Add score to breakout sample

This commit is contained in:
drmortalwombat 2022-02-09 07:50:59 +01:00
parent 42f71e264e
commit de9e8cfe64
2 changed files with 129 additions and 15 deletions

View File

@ -26,6 +26,75 @@ byte * const Sprites = (byte *)0xd800;
unsigned flashingBricks[32];
char numFlashingBricks[4];
// 0123456789012345678901234567890123456789
const char StatusText[] = s" Score: 000000 High: 000000 Lives: 0 ";
void status_init(void)
{
for(char i=0; i<40; i++)
{
if (StatusText[i] != ' ')
{
Screen[i] = StatusText[i];
Color[i] = 7;
}
}
}
// Increment the score from a given digit on
void score_inc(char digit, unsigned val)
{
// Lowest digit to increment
char at = 13 - digit;
// Loop while there is still score to account for
while (val)
{
// Increment one character
char ch = Screen[at] + val % 10;
// Remove low digit from number
val /= 10;
// Check overflow
if (ch > '9')
{
ch -= 10;
val++;
}
Screen[at] = ch;
// Next higher character
at --;
}
}
// Reset score and update high score
void score_reset(void)
{
// Find first digit, where score and highscore differ
char i = 0;
while (i < 6 && Screen[i + 8] == Screen[i + 22])
i++;
// Check if new score is higher
if (i < 6 && Screen[i + 8] > Screen[i + 22])
{
// If so, copy to highscore
while (i < 6)
{
Screen[i + 22] = Screen[i + 8];
i++;
}
}
// Clear score
for(char i=0; i<6; i++)
Screen[i + 8] = '0';
}
void brick_put(char x, char y, char b, char c)
{
char * cp = Color + 40 * y + x;
@ -66,6 +135,8 @@ void brick_init(void)
}
}
status_init();
for(char y=0; y<8; y++)
{
for(char x=0; x<12; x++)
@ -97,6 +168,7 @@ void brick_hit(char x, char y)
char i = 0, n = numFlashingBricks[3];
while (i < n && flashingBricks[i] != bi)
i++;
if (i == n)
{
flashingBricks[i] = bi;
@ -110,6 +182,8 @@ void brick_hit(char x, char y)
cp[40] = 9;
cp[41] = 9;
cp[42] = 9;
score_inc(0, 5);
}
}
}
@ -222,10 +296,14 @@ void ball_lost(Ball * ball)
int paddlex, paddlevx;
char sound_index;
unsigned sound_freq;
void sound_trigger(void)
void sound_trigger(unsigned freq)
{
if (sound_index == 5 || sound_index == 0)
sound_freq = freq;
if (sound_index == 0)
sound_index = 3;
else if (sound_index > 6)
sound_index = 1;
}
@ -233,29 +311,41 @@ void sound_loop(void)
{
switch (sound_index)
{
case 0:
break;
case 1:
case 18:
sid.voices[0].ctrl = 0;
sid.voices[0].attdec = 0;
sid.voices[0].susrel = 0;
sid.voices[0].ctrl = 0;
sound_index++;
break;
case 2:
case 19:
sid.voices[0].ctrl = SID_CTRL_TEST;
sound_index++;
break;
case 3:
sid.voices[0].freq = NOTE_D(8);
sid.voices[0].freq = sound_freq;
sid.voices[0].attdec = SID_ATK_2 | SID_DKY_6;
sid.voices[0].susrel = SID_DKY_300 | 0xf0;
sid.voices[0].ctrl = SID_CTRL_SAW | SID_CTRL_GATE;
sid.voices[0].pwm = 0x800;
sid.voices[0].ctrl = SID_CTRL_RECT | SID_CTRL_GATE | SID_CTRL_NOISE;
sound_index++;
break;
case 4:
case 5:
sound_index++;
sid.voices[0].ctrl = SID_CTRL_SAW;
break;
case 6:
sound_index++;
sid.voices[0].ctrl = SID_CTRL_RECT;
break;
case 20:
sound_index = 0;
break;
default:
sound_index++;
}
}
@ -273,10 +363,16 @@ void ball_loop(Ball * ball)
int px = BALL_INT(paddlex);
if (ix + 6 > 320 || ix < 0)
{
mirrorX = true;
sound_trigger(NOTE_D(6));
}
if (iy < 0)
{
mirrorY = true;
sound_trigger(NOTE_D(6));
}
else if (iy >= 200)
{
ball_lost(ball);
@ -289,12 +385,20 @@ void ball_loop(Ball * ball)
{
mirrorY = true;
if (ix < px && ball->vx > 0)
{
mirrorX = true;
}
else if (ix + 6 >= px + 48 && ball->vx < 0)
{
mirrorX = true;
}
else
{
ball->vx = (ball->vx * 6 + paddlevx + 4) >> 3;
}
sound_trigger(NOTE_D(7));
}
}
@ -346,7 +450,7 @@ void ball_loop(Ball * ball)
if (hit)
{
sound_trigger();
sound_trigger(NOTE_D(8));
}
}
@ -448,11 +552,17 @@ void game_state(GameState state)
case GS_BALL_LOCKED:
ball_init(TheGame.balls + 0, 0, paddlex + BALL_COORD(22, 0), BALL_COORD(184, 0), BALL_COORD(0, 0), BALL_COORD(0, 0))
ball_init(TheGame.balls + 1, 1, paddlex + BALL_COORD(22, 0), BALL_COORD(184, 0), BALL_COORD(0, 0), BALL_COORD(0, 0))
ball_init(TheGame.balls + 2, 2, paddlex + BALL_COORD(22, 0), BALL_COORD(184, 0), BALL_COORD(0, 0), BALL_COORD(0, 0))
break;
case GS_PLAYING:
TheGame.balls[0].vy = BALL_COORD(-1, 0);
TheGame.balls[0].vy = BALL_COORD(-2, 32);
TheGame.balls[0].vx = paddlevx >> 2;
TheGame.balls[1].vy = BALL_COORD(-2, 16);
TheGame.balls[1].vx = (paddlevx >> 2) - 16;
TheGame.balls[2].vy = BALL_COORD(-2, 16);
TheGame.balls[2].vx = (paddlevx >> 2) + 16;
break;
case GS_BALL_DROPPED:
@ -470,27 +580,31 @@ void game_loop()
switch (TheGame.state)
{
case GS_READY:
paddle_control();
if (!--TheGame.count)
game_state(GS_BALL_LOCKED);
break;
case GS_BALL_LOCKED:
paddle_control();
TheGame.balls[0].sx = paddlex + BALL_COORD(22, 0);
TheGame.balls[1].sx = paddlex + BALL_COORD(22, 0);
TheGame.balls[2].sx = paddlex + BALL_COORD(22, 0);
if (joyb[0])
game_state(GS_PLAYING);
break;
case GS_PLAYING:
paddle_control();
vic.color_border++;
// vic.color_border++;
for(char i=0; i<3; i++)
ball_loop(TheGame.balls + i);
for(char i=0; i<3; i++)
ball_loop(TheGame.balls + i);
vic.color_border--;
// vic.color_border--;
if (!(TheGame.balls[0].active || TheGame.balls[1].active || TheGame.balls[2].active))
game_state(GS_BALL_DROPPED);
break;
case GS_BALL_DROPPED:
paddle_control();
if (!--TheGame.count)
game_state(GS_BALL_LOCKED);
break;
@ -539,7 +653,7 @@ int main(void)
sound_loop();
vic_waitFrame();
for(char j=0; j<1; j++)
for(char j=0; j<3; j++)
ball_move(TheGame.balls + j);
paddle_move();

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