#define MAP_I 512 #define MAP_TILE TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I) #define MAP_PLAYER_TILE TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 1) #define MAP_ENEMY_TILE TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 2) #define MAP_TREASURE_TILE TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 3) #define MAP_BORDER_X_TILE TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 4) #define FONT_BIG_I 256 void bigText(char* str, u16 x, u16 y, bool shadow){ for(u8 i = 0; i < strlen(str); i++){ if(str[i] >= 48){ VDP_setTileMapXY(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 0, (shadow ? 32 : 0) + FONT_BIG_I + str[i] - 48), x + i, y); 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); } } } char scoreStr[SCORE_LENGTH]; u32 lastScore; s16 scoreLength; #define SCORE_X 1 #define SCORE_Y 5 #define LIFE_I (FONT_BIG_I + 64) #define LIVES_X 38 #define LIVES_Y 5 s16 lastLives; static void drawLives(){ VDP_clearTileMapRect(BG_A, LIVES_X, LIVES_Y, 1, 16); for(u8 i = 0; i < (player.lives - 1); i++) VDP_fillTileMapRectInc(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 0, LIFE_I + (i > 0 ? 2 : 0)), LIVES_X, LIVES_Y + i, 1, 2); lastLives = player.lives; } // previous map positions: -1 means not drawn s16 mapEnemyCol[ENEMY_COUNT], mapEnemyRow[ENEMY_COUNT]; s16 mapTreasureCol[TREASURE_COUNT], mapTreasureRow[TREASURE_COUNT]; s16 mapPlayerRow; static void drawScore(){ if(lastScore < 10) scoreLength = 1; else if(lastScore < 100) scoreLength = 2; else if(lastScore < 1000) scoreLength = 3; else if(lastScore < 10000) scoreLength = 4; else if(lastScore < 100000) scoreLength = 5; else if(lastScore < 1000000) scoreLength = 6; else if(lastScore < 10000000) scoreLength = 7; else scoreLength = 8; uintToStr(lastScore, scoreStr, scoreLength); bigText(scoreStr, SCORE_X, SCORE_Y, FALSE); } // load map when stage does so we have all enemies + player void loadMap(){ VDP_fillTileMapRect(BG_A, MAP_TILE, MAP_X, MAP_Y, MAP_W, MAP_H); VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 4), MAP_X, MAP_Y - 1, MAP_W, 1); VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 5), MAP_X, MAP_Y + MAP_H, MAP_W, 1); VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 6), MAP_X - 1, MAP_Y, 1, MAP_H); VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 1, MAP_I + 6), MAP_X + MAP_W, MAP_Y, 1, MAP_H); VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 7), MAP_X - 1, MAP_Y + MAP_H, 1, 1); VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 1, MAP_I + 7), MAP_X + MAP_W, MAP_Y + MAP_H, 1, 1); VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 0, MAP_I + 8), MAP_X - 1, MAP_Y - 1, 1, 1); VDP_fillTileMapRect(BG_A, TILE_ATTR_FULL(PAL0, 1, 0, 1, MAP_I + 8), MAP_X + MAP_W, MAP_Y - 1, 1, 1); for(s16 i = 0; i < ENEMY_COUNT; i++){ mapEnemyCol[i] = -1; mapEnemyRow[i] = -1; } for(s16 i = 0; i < TREASURE_COUNT; i++){ mapTreasureCol[i] = -1; mapTreasureRow[i] = -1; } mapPlayerRow = -1; } // temp arrays for new positions s16 mapNewCol[ENEMY_COUNT], mapNewRow[ENEMY_COUNT]; s16 mapNewTreasureCol[TREASURE_COUNT], mapNewTreasureRow[TREASURE_COUNT]; static bool mapTileOccupied(s16 col, s16 row, s16 pRow){ // player always at center column if(col == MAP_W / 2 && row == pRow) return TRUE; for(s16 i = 0; i < ENEMY_COUNT; i++) if(mapNewCol[i] == col && mapNewRow[i] == row) return TRUE; for(s16 i = 0; i < TREASURE_COUNT; i++) if(mapNewTreasureCol[i] == col && mapNewTreasureRow[i] == row) return TRUE; return FALSE; } static void updateMap(){ // compute new player row s16 pRow = fix32ToInt(player.pos.y) / 75; if(pRow < 0) pRow = 0; if(pRow >= MAP_H) pRow = MAP_H - 1; // compute new enemy positions for(s16 i = 0; i < ENEMY_COUNT; i++){ if(!enemies[i].active || enemies[i].image == NULL || enemies[i].pos.y < FIX32(0) || enemies[i].pos.y > GAME_H_F){ mapNewCol[i] = -1; mapNewRow[i] = -1; continue; } fix32 dx = getWrappedDelta(enemies[i].pos.x, player.pos.x); s16 col = fix32ToInt(dx) / 54 + MAP_W / 2; if(col < 0) col = 0; if(col >= MAP_W) col = MAP_W - 1; s16 row = fix32ToInt(enemies[i].pos.y) / 75; if(row < 0) row = 0; if(row >= MAP_H) row = MAP_H - 1; mapNewCol[i] = col; mapNewRow[i] = row; } // compute new treasure positions for(s16 i = 0; i < TREASURE_COUNT; i++){ if(!treasures[i].active || treasures[i].image == NULL || treasures[i].state == TREASURE_COLLECTED){ mapNewTreasureCol[i] = -1; mapNewTreasureRow[i] = -1; continue; } fix32 dx = getWrappedDelta(treasures[i].pos.x, player.pos.x); s16 col = fix32ToInt(dx) / 54 + MAP_W / 2; if(col < 0) col = 0; if(col >= MAP_W) col = MAP_W - 1; s16 row = fix32ToInt(treasures[i].pos.y) / 75; if(row < 0) row = 0; if(row >= MAP_H) row = MAP_H - 1; mapNewTreasureCol[i] = col; mapNewTreasureRow[i] = row; } // clear old player tile if it moved and nothing new occupies it if(mapPlayerRow >= 0 && mapPlayerRow != pRow) if(!mapTileOccupied(MAP_W / 2, mapPlayerRow, pRow)) VDP_setTileMapXY(BG_A, MAP_TILE, MAP_X + MAP_W / 2, MAP_Y + mapPlayerRow); // clear old enemy tiles that moved or disappeared for(s16 i = 0; i < ENEMY_COUNT; i++){ if(mapEnemyCol[i] < 0) continue; if(mapEnemyCol[i] == mapNewCol[i] && mapEnemyRow[i] == mapNewRow[i]) continue; if(!mapTileOccupied(mapEnemyCol[i], mapEnemyRow[i], pRow)) VDP_setTileMapXY(BG_A, MAP_TILE, MAP_X + mapEnemyCol[i], MAP_Y + mapEnemyRow[i]); } // clear old treasure tiles that moved or disappeared for(s16 i = 0; i < TREASURE_COUNT; i++){ if(mapTreasureCol[i] < 0) continue; if(mapTreasureCol[i] == mapNewTreasureCol[i] && mapTreasureRow[i] == mapNewTreasureRow[i]) continue; if(!mapTileOccupied(mapTreasureCol[i], mapTreasureRow[i], pRow)) VDP_setTileMapXY(BG_A, MAP_TILE, MAP_X + mapTreasureCol[i], MAP_Y + mapTreasureRow[i]); } // draw treasure dots (skip if player occupies same tile) for(s16 i = 0; i < TREASURE_COUNT; i++){ mapTreasureCol[i] = mapNewTreasureCol[i]; mapTreasureRow[i] = mapNewTreasureRow[i]; if(mapNewTreasureCol[i] < 0) continue; if(mapNewTreasureCol[i] == MAP_W / 2 && mapNewTreasureRow[i] == pRow) continue; VDP_setTileMapXY(BG_A, MAP_TREASURE_TILE, MAP_X + mapNewTreasureCol[i], MAP_Y + mapNewTreasureRow[i]); } // draw enemy dots (skip if player occupies same tile) for(s16 i = 0; i < ENEMY_COUNT; i++){ mapEnemyCol[i] = mapNewCol[i]; mapEnemyRow[i] = mapNewRow[i]; if(mapNewCol[i] < 0) continue; if(mapNewCol[i] == MAP_W / 2 && mapNewRow[i] == pRow) continue; VDP_setTileMapXY(BG_A, MAP_ENEMY_TILE, MAP_X + mapNewCol[i], MAP_Y + mapNewRow[i]); } // draw player dot on top mapPlayerRow = pRow; VDP_setTileMapXY(BG_A, MAP_PLAYER_TILE, MAP_X + MAP_W / 2, MAP_Y + pRow); } u8 phraseIndex[4]; s16 lastLevel; static void drawLevel(){ char lvlStr[4]; uintToStr(level + 1, lvlStr, 1); VDP_drawText("LVL", 1, 8); VDP_drawText(lvlStr, 4, 8); lastLevel = level; } void loadChrome(){ VDP_loadTileSet(imageFontBig.tileset, FONT_BIG_I, DMA); VDP_loadTileSet(imageFontBigShadow.tileset, FONT_BIG_I + 32, DMA); VDP_loadTileSet(imageChromeLife.tileset, LIFE_I, DMA); VDP_loadTileSet(imageChromeLife2.tileset, LIFE_I + 2, DMA); VDP_loadTileSet(mapIndicator.tileset, MAP_I, DMA); lastScore = 1; drawScore(); drawLives(); drawLevel(); } bool didGameOver; u32 gameOverClock; static void doGameOver(){ didGameOver = TRUE; for(s16 i = 0; i < BULLET_COUNT; i++) if(bullets[i].active) SPR_setPalette(bullets[i].image, PAL1); for(s16 i = 0; i < ENEMY_COUNT; i++) if(enemies[i].active) SPR_setPalette(enemies[i].image, PAL1); for(s16 i = 0; i < TREASURE_COUNT; i++) if(treasures[i].active){ if(treasures[i].state == TREASURE_COLLECTED){ // spawn player bullet explosion at carried treasure position struct bulletSpawner spawner = { .x = treasures[i].pos.x, .y = treasures[i].pos.y, .anim = 0, .speed = 0, .angle = 0, .player = TRUE }; void noop(s16 j){ (void)j; } spawnBullet(spawner, noop); for(s16 j = BULLET_COUNT - 1; j >= 0; j--){ if(bullets[j].active && !bullets[j].explosion && bullets[j].pos.x == treasures[i].pos.x && bullets[j].pos.y == treasures[i].pos.y){ killBullet(j, TRUE); break; } } } killTreasure(i); } SPR_releaseSprite(player.image); // clear lives VDP_clearTileMapRect(BG_A, LIVES_X, LIVES_Y, 1, 16); // clear messages treasureCollectedClock = 0; allTreasureCollected = FALSE; hitMessageClock = 0; VDP_clearText(9, 5, 22); VDP_drawText("GAME OVER", 15, 13); VDP_drawText("PRESS ANY BUTTON", 12, 14); } static void showPause(){ for(s16 i = 0; i < BULLET_COUNT; i++) if(bullets[i].active) SPR_setPalette(bullets[i].image, PAL1); for(s16 i = 0; i < ENEMY_COUNT; i++) if(enemies[i].active) SPR_setPalette(enemies[i].image, PAL1); for(s16 i = 0; i < TREASURE_COUNT; i++) if(treasures[i].active) SPR_setPalette(treasures[i].image, PAL1); SPR_setPalette(player.image, PAL1); XGM2_pause(); VDP_drawText("PAUSE", 17, 13); } static void clearPause(){ for(s16 i = 0; i < BULLET_COUNT; i++) if(bullets[i].active) SPR_setPalette(bullets[i].image, PAL0); for(s16 i = 0; i < ENEMY_COUNT; i++) if(enemies[i].active) SPR_setPalette(enemies[i].image, PAL0); for(s16 i = 0; i < TREASURE_COUNT; i++) if(treasures[i].active) SPR_setPalette(treasures[i].image, PAL0); SPR_setPalette(player.image, PAL0); XGM2_resume(); VDP_clearText(17, 13, 5); } u32 pauseClock; static void updatePause(){ if(gameOver) return; if(ctrl.start){ if(!isPausing){ isPausing = TRUE; if(!paused){ pauseClock = 0; paused = TRUE; showPause(); } else { paused = FALSE; clearPause(); } } } else { isPausing = FALSE; } if(paused){ if(pauseClock % 60 < 30) VDP_drawText("PAUSE", 17, 13); else VDP_clearText(17, 13, 5); pauseClock++; if(pauseClock >= 240) pauseClock = 0; } } void updateChrome(){ updatePause(); if(gameOver && !didGameOver) doGameOver(); if(didGameOver){ gameOverClock++; if((gameOverClock > 120 && (ctrl.a || ctrl.b || ctrl.c || ctrl.start)) || gameOverClock > 900) SYS_hardReset(); return; } // level transition overlay if(levelClearing){ if(levelClearClock == 2){ char lvlStr[4]; uintToStr(level + 2, lvlStr, 1); VDP_drawText("LEVEL ", 15, 13); VDP_drawText(lvlStr, 21, 13); } if(levelClearClock >= 110){ VDP_clearText(15, 13, 10); } return; } if(lastScore != score){ lastScore = score; drawScore(); } if(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 bool allDone = TRUE; for(s16 j = 0; j < TREASURE_COUNT; j++){ if(treasures[j].active && treasures[j].state != TREASURE_COLLECTED){ allDone = FALSE; break; } } if(allDone && collectedCount > 0){ allTreasureCollected = TRUE; VDP_drawText("ALL TREASURE COLLECTED", 9, 5); } } } if(hitMessageClock > 0){ if(hitMessageClock == 120){ VDP_clearText(9, 5, 22); treasureCollectedClock = 0; allTreasureCollected = FALSE; VDP_drawText(hitMessageBullet ? "BLASTED" : "SMASHED", hitMessageBullet ? 16 : 16, 5); } hitMessageClock--; if(hitMessageClock == 0) VDP_clearText(9, 5, 22); } if(levelWaitClock == 240){ VDP_clearText(9, 5, 22); treasureCollectedClock = 0; allTreasureCollected = FALSE; VDP_drawText("ALL ENEMIES DESTROYED", 9, 5); } if(clock % 4 == 0) updateMap(); }