEY_DOWN(J_UP)) {
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SpdY -= 2;
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@@ -145,67 +233,16 @@ void main(void) {
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PosF |= ACC_X;
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}
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- // Press B button to cycle through metasprite animations
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- if (KEY_PRESSED(J_B)) {
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- idx++;
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- if (idx >= (sizeof(metasprites) / sizeof(metasprites[0]))) idx = 0;
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- }
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-
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- // Press A button to cycle metasprite through Normal/Flip-Y/Flip-XY/Flip-X and sub-pals
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if (KEY_PRESSED(J_A)) {
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- rot++; rot &= 0x3;
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+ // TODO shoot
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}
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- PosX += SpdX, PosY += SpdY;
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-
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- move_bkg(PosX >> 4, PosY >> 4);
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-
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- uint8_t hiwater = SPR_NUM_START;
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-
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- // NOTE: In a real game it would be better to only call the move_metasprite..()
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- // functions if something changed (such as movement or rotation). That
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- // reduces CPU usage on frames that don't need updates.
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- //
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- // In this example they are called every frame to simplify the example code
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-
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- // If not hidden the move and apply rotation to the metasprite
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- switch (rot & 0x3) {
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- case 1:
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- hiwater += move_metasprite_flipy( metasprites[idx].ms[0],
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- metasprites[idx].off,
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- idx,
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- hiwater,
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- DEVICE_SPRITE_PX_OFFSET_X + (DEVICE_SCREEN_PX_WIDTH / 2),
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- DEVICE_SPRITE_PX_OFFSET_Y + (DEVICE_SCREEN_PX_HEIGHT / 2));
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- break;
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- case 2:
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- hiwater += move_metasprite_flipxy(metasprites[idx].ms[0],
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- metasprites[idx].off,
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- idx,
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- hiwater,
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- DEVICE_SPRITE_PX_OFFSET_X + (DEVICE_SCREEN_PX_WIDTH / 2),
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- DEVICE_SPRITE_PX_OFFSET_Y + (DEVICE_SCREEN_PX_HEIGHT / 2));
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- break;
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- case 3:
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- hiwater += move_metasprite_flipx( metasprites[idx].ms[0],
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- metasprites[idx].off,
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- idx,
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- hiwater,
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- DEVICE_SPRITE_PX_OFFSET_X + (DEVICE_SCREEN_PX_WIDTH / 2),
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- DEVICE_SPRITE_PX_OFFSET_Y + (DEVICE_SCREEN_PX_HEIGHT / 2));
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- break;
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- default:
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- hiwater += move_metasprite_ex( metasprites[idx].ms[0],
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- metasprites[idx].off,
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- idx,
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- hiwater,
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- DEVICE_SPRITE_PX_OFFSET_X + (DEVICE_SCREEN_PX_WIDTH / 2),
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- DEVICE_SPRITE_PX_OFFSET_Y + (DEVICE_SCREEN_PX_HEIGHT / 2));
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- break;
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+ if (KEY_PRESSED(J_B)) {
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+ rot++; rot &= 0x3;
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}
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- // Hide rest of the hardware sprites, because amount of sprites differ between animation frames.
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- hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES);
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+ PosX += SpdX;
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+ PosY += SpdY;
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// Y Axis: update velocity (reduce speed) if no U/D button pressed
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if (!(PosF & ACC_Y)) {
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@@ -223,6 +260,34 @@ void main(void) {
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260
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}
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}
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+ move_bkg(PosX >> 4, PosY >> 4);
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+
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+ uint8_t hiwater = SPR_NUM_START;
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+
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+ // NOTE: In a real game it would be better to only call the move_metasprite..()
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+ // functions if something changed (such as movement or rotation). That
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+ // reduces CPU usage on frames that don't need updates.
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+ //
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+ // In this example they are called every frame to simplify the example code
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+
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+ ship(&hiwater);
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+
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+ // Hide rest of the hardware sprites, because amount of sprites differ between animation frames.
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+ hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES);
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+
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226
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vsync();
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}
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280
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}
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281
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+
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282
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+void main(void) {
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283
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+#ifndef DEBUG
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+ splash();
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+#endif // DEBUG
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+
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287
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+ uint16_t seed = DIV_REG;
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+ waitpadup();
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289
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+ seed |= ((uint16_t)DIV_REG) << 8;
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290
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+ initarand(seed);
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+
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292
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+ game();
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293
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+}
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