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protector.c
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/**
*
* LUDUM DARE 46 - PROTECTOR
* By Khopa
*
* Using Shiru's NESLIB and Famitone2
*
* Diclaimer :
* - Code is messy, due to time limit and platform constraints.
* - I'm relying on multiline macros instead of functions whenever i can, to save CPU cycle on function calls.
* - Some static variable are shared to avoid defining too many of them.
*
*/
// NES Library
#include "neslib.h"
// Nametables data
#include "title.h"
#include "scenario.h"
#include "instructions.h"
#include "gameover.h"
#include "map1.h"
// Constants definition
#define PLAYER_ONE 0x00
// Game states
#define ST_MENU 0x00
#define ST_GAME 0x01
#define ST_INSTRUCTIONS 0x02
#define ST_SCOREBOARD 0x03
#define ST_SCENARIO 0x04
// Screen Size
#define SCREEN_X_SIZE 256
#define SCREEN_Y_SIZE 240
#define TILE_SIZE 8
#define TILE_SIZE_DOUBLE 16
#define TILE_SIZE_HALF 4
#define TOP 8*TILE_SIZE
#define BOT 27*TILE_SIZE
#define LEF 1*TILE_SIZE
#define RIG 30*TILE_SIZE
#define NPC_TOP 12*TILE_SIZE
#define NPC_BOT 22*TILE_SIZE
#define NPC_LEF 6*TILE_SIZE
#define NPC_RIG 25*TILE_SIZE
#define BULLET_SPEED 3
#define ENEMY_MAX 10
#define BULLET_MAX 5
#define BLOOD_MAX 9
#define SCENARIO_LENGTH 8
// Direction const
#define DIR_UP 0
#define DIR_LEFT 1
#define DIR_RIGHT 2
#define DIR_DOWN 3
// Palette for sprites
#define PLAYER_BULLET_PAL 0
#define BLOOD_PAL 3
#define BLOOD_EFFECT_DURATION 12
// Sprites addresses in CHR bank
#define SPRITE_EMPTY 0x00
#define SPRITE_MUSIC_ON 0x4D
#define SPRITE_MUSIC_OFF 0x5D
#define SPRITE_PLAYER_UP 0x48
#define SPRITE_PLAYER_DOWN 0x46
#define SPRITE_PLAYER_RIGHT 0x47
#define SPRITE_NPC_UP 0x6B
#define SPRITE_NPC_DOWN 0x69
#define SPRITE_NPC_RIGHT 0x6A
#define SPRITE_GAUGE_0_FILLED 0x7C
#define SPRITE_GAUGE_1_FILLED 0x7D
#define SPRITE_GAUGE_2_FILLED 0x7E
#define SPRITE_GAUGE_0_EMPTY 0x6C
#define SPRITE_GAUGE_1_EMPTY 0x6D
#define SPRITE_GAUGE_2_EMPTY 0x6E
#define SPRITE_BLOOD_EFFECT_0 0x43
#define SPRITE_BLOOD_EFFECT_1 0x44
#define SPRITE_BLOOD_EFFECT_2 0x53
#define SPRITE_BLOOD_EFFECT_3 0x54
// ZEROPAGE variables (frequently accessed)
// Note to self : Do not try to initialize zeropage variables.
#pragma bssseg(push,"ZEROPAGE")
static unsigned char PLAYER_X_POS;
static unsigned char PLAYER_Y_POS;
static unsigned char PLAYER_HP;
static unsigned int SCORE;
static unsigned char BULLET_X[BULLET_MAX];
static unsigned char BULLET_Y[BULLET_MAX];
#pragma bssseg(pop)
// Game State
static unsigned int STATE;
// PAD Management
static unsigned char pad;
// PLAYER OBJECT
static unsigned char PLAYER_DIRECTION = DIR_DOWN;
static unsigned char PLAYER_FLAGS = 0;
static unsigned char PLAYER_PALETTE = 0;
// NPC OBJECT
static unsigned char NPC_X_POS = 0;
static unsigned char NPC_Y_POS = 0;
static unsigned char NPC_HP;
static unsigned char NPC_DIRECTION = DIR_DOWN;
static unsigned char NPC_FLAGS = 0;
static unsigned char NPC_PALETTE = 1;
// PLAYER BULLETS
static char BULLET_DX[BULLET_MAX];
static char BULLET_DY[BULLET_MAX];
static unsigned char BULLET_ALIVE[BULLET_MAX];
// BLOOD EFFECTS
static unsigned char BLOOD_X[BLOOD_MAX];
static unsigned char BLOOD_Y[BLOOD_MAX];
static char BLOOD_DX[BLOOD_MAX];
static char BLOOD_DY[BLOOD_MAX];
static unsigned char BLOOD_SPRITE[BLOOD_MAX];
static unsigned char BLOOD_LIVE[BULLET_MAX];
// ENEMY OBJECTS
static int ENEMY_X[ENEMY_MAX];
static int ENEMY_Y[ENEMY_MAX];
static int ENEMY_DX[ENEMY_MAX];
static int ENEMY_DY[ENEMY_MAX];
static unsigned char ENEMY_HP[ENEMY_MAX];
static unsigned char MUSIC_ON = 1;
static unsigned char PAUSED = 0;
// 'PRESS START' vram update buffer
static unsigned char uListPressStart[17] ={
MSB(NTADR_A(10,14))|NT_UPD_HORZ,LSB(NTADR_A(10,14)),13,0,0,0,0,0,0,0,0,0,0,0,0,0,NT_UPD_EOF
};
// 'Scenario TEXT' vram update buffer
static unsigned char uScenarioText[31] ={
MSB(NTADR_A(2,25))|NT_UPD_HORZ,LSB(NTADR_A(2,25)),27,
0,0,0,0,0,
0,0,0,0,0,
0,0,0,0,0,
0,0,0,0,0,
0,0,0,0,0,0,0,
NT_UPD_EOF
};
// Game Over 'HUD' vram update buffer
static unsigned char uListGameOver[14] ={
MSB(NTADR_A(11,14))|NT_UPD_HORZ,LSB(NTADR_A(11,14)),10, // AT BG position 11,14, UPDATE 10 TILES HORIZONTALLY
0x33,0x23,0x2F,0x32,0x25,0x1A, // 'S' 'C' 'O' 'R' 'E' ':'
0x00,0x10,0x10,0x10, // '0' '0' '0'
NT_UPD_EOF
};
// Game 'HUD' vram update buffer
static unsigned char uListHUD[28] ={
MSB(NTADR_A(2,2))|NT_UPD_HORZ,LSB(NTADR_A(2,2)),24, // AT BG position 2,2, UPDATE 24 TILES HORIZONTALLY
SPRITE_PLAYER_DOWN,SPRITE_EMPTY,SPRITE_GAUGE_0_FILLED,SPRITE_GAUGE_1_FILLED,SPRITE_GAUGE_2_FILLED,SPRITE_EMPTY, // PLAYER HEAD (46), 3 TILE GAUGE
SPRITE_NPC_DOWN,SPRITE_EMPTY,SPRITE_GAUGE_0_FILLED,SPRITE_GAUGE_1_FILLED,SPRITE_GAUGE_2_FILLED,SPRITE_EMPTY, // PLAYER HEAD (46), 3 TILE GAUGE
0x33,0x23,0x2F,0x32,0x25,0x1A, // 'S' 'C' 'O' 'R' 'E' ':'
SPRITE_EMPTY,0x10,0x10,0x10,SPRITE_EMPTY,SPRITE_MUSIC_ON, // '0' '0' '0' ' ' 'MUSIC_SPRITE'
NT_UPD_EOF
};
// PALETTES
const unsigned char bgPalette[16]={ 0x0f,0x1b,0x2c,0x0c,0x0f,0x2a,0x1a,0x09,0x0f,0x2d,0x36,0x30,0x0f,0x30,0x37,0x07 };
const unsigned char spritePalette[16]={ 0x0f,0x20,0x36,0x07,0x0f,0x30,0x36,0x26,0x0f,0x28,0x36,0x15,0x0f,0x26,0x15,0x06 };
const static char *sentences[] = {
" THESE ARE DARK TIMES ",
"THE WORLD IS UNDER ATTACK ",
"AN INVISIBLE ENEMY IS HERE",
" THAT YOU ONLY CAN SEE ",
" THE VIRUS... ",
" PROTECT THE NURSES ",
" WITH YOUR ANTIVIRUS GUN ",
" YOU ARE OUR ONLY HOPE ",
" GO AND ERADICATE THEM "
};
/**
* Put a String in the update buffer
* str : string to put
*/
void put_str_ubuffer(unsigned char buffer[],const char *str, char max){
char x = 4;
while(1){
if(!*str || x-4 > max) break;
buffer[x++]=*str++-0x20; //-0x20 because ASCII code 0x20 is placed in tile 0 of the CHR sprite sheet
}
}
/**
* Set state to Menu
*/
void setMenuState(){
// Clear any remaining sprite
oam_clear();
music_stop();
// Turn off rendering
ppu_off();
STATE = ST_MENU;
// Load nametable for title screen
vram_adr(NAMETABLE_A);
vram_unrle(title);
// Set press start area as vram update
set_vram_update(uListPressStart);
// Set normal brightness
pal_bright(4);
// Load palette for sprite
pal_spr(spritePalette);
pal_bg(bgPalette);
// Turn on rendering
ppu_on_all();
}
/**
* Set state to Scenario
*/
void setScenarioState(){
// Clear any remaining sprite
oam_clear();
// Turn off rendering
ppu_off();
STATE = ST_SCENARIO;
// Load nametable for title screen
vram_adr(NAMETABLE_A);
vram_unrle(scenario);
// Set text area to update buffer
set_vram_update(uScenarioText);
// Set normal brightness
pal_bright(4);
// Load palette for sprites
pal_bg(bgPalette);
pal_spr(spritePalette);
// Turn on rendering
ppu_on_all();
}
/**
* Set state to Instructions
*/
void setInstructionsState(){
// Clear any remaining sprite
oam_clear();
// Turn off rendering
ppu_off();
STATE = ST_INSTRUCTIONS;
// Load nametable for title screen
vram_adr(NAMETABLE_A);
vram_unrle(instructions);
// Set text area to update buffer
set_vram_update(NULL);
// Set normal brightness
pal_bright(4);
// Load palette for sprites
pal_bg(bgPalette);
pal_spr(spritePalette);
// Turn on rendering
ppu_on_all();
}
/**
* Set state to Menu
*/
void setGameState(){
char i = 0;
SCORE = 0;
// Clear any remaining sprite
oam_clear();
for(i = 0; i < BULLET_MAX; i++){
BULLET_ALIVE[i]=0;
}
for(i = 0; i < ENEMY_MAX; i++){
ENEMY_HP[i]=0;
}
// Turn off rendering
ppu_off();
STATE = ST_GAME;
PLAYER_X_POS = 14*8;
PLAYER_Y_POS = 15*8;
PLAYER_HP = 3;
NPC_X_POS = 16*8;
NPC_Y_POS = 15*8;
NPC_HP = 3;
PLAYER_DIRECTION = DIR_DOWN;
if(MUSIC_ON){
music_play(0);
}
// Load nametable for title screen
vram_adr(NAMETABLE_A);
vram_unrle(map1);
// Set text area to update buffer
set_vram_update(uListHUD);
// Set normal brightness
pal_bright(4);
// Load palette for sprites
pal_spr(spritePalette);
pal_bg(bgPalette);
// Turn on rendering
ppu_on_all();
}
void setGameOverState(){
// Turn off rendering
ppu_off();
STATE = ST_SCOREBOARD;
music_stop();
// Load nametable for title screen
vram_adr(NAMETABLE_A);
vram_unrle(gameover);
// Set text area to update buffer
set_vram_update(uListGameOver);
// Set normal brightness
pal_bright(4);
// Load palette for sprites
pal_spr(spritePalette);
pal_bg(spritePalette);
// Turn on rendering
ppu_on_all();
}
#define TOGGLE_MUSIC(){\
if(MUSIC_ON == 1){\
MUSIC_ON = 0;\
if(STATE == ST_GAME){\
music_stop();\
}\
}else{\
if(STATE == ST_GAME){\
music_play(0);\
}\
MUSIC_ON = 1;\
}\
}\
#define PLAYER_SHOOT(){\
for(i = 0; i < BULLET_MAX; i++){\
if(!BULLET_ALIVE[i]){\
sfx_play(0,0);\
switch(PLAYER_DIRECTION){\
case DIR_UP:\
BULLET_X[i] = PLAYER_X_POS;\
BULLET_Y[i] = PLAYER_Y_POS;\
BULLET_DX[i] = 0;\
BULLET_DY[i] = -BULLET_SPEED;\
break;\
case DIR_LEFT:\
BULLET_X[i] = PLAYER_X_POS;\
BULLET_Y[i] = PLAYER_Y_POS + TILE_SIZE_HALF;\
BULLET_DX[i] = -BULLET_SPEED;\
BULLET_DY[i] = 0;\
break;\
case DIR_RIGHT:\
BULLET_X[i] = PLAYER_X_POS;\
BULLET_Y[i] = PLAYER_Y_POS + TILE_SIZE_HALF;\
BULLET_DX[i] = BULLET_SPEED;\
BULLET_DY[i] = 0;\
break;\
case DIR_DOWN:\
BULLET_X[i] = PLAYER_X_POS;\
BULLET_Y[i] = PLAYER_Y_POS;\
BULLET_DX[i] = 0;\
BULLET_DY[i] = BULLET_SPEED;\
break;\
}\
BULLET_ALIVE[i] = 1;\
break;\
}\
}\
}
/**
* Spawn sprite for blood effect
* X_POS Position X of sprite
* Y_POS Position X of sprite
*/
#define BLOOD_EFFECT_AT(X_POS, Y_POS){\
sfx_play(3,0);\
tmp1 = 0;\
tmp2 = 0;\
for(tmp2 = 0; tmp2 < BLOOD_MAX; tmp2++){\
if(BLOOD_LIVE[tmp2] == 0){\
BLOOD_X[tmp2] = X_POS;\
BLOOD_Y[tmp2] = Y_POS;\
BLOOD_DX[tmp2] = rand8() > 128 ? -1 : 1;\
BLOOD_DY[tmp2] = rand8() > 128 ? -1 : 1;\
switch(rand8()%4){\
case 0: BLOOD_SPRITE[tmp2] = SPRITE_BLOOD_EFFECT_0; break;\
case 1: BLOOD_SPRITE[tmp2] = SPRITE_BLOOD_EFFECT_1; break;\
case 2: BLOOD_SPRITE[tmp2] = SPRITE_BLOOD_EFFECT_2; break;\
case 3: BLOOD_SPRITE[tmp2] = SPRITE_BLOOD_EFFECT_3; break;\
}\
BLOOD_LIVE[tmp2] = BLOOD_EFFECT_DURATION;\
tmp1 = tmp1 + 1;\
if(tmp1 == 4) break;\
}\
}\
};
/**
* Spawn enemy
*/
#define SPAWN_ENEMY(){\
sfx_play(4,0);\
i = 0;\
for(i = 0; i < ENEMY_MAX; i++){\
if(ENEMY_HP[i] == 0){\
tmp = rand8();\
tmp2 = rand8();\
if(tmp > 180){\
ENEMY_X[i] = SCREEN_X_SIZE/2;\
ENEMY_Y[i] = SCREEN_Y_SIZE - 16;\
ENEMY_DX[i] = tmp2 > 128 ? -2 : 2;\
ENEMY_DY[i] = -2;\
} else if(tmp > 120){\
ENEMY_X[i] = SCREEN_X_SIZE/2;\
ENEMY_Y[i] = TOP + 8;\
ENEMY_DX[i] = tmp2 > 128 ? -2 : 2;\
ENEMY_DY[i] = 2;\
} else if(tmp > 60){\
ENEMY_X[i] = 8;\
ENEMY_Y[i] = 18*8 + 4;\
ENEMY_DX[i] = 2;\
ENEMY_DY[i] = tmp2 > 128 ? -2 : 2;\
} else {\
ENEMY_X[i] = SCREEN_X_SIZE-16;\
ENEMY_Y[i] = 18*8 + 4;\
ENEMY_DX[i] = -2;\
ENEMY_DY[i] = tmp2 > 128 ? -2 : 2;\
}\
ENEMY_HP[i] = 2;\
break;\
}\
}\
};
#define HUD_UPDATE(){\
switch(PLAYER_HP){\
case 3:\
uListHUD[5] = SPRITE_GAUGE_0_FILLED;\
uListHUD[6] = SPRITE_GAUGE_1_FILLED;\
uListHUD[7] = SPRITE_GAUGE_2_FILLED;\
break;\
case 2:\
uListHUD[5] = SPRITE_GAUGE_0_FILLED;\
uListHUD[6] = SPRITE_GAUGE_1_FILLED;\
uListHUD[7] = SPRITE_GAUGE_2_EMPTY;\
break;\
case 1:\
uListHUD[5] = SPRITE_GAUGE_0_FILLED;\
uListHUD[6] = SPRITE_GAUGE_1_EMPTY;\
uListHUD[7] = SPRITE_GAUGE_2_EMPTY;\
break;\
default:\
uListHUD[5] = SPRITE_GAUGE_0_EMPTY;\
uListHUD[6] = SPRITE_GAUGE_1_EMPTY;\
uListHUD[7] = SPRITE_GAUGE_2_EMPTY;\
}\
switch(NPC_HP){\
case 3:\
uListHUD[11] = SPRITE_GAUGE_0_FILLED;\
uListHUD[12] = SPRITE_GAUGE_1_FILLED;\
uListHUD[13] = SPRITE_GAUGE_2_FILLED;\
break;\
case 2:\
uListHUD[11] = SPRITE_GAUGE_0_FILLED;\
uListHUD[12] = SPRITE_GAUGE_1_FILLED;\
uListHUD[13] = SPRITE_GAUGE_2_EMPTY;\
break;\
case 1:\
uListHUD[11] = SPRITE_GAUGE_0_FILLED;\
uListHUD[12] = SPRITE_GAUGE_1_EMPTY;\
uListHUD[13] = SPRITE_GAUGE_2_EMPTY;\
break;\
default:\
uListHUD[11] = SPRITE_GAUGE_0_EMPTY;\
uListHUD[12] = SPRITE_GAUGE_1_EMPTY;\
uListHUD[13] = SPRITE_GAUGE_2_EMPTY;\
}\
if(SCORE > 999) SCORE = 999;\
uListHUD[22] = 0x10+SCORE/100;\
uListHUD[23] = 0x10+SCORE/10%10;\
uListHUD[24] = 0x10+SCORE%10;\
if(MUSIC_ON){\
uListHUD[26] = SPRITE_MUSIC_ON;\
}else{\
uListHUD[26] = SPRITE_MUSIC_OFF;\
}\
};
/**
* Main function
*/
void main(void)
{
// Frame counter for game logic
unsigned char frame = 0;
// Shared iterative register I
unsigned char i = 0;
// Shared iterative register J
unsigned char j = 0;
// Sprite counters
char spr = 0;
unsigned char maxSpr = 0;
// Blink
unsigned char blink = 0;
// Current text for instructions
unsigned char currentText = 0;
// Input buffer
unsigned char input_dampener = 0;
// TMP shared RAM char for various ops
unsigned char tmp = 0;
unsigned char tmp1 = 0;
unsigned char tmp2 = 0;
unsigned int intmp = 0;
unsigned char bright_effect = 4;
unsigned char fsprite = 0x74;
// Initialize Menu
setMenuState();
// Enable PPU
ppu_on_all();
while(1){
// Wait next PPU frame
ppu_wait_nmi();
spr = 0;
switch(STATE){
// Do menu stuff (just wait for player input)
case ST_MENU:
pad=pad_trigger(PLAYER_ONE); // PAD for player 1
if(pad&PAD_START){
if(input_dampener == 0){
input_dampener = 64;
sfx_play(1,0);
put_str_ubuffer(uListPressStart, " ", 16);
setScenarioState();
}
}else{
input_dampener = 0;
}
// Flash press start
if(frame%24 == 0){
blink^=1;
}
if(blink){
put_str_ubuffer(uListPressStart, "PRESS START", 16);
}else{
put_str_ubuffer(uListPressStart, " ", 16);
}
break;
// Do instructions menu stuff (just wait for player input)
case ST_INSTRUCTIONS:
pad=pad_trigger(PLAYER_ONE); // PAD for player 1
if(pad & PAD_START){
setGameState();
sfx_play(1,0);
input_dampener=24;
}else if(pad&PAD_SELECT){
TOGGLE_MUSIC();
}else {
input_dampener=0;
}
break;
// Scenario Screen :
case ST_SCENARIO:
pad=pad_trigger(PLAYER_ONE); // PAD for player 1
if(pad & PAD_START || pad & PAD_A){
if(input_dampener == 0){
if(currentText >= SCENARIO_LENGTH){
currentText = 0;
sfx_play(1,0);
setInstructionsState();
}else{
sfx_play(2,0);
currentText ++;
}
}
}
if(pad&PAD_START || pad & PAD_A){
input_dampener=64;
}else if(pad&PAD_SELECT && input_dampener == 0){
input_dampener=64;
TOGGLE_MUSIC();
}else{
input_dampener=0;
}
put_str_ubuffer(uScenarioText, sentences[currentText], 27);
break;
// Game over screen :
case ST_SCOREBOARD:
pad=pad_trigger(PLAYER_ONE); // PAD for player 1
if(intmp < SCORE){
sfx_play(2,0);
if(intmp < 15){
if(frame%6 == 0){
intmp++;
}
}else if(intmp < 40){
if(frame%4 == 0){
intmp++;
}
}else if(intmp < 80){
if(frame%2 == 0){
intmp++;
}
}else{
intmp+=2;
if(intmp > SCORE){
intmp = SCORE;
}
}
}else{
if(pad & PAD_START){
setMenuState();
}else {
input_dampener=0;
}
}
if(pad&PAD_SELECT){
TOGGLE_MUSIC();
}
uListGameOver[10] = 0x10+intmp/100;
uListGameOver[11] = 0x10+intmp/10%10;
uListGameOver[12] = 0x10+intmp%10;
break;
// Game loop logic below :
case ST_GAME:
pal_spr(spritePalette);
pal_bg(bgPalette);
if(PAUSED){
pad=pad_poll(PLAYER_ONE); // PAD for player 1
pal_bright(3);
if(pad&PAD_START && input_dampener == 0){
PAUSED = 0;
input_dampener = 12;
pal_bright(4);
if(MUSIC_ON == 1){
music_play(0);
}
}else{
if(input_dampener > 0){
input_dampener--;
}
break;
}
}
if(frame%6 == 0){
if(fsprite == 0x74){
fsprite = 0x75;
}else{
fsprite = 0x74;
}
}
if(frame%18==0 || bright_effect == 1){
if(bright_effect < 4){
bright_effect++;
pal_bright(bright_effect);
if(bright_effect == 4){
if(NPC_HP == 0 || PLAYER_HP == 0){
intmp = 0;
setGameOverState();
}
}
}else{
bright_effect = 4;
pal_bright(4);
}
}
if(frame == 255){
SPAWN_ENEMY();
} else if(SCORE > 15){
if(frame == 128){
SPAWN_ENEMY();
}
} else if(SCORE > 35){
if(frame == 64){
SPAWN_ENEMY();
}
} else if(SCORE > 50){
if(frame == 172){
SPAWN_ENEMY();
}
}
if(input_dampener > 0) input_dampener--;
pad=pad_poll(PLAYER_ONE); // PAD for player 1
// Controlling Player
tmp = 2;
tmp2 = PLAYER_DIRECTION;
if(pad&PAD_LEFT){
PLAYER_X_POS = PLAYER_X_POS-tmp; tmp2 = DIR_LEFT;
}
if(pad&PAD_RIGHT){
PLAYER_X_POS = PLAYER_X_POS+tmp; tmp2 = DIR_RIGHT;
}
if(pad&PAD_UP){
PLAYER_Y_POS = PLAYER_Y_POS-tmp; tmp2 = DIR_UP;
}
if(pad&PAD_DOWN){
PLAYER_Y_POS = PLAYER_Y_POS+tmp; tmp2 = DIR_DOWN;
}
if(!(pad&PAD_A)){
PLAYER_DIRECTION = tmp2;
}
if(pad&PAD_SELECT && input_dampener == 0){
TOGGLE_MUSIC();
input_dampener = 12;
}
if(pad&PAD_START && input_dampener == 0){
PAUSED = 1;
input_dampener = 12;
sfx_play(2,0);
if(MUSIC_ON){
music_stop();
}
}
// Fire
if(pad&PAD_B && input_dampener == 0){
PLAYER_SHOOT();
input_dampener = 12;
}
// Wall colision
if(PLAYER_X_POS < LEF){
PLAYER_X_POS = LEF;
}else if(PLAYER_X_POS > RIG){
PLAYER_X_POS = RIG;
}
if(PLAYER_Y_POS < TOP){
PLAYER_Y_POS = TOP;
}else if(PLAYER_Y_POS > BOT){
PLAYER_Y_POS = BOT;
}
// NPC "AI"
if(NPC_HP > 0){
tmp = rand8();
if(tmp > 235 ){
if(tmp < 240){
NPC_X_POS = NPC_X_POS-3; NPC_DIRECTION = DIR_LEFT;
} else if(tmp < 245){
NPC_X_POS = NPC_X_POS+3; NPC_DIRECTION = DIR_RIGHT;
} else if(tmp < 250){
NPC_Y_POS = NPC_Y_POS-3; NPC_DIRECTION = DIR_UP;
} else {
NPC_Y_POS = NPC_Y_POS+3; NPC_DIRECTION = DIR_DOWN;
}
}
// NPC colision
if(NPC_X_POS < NPC_LEF){
NPC_X_POS = NPC_LEF;
}else if(NPC_X_POS > NPC_RIG){
NPC_X_POS = NPC_RIG;
}
if(NPC_Y_POS < NPC_TOP){
NPC_Y_POS = NPC_TOP;
}else if(NPC_Y_POS > NPC_BOT){
NPC_Y_POS = NPC_BOT;
}
}
// Display Player
tmp = 0;
PLAYER_FLAGS = 0;
switch(PLAYER_DIRECTION){
case DIR_UP:
tmp = SPRITE_PLAYER_UP;
break;
case DIR_LEFT:
tmp = SPRITE_PLAYER_RIGHT;
PLAYER_FLAGS = OAM_FLIP_H;
break;
case DIR_RIGHT:
tmp = SPRITE_PLAYER_RIGHT;
break;
case DIR_DOWN:
tmp = SPRITE_PLAYER_DOWN;
break;
}
// Sprites buffer ops
spr = 0;
spr = oam_spr(PLAYER_X_POS, PLAYER_Y_POS, tmp, 4|PLAYER_FLAGS|PLAYER_PALETTE, spr);
spr = oam_spr(PLAYER_X_POS, PLAYER_Y_POS+8, tmp+0x10, 4|PLAYER_FLAGS|(PLAYER_PALETTE), spr);
if(NPC_HP > 0){
tmp = 0;
NPC_FLAGS = 0;
switch(NPC_DIRECTION){
case DIR_UP:
tmp = SPRITE_NPC_UP;
break;
case DIR_LEFT:
tmp = SPRITE_NPC_RIGHT;
NPC_FLAGS = OAM_FLIP_H;
break;
case DIR_RIGHT:
tmp = SPRITE_NPC_RIGHT;
break;
case DIR_DOWN:
tmp = SPRITE_NPC_DOWN;
break;
}
spr = oam_spr(NPC_X_POS, NPC_Y_POS, tmp, 4|NPC_FLAGS|NPC_PALETTE, spr);
spr = oam_spr(NPC_X_POS, NPC_Y_POS+8, tmp+0x10, 4|NPC_FLAGS|(NPC_PALETTE+1), spr);
}
// BLOOD EFFECTS
i = 0;
tmp2 = frame%2;
for(i = 0; i < BLOOD_MAX; i++){
if(BLOOD_LIVE[i] > 0){
BLOOD_X[i] = BLOOD_X[i] + BLOOD_DX[i];
BLOOD_Y[i] = BLOOD_Y[i] + BLOOD_DY[i];
BLOOD_LIVE[i] = BLOOD_LIVE[i] - 1;
if(tmp2){
spr = oam_spr(BLOOD_X[i], BLOOD_Y[i], BLOOD_SPRITE[i], 4|3, spr);
}else{
spr = oam_spr(BLOOD_X[i], BLOOD_Y[i], BLOOD_SPRITE[i], 4|3|OAM_FLIP_H, spr);
}
}
}
// PLAYER PROJECTILES
i = 0;
for(i = 0; i < BULLET_MAX; i++){
if(BULLET_ALIVE[i] > 0){
BULLET_X[i] = BULLET_X[i] + BULLET_DX[i];
BULLET_Y[i] = BULLET_Y[i] + BULLET_DY[i];
if(BULLET_X[i] < LEF){
BULLET_ALIVE[i] = 0;
}else if(BULLET_X[i] > RIG){
BULLET_ALIVE[i] = 0;
}
if(BULLET_Y[i] < TOP){
BULLET_ALIVE[i] = 0;
}else if(BULLET_Y[i] > BOT + TILE_SIZE){
BULLET_ALIVE[i] = 0;
}
// Check collision with NPC
if(NPC_HP > 0 && BULLET_X[i]+TILE_SIZE_HALF > NPC_X_POS && BULLET_X[i]+TILE_SIZE_HALF < NPC_X_POS+TILE_SIZE){
if(BULLET_Y[i]+TILE_SIZE_HALF > NPC_Y_POS+TILE_SIZE && BULLET_Y[i]+TILE_SIZE_HALF < NPC_Y_POS+TILE_SIZE_DOUBLE){
sfx_play(1,1);
NPC_HP--;
bright_effect = 1;
BULLET_ALIVE[i] = 0;
BLOOD_EFFECT_AT(NPC_X_POS, NPC_Y_POS);
}
}
j = 0;
for(j = 0; j < ENEMY_MAX; j++){
if(ENEMY_HP[j] > 0 && BULLET_X[i]+4 > ENEMY_X[j] -4 && BULLET_X[i]+4 < ENEMY_X[j]+12){
if(BULLET_Y[i]+4 > ENEMY_Y[j]-4 && BULLET_Y[i]+4 < ENEMY_Y[j]+12){
sfx_play(1,1);
BULLET_ALIVE[i] = 0;
ENEMY_HP[j] = 0;
ENEMY_DX[j] = 0;
ENEMY_DY[j] = 0;
SCORE ++;
BLOOD_EFFECT_AT(ENEMY_X[j], ENEMY_Y[j]);
}
}
}
// DISPLAY
spr = oam_spr(BULLET_X[i], BULLET_Y[i], 0x45, 4|3, spr);
}
}
// ENEMYS
i = 0;
tmp = rand8();
for(i = 0; i < ENEMY_MAX; i++){
if(ENEMY_HP[i] > 0){
if(ENEMY_X[i] < LEF){
ENEMY_X[i] = LEF;
ENEMY_DX[i] = 2;
}else if(ENEMY_X[i] > RIG){
ENEMY_X[i] = RIG;
ENEMY_DX[i] = -1;
}
if(ENEMY_Y[i] < TOP){
ENEMY_Y[i] = TOP;
ENEMY_DY[i] = tmp > 128 ? 2 : -1;
}else if(ENEMY_Y[i] > BOT + 8){
ENEMY_Y[i] = BOT + 8;
ENEMY_DY[i] = tmp > 128 ? -2 : -1;
}
ENEMY_X[i] = ENEMY_X[i] + ENEMY_DX[i];
ENEMY_Y[i] = ENEMY_Y[i] + ENEMY_DY[i];
spr = oam_spr(ENEMY_X[i], ENEMY_Y[i], fsprite, 4|3, spr);
// Check collision with NPC
if(NPC_HP > 0 && ENEMY_X[i]+4 > NPC_X_POS && ENEMY_X[i]+4 < NPC_X_POS+8){
if(ENEMY_Y[i]+4 > NPC_Y_POS+8 && ENEMY_Y[i]+4 < NPC_Y_POS+16){
sfx_play(1,1);
NPC_HP--;
bright_effect = 1;
ENEMY_HP[i] = 0;
BLOOD_EFFECT_AT(NPC_X_POS, NPC_Y_POS);
}
}
// Check collision with PLAYER
if(PLAYER_HP > 0 && ENEMY_X[i]+4 > PLAYER_X_POS && ENEMY_X[i]+4 < PLAYER_X_POS+8){
if(ENEMY_Y[i]+4 > PLAYER_Y_POS+8 && ENEMY_Y[i]+4 < PLAYER_Y_POS+16){