GameBoy (Color) port of the GTA San Andreas arcade game Duality
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

game.c 11KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354
  1. /*
  2. * game.c
  3. * Duality
  4. *
  5. * Copyright (C) 2025 Thomas Buck <thomas@xythobuz.de>
  6. *
  7. * This program is free software: you can redistribute it and/or modify
  8. * it under the terms of the GNU General Public License as published by
  9. * the Free Software Foundation, either version 3 of the License, or
  10. * (at your option) any later version.
  11. *
  12. * This program is distributed in the hope that it will be useful,
  13. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  14. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  15. * GNU General Public License for more details.
  16. *
  17. * See <http://www.gnu.org/licenses/>.
  18. */
  19. #include <gbdk/platform.h>
  20. #include <gbdk/metasprites.h>
  21. #include <rand.h>
  22. #include <stdint.h>
  23. #include "gb/gb.h"
  24. #include "maps.h"
  25. #include "obj.h"
  26. #include "sprites.h"
  27. #include "sound.h"
  28. #include "input.h"
  29. #include "game.h"
  30. enum ACCELERATION {
  31. ACC_X = 1,
  32. ACC_Y = 2,
  33. ACC_R = 4,
  34. };
  35. #define BAR_OFFSET_X (4 - 80)
  36. #define HEALTH_OFFSET_Y -16
  37. #define POWER_OFFSET_Y 16
  38. static uint8_t pause_screen(void) {
  39. uint8_t hiwater = SPR_NUM_START;
  40. spr_draw(SPR_PAUSE, FLIP_NONE, 0, 0, 0, &hiwater);
  41. hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES);
  42. while (1) {
  43. key_read();
  44. if (key_pressed(J_START)) {
  45. break;
  46. } else if (key_pressed(J_SELECT)) {
  47. return 1;
  48. }
  49. vsync();
  50. }
  51. return 0;
  52. }
  53. static void status(uint8_t health, uint8_t power, uint8_t *hiwater) NONBANKED {
  54. if (health > 0) {
  55. switch (health >> 6) {
  56. case 3:
  57. spr_draw(SPR_HEALTH, FLIP_X, BAR_OFFSET_X, HEALTH_OFFSET_Y - 24,
  58. ((health >> 6) == 3) ? 7 - ((health >> 3) & 7) : 0, hiwater);
  59. case 2:
  60. spr_draw(SPR_HEALTH, FLIP_X, BAR_OFFSET_X, HEALTH_OFFSET_Y - 16,
  61. ((health >> 6) == 2) ? 7 - ((health >> 3) & 7) : 0, hiwater);
  62. case 1:
  63. spr_draw(SPR_HEALTH, FLIP_X, BAR_OFFSET_X, HEALTH_OFFSET_Y - 8,
  64. ((health >> 6) == 1) ? 7 - ((health >> 3) & 7) : 0, hiwater);
  65. case 0:
  66. spr_draw(SPR_HEALTH, FLIP_X, BAR_OFFSET_X, HEALTH_OFFSET_Y - 0,
  67. ((health >> 6) == 0) ? 7 - ((health >> 3) & 7) : 0, hiwater);
  68. }
  69. }
  70. if (power > 0) {
  71. switch (power >> 6) {
  72. case 3:
  73. spr_draw(SPR_POWER, FLIP_X, BAR_OFFSET_X, POWER_OFFSET_Y + 0,
  74. ((power >> 6) == 3) ? 7 - ((power >> 3) & 7) : 0, hiwater);
  75. case 2:
  76. spr_draw(SPR_POWER, FLIP_X, BAR_OFFSET_X, POWER_OFFSET_Y + 8,
  77. ((power >> 6) == 2) ? 7 - ((power >> 3) & 7) : 0, hiwater);
  78. case 1:
  79. spr_draw(SPR_POWER, FLIP_X, BAR_OFFSET_X, POWER_OFFSET_Y + 16,
  80. ((power >> 6) == 1) ? 7 - ((power >> 3) & 7) : 0, hiwater);
  81. case 0:
  82. spr_draw(SPR_POWER, FLIP_X, BAR_OFFSET_X, POWER_OFFSET_Y + 24,
  83. ((power >> 6) == 0) ? 7 - ((power >> 3) & 7) : 0, hiwater);
  84. }
  85. }
  86. }
  87. static void show_explosion(uint16_t power) NONBANKED {
  88. for (uint8_t n = 0; n < (4 * 4); n++) {
  89. uint8_t hiwater = SPR_NUM_START;
  90. spr_draw(SPR_EXPL, FLIP_NONE, 0, 0, n >> 2, &hiwater);
  91. // can't draw objects, we used the pallettes for the explosion
  92. //obj_draw(0, 0, &hiwater);
  93. status(0, power >> POWER_SHIFT, &hiwater);
  94. hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES);
  95. vsync();
  96. }
  97. }
  98. int32_t game(void) NONBANKED {
  99. disable_interrupts();
  100. DISPLAY_OFF;
  101. map_game();
  102. SHOW_BKG;
  103. spr_init_pal();
  104. SHOW_SPRITES;
  105. SPRITES_8x8;
  106. int16_t pos_x = 0;
  107. int16_t pos_y = 0;
  108. int16_t spd_x = 0;
  109. int16_t spd_y = 0;
  110. enum SPRITE_ROT rot = 0;
  111. enum ACCELERATION prev_acc = 0xFF; // so we draw the ship on the first frame
  112. uint8_t ship_hiwater = 0;
  113. uint16_t health = HEALTH_MAX;
  114. uint16_t power = POWER_MAX;
  115. int32_t score = 0;
  116. obj_init();
  117. // TODO remove
  118. obj_add(SPR_LIGHT, 64, 64, 0, 0);
  119. obj_add(SPR_DARK, -64, -64, 0, 0);
  120. obj_add(SPR_SHOT_LIGHT, 32, 32, 0, 0);
  121. obj_add(SPR_SHOT_DARK, -32, -32, 0, 0);
  122. win_init(0);
  123. uint8_t x_off = win_game_draw(score);
  124. move_win(MINWNDPOSX + DEVICE_SCREEN_PX_WIDTH - x_off, MINWNDPOSY + DEVICE_SCREEN_PX_HEIGHT - 16);
  125. SHOW_WIN;
  126. DISPLAY_ON;
  127. enable_interrupts();
  128. while(1) {
  129. key_read();
  130. enum ACCELERATION acc = 0;
  131. if (key_pressed(J_LEFT)) {
  132. rot = (rot - 1) & (ROT_INVALID - 1);
  133. acc |= ACC_R;
  134. } else if (key_pressed(J_RIGHT)) {
  135. rot = (rot + 1) & (ROT_INVALID - 1);
  136. acc |= ACC_R;
  137. }
  138. if (key_down(J_A) && (power > 0)) {
  139. if (power >= POWER_DEC) {
  140. power -= POWER_DEC;
  141. } else {
  142. power = 0;
  143. }
  144. switch (rot) {
  145. case ROT_0:
  146. spd_y -= SPEED_INC;
  147. if (spd_y < -SPEED_MAX_ACC) spd_y = -SPEED_MAX_ACC;
  148. acc |= ACC_Y;
  149. break;
  150. case ROT_45:
  151. spd_y -= SPEED_INC;
  152. if (spd_y < -SPEED_MAX_ACC) spd_y = -SPEED_MAX_ACC;
  153. acc |= ACC_Y;
  154. spd_x += SPEED_INC;
  155. if (spd_x > SPEED_MAX_ACC) spd_x = SPEED_MAX_ACC;
  156. acc |= ACC_X;
  157. break;
  158. case ROT_90:
  159. spd_x += SPEED_INC;
  160. if (spd_x > SPEED_MAX_ACC) spd_x = SPEED_MAX_ACC;
  161. acc |= ACC_X;
  162. break;
  163. case ROT_135:
  164. spd_x += SPEED_INC;
  165. if (spd_x > SPEED_MAX_ACC) spd_x = SPEED_MAX_ACC;
  166. acc |= ACC_X;
  167. spd_y += SPEED_INC;
  168. if (spd_y > SPEED_MAX_ACC) spd_y = SPEED_MAX_ACC;
  169. acc |= ACC_Y;
  170. break;
  171. case ROT_180:
  172. spd_y += SPEED_INC;
  173. if (spd_y > SPEED_MAX_ACC) spd_y = SPEED_MAX_ACC;
  174. acc |= ACC_Y;
  175. break;
  176. case ROT_225:
  177. spd_y += SPEED_INC;
  178. if (spd_y > SPEED_MAX_ACC) spd_y = SPEED_MAX_ACC;
  179. acc |= ACC_Y;
  180. spd_x -= SPEED_INC;
  181. if (spd_x < -SPEED_MAX_ACC) spd_x = -SPEED_MAX_ACC;
  182. acc |= ACC_X;
  183. break;
  184. case ROT_270:
  185. spd_x -= SPEED_INC;
  186. if (spd_x < -SPEED_MAX_ACC) spd_x = -SPEED_MAX_ACC;
  187. acc |= ACC_X;
  188. break;
  189. case ROT_315:
  190. spd_x -= SPEED_INC;
  191. if (spd_x < -SPEED_MAX_ACC) spd_x = -SPEED_MAX_ACC;
  192. acc |= ACC_X;
  193. spd_y -= SPEED_INC;
  194. if (spd_y < -SPEED_MAX_ACC) spd_y = -SPEED_MAX_ACC;
  195. acc |= ACC_Y;
  196. break;
  197. default:
  198. break;
  199. }
  200. } else if (!key_down(J_A) && (power < POWER_MAX)) {
  201. if (power <= (POWER_MAX - POWER_INC)) {
  202. power += POWER_INC;
  203. } else {
  204. power = POWER_MAX;
  205. }
  206. }
  207. // adjust speed down when not moving
  208. if (!(acc & ACC_X)) {
  209. if (spd_x != 0) {
  210. if (spd_x > SPEED_MAX_IDLE) spd_x -= SPEED_DEC;
  211. else if (spd_x < -SPEED_MAX_IDLE) spd_x += SPEED_DEC;
  212. }
  213. }
  214. if (!(acc & ACC_Y)) {
  215. if (spd_y != 0) {
  216. if (spd_y > SPEED_MAX_IDLE) spd_y -= SPEED_DEC;
  217. else if (spd_y < -SPEED_MAX_IDLE) spd_y += SPEED_DEC;
  218. }
  219. }
  220. if (key_pressed(J_B)) {
  221. int8_t ret = -1;
  222. switch (rot) {
  223. case ROT_0:
  224. ret = obj_add(SPR_SHOT, 0, -SHIP_OFF, spd_x, spd_y - SHOT_SPEED);
  225. break;
  226. case ROT_45:
  227. ret = obj_add(SPR_SHOT, SHIP_OFF / 2, -SHIP_OFF / 2, spd_x + SHOT_SPEED, spd_y - SHOT_SPEED);
  228. break;
  229. case ROT_90:
  230. ret = obj_add(SPR_SHOT, SHIP_OFF, 0, spd_x + SHOT_SPEED, spd_y);
  231. break;
  232. case ROT_135:
  233. ret = obj_add(SPR_SHOT, SHIP_OFF / 2, SHIP_OFF / 2, spd_x + SHOT_SPEED, spd_y + SHOT_SPEED);
  234. break;
  235. case ROT_180:
  236. ret = obj_add(SPR_SHOT, 0, SHIP_OFF, spd_x, spd_y + SHOT_SPEED);
  237. break;
  238. case ROT_225:
  239. ret = obj_add(SPR_SHOT, -SHIP_OFF / 2, SHIP_OFF / 2, spd_x - SHOT_SPEED, spd_y + SHOT_SPEED);
  240. break;
  241. case ROT_270:
  242. ret = obj_add(SPR_SHOT, -SHIP_OFF, 0, spd_x - SHOT_SPEED, spd_y);
  243. break;
  244. case ROT_315:
  245. ret = obj_add(SPR_SHOT, -SHIP_OFF / 2, -SHIP_OFF / 2, spd_x - SHOT_SPEED, spd_y - SHOT_SPEED);
  246. break;
  247. default:
  248. break;
  249. }
  250. if (ret == OBJ_ADDED) {
  251. snd_noise();
  252. }
  253. }
  254. // re-draw ship sprite when we've just rotated or are starting or stopping acceleration
  255. uint8_t redraw = (acc & ACC_R) || ((prev_acc & (ACC_X | ACC_Y)) != (acc & (ACC_X | ACC_Y)));
  256. if (key_pressed(J_START)) {
  257. if (pause_screen()) {
  258. break;
  259. }
  260. // re-draw ship sprite
  261. redraw = 1;
  262. }
  263. pos_x = (pos_x + spd_x) & POS_MASK_BG;
  264. pos_y = (pos_y + spd_y) & POS_MASK_BG;
  265. move_bkg(pos_x >> POS_SCALE_BG, pos_y >> POS_SCALE_BG);
  266. uint8_t hiwater = SPR_NUM_START;
  267. if (redraw) {
  268. spr_ship(rot, acc & (ACC_X | ACC_Y), &hiwater);
  269. ship_hiwater = hiwater;
  270. } else {
  271. hiwater = ship_hiwater;
  272. }
  273. int32_t prev_score = score;
  274. int16_t damage = obj_do(&spd_x, &spd_y, &score, &hiwater);
  275. if (damage > 0) {
  276. if (health > damage) {
  277. health -= damage;
  278. } else if (health <= damage) {
  279. health = 0;
  280. show_explosion(power);
  281. break;
  282. }
  283. } else if (damage < 0) {
  284. health += -damage;
  285. if (health > HEALTH_MAX) {
  286. health = HEALTH_MAX;
  287. }
  288. }
  289. status(health >> HEALTH_SHIFT, power >> POWER_SHIFT, &hiwater);
  290. hide_sprites_range(hiwater, MAX_HARDWARE_SPRITES);
  291. prev_acc = acc;
  292. if (score != prev_score) {
  293. uint8_t x_off = win_game_draw(score);
  294. move_win(MINWNDPOSX + DEVICE_SCREEN_PX_WIDTH - x_off, MINWNDPOSY + DEVICE_SCREEN_PX_HEIGHT - 16);
  295. }
  296. vsync();
  297. }
  298. return score;
  299. }