shit
This commit is contained in:
parent
417cae168f
commit
a8bc01bedd
59 changed files with 2053 additions and 1054 deletions
234
src/chrome.h
234
src/chrome.h
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@ -1,17 +1,20 @@
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#define MAP_I 512
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#define MAP_TILE TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I)
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#define MAP_PLAYER_TILE TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 1)
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#define MAP_ENEMY_TILE TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 2)
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#define MAP_TREASURE_TILE TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 3)
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#define MAP_BORDER_X_TILE TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 4)
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#define MAP_I 328
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#define MAP_TILE TILE_ATTR_FULL(hudPal, 1, 0, 0, MAP_I)
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#define MAP_PLAYER_TILE TILE_ATTR_FULL(hudPal, 1, 0, 0, MAP_I + 1)
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#define MAP_ENEMY_TILE TILE_ATTR_FULL(hudPal, 1, 0, 0, MAP_I + 2)
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#define MAP_BOSS_TILE TILE_ATTR_FULL(hudPal, 1, 0, 0, MAP_I + 9)
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#define MAP_TREASURE_TILE TILE_ATTR_FULL(hudPal, 1, 0, 0, MAP_I + 3)
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#define MAP_BORDER_X_TILE TILE_ATTR_FULL(hudPal, 1, 0, 0, MAP_I + 4)
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#define FONT_BIG_I 256
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u16 hudPal = PAL0;
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#define FONT_BIG_I 340
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void bigText(char* str, u16 x, u16 y, bool shadow){
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for(u8 i = 0; i < strlen(str); i++){
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if(str[i] >= 48){
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VDP_setTileMapXY(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 0, (shadow ? 32 : 0) + FONT_BIG_I + str[i] - 48), x + i, y);
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VDP_setTileMapXY(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 0, (shadow ? 32 : 0) + FONT_BIG_I + 16 + str[i] - 48), x + i, y + 1);
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VDP_setTileMapXY(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 0, (shadow ? 32 : 0) + FONT_BIG_I + str[i] - 48), x + i, y);
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VDP_setTileMapXY(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 0, (shadow ? 32 : 0) + FONT_BIG_I + 16 + str[i] - 48), x + i, y + 1);
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}
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}
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}
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@ -31,7 +34,7 @@ s16 lastLives;
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static void drawLives(){
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VDP_clearTileMapRect(BG_A, LIVES_X, LIVES_Y, 1, 16);
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for(u8 i = 0; i < (player.lives - 1); i++)
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VDP_fillTileMapRectInc(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 0, LIFE_I + (i > 0 ? 2 : 0)), LIVES_X, LIVES_Y + i, 1, 2);
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VDP_fillTileMapRectInc(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 0, LIFE_I + (i > 0 ? 2 : 0)), LIVES_X, LIVES_Y + i, 1, 2);
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lastLives = player.lives;
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}
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@ -57,17 +60,17 @@ static void drawScore(){
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void loadMap(){
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VDP_fillTileMapRect(BG_A, MAP_TILE, MAP_X, MAP_Y, MAP_W, MAP_H);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 4), MAP_X, MAP_Y - 1, MAP_W, 1);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 5), MAP_X, MAP_Y + MAP_H, MAP_W, 1);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 0, MAP_I + 4), MAP_X, MAP_Y - 1, MAP_W, 1);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 0, MAP_I + 5), MAP_X, MAP_Y + MAP_H, MAP_W, 1);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 6), MAP_X - 1, MAP_Y, 1, MAP_H);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 1, MAP_I + 6), MAP_X + MAP_W, MAP_Y, 1, MAP_H);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 0, MAP_I + 6), MAP_X - 1, MAP_Y, 1, MAP_H);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 1, MAP_I + 6), MAP_X + MAP_W, MAP_Y, 1, MAP_H);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 7), MAP_X - 1, MAP_Y + MAP_H, 1, 1);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 1, MAP_I + 7), MAP_X + MAP_W, MAP_Y + MAP_H, 1, 1);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 0, MAP_I + 7), MAP_X - 1, MAP_Y + MAP_H, 1, 1);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 1, MAP_I + 7), MAP_X + MAP_W, MAP_Y + MAP_H, 1, 1);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 8), MAP_X - 1, MAP_Y - 1, 1, 1);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 1, MAP_I + 8), MAP_X + MAP_W, MAP_Y - 1, 1, 1);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 0, MAP_I + 8), MAP_X - 1, MAP_Y - 1, 1, 1);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 1, MAP_I + 8), MAP_X + MAP_W, MAP_Y - 1, 1, 1);
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for(s16 i = 0; i < ENEMY_COUNT; i++){
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mapEnemyCol[i] = -1;
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@ -96,7 +99,7 @@ static bool mapTileOccupied(s16 col, s16 row, s16 pRow){
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static void updateMap(){
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// compute new player row
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s16 pRow = fix32ToInt(player.pos.y) / 75;
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s16 pRow = F32_toInt(player.pos.y) / 75;
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if(pRow < 0) pRow = 0;
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if(pRow >= MAP_H) pRow = MAP_H - 1;
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@ -109,10 +112,10 @@ static void updateMap(){
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continue;
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}
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fix32 dx = getWrappedDelta(enemies[i].pos.x, player.pos.x);
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s16 col = fix32ToInt(dx) / 54 + MAP_W / 2;
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s16 col = F32_toInt(dx) / MAP_SCALE + MAP_W / 2;
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if(col < 0) col = 0;
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if(col >= MAP_W) col = MAP_W - 1;
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s16 row = fix32ToInt(enemies[i].pos.y) / 75;
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s16 row = F32_toInt(enemies[i].pos.y) / 75;
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if(row < 0) row = 0;
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if(row >= MAP_H) row = MAP_H - 1;
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mapNewCol[i] = col;
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@ -127,10 +130,10 @@ static void updateMap(){
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continue;
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}
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fix32 dx = getWrappedDelta(treasures[i].pos.x, player.pos.x);
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s16 col = fix32ToInt(dx) / 54 + MAP_W / 2;
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s16 col = F32_toInt(dx) / MAP_SCALE + MAP_W / 2;
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if(col < 0) col = 0;
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if(col >= MAP_W) col = MAP_W - 1;
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s16 row = fix32ToInt(treasures[i].pos.y) / 75;
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s16 row = F32_toInt(treasures[i].pos.y) / 75;
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if(row < 0) row = 0;
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if(row >= MAP_H) row = MAP_H - 1;
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mapNewTreasureCol[i] = col;
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@ -173,7 +176,8 @@ static void updateMap(){
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mapEnemyRow[i] = mapNewRow[i];
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if(mapNewCol[i] < 0) continue;
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if(mapNewCol[i] == MAP_W / 2 && mapNewRow[i] == pRow) continue;
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VDP_setTileMapXY(BG_A, MAP_ENEMY_TILE, MAP_X + mapNewCol[i], MAP_Y + mapNewRow[i]);
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u16 eTile = (enemies[i].type == ENEMY_TYPE_BOSS) ? MAP_BOSS_TILE : MAP_ENEMY_TILE;
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VDP_setTileMapXY(BG_A, eTile, MAP_X + mapNewCol[i], MAP_Y + mapNewRow[i]);
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}
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// draw player dot on top
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@ -185,29 +189,68 @@ u8 phraseIndex[4];
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s16 lastLevel;
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static void drawLevel(){
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if(isAttract) return;
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char lvlStr[4];
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uintToStr(level + 1, lvlStr, 1);
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VDP_drawText("LVL", 1, 8);
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VDP_drawText(lvlStr, 4, 8);
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VDP_setTextPalette(hudPal);
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// VDP_drawText(lvlStr, 1, 7);
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VDP_setTextPalette(PAL0);
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lastLevel = level;
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}
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static void repaintMap(){
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VDP_fillTileMapRect(BG_A, MAP_TILE, MAP_X, MAP_Y, MAP_W, MAP_H);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 0, MAP_I + 4), MAP_X, MAP_Y - 1, MAP_W, 1);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 0, MAP_I + 5), MAP_X, MAP_Y + MAP_H, MAP_W, 1);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 0, MAP_I + 6), MAP_X - 1, MAP_Y, 1, MAP_H);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 1, MAP_I + 6), MAP_X + MAP_W, MAP_Y, 1, MAP_H);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 0, MAP_I + 7), MAP_X - 1, MAP_Y + MAP_H, 1, 1);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 1, MAP_I + 7), MAP_X + MAP_W, MAP_Y + MAP_H, 1, 1);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 0, MAP_I + 8), MAP_X - 1, MAP_Y - 1, 1, 1);
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VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(hudPal, 1, 0, 1, MAP_I + 8), MAP_X + MAP_W, MAP_Y - 1, 1, 1);
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// redraw tracked dots
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for(s16 i = 0; i < TREASURE_COUNT; i++)
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if(mapTreasureCol[i] >= 0)
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VDP_setTileMapXY(BG_A, MAP_TREASURE_TILE, MAP_X + mapTreasureCol[i], MAP_Y + mapTreasureRow[i]);
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for(s16 i = 0; i < ENEMY_COUNT; i++)
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if(mapEnemyCol[i] >= 0){
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u16 eTile = (enemies[i].type == ENEMY_TYPE_BOSS) ? MAP_BOSS_TILE : MAP_ENEMY_TILE;
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VDP_setTileMapXY(BG_A, eTile, MAP_X + mapEnemyCol[i], MAP_Y + mapEnemyRow[i]);
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}
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if(mapPlayerRow >= 0)
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VDP_setTileMapXY(BG_A, MAP_PLAYER_TILE, MAP_X + MAP_W / 2, MAP_Y + mapPlayerRow);
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}
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static void repaintHud(){
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bigText(scoreStr, SCORE_X, SCORE_Y, FALSE);
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drawLives();
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repaintMap();
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drawLevel();
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}
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void loadChrome(){
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VDP_loadTileSet(imageFontBig.tileset, FONT_BIG_I, DMA);
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VDP_loadTileSet(imageFontBigger.tileset, FONT_BIG_I, DMA);
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VDP_loadTileSet(imageFontBigShadow.tileset, FONT_BIG_I + 32, DMA);
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VDP_loadTileSet(imageChromeLife.tileset, LIFE_I, DMA);
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VDP_loadTileSet(imageChromeLife2.tileset, LIFE_I + 2, DMA);
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VDP_loadTileSet(mapIndicator.tileset, MAP_I, DMA);
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lastScore = 1;
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drawScore();
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drawLives();
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if(!isAttract) drawScore();
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if(!isAttract) drawLives();
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drawLevel();
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}
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bool didGameOver;
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u32 gameOverClock;
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static bool gameOverFading;
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static void doGameOver(){
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didGameOver = TRUE;
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// check and save high score
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if(score > highScore){
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highScore = score;
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saveHighScore();
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VDP_drawText("NEW HIGH SCORE!", 14, 15);
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}
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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 < TREASURE_COUNT; i++) if(treasures[i].active){
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@ -238,19 +281,28 @@ static void doGameOver(){
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treasureCollectedClock = 0;
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allTreasureCollected = FALSE;
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hitMessageClock = 0;
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VDP_clearText(9, 5, 22);
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VDP_clearText(9, 5, 23);
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VDP_drawText("GAME OVER", 15, 13);
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VDP_drawText("PRESS ANY BUTTON", 12, 14);
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hudPal = PAL1;
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hudPal = PAL1;
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repaintHud();
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VDP_drawText("GAME OVER", 15, 14);
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VDP_drawText("Press Any Button", 12, 16);
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}
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#define PAUSE_Y 15
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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 < TREASURE_COUNT; i++) if(treasures[i].active) SPR_setPalette(treasures[i].image, PAL1);
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SPR_setPalette(player.image, PAL1);
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hudPal = PAL1;
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hudPal = PAL1;
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repaintHud();
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XGM2_pause();
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VDP_drawText("PAUSE", 17, 13);
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VDP_drawText("PAUSED", 17, PAUSE_Y);
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}
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static void clearPause(){
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@ -258,13 +310,15 @@ static void clearPause(){
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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 < TREASURE_COUNT; i++) if(treasures[i].active) SPR_setPalette(treasures[i].image, PAL0);
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SPR_setPalette(player.image, PAL0);
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hudPal = PAL0;
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repaintHud();
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XGM2_resume();
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VDP_clearText(17, 13, 5);
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VDP_clearText(17, PAUSE_Y, 6);
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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(gameOver || isAttract || levelWaitClock > 0 || levelClearing) return;
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if(ctrl.start){
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if(!isPausing){
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isPausing = TRUE;
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@ -282,59 +336,90 @@ static void updatePause(){
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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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VDP_drawText("PAUSED", 17, PAUSE_Y);
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else
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VDP_clearText(17, 13, 5);
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VDP_clearText(17, PAUSE_Y, 6);
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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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#define TRANSITION_TREASURE_X 10
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#define TRANSITION_TREASURE_Y 13
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#define TRANSITION_LEVEL_X 12
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#define TRANSITION_LEVEL_Y 15
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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){
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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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if(!gameOverFading){
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if((gameOverClock > 120 && (ctrl.a || ctrl.b || ctrl.c || ctrl.start)) || gameOverClock > 900){
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gameOverFading = TRUE;
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PAL_fadeOut(0, 47, 20, TRUE);
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}
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} else if(!PAL_isDoingFade()){
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SYS_hardReset();
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}
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return;
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}
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// level transition overlay
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if(levelClearing){
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if(levelClearClock == 2){
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char numStr[12];
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char lvlStr[4];
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uintToStr(level + 2, lvlStr, 1);
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VDP_drawText("LEVEL ", 15, 13);
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VDP_drawText(lvlStr, 21, 13);
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char livesStr[4];
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score += 2048 + 1024 * level;
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lastScore = score;
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uintToStr(statTreasures, numStr, 1);
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VDP_drawText("Collected", TRANSITION_TREASURE_X, TRANSITION_TREASURE_Y);
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VDP_drawText(numStr, TRANSITION_TREASURE_X + 10, TRANSITION_TREASURE_Y);
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VDP_drawText("Treasure", TRANSITION_TREASURE_X + 10 + 2, TRANSITION_TREASURE_Y);
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if(statTreasures != 1) VDP_drawText("s", TRANSITION_TREASURE_X + 10 + 2 + 8, TRANSITION_TREASURE_Y);
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uintToStr(level + 1, lvlStr, 1);
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VDP_drawText("Completed Level", TRANSITION_LEVEL_X, TRANSITION_LEVEL_Y);
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VDP_drawText(lvlStr, TRANSITION_LEVEL_X + 16, TRANSITION_LEVEL_Y);
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uintToStr(lastScore, scoreStr, 1);
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VDP_drawText("Score", TRANSITION_LEVEL_X, TRANSITION_LEVEL_Y + 3);
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VDP_drawText(scoreStr, TRANSITION_LEVEL_X + 6, TRANSITION_LEVEL_Y + 3);
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uintToStr(player.lives, livesStr, 1);
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VDP_drawText(livesStr, TRANSITION_LEVEL_X, TRANSITION_LEVEL_Y + 5);
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if(player.lives == 1)
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VDP_drawText("Life Left", TRANSITION_LEVEL_X + 2, TRANSITION_LEVEL_Y + 5);
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else
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VDP_drawText("Lives Left", TRANSITION_LEVEL_X + 2, TRANSITION_LEVEL_Y + 5);
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}
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if(levelClearClock >= 110){
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VDP_clearText(15, 13, 10);
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if(levelClearClock >= 230){
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VDP_clearText(0, TRANSITION_TREASURE_Y, 40);
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VDP_clearText(0, TRANSITION_LEVEL_Y, 40);
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VDP_clearText(0, TRANSITION_LEVEL_Y + 3, 40);
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VDP_clearText(0, TRANSITION_LEVEL_Y + 5, 40);
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}
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return;
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}
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if(lastScore != score){
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if(!isAttract && lastScore != score){
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lastScore = score;
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drawScore();
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// check for extend
|
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while(score >= nextExtendScore){
|
||||
player.lives++;
|
||||
nextExtendScore = (nextExtendScore * 5) / 2; // previous + previous * 1.5
|
||||
drawLives();
|
||||
}
|
||||
}
|
||||
if(lastLives != player.lives) drawLives();
|
||||
if(!isAttract && lastLives != player.lives) drawLives();
|
||||
if(lastLevel != level) drawLevel();
|
||||
if(treasureCollectedClock > 0 && levelWaitClock == 0){
|
||||
if(treasureCollectedClock == 120){
|
||||
VDP_clearText(10, 5, 22);
|
||||
const char* mirrorPhrases[] = {"REFLECT THE DEPTHS", "DIG DEEPER WITHIN", "SEE WHAT SHINES BELOW", "MIRROR OF THE MINE", "LOOK BACK STRIKE BACK"};
|
||||
const char* lampPhrases[] = {"STRIKE LIGHT", "LET THERE BE LODE", "BRIGHT IDEA DEEP DOWN", "ILLUMINATE THE VEIN", "GLOW FROM BELOW"};
|
||||
const char* scarfPhrases[] = {"COZY IN THE CAVES", "WRAP THE UNDERWORLD", "SNUG AS BEDROCK", "STYLE FROM THE STRATA", "WARM THE DEPTHS"};
|
||||
const char* swordPhrases[] = {"ORE YOU READY", "MINED YOUR STEP", "CUTTING EDGE GEOLOGY", "STRIKE THE VEIN", "SPIRIT STEEL"};
|
||||
const char** sets[] = {mirrorPhrases, lampPhrases, scarfPhrases, swordPhrases};
|
||||
const char* phrase = sets[treasureCollectedType][phraseIndex[treasureCollectedType]];
|
||||
phraseIndex[treasureCollectedType] = (phraseIndex[treasureCollectedType] + 1) % 5;
|
||||
u8 len = strlen(phrase);
|
||||
VDP_drawText(phrase, 20 - len / 2, 5);
|
||||
}
|
||||
treasureCollectedClock--;
|
||||
if(treasureCollectedClock == 0){
|
||||
VDP_clearText(10, 5, 22);
|
||||
// check if all treasures are collected or gone
|
||||
VDP_clearText(10, 5, 23);
|
||||
// check if all treasures are now collected or gone
|
||||
bool allDone = TRUE;
|
||||
for(s16 j = 0; j < TREASURE_COUNT; j++){
|
||||
if(treasures[j].active && treasures[j].state != TREASURE_COLLECTED){
|
||||
|
|
@ -344,26 +429,41 @@ void updateChrome(){
|
|||
}
|
||||
if(allDone && collectedCount > 0){
|
||||
allTreasureCollected = TRUE;
|
||||
VDP_drawText("ALL TREASURE COLLECTED", 9, 5);
|
||||
VDP_drawText("All Treasure Found!", 11, 5);
|
||||
} else {
|
||||
const char* mirrorPhrases[] = {"Reflect the Depths", "Dig Deeper Within", "See What Shines Below", "Mirror of the Mine", "Look Back, Strike Back"};
|
||||
const char* lampPhrases[] = {"Strike Light", "Let There Be Lode!", "Bright Idea Deep Down", "Illuminate the Vein", "Glow from Below"};
|
||||
const char* scarfPhrases[] = {"Cozy in the Caves", "Wrap the Underworld", "Snug as Bedrock", "Style from the Strata", "Warm the Depths"};
|
||||
const char* swordPhrases[] = {"Ore You Ready?", "Mined Your Step", "Cutting Edge Geology", "Strike the Vein", "Spirit Steel"};
|
||||
const char** sets[] = {mirrorPhrases, lampPhrases, scarfPhrases, swordPhrases};
|
||||
const char* phrase = sets[treasureCollectedType][phraseIndex[treasureCollectedType]];
|
||||
phraseIndex[treasureCollectedType] = (phraseIndex[treasureCollectedType] + 1) % 5;
|
||||
u8 len = strlen(phrase);
|
||||
u8 phraseX = 20 - len / 2;
|
||||
if(phraseX < 10) phraseX = 10;
|
||||
VDP_drawText(phrase, phraseX, 5);
|
||||
}
|
||||
}
|
||||
treasureCollectedClock--;
|
||||
if(treasureCollectedClock == 0)
|
||||
VDP_clearText(9, 5, 24);
|
||||
}
|
||||
if(hitMessageClock > 0){
|
||||
if(hitMessageClock == 120){
|
||||
VDP_clearText(9, 5, 22);
|
||||
VDP_clearText(9, 5, 23);
|
||||
treasureCollectedClock = 0;
|
||||
allTreasureCollected = FALSE;
|
||||
VDP_drawText(hitMessageBullet ? "BLASTED" : "SMASHED", hitMessageBullet ? 16 : 16, 5);
|
||||
VDP_drawText(hitMessageBullet ? "Got You!" : "Collision!", 20 - (hitMessageBullet ? 8 : 10) / 2, 5);
|
||||
}
|
||||
hitMessageClock--;
|
||||
if(hitMessageClock == 0)
|
||||
VDP_clearText(9, 5, 22);
|
||||
VDP_clearText(9, 5, 23);
|
||||
}
|
||||
if(levelWaitClock == 240){
|
||||
VDP_clearText(9, 5, 22);
|
||||
if(levelWaitClock == 210){
|
||||
VDP_clearText(9, 5, 23);
|
||||
treasureCollectedClock = 0;
|
||||
allTreasureCollected = FALSE;
|
||||
VDP_drawText("ALL ENEMIES DESTROYED", 9, 5);
|
||||
VDP_drawText("All Enemies Down!", 12, 5);
|
||||
}
|
||||
if(clock % 4 == 0) updateMap();
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue