obstacle/stage work
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After Width: | Height: | Size: 4.9 KiB |
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Before Width: | Height: | Size: 4.9 KiB After Width: | Height: | Size: 4.8 KiB |
Before Width: | Height: | Size: 4.5 KiB After Width: | Height: | Size: 4.8 KiB |
Before Width: | Height: | Size: 4.9 KiB After Width: | Height: | Size: 4.9 KiB |
After Width: | Height: | Size: 4.9 KiB |
Before Width: | Height: | Size: 4.8 KiB After Width: | Height: | Size: 4.8 KiB |
Before Width: | Height: | Size: 4.9 KiB |
Before Width: | Height: | Size: 4.8 KiB After Width: | Height: | Size: 4.8 KiB |
Before Width: | Height: | Size: 4.4 KiB After Width: | Height: | Size: 4.6 KiB |
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@ -7,18 +7,23 @@ IMAGE frame "chrome/frame.png" FAST
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IMAGE wall1 "bg/wall1.png" FAST
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IMAGE rock1 "fg/rock1.png" FAST
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IMAGE rock1l "fg/rock1l.png" FAST
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IMAGE rock1r "fg/rock1r.png" FAST
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IMAGE rock1b "fg/rock1b.png" FAST
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IMAGE rock1Bottom "fg/rock1bottom.png" FAST
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IMAGE rock1Top "fg/rock1top.png" FAST
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IMAGE obstacle1LeftBottom "fg/obstacle1leftbottom.png" FAST
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IMAGE obstacle1RightBottom "fg/obstacle1rightbottom.png" FAST
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IMAGE obstacle1MiddleBottom "fg/obstacle1middlebottom.png" FAST
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IMAGE obstacle1LeftTop "fg/obstacle1lefttop.png" FAST
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IMAGE obstacle1RightTop "fg/obstacle1righttop.png" FAST
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IMAGE obstacle1MiddleTop "fg/obstacle1middletop.png" FAST
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IMAGE rock1t "fg/rock1t.png" FAST
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IMAGE rock1lt "fg/rock1lt.png" FAST
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IMAGE rock1rt "fg/rock1rt.png" FAST
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SPRITE nitori "player/nitori.png" 4 4 FAST
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SPRITE fairy1 "enemies/fairy1.png" 6 4 FAST
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SPRITE fairy1 "enemies/fairy1.png" 5 4 FAST
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SPRITE smallRedBullet "bullets/smallred.png" 1 1 FAST 5
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SPRITE smallBlueBullet "bullets/smallblue.png" 1 1 FAST 5
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@ -2,7 +2,7 @@
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#define FG_I 576
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#define FG_W 64
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#define OBSTACLE_COUNT 8
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#define OBSTACLE_COUNT 24
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#define FG_SPEED FIX16(2)
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#define FG_SPEED_NORM FIX16(1.414)
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@ -23,15 +23,15 @@ struct obstacle obstacles[OBSTACLE_COUNT];
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static void drawFg(){
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for(u16 x = 0; x < FG_W; x++){
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if(x % 4 == 0){
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VDP_drawImageEx(BG_B, &rock1t, TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I), x, CEIL_Y, 0, DMA);
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VDP_drawImageEx(BG_B, &rock1, TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I + 16), x, FLOOR_Y, 0, DMA);
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VDP_drawImageEx(BG_B, &rock1Top, TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I), x, CEIL_Y, 0, DMA);
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VDP_drawImageEx(BG_B, &rock1Bottom, TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I + 16), x, FLOOR_Y, 0, DMA);
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}
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}
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}
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// obstacle
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#define OBS_CEIL_Y 7
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#define OBS_CEIL_Y 3
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#define OBS_FLOOR_Y 20
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#define OBS_X 32
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@ -40,7 +40,12 @@ static void drawFg(){
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s16 fgPos, obsX;
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static void spawnObstacle(bool top){
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#define OBS_I FG_I + 32
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SpriteDefinition* obstacleImage;
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s16 obstacleI;
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static void spawnObstacle(bool top, s16 offset, u8 type){
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s16 i = -1;
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for(s16 j = 0; j < OBSTACLE_COUNT; j++) if(!obstacles[j].active && i == -1) i = j;
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if(i > -1){
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@ -50,29 +55,45 @@ static void spawnObstacle(bool top){
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obstacles[i].top = top;
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obstacles[i].pos.x = FIX16(256);
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obstacles[i].pos.y = top ? OBS_TOP_Y : OBS_BOTTOM_Y;
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obstacles[i].size.x = FIX16(64);
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obstacles[i].size.x = FIX16(32);
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obstacles[i].size.y = FIX16(32);
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obstacles[i].startX = obsX;
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for(u8 j = 0; j < 4; j++){
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VDP_drawImageEx(BG_B,
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top ? (j == 0 ? &rock1lt : (j == 1 ? &rock1t : (j == 2 ? &rock1rt : &rock1b))) : (j == 0 ? &rock1l : (j == 1 ? &rock1 : (j == 2 ? &rock1r : &rock1b))),
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TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I + (top ? (j == 0 ? 32 : (j == 1 ? 48 : (j == 2 ? 64 : 80))) : (j == 0 ? 112 : (j == 1 ? 128 : (j == 2 ? 144 : 80))))),
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obsX + (top ? (j == 1 || j == 3 ? 2 : (j == 2 ? 6 : 0)) : ((j == 1 || j == 3 ? 2 : (j == 2 ? 6 : 0)))),
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top ? (OBS_CEIL_Y - (j == 0 || j == 2 ? 2 : (j == 3 ? 4 : 0))) : (OBS_FLOOR_Y + (j == 3 ? 4 : 0)),
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0, DMA_QUEUE);
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if(offset){
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obstacles[i].pos.x = fix16Sub(obstacles[i].pos.x, FIX16(offset));
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obsX -= offset / 8;
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}
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obstacles[i].startX = obsX;
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switch(type){
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case 0: obstacleImage = top ? &obstacle1LeftTop : &obstacle1LeftBottom; break;
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case 1: obstacleImage = top ? &obstacle1MiddleTop : &obstacle1MiddleBottom; break;
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case 2: obstacleImage = top ? &obstacle1RightTop : &obstacle1RightBottom; break;
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}
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obstacleI = type * 32;
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if(top) obstacleI += 128;
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VDP_drawImageEx(BG_B, obstacleImage,
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TILE_ATTR_FULL(PAL2, 1, 0, 0, OBS_I + obstacleI),
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obsX, top ? OBS_CEIL_Y : OBS_FLOOR_Y, 0, DMA);
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// VDP_drawImageEx(BG_B,
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// top ? (j == 0 ? &rock1lt : (j == 1 ? &rock1t : (j == 2 ? &rock1rt : &rock1b))) : (j == 0 ? &rock1l : (j == 1 ? &rock1 : (j == 2 ? &rock1r : &rock1b))),
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// TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I + (top ? (j == 0 ? 32 : (j == 1 ? 48 : (j == 2 ? 64 : 80))) : (j == 0 ? 112 : (j == 1 ? 128 : (j == 2 ? 144 : 80))))),
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// obsX + (top ? (j == 1 || j == 3 ? 2 : (j == 2 ? 6 : 0)) : ((j == 1 || j == 3 ? 2 : (j == 2 ? 6 : 0)))),
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// top ? (OBS_CEIL_Y - (j == 0 || j == 2 ? 2 : (j == 3 ? 4 : 0))) : (OBS_FLOOR_Y + (j == 3 ? 4 : 0)),
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// 0, DMA);
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}
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}
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#define OBSTACLE_MOD FIX16(8)
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#define OBSTACLE_LIMIT_X FIX16(-64)
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SpriteDefinition* obstacleImage;
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static void killObstacle(s16 i){
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obstacles[i].active = FALSE;
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VDP_clearTileMapRect(BG_B, obstacles[i].startX, obstacles[i].top ? OBS_CEIL_Y : OBS_FLOOR_Y, 8, 4);
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for(u8 x = 0; x < 2; x++)
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VDP_drawImageEx(BG_B, obstacles[i].top ? &rock1t : &rock1, TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I + (obstacles[i].top ? 0 : 16)),
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obstacles[i].startX + 4 * x, obstacles[i].top ? CEIL_Y : FLOOR_Y, 0, DMA);
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VDP_clearTileMapRect(BG_B, obstacles[i].startX, obstacles[i].top ? OBS_CEIL_Y + 4 : OBS_FLOOR_Y, 8, 4);
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for(u8 x = 0; x < 2; x++){
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VDP_drawImageEx(BG_B, obstacles[i].top ? &rock1Top : &rock1Bottom, TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I + (obstacles[i].top ? 0 : 16)),
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obstacles[i].startX + 4 * x, obstacles[i].top ? CEIL_Y : FLOOR_Y, 0, DMA_QUEUE);
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}
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}
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static void collideObstacle(s16 i){
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@ -118,5 +139,4 @@ void updateFg(){
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VDP_setHorizontalScrollTile(BG_B, 0, fgPosX, GAME_H_T, DMA);
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scrollFg();
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for(s16 i = 0; i < OBSTACLE_COUNT; i++) if(obstacles[i].active) updateObstacle(i);
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if(clock % 60 == 0) spawnObstacle(clock % 120 < 60);
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}
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@ -15,6 +15,7 @@
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#include "stage.h"
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#include "chrome.h"
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// game loop
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static void loadInternals(){
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33
src/stage.h
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@ -5,25 +5,24 @@
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// waves
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static void waveOne(){
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static void waveOne(s16 off, bool big){
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struct enemySpawner spawner = {
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.angle = 512,
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.speed = FIX16(0.75),
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.x = GAME_W + 24,
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.y = SPAWN_MID,
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.speed = FIX16(0.8),
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.x = GAME_W + 20,
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.y = SPAWN_MID + off,
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.image = &fairy1,
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.offX = 24,
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.offX = 20,
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.offY = 16
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};
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spawner.fixes[0] = FIX16(spawner.y);
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spawner.fixes[1] = FIX16(8);
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spawner.fixes[2] = FIX16(12);
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spawner.fixes[3] = FIX16(0.1);
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spawner.fixes[2] = FIX16(8);
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spawner.fixes[3] = FIX16(0.25);
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void updater(s16 i){
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enemies[i].pos.y = fix16Sub(enemies[i].fixes[0], fix16Mul(sinFix16(enemies[i].fixes[1]), enemies[i].fixes[2]));
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enemies[i].fixes[1] = fix16Add(enemies[i].fixes[1], enemies[i].fixes[3]);
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if(enemies[i].clock == 30){
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if(enemies[i].clock == 30 && enemies[i].bools[0]){
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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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@ -31,13 +30,19 @@ static void waveOne(){
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.angle = 512,
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.speed = FIX16(1.5)
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};
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if(enemies[i].bools[1]){
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spawner.image = &bigRedBullet;
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spawner.big = TRUE;
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}
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spawner.vel = hone(enemies[i].pos, player.pos, spawner.speed, 0);
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spawnBullet(spawner, EMPTY);
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}
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}
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for(u8 j = 0; j < 3; j++){
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spawner.bools[0] = j == 2;
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spawner.bools[1] = big ? TRUE : FALSE;
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spawnEnemy(spawner, updater, EMPTY);
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spawner.x += 50;
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spawner.x += 40;
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}
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}
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@ -48,7 +53,13 @@ s16 stageClock;
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static void updateWaves(){
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switch(stageClock){
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case 5: waveOne(); break;
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case 0:
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for(s16 i = 0; i < 8; i++)
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for(s16 j = 0; j < 2; j++) spawnObstacle(j == 0 ? TRUE : FALSE, 256 - 32 * i, i == 7 ? 2 : 1);
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break;
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// case 0: waveOne(-32, FALSE); break;
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// case 180: waveOne(32, FALSE); break;
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// case 360: waveOne(0, TRUE); break;
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}
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}
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