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alterego.c
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671 lines (555 loc) · 14.1 KB
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// alterego
// see gameplay : https://www.youtube.com/watch?v=Tl77rKgX5Fc
/*
todo :
phantoms must walk on ladders
succeed game
Falling ground : sprite
fade out ? (if zero:ok, sinon darken bits.)
*/
// use 320x240 mode
#include "bitbox.h"
#include "lib/blitter/blitter.h"
#include "lib/chiptune/player.h"
#include "maps.h"
#include <string.h>
extern struct ChipSong alter_chipsong;
// define to immediately start at a level
// #define START_LEVEL 3
#define SCREEN_X 32
#define SCREEN_Y 30
#define MAX_MONSTER 32 // max nb sprites per screen
#define START_LIVES 5
#define NB_LEVELS 25
enum GameState {
state_zero,
state_credits,
state_title,
state_play,
state_pause,
state_swap,
state_level_ended,
state_prestart,
state_game_over,
};
int state, level, lives, swaps, nb_monsters, gums;
int pause;
int16_t target_swap; // target X or Y to swap
int horizontal_symmetry; // if the alterego symmetric horizontally or vertically ?
uint16_t old_gamepad;
uint16_t gamepad_pressed;
uint8_t vram[SCREEN_Y][SCREEN_X];
object *bg, *lside, *rside;
object *player, *alterego; // sprites
object *monsters[MAX_MONSTER];
uint8_t monsters_state [MAX_MONSTER];
// individual frames in animations
uint8_t monsters_frame [MAX_MONSTER];
uint8_t player_frame;
uint8_t player_state;
uint8_t alterego_frame;
void enter_title();
void enter_credits();
void enter_play();
#define FADE_FRAMES 180 // nb frames to fade (speed)
static int fade_pos=0;
static const uint8_t *fade_map;
void start_fade(const uint8_t *new_map)
{
fade_pos=0;
fade_map=new_map;
}
// returns zero if finished
int fade()
{
uint8_t * const vram_arr = (uint8_t*) vram; // flat view
if (!fade_map)
return 0;
// continue fading
for (int i=0;i<(1+SCREEN_X*SCREEN_Y/FADE_FRAMES);i++) { // fill speed : chars / frame to attain a full screen in N frames.
vram_arr[fade_pos]=fade_map[fade_pos];
fade_pos += 127; // prime with 960, ie no 2 no 3 factor
fade_pos %= sizeof(vram);
if (!fade_pos) {
fade_map=0;
break;
}
}
return fade_pos;
}
void do_zero()
{
if (!pause--)
enter_credits();
}
void enter_credits()
{
state=state_credits;
start_fade(maps_tmap[maps_credits]);
pause=5*60;
}
void do_credits()
{
if (!fade()) { // fading finished ? then pause.
if (!pause--)
enter_title();
}
}
void enter_title() {
state = state_title;
start_fade(maps_tmap[maps_title]); // start fade
chip_play(&alter_chipsong);
}
void do_title()
{
if (!fade()) { // fade in finished ?
if (gamepad_pressed & gamepad_start) {
lives = START_LIVES;
enter_play(0);
}
// blink until press START button
if (vga_frame%128==0) {
// erase 2 lines
memset(&vram[22][10],1,12);
memset(&vram[23][10],1,12);
} else if (vga_frame%128==64) {
// copy lines back
memcpy(&vram[22][10],&maps_tmap[maps_title][22*32+10],12);
memcpy(&vram[23][10],&maps_tmap[maps_title][23*32+10],12);
}
}
}
void display_hud()
// display lives and swaps left
{
vram[3][4] = maps_blue_digits+lives;
vram[3][8] = maps_blue_digits+swaps;
// vram[3][10] = maps_blue_digits+gums;
}
void new_sprite(int y,int x,uint8_t tid)
{
// instantiates a sprite from the tile i,j on the map
// tile_id to sprite_state
static const uint8_t monster_tile_state[] = {
[maps_skull_right]=maps_st_skull_right,
[maps_skull_left]=maps_st_skull_left,
[maps_skull_up]=maps_st_skull_up,
[maps_skull_down]=maps_st_skull_down,
[maps_gum_start]=maps_st_gum_idle,
[maps_alter_gum_start]=maps_st_alter_gum_idle,
[maps_falling_start]=maps_st_falling_falling,
};
uint8_t sp_state= monster_tile_state[tid];
monsters_state[nb_monsters] = sp_state;
monsters[nb_monsters] = sprite_new(
maps_sprites[maps_objects_types[sp_state]],
32+x*8,
y*8+8,
0);
// height known after loading
monsters[nb_monsters]->y -= monsters[nb_monsters]->h;
nb_monsters++;
vram[y][x]=1; // empty
}
void clear_sprites(void)
{
// unload preceding level
for (int i=0;i<nb_monsters;i++)
{
blitter_remove(monsters[i]);
}
nb_monsters=0;
// hide player / alterego
player->y=1024;
alterego->y=1024;
}
void start_level(int new_level)
{
level = new_level;
gums=0;
chip_play(0); // stop song
// load game screen to vram
for (int i=0;i<30;i++)
for (int j=0;j<32;j++)
{
uint8_t c=maps_tmap[maps_map1+level][i*32+j];
switch(c)
{
case maps_player_start :
// put player here
vram[i][j]=1; // empty
player->x = j*8+32;
player->y = i*8+8-player->h;
player->fr = 0;
break;
case maps_gum_start :
case maps_alter_gum_start :
gums++;
new_sprite(i,j,c);
break;
case maps_skull_left :
case maps_skull_up :
case maps_skull_down :
case maps_skull_right :
new_sprite(i,j,c);
break;
case maps_falling_start : // don't do anything now
default:
vram[i][j]=c;
break;
}
}
swaps = vram[0][0]-maps_blue_digits;
horizontal_symmetry = (vram[0][1]==112)?0:1; // 112 = V
vram[0][0]=1;vram[0][1]=1;
// draw swaps / lives guys header
vram[2][2] = maps_lives;
vram[3][2] = maps_lives+16;
vram[3][3] = maps_x;
vram[2][6] = maps_swaps;
vram[3][6] = maps_swaps+16;
vram[3][7] = maps_x;
player_state = maps_st_player_idle;
display_hud();
}
void enter_play(int level)
{
state=state_play;
start_level(level);
}
void animate_sprites()
{
// simple animation loops.
// animate monsters
for (int i=0;i<nb_monsters;i++){
uint8_t c=monsters_frame[i]++;
uint8_t s=monsters_state[i];
monsters[i]->fr = maps_anims[s][c];
if (monsters[i]->fr==255)
{
monsters_frame[i]=0;
monsters[i]->fr = maps_anims[s][0];
}
}
// player
// state = depends on buttons pressed !
player->fr = maps_anims[player_state][player_frame++];
if (player->fr==255)
{
player_frame=0;
player->fr = maps_anims[player_state][0];
}
// alter ego
alterego->fr = maps_anims[maps_st_alter_alter][alterego_frame++];
if (alterego->fr==255)
{
alterego_frame=0;
alterego->fr = maps_anims[maps_st_alter_alter][alterego_frame];
}
}
uint8_t tile_at(object *o, int dx, int dy)
{
// gets the tile id at the object + dx/dy
return vram[(o->y+dy)/8][(o->x-32+dx)/8];
}
void set_at(object *o, int dx, int dy, uint8_t tid)
{
vram[(o->y+dy)/8][(o->x-32+dx)/8]=tid;
}
uint8_t test_at(object *o, int dx, int dy, uint8_t property)
// test tile properties at this position
{
uint8_t tid = tile_at(o,dx,dy);
uint8_t prop = maps_tset[maps_tset_attrs_offset+tid];
return prop & property;
}
void die_level(void);
#define CAN_WALK (maps_prop_empty | maps_prop_ladder | maps_prop_gum)
void move_player()
{
uint8_t prev_state=player_state;
if (gamepad_pressed & gamepad_start) {
// start a pause
state=state_pause;
} else if (gamepad_pressed & gamepad_A) {
// starts a swap
if ( swaps && test_at(alterego,0,4,CAN_WALK ) && test_at(alterego,7,4,CAN_WALK ) ) {
swaps--;
target_swap = horizontal_symmetry ? alterego->x : alterego->y;
state=state_swap;
chip_note(3,128,1);
} else {
// XXX SFX cannot swap now
}
} else if (test_at(player,0,10, maps_prop_empty) && test_at(player,7,10, maps_prop_empty)) {
// if nothing under : fall
player->y++;
player_state=maps_st_player_falling;
} else if (GAMEPAD_PRESSED(0,left)) {
player_state=maps_st_player_left;
if (test_at(player,-1,4, CAN_WALK )) {
// test if we're changing tiles and we're on a falling element : transform into falling sprite
if (player->x%8==0 && tile_at(player,4,14)==maps_falling_start) {
// initiate fall animation
set_at(player,4,14,1);
}
player->x--;
}
} else if (GAMEPAD_PRESSED(0,right)) {
player_state=maps_st_player_right;
if (test_at(player,+8,4, CAN_WALK )) {
// test if we're changing tiles and we're on a falling element : transform into falling sprite
if (player->x%8==7 && tile_at(player,0,14)==maps_falling_start) {
// initiate fall animation
set_at(player,0,14,1);
}
player->x++;
}
} else if (GAMEPAD_PRESSED(0,up) \
&& (test_at(player,0,9,maps_prop_ladder ) \
|| test_at(player,7,9,maps_prop_ladder ))
) {
player->y--;
player_state=maps_st_player_ladder;
} else if (GAMEPAD_PRESSED(0,down) \
&& (test_at(player,0,11,maps_prop_ladder) \
|| test_at(player,7,11,maps_prop_ladder))
) {
player->y++;
player_state=maps_st_player_ladder;
} else {
player_state = maps_st_player_idle;
}
// touching tiles
if (test_at(player,0,14,maps_prop_water)) {
die_level();
}
// reset animation if changed state
if (prev_state != player_state)
player_frame = 0;
if (player->y >= 208 && player->y<1024) // 1024 is just hidden sprite
die_level();
}
void move_alterego()
{
if (horizontal_symmetry) {
alterego->x = VGA_H_PIXELS - player->x - 4;
alterego->y = player->y;
} else {
alterego->x = player->x;
alterego->y = VGA_V_PIXELS - player->y - 4;
}
}
void move_skulls()
{
// move skulls : check if canmove (ie y-1 is ok, x next is not blocked), cant go on ? reverse for other types of skulls
for (int m=0;m<nb_monsters;m++)
switch (monsters_state[m])
{
// skulls
case maps_st_skull_right :
monsters[m]->x++; // go right
// test collide right / rightdown empty with tile properties
if (
test_at(monsters[m],8,15,maps_prop_empty ) || // right down empty ?
!test_at(monsters[m],8,0, maps_prop_empty | maps_prop_ladder) // collide right ?
)
monsters_state[m]=maps_st_skull_left;
break;
case maps_st_skull_left :
monsters[m]->x--; // go left
if (
test_at(monsters[m],0,15,maps_prop_empty ) || // left down empty ?
!test_at(monsters[m],0,0, maps_prop_empty | maps_prop_ladder) // collide left ?
)
monsters_state[m]=maps_st_skull_right;
break;
case maps_st_skull_up :
monsters[m]->y--; // go up
if (!test_at(monsters[m],0,-1,maps_prop_empty)) // test collide up
monsters_state[m]=maps_st_skull_down;
break;
case maps_st_skull_down :
monsters[m]->y++; // go down
if (!test_at(monsters[m],0,8,maps_prop_empty)) // test collide down
monsters_state[m]=maps_st_skull_up;
break;
default :
break;
} // switch
}
void move_swap()
{
if (horizontal_symmetry) {
if (player->x == target_swap)
state=state_play;
else
player->x += target_swap>player->x ? 1 : -1;
} else {
if (player->y == target_swap)
state=state_play;
else
player->y += target_swap>player->y ? 1 : -1;
}
}
// standard AABB collision check
int collide(object *oa, object *ob)
{
if (oa->x+oa->w < ob->x ||
oa->y+oa->h < ob->y ||
oa->x > ob->x+ob->w ||
oa->y > ob->y+ob->h) {
return 0;
} else {
return 1;
}
}
void finish_level()
{
clear_sprites();
// next level !
level+=1;
state=state_prestart;
chip_note(3,128,5);
pause=120;
}
void die_level(void)
{
lives--;
chip_note(3,128,6); // sfx die
clear_sprites();
// test game over ?
if (lives) {
pause = 120;
state = state_prestart;
} else {
// enter game over
memcpy(vram, maps_tmap[maps_gameover],sizeof(vram));
pause=240;
state = state_game_over;
}
}
void do_game_over(void)
{
if (!pause--)
enter_title();
}
void do_collide_player()
{
// test collisions with all monsters
for (int i=0;i<nb_monsters;i++)
if (collide(player, monsters[i])) {
switch (monsters_state[i]) {
case maps_st_skull_up :
case maps_st_skull_down :
case maps_st_skull_left :
case maps_st_skull_right :
die_level();
break;
case maps_st_gum_idle :
// hide it
monsters[i]->y=1024;
gums--;
chip_note(3,128,7); // gum
break;
}
break;
}
}
void do_collide_alter()
{
// only test altergums
for (int i=0;i<nb_monsters;i++)
if (
monsters_state[i] == maps_st_alter_gum_idle \
&& collide(alterego, monsters[i])
)
{
// hide it
monsters[i]->y=1024;
gums--;
chip_note(3,128,7); // gum
break;
}
}
void game_init(void)
{
bg = tilemap_new (maps_tset,0,0,maps_header, vram);
// initialize with empty, not transparent
memset(vram,1,sizeof(vram));
// overscan bars
lside = rect_new(0,0,32,VGA_V_PIXELS,100,RGB(0,0,0)); // left side overscan
rside = rect_new(VGA_H_PIXELS-32,0,32,VGA_V_PIXELS,100,RGB(0,0,0)); // right side overscan
// player=sprite_new();
bg->x=32; // center since tilemap is 256 pixels wide
player = sprite_new(maps_sprites[maps_t_player], 0,1024,1); // 0,1024
alterego = sprite_new(maps_sprites[maps_t_alter], 0,1024,0); // 0,1024
#ifndef START_LEVEL
state=state_zero;
pause = 60*3;
#else
// cheat mode
lives = 9;
enter_play(START_LEVEL-1);
#endif
}
void game_frame(void)
{
static int my_frame; // allows skipping frames from vga_frame..
my_frame++;
gamepad_pressed = gamepad_buttons[0] & ~old_gamepad;
old_gamepad = gamepad_buttons[0];
switch (state) {
case state_zero :
do_zero();
break;
case state_credits:
do_credits();
break;
case state_title:
do_title();
break;
case state_pause:
// write PAUSE or empty
for (int i=0;i<5;i++)
vram[3][10+i] = (vga_frame/32)%2 ? (char[]){144,129,111,109,133}[i]: 1;
if (gamepad_pressed & gamepad_start) {
for (int i=0;i<5;i++)
vram[3][10+i]=1;
state=state_play;
}
break;
case state_swap:
move_swap();
move_swap();
move_swap();
move_alterego();
break;
case state_play :
display_hud();
move_player();
move_alterego();
switch(my_frame%4) { // should not be skipped.
case 0 :
case 2 :
move_skulls();
break;
case 1 :
do_collide_alter();
animate_sprites();
break;
case 3 :
do_collide_player();
}
if (!gums) {
finish_level();
}
break;
case state_prestart :
if (!pause--)
enter_play(level); // restart current level
break;
case state_game_over :
do_game_over();
}
}