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binary_gunner.c
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binary_gunner.c
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#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "lib/SMSlib.h"
#include "lib/PSGlib.h"
#include "actor.h"
#include "shot.h"
#include "map.h"
#include "score.h"
#include "data.h"
#define PLAYER_TOP (4)
#define PLAYER_LEFT (8)
#define PLAYER_RIGHT (256 - 16)
#define PLAYER_BOTTOM (SCREEN_H - 16)
#define PLAYER_SPEED (3)
#define PLAYER_SHOT_SPEED (4)
#define PLAYER_SHOT_MAX (8)
#define FOR_EACH_PLAYER_SHOT(sht) sht = player_shots; for (char shot_index = PLAYER_SHOT_MAX; shot_index; shot_index--, sht++)
#define ENEMY_MAX (3)
#define FOR_EACH_ENEMY(enm) enm = enemies; for (char enemy_index = ENEMY_MAX; enemy_index; enemy_index--, enm++)
#define ENEMY_PATH_MAX (4)
actor player;
actor player_shots[PLAYER_SHOT_MAX];
actor enemies[ENEMY_MAX];
actor timer_label;
actor chain_label;
actor time_over;
score_display timer;
score_display score;
score_display chain;
struct ply_ctl {
char shot_delay;
char shot_type;
char pressed_shot_selection;
char color;
char death_delay;
} ply_ctl;
char timer_delay;
struct enemy_spawner {
char type;
char x;
char flags;
char delay;
char next;
path_step *path;
char all_dead;
} enemy_spawner;
const path_step *enemy_paths[ENEMY_PATH_MAX] = {
(path_step *) path1_path,
(path_step *) path2_path,
(path_step *) path3_path,
(path_step *) path4_path
};
void load_standard_palettes() {
SMS_loadBGPalette(tileset_palette_bin);
SMS_loadSpritePalette(sprites_palette_bin);
SMS_setSpritePaletteColor(0, 0);
}
char fire_player_shot();
void handle_player_input() {
static unsigned char joy;
joy = SMS_getKeysStatus();
if (joy & PORT_A_KEY_LEFT) {
if (player.x > PLAYER_LEFT) player.x -= PLAYER_SPEED;
} else if (joy & PORT_A_KEY_RIGHT) {
if (player.x < PLAYER_RIGHT) player.x += PLAYER_SPEED;
}
if (joy & PORT_A_KEY_UP) {
if (player.y > PLAYER_TOP) player.y -= PLAYER_SPEED;
} else if (joy & PORT_A_KEY_DOWN) {
if (player.y < PLAYER_BOTTOM) player.y += PLAYER_SPEED;
}
if (ply_ctl.death_delay) {
ply_ctl.death_delay--;
} else {
if (joy & PORT_A_KEY_2) {
if (!ply_ctl.shot_delay) {
if (fire_player_shot()) {
ply_ctl.shot_delay = player_shot_infos[ply_ctl.shot_type].firing_delay;
}
}
}
if (joy & PORT_A_KEY_1) {
if (!ply_ctl.pressed_shot_selection) {
ply_ctl.color = (ply_ctl.color + 1) & 1;
player.base_tile = ply_ctl.color ? 6 : 2;
ply_ctl.pressed_shot_selection = 1;
}
} else {
ply_ctl.pressed_shot_selection = 0;
}
if (ply_ctl.shot_delay) ply_ctl.shot_delay--;
}
}
void draw_player() {
if (!(ply_ctl.death_delay & 0x08)) draw_actor(&player);
}
void init_player_shots() {
static actor *sht;
FOR_EACH_PLAYER_SHOT(sht) {
sht->active = 0;
}
}
void handle_player_shots() {
static actor *sht;
FOR_EACH_PLAYER_SHOT(sht) {
if (sht->active) {
move_actor(sht);
if (sht->y < 0) sht->active = 0;
if (sht->state == 1 && !sht->state_timer) sht->active = 0;
}
}
}
void draw_player_shots() {
static actor *sht;
FOR_EACH_PLAYER_SHOT(sht) {
draw_actor(sht);
}
}
char fire_player_shot() {
static actor *sht;
static char shots_to_fire, fired;
static shot_info *info;
static path *path;
info = player_shot_infos + ply_ctl.shot_type;
path = info->paths;
shots_to_fire = info->length;
fired = 0;
FOR_EACH_PLAYER_SHOT(sht) {
if (!sht->active) {
init_actor(sht,
player.x + path->x, player.y + path->y,
1, 1,
info->base_tile + (ply_ctl.color << 1), info->frame_count);
sht->path = path->steps;
sht->state = ply_ctl.color;
sht->state_timer = info->life_time;
PSGPlayNoRepeat(player_shot_psg);
// Fired something
fired = 1;
path++;
shots_to_fire--;
if (!shots_to_fire) return 1;
}
}
// Didn't fire anything
return fired;
}
void update_score(actor *enm, actor *sht) {
// Hit the wrong enemy: reset the chain.
if (enm->state != sht->state) {
update_score_display(&chain, 0);
}
// Shot an enemy of a different color: change the chain color
if (enm->state != chain_label.state) {
chain_label.state = enm->state;
chain_label.base_tile = chain_label.state ? 186 : 180;
}
increment_score_display(&chain, 1);
increment_score_display(&score, chain.value);
}
actor *check_collision_against_shots(actor *_act) {
static actor *act, *sht;
static int act_x, act_y;
static int sht_x, sht_y;
act = _act;
act_x = act->x;
act_y = act->y;
FOR_EACH_PLAYER_SHOT(sht) {
if (sht->active) {
sht_x = sht->x;
sht_y = sht->y;
if (sht_x > act_x - 8 && sht_x < act_x + 16 &&
sht_y > act_y - 16 && sht_y < act_y + 16) {
return sht;
}
}
}
return 0;
}
char is_colliding_against_player(actor *_act) {
static actor *act;
static int act_x, act_y;
act = _act;
act_x = act->x;
act_y = act->y;
if (player.x > act_x - 12 && player.x < act_x + 12 &&
player.y > act_y - 12 && player.y < act_y + 12) {
return 1;
}
return 0;
}
void init_enemies() {
static actor *enm;
enemy_spawner.x = 0;
enemy_spawner.delay = 0;
enemy_spawner.next = 0;
FOR_EACH_ENEMY(enm) {
enm->active = 0;
}
}
void handle_enemies() {
static actor *enm, *sht;
if (enemy_spawner.delay) {
enemy_spawner.delay--;
} else if (enemy_spawner.next != ENEMY_MAX) {
if (!enemy_spawner.x) {
enemy_spawner.type = rand() & 1;
enemy_spawner.x = 8 + rand() % 124;
enemy_spawner.flags = 0;
enemy_spawner.path = enemy_paths[rand() % ENEMY_PATH_MAX];
if (rand() & 1) {
enemy_spawner.x += 124;
enemy_spawner.flags |= PATH_FLIP_X;
}
}
enm = enemies + enemy_spawner.next;
init_actor(enm, enemy_spawner.x, 0, 2, 1, enemy_spawner.type ? 132 : 128, 1);
enm->path_flags = enemy_spawner.flags;
enm->path = enemy_spawner.path;
enm->state = enemy_spawner.type;
enemy_spawner.delay = 10;
enemy_spawner.next++;
}
enemy_spawner.all_dead = 1;
FOR_EACH_ENEMY(enm) {
move_actor(enm);
if (enm->x < -32 || enm->x > 287 || enm->y < -16 || enm->y > 192) {
enm->active = 0;
}
if (enm->active) {
sht = check_collision_against_shots(enm);
if (sht) {
sht->active = 0;
enm->active = 0;
update_score(enm, sht);
PSGSFXPlay(enemy_death_psg, SFX_CHANNELS2AND3);
}
if (!ply_ctl.death_delay && is_colliding_against_player(enm)) {
enm->active = 0;
ply_ctl.death_delay = 120;
PSGPlayNoRepeat(player_death_psg);
}
}
if (enm->active) enemy_spawner.all_dead = 0;
}
if (enemy_spawner.all_dead) {
enemy_spawner.x = 0;
enemy_spawner.next = 0;
}
}
void draw_enemies() {
static actor *enm;
FOR_EACH_ENEMY(enm) {
draw_actor(enm);
}
}
void init_score() {
init_actor(&timer_label, 16, 8, 1, 1, 178, 1);
init_score_display(&timer, 24, 8, 236);
update_score_display(&timer, 60);
timer_delay = 60;
init_score_display(&score, 16, 24, 236);
init_actor(&chain_label, 16, 40, 3, 1, 180, 1);
init_score_display(&chain, 16, 56, 236);
}
void handle_score() {
if (timer_delay) {
timer_delay--;
} else {
if (timer.value) increment_score_display(&timer, -1);
timer_delay = 60;
}
}
void draw_score() {
draw_actor(&timer_label);
draw_score_display(&timer);
draw_score_display(&score);
if (chain.value > 1) {
draw_actor(&chain_label);
draw_score_display(&chain);
}
}
void wait_button_press() {
do {
SMS_waitForVBlank();
} while (!(SMS_getKeysStatus() & (PORT_A_KEY_1 | PORT_A_KEY_2)));
}
void wait_button_release() {
do {
SMS_waitForVBlank();
} while (SMS_getKeysStatus() & (PORT_A_KEY_1 | PORT_A_KEY_2));
}
void interrupt_handler() {
PSGFrame();
PSGSFXFrame();
}
void title_sequence() {
SMS_waitForVBlank();
SMS_displayOff();
SMS_disableLineInterrupt();
clear_sprites();
SMS_setBGScrollX(0);
SMS_setBGScrollY(0);
SMS_loadPSGaidencompressedTiles(jam_tiles_psgcompr, 0);
SMS_loadTileMap(0, 0, jam_tilemap_bin, jam_tilemap_bin_size);
SMS_loadBGPalette(jam_palette_bin);
SMS_displayOn();
wait_frames(90);
SMS_displayOff();
SMS_loadPSGaidencompressedTiles(title_tiles_psgcompr, 0);
SMS_loadTileMap(0, 0, title_tilemap_bin, title_tilemap_bin_size);
SMS_loadBGPalette(title_palette_bin);
SMS_displayOn();
wait_button_press();
wait_button_release();
}
void gameplay_loop() {
SMS_useFirstHalfTilesforSprites(1);
SMS_setSpriteMode(SPRITEMODE_TALL);
SMS_VDPturnOnFeature(VDPFEATURE_HIDEFIRSTCOL);
SMS_displayOff();
SMS_loadPSGaidencompressedTiles(sprites_tiles_psgcompr, 0);
SMS_loadPSGaidencompressedTiles(tileset_tiles_psgcompr, 256);
load_standard_palettes();
init_map(level1_bin);
draw_map_screen();
SMS_setLineInterruptHandler(&interrupt_handler);
SMS_setLineCounter(180);
SMS_enableLineInterrupt();
SMS_displayOn();
init_actor(&player, 116, PLAYER_BOTTOM - 16, 2, 1, 2, 1);
player.animation_delay = 20;
ply_ctl.shot_delay = 0;
ply_ctl.shot_type = 0;
ply_ctl.pressed_shot_selection = 0;
ply_ctl.color = 0;
ply_ctl.death_delay = 0;
init_enemies();
init_player_shots();
init_score();
while (timer.value) {
handle_player_input();
handle_enemies();
handle_player_shots();
handle_score();
SMS_initSprites();
draw_player();
draw_enemies();
draw_player_shots();
draw_score();
SMS_finalizeSprites();
SMS_waitForVBlank();
SMS_copySpritestoSAT();
// Scroll two lines per frame
draw_map();
draw_map();
}
}
void timeover_sequence() {
char timeover_delay = 128;
char pressed_button = 0;
init_actor(&time_over, 107, 64, 6, 1, 116, 1);
while (timeover_delay || !pressed_button) {
SMS_initSprites();
if (!(timeover_delay & 0x10)) draw_actor(&time_over);
draw_player();
draw_enemies();
draw_player_shots();
draw_score();
SMS_finalizeSprites();
SMS_waitForVBlank();
SMS_copySpritestoSAT();
draw_map();
if (timeover_delay) {
timeover_delay--;
} else {
pressed_button = SMS_getKeysStatus() & (PORT_A_KEY_1 | PORT_A_KEY_2);
}
}
wait_button_release();
}
void main() {
while (1) {
title_sequence();
gameplay_loop();
timeover_sequence();
}
}
SMS_EMBED_SEGA_ROM_HEADER(9999,0); // code 9999 hopefully free, here this means 'homebrew'
SMS_EMBED_SDSC_HEADER(0,4, 2021,11,14, "Haroldo-OK\\2021", "Dragon Blaster",
"A cybernetic shoot-em-up.\n"
"Made for the SHMUP JAM 2 - Neon - https://itch.io/jam/shmup-jam-2-neon\n"
"Built using devkitSMS & SMSlib - https://github.com/sverx/devkitSMS");