oscar64/samples/games/breakout.c

490 lines
8.6 KiB
C

#include <c64/joystick.h>
#include <c64/vic.h>
#include <c64/sprites.h>
#include <c64/memmap.h>
#include <c64/rasterirq.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <stdio.h>
// Character set
char charset[2048] = {
#embed "../resources/breakoutchars.bin"
};
char spriteset[2048] = {
#embed "../resources/breakoutsprites.bin"
};
byte * const Screen = (byte *)0xc800;
byte * const Font = (byte *)0xd000;
byte * const Color = (byte *)0xd800;
byte * const Sprites = (byte *)0xd800;
unsigned flashingBricks[32];
char numFlashingBricks[4];
void brick_put(char x, char y, char c)
{
char * cp = Color + 40 * y + x;
cp[ 0] = c;
cp[ 1] = c;
cp[ 2] = c;
cp[40] = c;
cp[41] = c;
cp[42] = c;
cp[81] = 15;
cp[82] = 15;
cp[83] = 15;
char * sp = Screen + 40 * y + x;
sp[ 0] = 128;
sp[ 1] = 129;
sp[ 2] = 130;
sp[40] = 131;
sp[41] = 132;
sp[42] = 133;
sp[43] = 103 - (x & 1) - 2 * (y & 1);
sp[81] = 101 - (x & 1) + 2 * (y & 1);
sp[82] = 100 + (x & 1) + 2 * (y & 1);
sp[83] = 101 - (x & 1) + 2 * (y & 1);
}
void brick_init(void)
{
for(char y=0; y<25; y++)
{
for(char x=0; x<40; x++)
{
Screen[40 * y + x] = 96 + (x & 1) + 2 * (y & 1) + 4 * (x == 0 || y == 0);
}
}
for(char y=0; y<8; y++)
{
for(char x=0; x<12; x++)
{
brick_put(3 * x + 2, 2 * y + 1, 8 + y);
}
}
}
void brick_hit(char x, char y)
{
__assume(x < 40 && y < 25);
char c = Screen[40 * y + x + 0];
if (c >= 128)
{
c &= 7;
if (c >= 3)
{
y --;
c -= 3;
}
x -= c;
unsigned bi = 256 * y + x;
char i = 0, n = numFlashingBricks[3];
while (i < n && flashingBricks[i] != bi)
i++;
if (i == n)
{
flashingBricks[i] = bi;
numFlashingBricks[3]++;
char * cp = Color + 40 * y + x;
cp[ 0] = 9;
cp[ 1] = 9;
cp[ 2] = 9;
cp[40] = 9;
cp[41] = 9;
cp[42] = 9;
}
}
}
void brick_animate(void)
{
char n = numFlashingBricks[0];
for(char i=0; i<n; i++)
{
char x = flashingBricks[i] & 0xff;
char y = flashingBricks[i] >> 8;
char * cp = Color + 40 * y + x;
cp[ 0] = 15;
cp[ 1] = 15;
cp[ 2] = 15;
cp[40] = 15;
cp[41] = 15;
cp[42] = 15;
char * sp = Screen + 40 * (y - 1) + (x - 1);
char ch = 96 + (x & 1) + 2 * (y & 1)
if (sp[ 0] >= 128)
sp[41] = ch | 4;
else
sp[41] = ch;
if (sp[ 1] >= 128)
sp[42] = (ch ^ 1) | 4;
else
sp[42] = (ch ^ 1);
if (sp[ 2] >= 128)
sp[43] = ch | 4;
else
sp[43] = ch;
if (sp[40] >= 128)
sp[81] = (ch ^ 2) | 4;
else
sp[81] = (ch ^ 2);
sp[82] = (ch ^ 3);
sp[83] = (ch ^ 2);
if (sp[84] < 128)
sp[84] = (ch ^ 3);
if (sp[122] < 128)
sp[122] = (ch ^ 1);
if (sp[123] < 128)
sp[123] = ch;
if (sp[124] < 128)
sp[124] = (ch ^ 1);
}
for(char i=0; i<3; i++)
numFlashingBricks[i] = numFlashingBricks[i + 1] - n;
numFlashingBricks[3] = numFlashingBricks[2];
for(char i=0; i<numFlashingBricks[3]; i++)
flashingBricks[i] = flashingBricks[i + n];
}
struct Ball
{
char index;
bool active;
int sx, sy, vx, vy;
}
// using 10.6 bit fixed point math
#define BALL_INT(x) ((x) >> 6)
#define BALL_COORD(x, f) (((x) << 6) + f)
void ball_init(Ball * ball, char index, int sx, int sy, int vx, int vy)
{
ball->index = index;
ball->active = true;
ball->sx = sx;
ball->sy = sy;
ball->vx = vx;
ball->vy = vy;
int ix = BALL_INT(ball->sx) + 24, iy = BALL_INT(ball->sy) + 50;
spr_set(2 * index + 2, true, ix, iy, 97, 0, false, false, false);
spr_set(2 * index + 3, true, ix, iy, 96, 15, true, false, false);
}
void ball_lost(Ball * ball)
{
ball->active = false;
spr_show(2 * ball->index + 2, false);
spr_show(2 * ball->index + 3, false);
return;
}
#define COL_00 1
#define COL_01 2
#define COL_10 4
#define COL_11 8
int paddlex, paddlevx;
void ball_loop(Ball * ball)
{
if (!ball->active)
return;
ball->sx += ball->vx;
ball->sy += ball->vy;
bool mirrorX = false, mirrorY = false;
int ix = BALL_INT(ball->sx), iy = BALL_INT(ball->sy);
int px = BALL_INT(paddlex);
if (ix + 6 > 320 || ix < 0)
mirrorX = true;
if (iy < 0)
mirrorY = true;
else if (iy >= 200)
{
ball_lost(ball);
return;
}
if (iy + 6 > 190 && iy < 190)
{
if (ix + 3 >= px && ix + 3 < px + 48)
{
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;
}
}
int x0 = ix >> 3;
int y0 = iy >> 3;
int x1 = (ix + 5) >> 3;
int y1 = (iy + 5) >> 3;
if (x0 >= 0 && x1 < 40 && y0 >= 0 && y1 < 24)
{
char col = 0;
if (Screen[40 * y0 + x0] >= 128) col |= COL_00;
if (Screen[40 * y0 + x1] >= 128) col |= COL_01;
if (Screen[40 * y1 + x0] >= 128) col |= COL_10;
if (Screen[40 * y1 + x1] >= 128) col |= COL_11;
if (ball->vx < 0 && ((col & (COL_00 | COL_01)) == COL_00) || ((col & (COL_10 | COL_11)) == COL_10))
mirrorX = true;
else if (ball->vx > 0 && ((col & (COL_00 | COL_01)) == COL_01) || ((col & (COL_10 | COL_11)) == COL_11))
mirrorX = true;
if (ball->vy < 0 && ((col & (COL_00 | COL_10)) == COL_00) || ((col & (COL_01 | COL_11)) == COL_01))
mirrorY = true;
else if (ball->vy > 0 && ((col & (COL_00 | COL_10)) == COL_10) || ((col & (COL_01 | COL_11)) == COL_11))
mirrorY = true;
if (col)
{
brick_hit(x0, y0);
brick_hit(x1, y0);
brick_hit(x0, y1);
brick_hit(x1, y1);
}
}
if (mirrorY)
{
ball->vy = - ball->vy;
ball->sy += ball->vy;
}
if (mirrorX)
{
ball->vx = - ball->vx;
ball->sx += ball->vx;
}
}
void ball_move(Ball * ball)
{
int ix = BALL_INT(ball->sx) + 24, iy = BALL_INT(ball->sy) + 50;
spr_move(2 * ball->index + 2, ix, iy);
spr_move(2 * ball->index + 3, ix, iy);
}
enum GameState
{
GS_READY, // Getting ready
GS_BALL_LOCKED, // The ball is locked on the paddle
GS_PLAYING, // Playing the game
GS_BALL_DROPPED, // The last ball has been dropped
GS_GAME_OVER
};
struct Game
{
GameState state;
Ball balls[3];
char count;
} TheGame;
void paddle_init(void)
{
paddlevx = 0;
paddlex = BALL_COORD(160, 0);
spr_set(0, true, 24 + BALL_INT(paddlex), 240, 99, 0, false, true, false);
spr_set(1, true, 24 + BALL_INT(paddlex), 240, 98, 15, true, true, false);
}
void paddle_control(void)
{
joy_poll(0);
if (joyx[0] == 0)
{
if (paddlevx < 0)
paddlevx = (paddlevx + 1) >> 1;
else
paddlevx >>= 1;
}
else
{
paddlevx += joyx[0] * 8;
if (paddlevx >= 256)
paddlevx = 256;
else if (paddlevx < -256)
paddlevx = -256;
}
paddlex += paddlevx;
if (paddlex < BALL_COORD(-4, 0) || paddlex > BALL_COORD(320 - 48 + 4, 0))
{
paddlevx = -paddlevx;
paddlex += paddlevx
}
}
void paddle_move(void)
{
spr_move(0, 24 + BALL_INT(paddlex), 240);
spr_move(1, 24 + BALL_INT(paddlex), 240);
}
void game_state(GameState state)
{
// Set new state
TheGame.state = state;
switch (state)
{
case GS_READY:
brick_init();
paddle_init();
TheGame.count = 120;
break;
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))
break;
case GS_PLAYING:
TheGame.balls[0].vy = BALL_COORD(-1, 0);
TheGame.balls[0].vx = paddlevx >> 2;
break;
case GS_BALL_DROPPED:
TheGame.count = 60;
break;
case GS_GAME_OVER:
TheGame.count = 120;
break;
}
}
void game_loop()
{
switch (TheGame.state)
{
case GS_READY:
if (!--TheGame.count)
game_state(GS_BALL_LOCKED);
break;
case GS_BALL_LOCKED:
paddle_control();
TheGame.balls[0].sx = paddlex + BALL_COORD(22, 0);
if (joyb[0])
game_state(GS_PLAYING);
break;
case GS_PLAYING:
paddle_control();
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--;
if (!(TheGame.balls[0].active || TheGame.balls[1].active || TheGame.balls[2].active))
game_state(GS_BALL_DROPPED);
break;
case GS_BALL_DROPPED:
if (!--TheGame.count)
game_state(GS_BALL_LOCKED);
break;
case GS_GAME_OVER:
if (!--TheGame.count)
game_state(GS_READY);
break;
}
}
int main(void)
{
mmap_trampoline();
// Install character set
mmap_set(MMAP_RAM);
memcpy(Font, charset, 2048);
memcpy(Sprites, spriteset, 256);
mmap_set(MMAP_NO_BASIC);
// Switch screen
vic_setmode(VICM_TEXT_MC, Screen, Font);
spr_init(Screen);
// Change colors
vic.color_border = VCOL_BLACK;
vic.color_back = VCOL_BLACK;
vic.color_back1 = VCOL_WHITE;
vic.color_back2 = VCOL_DARK_GREY;
vic.spr_mcolor0 = VCOL_DARK_GREY;
vic.spr_mcolor1 = VCOL_WHITE;
memset(Screen, 96, 1000);
memset(Color, 15, 1000);
game_state(GS_READY);
for(;;)
{
brick_animate();
game_loop();
vic_waitFrame();
for(char j=0; j<1; j++)
ball_move(TheGame.balls + j);
paddle_move();
}
return 0;
}