310 lines
6.2 KiB
C
310 lines
6.2 KiB
C
#include <c64/joystick.h>
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#include <c64/vic.h>
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#include <c64/sprites.h>
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#include <c64/memmap.h>
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#include <c64/rasterirq.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <stdio.h>
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// Character set
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char charset[2048] = {
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#embed "../resources/breakoutchars.bin"
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};
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char spriteset[2048] = {
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#embed "../resources/breakoutsprites.bin"
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};
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byte * const Screen = (byte *)0xc800;
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byte * const Font = (byte *)0xd000;
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byte * const Color = (byte *)0xd800;
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byte * const Sprites = (byte *)0xd800;
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inline void brick_put(char x, char y, char c)
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{
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Screen[40 * y + x + 0] = 128; Color[40 * y + x + 0] = c;
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Screen[40 * y + x + 1] = 129; Color[40 * y + x + 1] = c;
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Screen[40 * y + x + 2] = 130; Color[40 * y + x + 2] = c;
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Screen[40 * y + x + 40] = 131; Color[40 * y + x + 40] = c;
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Screen[40 * y + x + 41] = 132; Color[40 * y + x + 41] = c;
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Screen[40 * y + x + 42] = 133; Color[40 * y + x + 42] = c;
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Screen[40 * y + x + 43] = 97; Color[40 * y + x + 43] = 15;
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Screen[40 * y + x + 81] = 97; Color[40 * y + x + 81] = 15;
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Screen[40 * y + x + 82] = 97; Color[40 * y + x + 82] = 15;
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Screen[40 * y + x + 83] = 97; Color[40 * y + x + 83] = 15;
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}
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void brick_init(void)
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{
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for(char y=0; y<6; y++)
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{
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for(char x=0; x<12; x++)
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{
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brick_put(3 * x + 2, 2 * y + 2, 8 + y);
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}
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}
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}
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void brick_clr(char x, char y)
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{
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char c = Screen[40 * y + x + 0];
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if (c >= 128)
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{
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c &= 7;
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if (c >= 3)
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{
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y --;
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c -= 3;
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}
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x -= c;
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char * cp = Color + 40 * y + x;
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cp[ 0] = 15;
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cp[ 1] = 15;
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cp[ 2] = 15;
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cp[40] = 15;
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cp[41] = 15;
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cp[42] = 15;
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char * sp = Screen + 40 * (y - 1) + (x - 1);
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if (sp[ 0] >= 128)
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sp[41] = 97;
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else
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sp[41] = 96;
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if (sp[ 1] >= 128)
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sp[42] = 97;
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else
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sp[42] = 96;
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if (sp[ 2] >= 128)
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sp[43] = 97;
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else
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sp[43] = 96;
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if (sp[40] >= 128)
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sp[81] = 97;
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else
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sp[81] = 96;
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sp[82] = 96;
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sp[83] = 96;
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if (sp[84] == 97)
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sp[84] = 96;
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if (sp[122] == 97)
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sp[122] = 96;
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if (sp[123] == 97)
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sp[123] = 96;
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if (sp[124] == 97)
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sp[124] = 96;
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}
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}
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struct Ball
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{
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char index;
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int sx, sy, vx, vy;
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}
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// using 10.6 bit fixed point math
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#define BALL_INT(x) ((x) >> 6)
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#define BALL_COORD(x, f) (((x) << 6) + f)
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void ball_init(Ball * ball, char index, int sx, int sy, int vx, int vy)
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{
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ball->index = index;
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ball->sx = sx;
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ball->sy = sy;
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ball->vx = vx;
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ball->vy = vy;
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}
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#define COL_00 1
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#define COL_01 2
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#define COL_10 4
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#define COL_11 8
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int paddlex, paddlevx;
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void ball_loop(Ball * ball)
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{
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ball->sx += ball->vx;
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ball->sy += ball->vy;
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bool mirrorX = false, mirrorY = false;
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int ix = BALL_INT(ball->sx), iy = BALL_INT(ball->sy);
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int px = BALL_INT(paddlex);
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if (ix + 6 > 320 || ix < 0)
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mirrorX = true;
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if (iy < 0)
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mirrorY = true;
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if (iy + 6 > 190 && iy < 190)
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{
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if (ix + 3 >= px && ix + 3 < px + 48)
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{
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mirrorY = true;
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if (ix < px && ball->vx > 0)
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mirrorX = true;
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else if (ix + 6 >= px + 48 && ball->vx < 0)
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mirrorX = true;
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ball->vx = (ball->vx * 3 + paddlevx) >> 2;
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}
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}
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int x0 = ix >> 3;
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int y0 = iy >> 3;
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int x1 = (ix + 6) >> 3;
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int y1 = (iy + 6) >> 3;
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char col = 0;
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if (y0 >= 0 && Screen[40 * y0 + x0] >= 128) col |= COL_00;
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if (y0 >= 0 && Screen[40 * y0 + x1] >= 128) col |= COL_01;
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if (y1 < 24 && Screen[40 * y1 + x0] >= 128) col |= COL_10;
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if (y1 < 24 && Screen[40 * y1 + x1] >= 128) col |= COL_11;
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if (ball->vx < 0 && ((col & (COL_00 | COL_01)) == COL_00) || ((col & (COL_10 | COL_11)) == COL_10))
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mirrorX = true;
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else if (ball->vx > 0 && ((col & (COL_00 | COL_01)) == COL_01) || ((col & (COL_10 | COL_11)) == COL_11))
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mirrorX = true;
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if (ball->vy < 0 && ((col & (COL_00 | COL_10)) == COL_00) || ((col & (COL_01 | COL_11)) == COL_01))
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mirrorY = true;
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else if (ball->vy > 0 && ((col & (COL_00 | COL_10)) == COL_10) || ((col & (COL_01 | COL_11)) == COL_11))
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mirrorY = true;
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if (col)
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{
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brick_clr(x0, y0);
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brick_clr(x1, y0);
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brick_clr(x0, y1);
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brick_clr(x1, y1);
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}
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if (mirrorY)
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{
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ball->vy = - ball->vy;
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ball->sy += 2 * ball->vy;
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}
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if (mirrorX)
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{
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ball->vx = - ball->vx;
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ball->sx += 2 * ball->vx;
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}
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}
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void ball_move(Ball * ball)
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{
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int ix = BALL_INT(ball->sx) + 24, iy = BALL_INT(ball->sy) + 50;
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spr_move(2 * ball->index + 2, ix, iy);
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spr_move(2 * ball->index + 3, ix, iy);
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}
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int main(void)
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{
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mmap_trampoline();
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// Install character set
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mmap_set(MMAP_RAM);
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memcpy(Font, charset, 2048);
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memcpy(Sprites, spriteset, 256);
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mmap_set(MMAP_NO_BASIC);
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// Switch screen
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vic_setmode(VICM_TEXT_MC, Screen, Font);
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spr_init(Screen);
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// Change colors
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vic.color_border = VCOL_BLACK;
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vic.color_back = VCOL_BLACK;
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vic.color_back1 = VCOL_WHITE;
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vic.color_back2 = VCOL_DARK_GREY;
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vic.spr_mcolor0 = VCOL_DARK_GREY;
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vic.spr_mcolor1 = VCOL_WHITE;
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memset(Screen, 96, 1000);
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memset(Color, 15, 1000);
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brick_init();
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spr_set(0, true, 200, 240, 99, 0, false, true, false);
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spr_set(1, true, 200, 240, 98, 15, true, true, false);
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spr_set(2, true, 200, 200, 97, 0, false, false, false);
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spr_set(3, true, 200, 200, 96, 15, true, false, false);
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#if 0
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spr_set(4, true, 200, 200, 97, 0, false, false, false);
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spr_set(5, true, 200, 200, 96, 15, true, false, false);
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spr_set(6, true, 200, 200, 97, 0, false, false, false);
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spr_set(7, true, 200, 200, 96, 15, true, false, false);
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#endif
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Ball balls[3];
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ball_init(balls + 0, 0, BALL_COORD(100, 0), BALL_COORD(180, 0), BALL_COORD(0, 8), BALL_COORD(-1, 48))
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// ball_init(balls + 1, 1, BALL_COORD(100, 0), BALL_COORD(180, 0), BALL_COORD(2, 11), BALL_COORD(-3, 10))
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// ball_init(balls + 2, 2, BALL_COORD(100, 0), BALL_COORD(180, 0), BALL_COORD(1, 37), BALL_COORD( 4, 11))
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for(;;)
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{
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joy_poll(0);
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if (joyx[0] == 0)
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{
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if (paddlevx < 0)
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paddlevx = (paddlevx + 1) >> 1;
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else
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paddlevx >>= 1;
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}
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else
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{
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paddlevx += joyx[0] * 16;
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if (paddlevx >= 128)
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paddlevx = 128;
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else if (paddlevx < -128)
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paddlevx = -128;
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}
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paddlex += paddlevx;
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spr_set(0, true, 24 + BALL_INT(paddlex), 240, 99, 0, false, true, false);
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spr_set(1, true, 24 + BALL_INT(paddlex), 240, 98, 15, true, true, false);
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vic.color_border++;
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for(char i=0; i<4; i++)
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{
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for(char j=0; j<1; j++)
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ball_loop(balls + j)
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}
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for(char j=0; j<1; j++)
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ball_move(balls + j);
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vic.color_border--;
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vic_waitFrame();
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}
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return 0;
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}
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