stagework

This commit is contained in:
t. boddy 2022-08-20 21:32:36 -04:00
parent 5efc60c378
commit dbd635fa26
7 changed files with 91 additions and 43 deletions

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@ -5,10 +5,15 @@ IMAGE startLogo1 "start/logo1.png" FAST
IMAGE frame "chrome/frame.png" FAST
// background
IMAGE wall1 "bg/wall1.png" FAST
IMAGE rock1Bottom "fg/rock1bottom.png" FAST
// foreground
IMAGE rock1Bottom "fg/rock1bottom.png" FAST
IMAGE rock1Top "fg/rock1top.png" FAST
IMAGE obstacle1LeftBottom "fg/obstacle1leftbottom.png" FAST
@ -19,9 +24,13 @@ IMAGE obstacle1LeftTop "fg/obstacle1lefttop.png" FAST
IMAGE obstacle1RightTop "fg/obstacle1righttop.png" FAST
IMAGE obstacle1MiddleTop "fg/obstacle1middletop.png" FAST
IMAGE rock2Bottom "fg/rock2bottom.png" FAST
IMAGE rock2Top "fg/rock2top.png" FAST
// player and enemies
SPRITE nitori "player/nitori.png" 4 4 FAST
SPRITE fairy1 "enemies/fairy1.png" 5 4 FAST
SPRITE smallRedBullet "bullets/smallred.png" 1 1 FAST 5

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@ -4,8 +4,8 @@
#define FG_W 64
#define OBSTACLE_COUNT 24
#define FG_SPEED FIX16(2)
#define FG_SPEED_NORM FIX16(1.414)
#define FG_SPEED FIX16(1.75)
#define FG_SPEED_NORM FIX16(1.75 * 0.707)
struct obstacle {
bool active, top;
@ -14,6 +14,9 @@ struct obstacle {
};
struct obstacle obstacles[OBSTACLE_COUNT];
s16 currentFg;
SpriteDefinition* currentTopImage;
SpriteDefinition* currentBottomImage;
// draw
@ -21,10 +24,20 @@ struct obstacle obstacles[OBSTACLE_COUNT];
#define FLOOR_Y 24
static void drawFg(){
switch(currentFg){
case 0:
currentTopImage = &rock1Top;
currentBottomImage = &rock1Bottom;
break;
case 1:
currentTopImage = &rock2Top;
currentBottomImage = &rock2Bottom;
break;
}
for(u16 x = 0; x < FG_W; x++){
if(x % 4 == 0){
VDP_drawImageEx(BG_B, &rock1Top, TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I), x, CEIL_Y, 0, DMA);
VDP_drawImageEx(BG_B, &rock1Bottom, TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I + 16), x, FLOOR_Y, 0, DMA);
VDP_drawImageEx(BG_B, currentTopImage, TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I), x, CEIL_Y, 0, DMA);
VDP_drawImageEx(BG_B, currentBottomImage, TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I + 16), x, FLOOR_Y, 0, DMA);
}
}
}
@ -72,13 +85,6 @@ static void spawnObstacle(bool top, s16 offset, u8 type){
VDP_drawImageEx(BG_B, obstacleImage,
TILE_ATTR_FULL(PAL2, 1, 0, 0, OBS_I + obstacleI),
obsX, top ? OBS_CEIL_Y : OBS_FLOOR_Y, 0, DMA);
// VDP_drawImageEx(BG_B,
// top ? (j == 0 ? &rock1lt : (j == 1 ? &rock1t : (j == 2 ? &rock1rt : &rock1b))) : (j == 0 ? &rock1l : (j == 1 ? &rock1 : (j == 2 ? &rock1r : &rock1b))),
// 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))))),
// obsX + (top ? (j == 1 || j == 3 ? 2 : (j == 2 ? 6 : 0)) : ((j == 1 || j == 3 ? 2 : (j == 2 ? 6 : 0)))),
// top ? (OBS_CEIL_Y - (j == 0 || j == 2 ? 2 : (j == 3 ? 4 : 0))) : (OBS_FLOOR_Y + (j == 3 ? 4 : 0)),
// 0, DMA);
}
}
@ -89,11 +95,13 @@ SpriteDefinition* obstacleImage;
static void killObstacle(s16 i){
obstacles[i].active = FALSE;
VDP_clearTileMapRect(BG_B, obstacles[i].startX, obstacles[i].top ? OBS_CEIL_Y + 4 : OBS_FLOOR_Y, 8, 4);
for(u8 x = 0; x < 2; x++){
VDP_drawImageEx(BG_B, obstacles[i].top ? &rock1Top : &rock1Bottom, TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I + (obstacles[i].top ? 0 : 16)),
obstacles[i].startX + 4 * x, obstacles[i].top ? CEIL_Y : FLOOR_Y, 0, DMA_QUEUE);
}
VDP_clearTileMapRect(BG_B, obstacles[i].startX, obstacles[i].top ? OBS_CEIL_Y + 4 : OBS_FLOOR_Y, 4, 4);
VDP_drawImageEx(BG_B,
obstacles[i].top ? currentTopImage : currentBottomImage,
TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I + (obstacles[i].top ? 0 : 16)),
obstacles[i].startX,
obstacles[i].top ? CEIL_Y : FLOOR_Y,
0, DMA_QUEUE);
}
static void collideObstacle(s16 i){
@ -116,16 +124,21 @@ static void updateObstacle(s16 i){
s16 fgPosX[GAME_H_T];
fix16 fgPosXF[GAME_H_T];
static void scrollFg(){
for(u8 y = 0; y < GAME_H_T; y++){
if(y > 2){
fgPosXF[y] = fix16Sub(fgPosXF[y], FG_SPEED);
if(fgPosXF[y] <= FG_LIMIT) fgPosXF[y] = 0;
fgPosX[y] = fix16ToInt(fgPosXF[y]);
if(y == 3) fgPos = fgPosX[y];
}
}
fgPos = fgPosX[3];
}
void nextFg(){
VDP_clearTileMapRect(BG_B, 0, OBS_CEIL_Y + 4, FG_W, 17);
currentFg++;
drawFg();
}

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@ -37,10 +37,10 @@ Vect2D_f16 hPos, velPos;
Vect2D_f16 hone(Vect2D_f16 pos, Vect2D_f16 target, fix16 speed, s16 lerp){
hPos.x = target.x;
hPos.y = target.y;
// if(lerp > 0){
// hPos.x = fix16Add(fix16Sub(hPos.x, FIX16(lerp)), FIX16(random() % (lerp * 2)));
// hPos.y = fix16Add(fix16Sub(hPos.y, FIX16(lerp)), FIX16(random() % (lerp * 2)));
// }
if(lerp > 0){
hPos.x = fix16Add(fix16Sub(hPos.x, FIX16(lerp)), FIX16(random() % (lerp * 2)));
hPos.y = fix16Add(fix16Sub(hPos.y, FIX16(lerp)), FIX16(random() % (lerp * 2)));
}
honeSpeed = fix32ToFix16(getApproximatedDistance(
fix32Sub(fix16ToFix32(pos.x), fix16ToFix32(hPos.x)),
fix32Sub(fix16ToFix32(pos.y), fix16ToFix32(hPos.y))));

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@ -3,12 +3,12 @@
#define SPAWN_MID 124
// waves
// groups
static void waveOne(s16 off, bool big){
static void groupOne(s16 off, bool firesAll){
struct enemySpawner spawner = {
.angle = 512,
.speed = FIX16(0.8),
.speed = FIX16(1),
.x = GAME_W + 20,
.y = SPAWN_MID + off,
.image = &fairy1,
@ -30,39 +30,65 @@ static void waveOne(s16 off, bool big){
.angle = 512,
.speed = FIX16(1.5)
};
if(enemies[i].bools[1]){
spawner.image = &bigRedBullet;
spawner.big = TRUE;
}
spawner.vel = hone(enemies[i].pos, player.pos, spawner.speed, 0);
spawnBullet(spawner, EMPTY);
}
}
for(u8 j = 0; j < 3; j++){
spawner.bools[0] = j == 2;
spawner.bools[1] = big ? TRUE : FALSE;
spawner.bools[0] = j == 2 || firesAll;
spawnEnemy(spawner, updater, EMPTY);
spawner.x += 40;
spawner.x += 44;
}
}
// loop
s16 stageClock;
s16 stageClock,
nextClock,
currentWave;
static void updateWaves(){
switch(stageClock){
case 0:
for(s16 i = 0; i < 8; i++)
for(s16 j = 0; j < 2; j++) spawnObstacle(j == 0 ? TRUE : FALSE, 256 - 32 * i, i == 7 ? 2 : 1);
break;
// case 0: waveOne(-32, FALSE); break;
// case 180: waveOne(32, FALSE); break;
// case 360: waveOne(0, TRUE); break;
if(stageClock == nextClock){
switch(currentWave){
case 0:
for(s16 i = 0; i < 6; i++)
for(s16 j = 0; j < 2; j++) spawnObstacle(j == 0 ? TRUE : FALSE, 256 - i * 32, i == 5 ? 2 : 1);
groupOne(0, FALSE);
nextClock += 180;
break;
case 1:
for(s16 i = 0; i < 6; i++)
spawnObstacle(FALSE, 0 - i * 32, i == 0 ? 0 : (i == 5 ? 2 : 1));
groupOne(-24, FALSE);
nextClock += 180;
break;
case 2:
for(s16 i = 0; i < 6; i++)
spawnObstacle(TRUE, 0 - i * 32, i == 0 ? 0 : (i == 5 ? 2 : 1));
groupOne(24, FALSE);
nextClock += 180;
break;
case 3:
groupOne(0, FALSE);
nextClock += 180;
break;
case 4:
nextFg();
break;
}
currentWave++;
}
}
// case 0: groupOne(-32, FALSE); break;
// case 180: groupOne(32, FALSE); break;
// case 360: groupOne(0, TRUE); break;
void updateStage(){
updateWaves();
stageClock++;