gfx, shit
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parent
364a34ce33
commit
0151304d05
8 changed files with 140 additions and 33 deletions
58
src/chrome.h
58
src/chrome.h
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@ -95,7 +95,8 @@ static void updateMap(){
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// compute new enemy positions
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for(s16 i = 0; i < ENEMY_COUNT; i++){
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if(!enemies[i].active || enemies[i].image == NULL){
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if(!enemies[i].active || enemies[i].image == NULL
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|| enemies[i].pos.y < FIX32(0) || enemies[i].pos.y > GAME_H_F){
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mapNewCol[i] = -1;
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mapNewRow[i] = -1;
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continue;
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@ -113,7 +114,7 @@ static void updateMap(){
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// compute new human positions
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for(s16 i = 0; i < HUMAN_COUNT; i++){
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if(!humans[i].active || humans[i].image == NULL){
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if(!humans[i].active || humans[i].image == NULL || humans[i].state == HUMAN_COLLECTED){
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mapNewHumanCol[i] = -1;
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mapNewHumanRow[i] = -1;
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continue;
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@ -185,6 +186,7 @@ void loadChrome(){
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}
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bool didGameOver;
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u32 gameOverClock;
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static void doGameOver(){
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didGameOver = TRUE;
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for(s16 i = 0; i < BULLET_COUNT; i++) if(bullets[i].active) SPR_setPalette(bullets[i].image, PAL1);
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@ -203,9 +205,59 @@ static void doGameOver(){
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VDP_drawText("PRESS ANY BUTTON", 12, 14);
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}
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static void showPause(){
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for(s16 i = 0; i < BULLET_COUNT; i++) if(bullets[i].active) SPR_setPalette(bullets[i].image, PAL1);
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for(s16 i = 0; i < ENEMY_COUNT; i++) if(enemies[i].active) SPR_setPalette(enemies[i].image, PAL1);
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for(s16 i = 0; i < HUMAN_COUNT; i++) if(humans[i].active) SPR_setPalette(humans[i].image, PAL1);
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SPR_setPalette(player.image, PAL1);
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VDP_drawText("PAUSE", 17, 13);
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}
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static void clearPause(){
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for(s16 i = 0; i < BULLET_COUNT; i++) if(bullets[i].active) SPR_setPalette(bullets[i].image, PAL0);
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for(s16 i = 0; i < ENEMY_COUNT; i++) if(enemies[i].active) SPR_setPalette(enemies[i].image, PAL0);
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for(s16 i = 0; i < HUMAN_COUNT; i++) if(humans[i].active) SPR_setPalette(humans[i].image, PAL0);
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SPR_setPalette(player.image, PAL0);
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VDP_clearText(17, 13, 5);
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}
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u32 pauseClock;
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static void updatePause(){
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if(gameOver) return;
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if(ctrl.start){
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if(!isPausing){
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isPausing = TRUE;
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if(!paused){
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pauseClock = 0;
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paused = TRUE;
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showPause();
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} else {
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paused = FALSE;
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clearPause();
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}
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}
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} else {
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isPausing = FALSE;
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}
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if(paused){
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if(pauseClock % 60 < 30)
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VDP_drawText("PAUSE", 17, 13);
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else
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VDP_clearText(17, 13, 5);
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pauseClock++;
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if(pauseClock >= 240) pauseClock = 0;
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}
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}
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void updateChrome(){
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updatePause();
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if(gameOver && !didGameOver) doGameOver();
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if(didGameOver) return;
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if(didGameOver){
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gameOverClock++;
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if((gameOverClock > 120 && (ctrl.a || ctrl.b || ctrl.c || ctrl.start)) || gameOverClock > 900)
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SYS_hardReset();
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return;
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}
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if(lastScore != score){
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lastScore = score;
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drawScore();
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@ -62,9 +62,16 @@ void spawnEnemy(u8 type, u8 zone){
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static void boundsEnemy(u8 i){
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if(enemies[i].ints[3] >= 0){
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s16 h = enemies[i].ints[3];
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// if the human was collected by player or gone, kill this enemy
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if(!humans[h].active || humans[h].state == HUMAN_COLLECTED){
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enemies[i].ints[3] = -1;
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humanBeingCarried = FALSE;
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killEnemy(i);
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return;
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}
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// carrying: only check for reaching the top
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if(enemies[i].pos.y <= FIX32(0)){
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s16 h = enemies[i].ints[3];
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else if(enemies[i].pos.y <= FIX32(0)){
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if(humans[h].active) killHuman(h);
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enemies[i].ints[3] = -1;
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humanBeingCarried = FALSE;
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@ -90,19 +97,20 @@ static void updateEnemy(u8 i){
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enemies[i].pos.x += enemies[i].vel.x;
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enemies[i].pos.y += enemies[i].vel.y;
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boundsEnemy(i);
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if(!enemies[i].active) return;
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fix32 dx = getWrappedDelta(enemies[i].pos.x, player.pos.x);
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enemies[i].onScreen = (dx >= -CULL_LIMIT && dx <= CULL_LIMIT);
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switch(enemies[i].type){
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case 0:
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updateEnemyOne(i);
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break;
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}
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boundsEnemy(i);
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if(!enemies[i].active) return;
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s16 sx = getScreenX(enemies[i].pos.x, player.camera);
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s16 sy = fix32ToInt(enemies[i].pos.y);
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fix32 dx = getWrappedDelta(enemies[i].pos.x, player.pos.x);
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enemies[i].onScreen = (dx >= -CULL_LIMIT && dx <= CULL_LIMIT);
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SPR_setVisibility(enemies[i].image, enemies[i].onScreen ? VISIBLE : HIDDEN);
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SPR_setPosition(enemies[i].image, sx - enemies[i].off, sy - enemies[i].off);
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@ -70,13 +70,13 @@ void updateEnemyOne(u8 i){
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}
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// normal shooting
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if(enemies[i].clock % 60 == enemies[i].ints[0] && enemies[i].onScreen){
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enemies[i].clock % 120 == enemies[i].ints[0] ? sfxEnemyShotB() : sfxEnemyShotA();
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if(enemies[i].clock % 20 == enemies[i].ints[0] && enemies[i].onScreen){
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enemies[i].clock % 40 == enemies[i].ints[0] ? sfxEnemyShotB() : sfxEnemyShotA();
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struct bulletSpawner spawner = {
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.x = enemies[i].pos.x,
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.y = enemies[i].pos.y,
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.anim = 3 + (random() % 3),
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.speed = FIX32(2) + FIX16(random() % 4),
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.speed = FIX32(4) + FIX32(random() % 4),
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.angle = random() % 128,
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};
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switch(random() % 3){
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@ -23,7 +23,9 @@ u32 score;
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char debugStr[8];
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void EMPTY(s16 i){(void)i;}
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bool started;
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bool gameOver;
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bool paused, isPausing;
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s16 enemyCount, bulletCount;
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// controls
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@ -98,16 +100,19 @@ struct enemy enemies[ENEMY_COUNT];
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#define HUMAN_WALKING 0
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#define HUMAN_CARRIED 1
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#define HUMAN_FALLING 2
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#define HUMAN_COLLECTED 3
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struct human {
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bool active;
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u8 state;
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s16 carriedBy;
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s16 trailIndex;
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Vect2D_f32 pos, vel;
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Sprite* image;
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};
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struct human humans[HUMAN_COUNT];
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bool humanBeingCarried;
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s16 collectedCount;
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void killHuman(u8 i){
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if(humans[i].state == HUMAN_CARRIED && humans[i].carriedBy >= 0){
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@ -152,7 +157,7 @@ void killEnemy(u8 i){
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humans[h].state = HUMAN_FALLING;
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humans[h].carriedBy = -1;
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humans[h].vel.x = 0;
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humans[h].vel.y = FIX32(2);
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humans[h].vel.y = FIX32(3);
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}
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humanBeingCarried = FALSE;
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}
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44
src/humans.h
44
src/humans.h
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@ -1,3 +1,5 @@
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#define HUMAN_OFF 16
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void spawnHuman(u8 zone){
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s16 i = -1;
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@ -16,8 +18,8 @@ void spawnHuman(u8 zone){
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humans[i].vel.x = (random() % 2 == 0) ? speeds[random() % 3] : -speeds[random() % 3];
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humans[i].vel.y = (random() % 2 == 0) ? FIX32(0.1) : FIX32(-0.1);
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humans[i].image = SPR_addSprite(&humanSprite,
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getScreenX(humans[i].pos.x, player.camera), fix32ToInt(humans[i].pos.y),
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humans[i].image = SPR_addSprite(&koaSprite,
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getScreenX(humans[i].pos.x, player.camera) - HUMAN_OFF, fix32ToInt(humans[i].pos.y) - HUMAN_OFF,
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TILE_ATTR(PAL0, 0, 0, 0));
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if(!humans[i].image){
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humans[i].active = FALSE;
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@ -52,7 +54,7 @@ static void updateHuman(u8 i){
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humans[i].state = HUMAN_FALLING;
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humans[i].carriedBy = -1;
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humans[i].vel.x = 0;
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humans[i].vel.y = FIX32(2);
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humans[i].vel.y = FIX32(3);
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humanBeingCarried = FALSE;
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}
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break;
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@ -68,16 +70,46 @@ static void updateHuman(u8 i){
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humans[i].vel.y = (random() % 2 == 0) ? FIX32(0.1) : FIX32(-0.1);
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}
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break;
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case HUMAN_COLLECTED: {
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fix32 targetX, targetY;
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if(humans[i].trailIndex == 0){
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targetX = player.pos.x;
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targetY = player.pos.y + FIX32(24);
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} else {
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// find the human ahead in the chain
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targetX = player.pos.x;
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targetY = player.pos.y + FIX32(24);
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for(s16 j = 0; j < HUMAN_COUNT; j++){
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if(humans[j].active && humans[j].state == HUMAN_COLLECTED
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&& humans[j].trailIndex == humans[i].trailIndex - 1){
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targetX = humans[j].pos.x;
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targetY = humans[j].pos.y + FIX32(8);
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break;
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}
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}
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}
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fix32 deltaX = getWrappedDelta(targetX, humans[i].pos.x);
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humans[i].pos.x += deltaX >> 2;
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humans[i].pos.y += (targetY - humans[i].pos.y) >> 2;
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// X wrap
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if(humans[i].pos.x >= GAME_WRAP)
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humans[i].pos.x -= GAME_WRAP;
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if(humans[i].pos.x < 0)
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humans[i].pos.x += GAME_WRAP;
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break;
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}
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}
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// collect: check overlap with player (walking or falling only)
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fix32 dx = getWrappedDelta(humans[i].pos.x, player.pos.x);
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if(humans[i].state != HUMAN_CARRIED){
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if(humans[i].state != HUMAN_CARRIED && humans[i].state != HUMAN_COLLECTED){
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fix32 dy = humans[i].pos.y - player.pos.y;
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if(dx >= FIX32(-24) && dx <= FIX32(24) && dy >= FIX32(-24) && dy <= FIX32(24)){
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score += (humans[i].state == HUMAN_FALLING) ? 2000 : 1000;
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sfxPickup();
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killHuman(i);
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humans[i].state = HUMAN_COLLECTED;
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humans[i].trailIndex = collectedCount++;
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return;
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}
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}
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@ -86,7 +118,7 @@ static void updateHuman(u8 i){
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s16 sy = fix32ToInt(humans[i].pos.y);
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bool visible = (dx >= -CULL_LIMIT && dx <= CULL_LIMIT);
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SPR_setVisibility(humans[i].image, visible ? VISIBLE : HIDDEN);
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SPR_setPosition(humans[i].image, sx, sy);
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SPR_setPosition(humans[i].image, sx - HUMAN_OFF, sy - HUMAN_OFF);
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}
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void updateHumans(){
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25
src/main.c
25
src/main.c
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@ -28,28 +28,31 @@ void loadGame(){
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loadPlayer();
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loadChrome();
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loadStage();
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started = TRUE;
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}
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static void updateGame(){
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updateChrome();
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updatePlayer();
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updateSfx();
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if(clock % 2 == 0){
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updateEnemies();
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if(!gameOver && enemyCount == 0) gameOver = TRUE;
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updateHumans();
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} else {
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updateBackground();
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updateBullets();
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if(!paused){
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updatePlayer();
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if(clock % 2 == 0){
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updateEnemies();
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if(!gameOver && enemyCount == 0) gameOver = TRUE;
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updateHumans();
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} else {
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updateBackground();
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updateBullets();
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}
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}
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}
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int main(bool hardReset){
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loadInternals();
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loadGame();
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// loadStart();
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loadStart();
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while(1){
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updateGame();
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if(started) updateGame();
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else updateStart();
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clock++;
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if(clock >= CLOCK_LIMIT) clock = 600;
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SPR_update();
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@ -1,6 +1,6 @@
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#define PLAYER_SPEED FIX32(4)
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#define PLAYER_SPEED FIX32(5)
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#define PLAYER_SPEED_FOCUS FIX32(2.5)
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#define PLAYER_SPEED_FOCUS FIX32(3)
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#define PLAYER_ACCEL PLAYER_SPEED >> 3
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#define PLAYER_ACCEL_FOCUS PLAYER_SPEED_FOCUS >> 3
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@ -4,4 +4,11 @@ void loadStart(){
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VDP_drawImageEx(BG_A, &logo, TILE_ATTR_FULL(PAL0, 0, 0, 0, START_I), 6, 10, FALSE, FALSE);
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VDP_drawText("press any button", 12, 16);
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VDP_drawText(" 2026 T.BODDY ", 12, 18);
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}
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void updateStart(){
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if(ctrl.a || ctrl.b || ctrl.c || ctrl.start){
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VDP_clearTileMapRect(BG_A, 0, 0, 40, 28);
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loadGame();
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}
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}
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