diff --git a/CHANGELOG.md b/CHANGELOG.md index 64cab33..b51f098 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -4,14 +4,13 @@ All notable changes to this project will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/). ## [To-Do] + - Tune the game to feel more like the original (jumping, meter speed, etc.) + - Fix background scroll speed bug - Randomization - - Hazard spawns - background elements (have to change most to sprites) - - Clock based timing, instead of delay() - Pterodactyl sprites - Collisions - Collisions with Pterodactyl - - Collision from above - Difficulty increase - Night shift after certain score - Scroll speed increases as the score gets higher @@ -22,6 +21,23 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/). - Easter eggs - Dino blinks if you idle at the start +## [0.5.0] - 2018-10-07 +### Added + - `rand.h` header for using `rand()` (spawning hazards randomly). + - Gravity, velocity, speed, timer, counters and clock related variables. + - Explicit build step to the Makefile. + - Preliminary hazard spawning randomly at different speeds. + +### Changed + - Changed license from BSD to the Chromium license. + - Removed `delay()` calls and started the transition towards physics based jumping using `time()`. + - Move game loop into `update()` and `render()` calls. + - Now formatting code based on Artistic Style 3.1 with default braces. + - Reordered some of the functions. + - Fix some comment typos. + - Dino state can now be __right foot down__, __left foot down__ or __jumping__. + - Change background scrolling to be on a timer based variable. + - Change feet swapping animation to be on the timer as well. ## [0.2.1] - 2018-07-22 ### Added diff --git a/LICENSE b/LICENSE index e43d98b..a32e00c 100644 --- a/LICENSE +++ b/LICENSE @@ -1,674 +1,27 @@ - GNU GENERAL PUBLIC LICENSE - Version 3, 29 June 2007 - - Copyright (C) 2007 Free Software Foundation, Inc. - Everyone is permitted to copy and distribute verbatim copies - of this license document, but changing it is not allowed. - - Preamble - - The GNU General Public License is a free, copyleft license for -software and other kinds of works. - - The licenses for most software and other practical works are designed -to take away your freedom to share and change the works. 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If not, see . - -Also add information on how to contact you by electronic and paper mail. - - If the program does terminal interaction, make it output a short -notice like this when it starts in an interactive mode: - - dino-gb Copyright (C) 2018 Raúl Negrón - This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. - This is free software, and you are welcome to redistribute it - under certain conditions; type `show c' for details. - -The hypothetical commands `show w' and `show c' should show the appropriate -parts of the General Public License. Of course, your program's commands -might be different; for a GUI interface, you would use an "about box". - - You should also get your employer (if you work as a programmer) or school, -if any, to sign a "copyright disclaimer" for the program, if necessary. -For more information on this, and how to apply and follow the GNU GPL, see -. - - The GNU General Public License does not permit incorporating your program -into proprietary programs. If your program is a subroutine library, you -may consider it more useful to permit linking proprietary applications with -the library. If this is what you want to do, use the GNU Lesser General -Public License instead of this License. But first, please read -. +// Copyright 2015 The Chromium Authors. All rights reserved. +// +// Redistribution and use in source and binary forms, with or without +// modification, are permitted provided that the following conditions are +// met: +// +// * Redistributions of source code must retain the above copyright +// notice, this list of conditions and the following disclaimer. +// * Redistributions in binary form must reproduce the above +// copyright notice, this list of conditions and the following disclaimer +// in the documentation and/or other materials provided with the +// distribution. +// * Neither the name of Google Inc. nor the names of its +// contributors may be used to endorse or promote products derived from +// this software without specific prior written permission. +// +// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. diff --git a/Makefile b/Makefile index e244719..83c056e 100644 --- a/Makefile +++ b/Makefile @@ -25,7 +25,7 @@ $(OBJ_DIR)/%.o : $(SRC_DIR)/%.c @mkdir -p $(OBJ_DIR) $(CC) -c -o $@ $< -.PHONE : build +.PHONY : build build: $(ROM_FILE) .PHONY : run diff --git a/README.md b/README.md index b7d9943..b1ef735 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,8 @@ # Dino Boy -### A Nintendo Game Boy port of the Chromium Dino mini game +### A work-in-progress Nintendo Game Boy port of the Chromium Dino mini game + +__Note: The source code for the original Chromium version is available at__: https://cs.chromium.org/chromium/src/components/neterror/resources/offline.js If you'd like, run the following commands in `Bash` for maximum fun! @@ -9,16 +11,12 @@ echo "alias dino="make"" >> ~/.bashrc source ~/.bashrc ``` -Now you can start the game with a `dino run` command from the repository root, which is appropriate and overall fantastic. Some assembly is required, though (and not the LR35902 kind). Basically, make sure to modify the `Makefile` so that everything under `Directories` and `Binaries` points to where it needs to. This assumes you have a [GBDK](http://gbdk.sourceforge.net/) installation up and running. +Now you can start the game with a `dino run` command from the repository root, which is appropriate and overall fantastic. Some assembly is required, though (and not of the LR35902 kind). Basically, make sure to modify the `Makefile` so that everything under `Directories` and `Binaries` points to where it needs to. This assumes you have a [GBDK](http://gbdk.sourceforge.net/) installation up and running. -If you'd rather just compile it manually, use the `GBDK` compiler front-end, `lcc`, as follows: +If you'd rather just compile it manually, use the `GBDK` compiler front-end, `lcc`, as follows (from the repository root): ```shell lcc src/main.c -o dinoboy.gb ``` -Then open the resulting `dinoboy.gb` file with your favorite emulator! - -#### Example GIF of v0.2.0: - - +Then open the resulting `dinoboy.gb` file with your favorite emulator! \ No newline at end of file diff --git a/src/main.c b/src/main.c index 79719b1..5db0d8a 100644 --- a/src/main.c +++ b/src/main.c @@ -10,19 +10,20 @@ */ -#include -#include -#include - -#include "dino.c" -#include "letters.c" -#include "digits.c" -#include "hazards.c" -#include "gameover.c" -#include "background_tiles.c" -#include "background_map.c" - -/* MACROS START */ +#include // time_t, clock_t, time(), clock() +#include // rand(), initrand() +#include // Main GBDK import header +#include // GRAPHICS_HEIGHT, GRAPHICS_WIDTH + +#include "dino.c" // Dino sprites +#include "letters.c" // Letter sprites +#include "digits.c" // Digit sprites +#include "hazards.c" // Cactus sprites +#include "gameover.c" // "H", "I", etc. sprites +#include "background_tiles.c" // Clouds, ground sprites +#include "background_map.c" // Background map file + +/* --- MACROS START --- */ // Dino VRAM tile indices #define IDLE_DINO_1_TILE 0x00U #define IDLE_DINO_2_TILE 0x02U @@ -57,7 +58,7 @@ #define DINO_3 0x03U #define DINO_4 0x04U -// Digit Tiles +// Digit Tile Indices #define ZERO_1 0x1CU #define ZERO_2 0x1EU #define ONE_1 0x20U @@ -102,7 +103,7 @@ #define HI_SCORE_5_1 0x1CU #define HI_SCORE_5_2 0x1DU - +// Letter Sprite Indices #define H_1 0x05U #define H_2 0x06U #define I_1 0x07U @@ -112,13 +113,7 @@ #define I_1_TILE 0x6CU #define I_2_TILE 0x6EU -#define HI_SCORE_X 0x54U -#define HI_SCORE_Y 0x28U - -// Hazards -#define CACTUS_TILE 0x4FU - -// Hazard Sprite Tiles +// Hazard Tile Indices #define CACTUS_1_TILE 0x44U #define CACTUS_2_TILE 0x46U @@ -126,22 +121,22 @@ #define CACTUS_1 0x1EU #define CACTUS_2 0x1FU -// Extra macros -#define DINO_SPRITE_X_SIZE 0x08U -#define FOOT_SWITCH_SPEED 0x64U // 100 in base 10 (Microseconds) -#define DINO_FOOT_RIGHT_DOWN 0x01U -#define DINO_FOOT_LEFT_DOWN 0x02U -#define DINO_JUMPING 0x03U -#define DINO_FALLING 0x04U - +/* Sprite tile sizes */ #define DINO_TILE_COUNT 0x1CU #define HAZARDS_TILE_COUNT 0x04U #define LETTERS_TILE_COUNT 0x2CU #define DIGITS_TILE_COUNT 0x28U #define BACKGROUND_TILE_COUNT 0x20U -#define DEFAULT_DINO_X 0x14U -#define DEFAULT_DINO_Y GRAPHICS_HEIGHT - 17 +// Positioning and movement macros +#define GRAVITY 0x06U +#define CLOCK_PER_DECISEC CLOCKS_PER_SEC / 10 + +// X, Y positioning +#define DEFAULT_DINO_X GRAPHICS_WIDTH - 120 +#define DEFAULT_DINO_Y GRAPHICS_HEIGHT - 15 +#define HI_SCORE_X 0x54U +#define HI_SCORE_Y 0x28U #define SCORE_X 0x54U #define SCORE_Y 0x16U #define GAME_OVER_X 0x28U @@ -154,366 +149,437 @@ #define GROUND_PATCH_1_TILE 0x4BU #define GROUND_PATCH_2_TILE 0x4DU #define GROUND_PATCH_3_TILE 0x51U -#define GROUND_PATCH_X 0x13U +#define GROUND_PATCH_X GRAPHICS_WIDTH - 141 #define GROUNG_PATCH_Y GRAPHICS_HEIGHT - 16 #define SCORE_DIGITS 0x05U // i.e. 5 digits: 00000 + +/* Extra macros */ +#define DINO_SPRITE_X_SIZE 0x08U +#define DINO_FOOT_RIGHT_DOWN 0x00U +#define DINO_FOOT_LEFT_DOWN 0x01U +#define DINO_JUMPING 0x02U #define BLANK_TILE 0x48U // Useful "blank" or invisible tile -/* MACROS END */ +/* --- MACROS END --- */ -/* GLOBALS START */ +/* --- GLOBALS START --- */ UBYTE dino_x, dino_y; // Store Dino Sprite coordinates UBYTE bkg_x; // Background X coordinate for scrolling -UBYTE dino_state; // 1 == right foot down, 2 == left foot down, 3 == jumping, 4 == falling -UBYTE key_press; // Holds the return value of the joypad() function +UBYTE dino_state; // 0 == right foot down, 1 == left foot down, 2 == jumping +UBYTE button_press; // Hold the last return value of the joypad() function +UBYTE prev_button_press; // Hold the next-to-last return value of the joypad() function UBYTE i; // 8 bit reusable counter variable -UBYTE digit_left, digit_right; // Left and right sprite index of a digit +UBYTE digit_left, digit_right; // Left and right sprite index of a digit in the meter (score) UBYTE tmp_digit; // Temporary digit used for holding a digit index while calculating score -UBYTE CACTUS_X, CACTUS_Y; // Store nearest Cactus hazard coordinates +UBYTE cactus_x, cactus_y; // Store nearest Cactus hazard coordinates +UBYTE cactus_speed; // Speed of incoming cactus, controlled by difficulty +UBYTE velocity; // y-axis velocity vector for jumping +UBYTE speed_drop_coefficient; // A coefficient for dropping faster from a jump +UBYTE timer; // Ticks ever iteration of the main game loop +UBYTE hazards_on_screen; // Counts the amount of current hazards on screen + BOOLEAN high_score_toggle; // Toggle for whether or not to show the high score sprites +BOOLEAN playing_score_sound; // Indicates if the score jingle is playing, as it takes priority -ULWORD j; // 32 bit reusable variable -ULWORD current_score; // Store a 32 bit integer representation of the current score -ULWORD high_score; // Store 32 bit integer representation of the high score -UWORD jump_start_time; // -UWORD time_delta; // +ULWORD j; // 32 bit reusable variable +ULWORD current_score; // Store a 32 bit integer representation of the current score +ULWORD high_score; // Store 32 bit integer representation of the high score + +time_t time_game_started; // Seconds since the CPU has started running +clock_t clock_jump_start, clock_delta; // For keeping track of jumps and updating the position // Variables in which to save the score sprite indexes -UBYTE SCORE_1_1_TILE, SCORE_1_2_TILE, SCORE_2_1_TILE, SCORE_2_2_TILE, - SCORE_3_1_TILE, SCORE_3_2_TILE, SCORE_4_1_TILE, SCORE_4_2_TILE, - SCORE_5_1_TILE, SCORE_5_2_TILE; -/* GLOBALS END */ +UBYTE SCORE_1_1_TILE, SCORE_1_2_TILE, + SCORE_2_1_TILE, SCORE_2_2_TILE, + SCORE_3_1_TILE, SCORE_3_2_TILE, + SCORE_4_1_TILE, SCORE_4_2_TILE, + SCORE_5_1_TILE, SCORE_5_2_TILE; + +/* --- GLOBALS END --- */ -/* PROTOTYPES START */ +/* --- PROTOTYPES START --- */ void setup_score_sprites(); void setup_hi_score_sprites(); +void update_score(UBYTE); +void set_high_score(); +BOOLEAN new_high_score(); UWORD get_multiplier(UBYTE); ULWORD score_sprite_to_num(UBYTE); UBYTE num_to_left_score_sprite(UBYTE); UBYTE num_to_right_score_sprite(UBYTE); -void set_high_score(); -void start_jump(); void play_jump_sound(); void play_death_sound(); void play_score_sound(); // void flash_score(); +void spawn_hazard(); void move_hazards(); void move_background(); -void update_score(UBYTE); BOOLEAN check_collisions(UBYTE, UBYTE, UBYTE, UBYTE, UBYTE, UBYTE, UBYTE, UBYTE); +void start_jump(); void game_over(); void restart(); -BOOLEAN new_high_score(); void run_game(); -/* PROTOTYPES END */ +void update(); +void render(); +/* --- PROTOTYPES END --- */ -/* FUNCTIONS START */ +/* --- FUNCTIONS START --- */ void setup_score_sprites() { - /* Using sprites to keep a visual score. Changing sprites simulates increasing the score. */ - - // Load the both parts of the ZERO sprite (two parts because it is 8x16 pixels in total) - // into all five corresponding digit positions - set_sprite_tile(SCORE_1_1, ZERO_1); - set_sprite_tile(SCORE_1_2, ZERO_2); - set_sprite_tile(SCORE_2_1, ZERO_1); - set_sprite_tile(SCORE_2_2, ZERO_2); - set_sprite_tile(SCORE_3_1, ZERO_1); - set_sprite_tile(SCORE_3_2, ZERO_2); - set_sprite_tile(SCORE_4_1, ZERO_1); - set_sprite_tile(SCORE_4_2, ZERO_2); - set_sprite_tile(SCORE_5_1, ZERO_1); - set_sprite_tile(SCORE_5_2, ZERO_2); - - // Move the digits into (X, Y) position on the screen, - // each 8 pixels further right on the X-axis - move_sprite(SCORE_1_1, SCORE_X, SCORE_Y); - move_sprite(SCORE_1_2, SCORE_X + 8, SCORE_Y); - move_sprite(SCORE_2_1, SCORE_X + 16, SCORE_Y); - move_sprite(SCORE_2_2, SCORE_X + 24, SCORE_Y); - move_sprite(SCORE_3_1, SCORE_X + 32, SCORE_Y); - move_sprite(SCORE_3_2, SCORE_X + 40, SCORE_Y); - move_sprite(SCORE_4_1, SCORE_X + 48, SCORE_Y); - move_sprite(SCORE_4_2, SCORE_X + 56, SCORE_Y); - move_sprite(SCORE_5_1, SCORE_X + 64, SCORE_Y); - move_sprite(SCORE_5_2, SCORE_X + 72, SCORE_Y); + /* Using sprites to keep a visual score. Changing sprites simulates increasing the score. */ + + // Load both parts (because it is 8x16 pixels in total) of the ZERO sprite + // into all five corresponding digit positions + set_sprite_tile(SCORE_1_1, ZERO_1); + set_sprite_tile(SCORE_1_2, ZERO_2); + set_sprite_tile(SCORE_2_1, ZERO_1); + set_sprite_tile(SCORE_2_2, ZERO_2); + set_sprite_tile(SCORE_3_1, ZERO_1); + set_sprite_tile(SCORE_3_2, ZERO_2); + set_sprite_tile(SCORE_4_1, ZERO_1); + set_sprite_tile(SCORE_4_2, ZERO_2); + set_sprite_tile(SCORE_5_1, ZERO_1); + set_sprite_tile(SCORE_5_2, ZERO_2); + + // Move the digits into (X, Y) position on the screen, + // each 8 pixels further right on the X-axis + move_sprite(SCORE_1_1, SCORE_X, SCORE_Y); + move_sprite(SCORE_1_2, SCORE_X + 0x08U, SCORE_Y); + move_sprite(SCORE_2_1, SCORE_X + 0x10U, SCORE_Y); + move_sprite(SCORE_2_2, SCORE_X + 0x18U, SCORE_Y); + move_sprite(SCORE_3_1, SCORE_X + 0x20U, SCORE_Y); + move_sprite(SCORE_3_2, SCORE_X + 0x28U, SCORE_Y); + move_sprite(SCORE_4_1, SCORE_X + 0x30U, SCORE_Y); + move_sprite(SCORE_4_2, SCORE_X + 0x38U, SCORE_Y); + move_sprite(SCORE_5_1, SCORE_X + 0x40U, SCORE_Y); + move_sprite(SCORE_5_2, SCORE_X + 0x48U, SCORE_Y); } void setup_hi_score_sprites() { - /* Using sprites to keep a visual score. Changing sprites simulates increasing the score. */ - - // Load the both parts of the ZERO sprite (two parts because it is 8x16 pixels in total) - // into all five corresponding digit positions - set_sprite_tile(HI_SCORE_1_1, num_to_left_score_sprite((high_score / 10000U) % 10)); - set_sprite_tile(HI_SCORE_1_2, num_to_right_score_sprite((high_score / 10000U) % 10)); - set_sprite_tile(HI_SCORE_2_1, num_to_left_score_sprite((high_score / 1000U) % 10)); - set_sprite_tile(HI_SCORE_2_2, num_to_right_score_sprite((high_score / 1000U) % 10)); - set_sprite_tile(HI_SCORE_3_1, num_to_left_score_sprite((high_score / 100U) % 10)); - set_sprite_tile(HI_SCORE_3_2, num_to_right_score_sprite((high_score / 100U) % 10)); - set_sprite_tile(HI_SCORE_4_1, num_to_left_score_sprite((high_score / 10U) % 10)); - set_sprite_tile(HI_SCORE_4_2, num_to_right_score_sprite((high_score / 10U) % 10)); - set_sprite_tile(HI_SCORE_5_1, num_to_left_score_sprite(high_score % 10U)); - set_sprite_tile(HI_SCORE_5_2, num_to_right_score_sprite(high_score % 10U)); - - // The high score sprites use the second, lighter palette - set_sprite_prop(HI_SCORE_1_1, S_PALETTE); - set_sprite_prop(HI_SCORE_1_2, S_PALETTE); - set_sprite_prop(HI_SCORE_2_1, S_PALETTE); - set_sprite_prop(HI_SCORE_2_2, S_PALETTE); - set_sprite_prop(HI_SCORE_3_1, S_PALETTE); - set_sprite_prop(HI_SCORE_3_2, S_PALETTE); - set_sprite_prop(HI_SCORE_4_1, S_PALETTE); - set_sprite_prop(HI_SCORE_4_2, S_PALETTE); - set_sprite_prop(HI_SCORE_5_1, S_PALETTE); - set_sprite_prop(HI_SCORE_5_2, S_PALETTE); - - // Move the digits into (X, Y) position on the screen, - // each 8 pixels further right on the X-axis - move_sprite(HI_SCORE_1_1, HI_SCORE_X, HI_SCORE_Y); - move_sprite(HI_SCORE_1_2, HI_SCORE_X + 8, HI_SCORE_Y); - move_sprite(HI_SCORE_2_1, HI_SCORE_X + 16, HI_SCORE_Y); - move_sprite(HI_SCORE_2_2, HI_SCORE_X + 24, HI_SCORE_Y); - move_sprite(HI_SCORE_3_1, HI_SCORE_X + 32, HI_SCORE_Y); - move_sprite(HI_SCORE_3_2, HI_SCORE_X + 40, HI_SCORE_Y); - move_sprite(HI_SCORE_4_1, HI_SCORE_X + 48, HI_SCORE_Y); - move_sprite(HI_SCORE_4_2, HI_SCORE_X + 56, HI_SCORE_Y); - move_sprite(HI_SCORE_5_1, HI_SCORE_X + 64, HI_SCORE_Y); - move_sprite(HI_SCORE_5_2, HI_SCORE_X + 72, HI_SCORE_Y); + /* Using sprites to keep a visual score. Changing sprites simulates increasing the score. */ + + // Load the both parts of the ZERO sprite (two parts because it is 8x16 pixels in total) + // into all five corresponding digit positions + set_sprite_tile(HI_SCORE_1_1, num_to_left_score_sprite((high_score / 10000U) % 10)); + set_sprite_tile(HI_SCORE_1_2, num_to_right_score_sprite((high_score / 10000U) % 10)); + set_sprite_tile(HI_SCORE_2_1, num_to_left_score_sprite((high_score / 1000U) % 10)); + set_sprite_tile(HI_SCORE_2_2, num_to_right_score_sprite((high_score / 1000U) % 10)); + set_sprite_tile(HI_SCORE_3_1, num_to_left_score_sprite((high_score / 100U) % 10)); + set_sprite_tile(HI_SCORE_3_2, num_to_right_score_sprite((high_score / 100U) % 10)); + set_sprite_tile(HI_SCORE_4_1, num_to_left_score_sprite((high_score / 10U) % 10)); + set_sprite_tile(HI_SCORE_4_2, num_to_right_score_sprite((high_score / 10U) % 10)); + set_sprite_tile(HI_SCORE_5_1, num_to_left_score_sprite(high_score % 10U)); + set_sprite_tile(HI_SCORE_5_2, num_to_right_score_sprite(high_score % 10U)); + + // The high score sprites use the second, lighter palette + set_sprite_prop(HI_SCORE_1_1, S_PALETTE); + set_sprite_prop(HI_SCORE_1_2, S_PALETTE); + set_sprite_prop(HI_SCORE_2_1, S_PALETTE); + set_sprite_prop(HI_SCORE_2_2, S_PALETTE); + set_sprite_prop(HI_SCORE_3_1, S_PALETTE); + set_sprite_prop(HI_SCORE_3_2, S_PALETTE); + set_sprite_prop(HI_SCORE_4_1, S_PALETTE); + set_sprite_prop(HI_SCORE_4_2, S_PALETTE); + set_sprite_prop(HI_SCORE_5_1, S_PALETTE); + set_sprite_prop(HI_SCORE_5_2, S_PALETTE); + + // Move the digits into (X, Y) position on the screen, + // each 8 pixels further right on the X-axis + move_sprite(HI_SCORE_1_1, HI_SCORE_X, HI_SCORE_Y); + move_sprite(HI_SCORE_1_2, HI_SCORE_X + 0x08U, HI_SCORE_Y); + move_sprite(HI_SCORE_2_1, HI_SCORE_X + 0x10U, HI_SCORE_Y); + move_sprite(HI_SCORE_2_2, HI_SCORE_X + 0x18U, HI_SCORE_Y); + move_sprite(HI_SCORE_3_1, HI_SCORE_X + 0x20U, HI_SCORE_Y); + move_sprite(HI_SCORE_3_2, HI_SCORE_X + 0x28U, HI_SCORE_Y); + move_sprite(HI_SCORE_4_1, HI_SCORE_X + 0x30U, HI_SCORE_Y); + move_sprite(HI_SCORE_4_2, HI_SCORE_X + 0x38U, HI_SCORE_Y); + move_sprite(HI_SCORE_5_1, HI_SCORE_X + 0x40U, HI_SCORE_Y); + move_sprite(HI_SCORE_5_2, HI_SCORE_X + 0x48U, HI_SCORE_Y); } -UWORD get_multiplier(UBYTE digit_pos) +void update_score(UBYTE digit_pos) { - switch (digit_pos) - { - case 5: - return 1; + // Note: This is a recursive function + + // Store the current digit sprite index, which is comprised of + // two 8x16 sprites, a left and a right half. + digit_left = SCORE_1_1 + ((digit_pos - 0x01U) << 0x01U); + digit_right = SCORE_1_2 + ((digit_pos - 0x01U) << 0x01U); + + /* + Example of the equation for obtaining the index of the left + side of the 4th digit: + digit_left = SCORE_1_1 [macro defined as 0x0A] + + ((digit_pos - 1) [digit_pos was 4, so we have 3] + << 1) [bit shift left by 1 means multiply by 2, so we have 6] + ------------------------------------------------ + = 0x0A + 0x06 = 0x10 = SCORE_4_1 + */ + + switch (get_sprite_tile(digit_right)) { + case ZERO_2: + set_sprite_tile(digit_left, ONE_1); + set_sprite_tile(digit_right, ONE_2); + break; + case ONE_2: + set_sprite_tile(digit_left, TWO_1); + set_sprite_tile(digit_right, TWO_2); + break; + case TWO_2: + set_sprite_tile(digit_left, THREE_1); + set_sprite_tile(digit_right, THREE_2); + break; + case THREE_2: + set_sprite_tile(digit_left, FOUR_1); + set_sprite_tile(digit_right, FOUR_2); + break; + case FOUR_2: + set_sprite_tile(digit_left, FIVE_1); + set_sprite_tile(digit_right, FIVE_2); + break; + case FIVE_2: + set_sprite_tile(digit_left, SIX_1); + set_sprite_tile(digit_right, SIX_2); + break; + case SIX_2: + set_sprite_tile(digit_left, SEVEN_1); + set_sprite_tile(digit_right, SEVEN_2); + break; + case SEVEN_2: + set_sprite_tile(digit_left, EIGHT_1); + set_sprite_tile(digit_right, EIGHT_2); + break; + case EIGHT_2: + set_sprite_tile(digit_left, NINE_1); + set_sprite_tile(digit_right, NINE_2); + break; + case NINE_2: + set_sprite_tile(digit_left, ZERO_1); + set_sprite_tile(digit_right, ZERO_2); - case 4: - return 10; + // If this position is a carry position, move on to the next digit + if (digit_pos != 0x01U) { - case 3: - return 100; + // Perform a recursion on the next digit (to the left) + update_score(--digit_pos); - case 2: - return 1000; + // If this digit is a multiple of 100, play a sound and flash the screen + if (digit_pos == 0x03U) { + play_score_sound(); + // flash_score(); + } + } - case 1: - return 10000; - } + // else Catch overflow here? + break; // DEBUG Does this break statement "break" tail recursion...? + } } -ULWORD score_sprite_to_num(UBYTE digit_pos) +void set_high_score() { + /* Checks if the current score is indeed the highest. Sets a BOOLEAN */ - // This tail-recursive function returns a ULWORD (32 bit) representation of the current score - // Reusing j as an accumulator here, which was reset before the call to this function - - if (digit_pos == 0) - return j; - - // For an explanation of the formula used here, check out the update_score() function docstring - digit_right = SCORE_1_2 + ((digit_pos - 1) << 1); - - tmp_digit = get_sprite_tile(digit_right); - - if (tmp_digit == ZERO_2) - return score_sprite_to_num(--digit_pos); - - else if (tmp_digit == ONE_2) - { - j += (get_multiplier(digit_pos) * 1U); - return score_sprite_to_num(--digit_pos); - } - - else if (tmp_digit == TWO_2) - { - j += (get_multiplier(digit_pos) * 2U); - return score_sprite_to_num(--digit_pos); - } - - else if (tmp_digit == THREE_2) - { - j += (get_multiplier(digit_pos) * 3U); - return score_sprite_to_num(--digit_pos); - } - - else if (tmp_digit == FOUR_2) - { - j += (get_multiplier(digit_pos) * 4U); - return score_sprite_to_num(--digit_pos); - } - - else if (tmp_digit == FIVE_2) - { - j += (get_multiplier(digit_pos) * 5U); - return score_sprite_to_num(--digit_pos); - } - - else if (tmp_digit == SIX_2) - { - j += (get_multiplier(digit_pos) * 6U); - return score_sprite_to_num(--digit_pos); - } - - else if (tmp_digit == SEVEN_2) - { - j += (get_multiplier(digit_pos) * 7U); - return score_sprite_to_num(--digit_pos); - } - - else if (tmp_digit == EIGHT_2) - { - j += (get_multiplier(digit_pos) * 8U); - return score_sprite_to_num(--digit_pos); - } - - else if (tmp_digit == NINE_2) - { - j += (get_multiplier(digit_pos) * 9U); - return score_sprite_to_num(--digit_pos); - } + high_score = current_score; + + if (!high_score_toggle) + high_score_toggle = TRUE; } -UBYTE num_to_left_score_sprite(UBYTE digit) +BOOLEAN new_high_score() { - // This is the left-side-sprite inverse function to score_sprite_to_num() - - switch (digit) - { - case 0: - return ZERO_1; - case 1: - return ONE_1; - case 2: - return TWO_1; - case 3: - return THREE_1; - case 4: - return FOUR_1; - case 5: - return FIVE_1; - case 6: - return SIX_1; - case 7: - return SEVEN_1; - case 8: - return EIGHT_1; - case 9: - return NINE_1; - } + /* */ + j = 0x00U; + current_score = score_sprite_to_num(0x05U); + return current_score > high_score ? TRUE : FALSE; } -UBYTE num_to_right_score_sprite(UBYTE digit) +UWORD get_multiplier(UBYTE digit_pos) { - // This is the right-side sprite-inverse function to score_sprite_to_num() - - switch (digit) - { - case 0: - return ZERO_2; - case 1: - return ONE_2; - case 2: - return TWO_2; - case 3: - return THREE_2; - case 4: - return FOUR_2; - case 5: - return FIVE_2; - case 6: - return SIX_2; - case 7: - return SEVEN_2; - case 8: - return EIGHT_2; - case 9: - return NINE_2; - } + switch (digit_pos) { + case 0x05U: + return 1; + + case 0x04U: + return 10; + + case 0x03U: + return 100; + + case 0x02U: + return 1000; + + case 0x01U: + return 10000; + } } -void set_high_score() +ULWORD score_sprite_to_num(UBYTE digit_pos) { - high_score = current_score; - if (!high_score_toggle) - high_score_toggle = TRUE; + // This tail-recursive function returns a ULWORD (32 bit) representation of the current score + // Reusing j as an accumulator here, which was reset before the call to this function + + if (digit_pos == 0x00U) + return j; + + // For an explanation of the formula used here, check out the update_score() function docstring + digit_right = SCORE_1_2 + ((digit_pos - 0x01U) << 0x01U); + + tmp_digit = get_sprite_tile(digit_right); + + if (tmp_digit == ZERO_2) + return score_sprite_to_num(--digit_pos); + + else if (tmp_digit == ONE_2) { + j += (get_multiplier(digit_pos) * 0x01U); + return score_sprite_to_num(--digit_pos); + } + + else if (tmp_digit == TWO_2) { + j += (get_multiplier(digit_pos) * 0x02U); + return score_sprite_to_num(--digit_pos); + } + + else if (tmp_digit == THREE_2) { + j += (get_multiplier(digit_pos) * 0x03U); + return score_sprite_to_num(--digit_pos); + } + + else if (tmp_digit == FOUR_2) { + j += (get_multiplier(digit_pos) * 0x04U); + return score_sprite_to_num(--digit_pos); + } + + else if (tmp_digit == FIVE_2) { + j += (get_multiplier(digit_pos) * 0x05U); + return score_sprite_to_num(--digit_pos); + } + + else if (tmp_digit == SIX_2) { + j += (get_multiplier(digit_pos) * 0x06U); + return score_sprite_to_num(--digit_pos); + } + + else if (tmp_digit == SEVEN_2) { + j += (get_multiplier(digit_pos) * 0x07U); + return score_sprite_to_num(--digit_pos); + } + + else if (tmp_digit == EIGHT_2) { + j += (get_multiplier(digit_pos) * 0x08U); + return score_sprite_to_num(--digit_pos); + } + + else if (tmp_digit == NINE_2) { + j += (get_multiplier(digit_pos) * 0x09U); + return score_sprite_to_num(--digit_pos); + } } -void start_jump() +UBYTE num_to_left_score_sprite(UBYTE digit) { - // Runs after the player presses the A buton after the game boots - for (i = DEFAULT_DINO_Y; i != DEFAULT_DINO_Y - 40; --i) - { - move_sprite(DINO_1, dino_x, i); - move_sprite(DINO_2, dino_x + DINO_SPRITE_X_SIZE, i); - delay(8); - } - - delay(60); - - for (i; i != DEFAULT_DINO_Y; ++i) - { - move_sprite(DINO_1, dino_x, i); - move_sprite(DINO_2, dino_x + DINO_SPRITE_X_SIZE, i); - delay(8); - } - - // Move the ground sprites out of display for this session of the game - move_sprite(GROUND_PATCH_1, 0x00, 0x00); - move_sprite(GROUND_PATCH_2, 0x00, 0x00); - move_sprite(GROUND_PATCH_3, 0x00, 0x00); - - // Start score display - setup_score_sprites(); - - // Set dino_state as 2 so that move_dino() changes it to 1 (right foot first) - dino_state = DINO_FOOT_LEFT_DOWN; + // This is the left-side-sprite inverse function to score_sprite_to_num() + + switch (digit) { + case 0x00U: + return ZERO_1; + case 0x01U: + return ONE_1; + case 0x02U: + return TWO_1; + case 0x03U: + return THREE_1; + case 0x04U: + return FOUR_1; + case 0x05U: + return FIVE_1; + case 0x06: + return SIX_1; + case 0x07: + return SEVEN_1; + case 0x08: + return EIGHT_1; + case 0x09: + return NINE_1; + } +} + +UBYTE num_to_right_score_sprite(UBYTE digit) +{ + // This is the right-side sprite-inverse function to score_sprite_to_num() + + switch (digit) { + case 0x00: + return ZERO_2; + case 0x01U: + return ONE_2; + case 0x02U: + return TWO_2; + case 0x03U: + return THREE_2; + case 0x04U: + return FOUR_2; + case 0x05U: + return FIVE_2; + case 0x06U: + return SIX_2; + case 0x07U: + return SEVEN_2; + case 0x08U: + return EIGHT_2; + case 0x09U: + return NINE_2; + } } void play_jump_sound() { - NR10_REG = 0x79; - NR11_REG = 0x8A; - NR12_REG = 0xA1; - NR13_REG = 0xE0; - NR14_REG = 0xC6; + NR10_REG = 0x79; + NR11_REG = 0x8A; + NR12_REG = 0xA1; + + NR13_REG = 0xE0; + NR14_REG = 0xC6; } void play_death_sound() { - NR10_REG = 0x70; - NR11_REG = 0x8A; - NR12_REG = 0x44; - NR13_REG = 0xF4; - NR14_REG = 0x81; - - delay(100); - - NR10_REG = 0x70; - NR11_REG = 0x8A; - NR12_REG = 0x44; - NR13_REG = 0xC8; - NR14_REG = 0x80; + NR10_REG = 0x70; + NR11_REG = 0x8A; + NR12_REG = 0x44; + NR13_REG = 0xF4; + NR14_REG = 0x81; + + delay(100); + + NR10_REG = 0x70; + NR11_REG = 0x8A; + NR12_REG = 0x44; + NR13_REG = 0xC8; + NR14_REG = 0x80; } void play_score_sound() { - NR10_REG = 0x00; - NR11_REG = 0x80; - NR12_REG = 0x63; - NR13_REG = 0x03; - NR14_REG = 0x87; - - delay(100); - - NR10_REG = 0x00; - NR11_REG = 0x80; - NR12_REG = 0x63; - NR13_REG = 0x53; - NR14_REG = 0x87; + playing_score_sound = TRUE; + + NR10_REG = 0x00; + NR11_REG = 0x80; + NR12_REG = 0x63; + NR13_REG = 0x03; + NR14_REG = 0x87; + + // delay goes here... + + NR10_REG = 0x00; + NR11_REG = 0x80; + NR12_REG = 0x63; + NR13_REG = 0x53; + NR14_REG = 0x87; + + playing_score_sound = FALSE; } // void flash_score() @@ -567,482 +633,442 @@ void play_score_sound() // set_sprite_tile(SCORE_5_2, FIVE_2); // } -void move_hazards() +void spawn_hazard() { - if (CACTUS_X == 8) - CACTUS_X = GRAPHICS_WIDTH; - move_sprite(CACTUS_1, CACTUS_X, CACTUS_Y); - move_sprite(CACTUS_2, CACTUS_X + 8, CACTUS_Y); - CACTUS_X -= 8; + /* */ + set_sprite_tile(CACTUS_1, CACTUS_1_TILE); + set_sprite_tile(CACTUS_2, CACTUS_2_TILE); + + cactus_x = GRAPHICS_WIDTH - 0x08U; + cactus_y = DEFAULT_DINO_Y; + + cactus_speed = ((UBYTE)rand() + 0x80U) % 0x03U + 0x02U; + hazards_on_screen++; } -void move_background() +void move_hazards() { - if (bkg_x == GRAPHICS_WIDTH) - bkg_x = 0; + if (hazards_on_screen == 0x01U) { + if (cactus_x == 0x00U) { + hazards_on_screen--; + } + + move_sprite(CACTUS_1, cactus_x, cactus_y); + move_sprite(CACTUS_2, cactus_x + 0x08U, cactus_y); + cactus_x -= cactus_speed; + } + + if (hazards_on_screen == 0x00U) { + move_sprite(CACTUS_1, 0x00U, 0x00U); + move_sprite(CACTUS_2, 0x00U, 0x00U); + } + + // Else, there are two hazards on screen + // else { + + // } - ++bkg_x; - scroll_bkg(bkg_x, 0); } -void update_score(UBYTE digit_pos) +void move_background() { - // Note: This is a recursive function - - // Store the current digit sprite index, which is comprised of - // two 8x16 sprites, a left and a right half. - digit_left = SCORE_1_1 + ((digit_pos - 1) << 1); - digit_right = SCORE_1_2 + ((digit_pos - 1) << 1); - - /* - Example of the equation for obtaining the index of the left - side of the 4th digit: - digit_left = SCORE_1_1 [macro defined as 0x0A] - + ((digit_pos - 1) [digit_pos was 4, so we have 3] - << 1) [bit shift left by 1 means multiply by 2, so we have 6] - ------------------------------------------------ - = 0x0A + 0x06 = 0x10 = SCORE_4_1 - */ - - switch (get_sprite_tile(digit_right)) - { - case ZERO_2: - set_sprite_tile(digit_left, ONE_1); - set_sprite_tile(digit_right, ONE_2); - break; - case ONE_2: - set_sprite_tile(digit_left, TWO_1); - set_sprite_tile(digit_right, TWO_2); - break; - case TWO_2: - set_sprite_tile(digit_left, THREE_1); - set_sprite_tile(digit_right, THREE_2); - break; - case THREE_2: - set_sprite_tile(digit_left, FOUR_1); - set_sprite_tile(digit_right, FOUR_2); - break; - case FOUR_2: - set_sprite_tile(digit_left, FIVE_1); - set_sprite_tile(digit_right, FIVE_2); - break; - case FIVE_2: - set_sprite_tile(digit_left, SIX_1); - set_sprite_tile(digit_right, SIX_2); - break; - case SIX_2: - set_sprite_tile(digit_left, SEVEN_1); - set_sprite_tile(digit_right, SEVEN_2); - break; - case SEVEN_2: - set_sprite_tile(digit_left, EIGHT_1); - set_sprite_tile(digit_right, EIGHT_2); - break; - case EIGHT_2: - set_sprite_tile(digit_left, NINE_1); - set_sprite_tile(digit_right, NINE_2); - break; - case NINE_2: - set_sprite_tile(digit_left, ZERO_1); - set_sprite_tile(digit_right, ZERO_2); - - // If this position is a carry position, move on to the next digit - if (digit_pos != 1) - { - - // Perform a recursion on the next digit (to the left) - update_score(--digit_pos); - - // If this digit is a multiple of 100, play a sound and flash the screen - if (digit_pos == 3) - { - play_score_sound(); - // flash_score(); - } + // + if (bkg_x > GRAPHICS_WIDTH) + bkg_x = 0x00U; + + // Simulate the scrolling of the background by moving its x-axis focus on a timer + if (timer % 0x0AU == 0) { + ++bkg_x; + scroll_bkg(bkg_x, 0x00U); } - - // else BUG: Catch overflow here? - break; // DEBUG Does this break statement "break" tail recursion...? - } } BOOLEAN check_collisions(UBYTE x_1, UBYTE y_1, UBYTE w_1, UBYTE h_1, UBYTE x_2, UBYTE y_2, UBYTE w_2, UBYTE h_2) { - // Standard rectangle-to-rectangle collision check - if ((x_1 < (x_2 + w_2)) && ((x_1 + w_1) > x_2) && - (y_1 < (h_2 + y_2)) && ((y_1 + h_1) > y_2)) - return 1; - else - return 0; + // Standard rectangle-to-rectangle collision check + if ((x_1 < (x_2 + w_2)) && ((x_1 + w_1) > x_2) && + (y_1 < (h_2 + y_2)) && ((y_1 + h_1) > y_2)) + return 0x01U; + else + return 0x00U; } -void game_over() +void start_jump() { - // Store the score at game over - SCORE_1_1_TILE = get_sprite_tile(SCORE_1_1); - SCORE_1_2_TILE = get_sprite_tile(SCORE_1_2); - SCORE_2_1_TILE = get_sprite_tile(SCORE_2_1); - SCORE_2_2_TILE = get_sprite_tile(SCORE_2_2); - SCORE_3_1_TILE = get_sprite_tile(SCORE_3_1); - SCORE_3_2_TILE = get_sprite_tile(SCORE_3_2); - SCORE_4_1_TILE = get_sprite_tile(SCORE_4_1); - SCORE_4_2_TILE = get_sprite_tile(SCORE_4_2); - SCORE_5_1_TILE = get_sprite_tile(SCORE_5_1); - SCORE_5_2_TILE = get_sprite_tile(SCORE_5_2); - - // Switch to the hurt dino sprites - set_sprite_tile(DINO_1, HURT_DINO_1); - set_sprite_tile(DINO_2, HURT_DINO_2); - - // Move the game over window to position and display it - move_win(GAME_OVER_X, GAME_OVER_Y); - SHOW_WIN; - - play_death_sound(); - - // Check to see if there is a new high score - if (new_high_score()) - { - // If this is the first high score, move the high score sprites into position - if (!high_score_toggle) - { - set_sprite_data(DINO_TILE_COUNT + DIGITS_TILE_COUNT + HAZARDS_TILE_COUNT, LETTERS_TILE_COUNT, Letters); - // set_sprite_tile(H_1, H_1_TILE); - // set_sprite_tile(H_2, H_2_TILE); - // set_sprite_tile(I_1, I_1_TILE); - // set_sprite_tile(I_2, I_2_TILE); - - // move_sprite(H_1, HI_SCORE_X, HI_SCORE_Y + 0x18); - // move_sprite(H_2, HI_SCORE_X + 0x08, HI_SCORE_Y + 0x18); - // move_sprite(I_1, HI_SCORE_X + 0x10, HI_SCORE_Y + 0x18); - // move_sprite(I_2, HI_SCORE_X + 0x18, HI_SCORE_Y + 0x18); + // Runs after the player presses the A buton after the game boots + + // Move up... + for (i = DEFAULT_DINO_Y; i != DEFAULT_DINO_Y - 0x28U; --i) { + move_sprite(DINO_1, dino_x, i); + move_sprite(DINO_2, dino_x + DINO_SPRITE_X_SIZE, i); + delay(5); } - set_high_score(); - setup_hi_score_sprites(); - } - // Wait for user to acknowledge game over - waitpad(J_A); + // Hold the jump... + delay(60); - // Start the game again! - restart(); -} - -void restart() -{ - /* - TODO: Save current high score, reset difficulty, clear sprite tiles, etc. - */ + // Move down... + for (i; i != DEFAULT_DINO_Y; ++i) { + move_sprite(DINO_1, dino_x, i); + move_sprite(DINO_2, dino_x + DINO_SPRITE_X_SIZE, i); + delay(5); + } - // Hide all graphical objects while we reset them - HIDE_SPRITES; - HIDE_WIN; - HIDE_BKG; + // Move the ground sprites out of display for this session of the game + move_sprite(GROUND_PATCH_1, 0x00, 0x00); + move_sprite(GROUND_PATCH_2, 0x00, 0x00); + move_sprite(GROUND_PATCH_3, 0x00, 0x00); - // Flush the score sprites - setup_score_sprites(); + // Start score display + setup_score_sprites(); - // Reset the dino's starting position - dino_x = DEFAULT_DINO_X; - dino_y = DEFAULT_DINO_Y; - dino_state = DINO_FOOT_LEFT_DOWN; + // Display the background + SHOW_BKG; - // Reset the background - bkg_x = 0; + // Set dino_state as 2 so that move_dino() changes it to 1 (right foot first) + dino_state = DINO_FOOT_LEFT_DOWN; +} - // Move the Dino back into starting position with the starting idle sprite - set_sprite_tile(DINO_1, IDLE_DINO_1_TILE); - set_sprite_tile(DINO_2, IDLE_DINO_2_TILE); +void game_over() +{ + // Store the score at game over + SCORE_1_1_TILE = get_sprite_tile(SCORE_1_1); + SCORE_1_2_TILE = get_sprite_tile(SCORE_1_2); + SCORE_2_1_TILE = get_sprite_tile(SCORE_2_1); + SCORE_2_2_TILE = get_sprite_tile(SCORE_2_2); + SCORE_3_1_TILE = get_sprite_tile(SCORE_3_1); + SCORE_3_2_TILE = get_sprite_tile(SCORE_3_2); + SCORE_4_1_TILE = get_sprite_tile(SCORE_4_1); + SCORE_4_2_TILE = get_sprite_tile(SCORE_4_2); + SCORE_5_1_TILE = get_sprite_tile(SCORE_5_1); + SCORE_5_2_TILE = get_sprite_tile(SCORE_5_2); + + // Switch to the hurt dino sprites + set_sprite_tile(DINO_1, HURT_DINO_1); + set_sprite_tile(DINO_2, HURT_DINO_2); + + // Move the game over window to position and display it + move_win(GAME_OVER_X, GAME_OVER_Y); + + // Display the game over window + SHOW_WIN; + + play_death_sound(); + + // Check to see if there is a new high score + if (new_high_score()) { + // If this is the first high score, move the high score sprites into position + // if (!high_score_toggle) { + // set_sprite_data(DINO_TILE_COUNT + DIGITS_TILE_COUNT + HAZARDS_TILE_COUNT, LETTERS_TILE_COUNT, Letters); + // set_sprite_tile(H_1, H_1_TILE); + // set_sprite_tile(H_2, H_2_TILE); + // set_sprite_tile(I_1, I_1_TILE); + // set_sprite_tile(I_2, I_2_TILE); + + // move_sprite(H_1, HI_SCORE_X, HI_SCORE_Y + 0x18); + // move_sprite(H_2, HI_SCORE_X + 0x08, HI_SCORE_Y + 0x18); + // move_sprite(I_1, HI_SCORE_X + 0x10, HI_SCORE_Y + 0x18); + // move_sprite(I_2, HI_SCORE_X + 0x18, HI_SCORE_Y + 0x18); + // } + set_high_score(); + setup_hi_score_sprites(); + } - move_sprite(DINO_1, dino_x, dino_y); - move_sprite(DINO_2, dino_x + DINO_SPRITE_X_SIZE, dino_y); + // Wait for user to acknowledge game over + waitpad(J_A); - SHOW_SPRITES; + // We know this will run with the A button pressed because of the previous line + // Now we wait for the user to let go of the button so that the Dino doesn't jump on restart! + waitpadup(); - // Start the game loop - run_game(); + // Start the game again! + restart(); } -void run_game() +void restart() { + // Hide all graphical objects while we reset them + HIDE_SPRITES; + HIDE_WIN; + HIDE_BKG; + + // Flush the score sprites + setup_score_sprites(); + + // Reset the dino's starting position + dino_x = DEFAULT_DINO_X; + dino_y = DEFAULT_DINO_Y; + dino_state = DINO_FOOT_LEFT_DOWN; + + // Reset the background + bkg_x = 0x00U; + + // Move the Dino back into starting position with the starting idle sprite + set_sprite_tile(DINO_1, IDLE_DINO_1_TILE); + set_sprite_tile(DINO_2, IDLE_DINO_2_TILE); + + move_sprite(DINO_1, dino_x, dino_y); + move_sprite(DINO_2, dino_x + DINO_SPRITE_X_SIZE, dino_y); + + if (hazards_on_screen != 0x00U) { + cactus_x = 0x00U; + cactus_y = 0x00U; + move_sprite(CACTUS_1, cactus_x, cactus_y); + move_sprite(CACTUS_2, cactus_x + 8, cactus_y); + hazards_on_screen = 0x00U; + } - // Display the background - SHOW_BKG; + // Bring the sprites and background back + SHOW_SPRITES; + SHOW_BKG; - // DEBUG - CACTUS_X = GRAPHICS_WIDTH - 24; - CACTUS_Y = DEFAULT_DINO_Y - 2; + // Store the seconds since the system started + time_game_started = time(NULL); - set_sprite_tile(CACTUS_1, CACTUS_1_TILE); - set_sprite_tile(CACTUS_2, CACTUS_2_TILE); + // Start the game loop + run_game(); +} - move_sprite(CACTUS_1, CACTUS_X, CACTUS_Y); - move_sprite(CACTUS_2, CACTUS_X + 8, CACTUS_Y); +void run_game() +{ + // Initialize a helpful timer for managing timing logic + timer = 0x00U; - // Main game loop - while (1) - { - // Wait for V_BLANK interrupt (screen drawing refresh) - wait_vbl_done(); + while (TRUE) { - // DEBUG - if (joypad() & J_LEFT) game_over(); + // Increment timer each time through the loop; + ++timer; - // Perform particular logic based on the state of the Dino - switch (dino_state) - { - case DINO_FALLING: + // Reset the timer after 255 ticks + if (timer == 0xFFU) + timer = 0x00U; - // If the Y position of the Dino is the starting position, the Dino finished falling - if (dino_y == DEFAULT_DINO_Y) - { - dino_state = DINO_FOOT_LEFT_DOWN; - break; - } - - // The dino can still keep falling... - else - { - // Get the current key being pressed - key_press = joypad(); - - if ((key_press & J_DOWN) && (dino_y + 3 >= DEFAULT_DINO_Y + 3)) - { - // Fall quickly - dino_y += 3; - move_sprite(DINO_1, dino_x, dino_y); - move_sprite(DINO_2, dino_x + DINO_SPRITE_X_SIZE, dino_y); - break; - } + // By checking the previous button press and comparing to the current button press + // we can confirm that the button has not been held down (a dirty hack) + // prev_button_press = button_press; + button_press = joypad(); - else - { - // Fall normally - ++dino_y; - move_sprite(DINO_1, dino_x, dino_y); - move_sprite(DINO_2, dino_x + DINO_SPRITE_X_SIZE, dino_y); - break; - } - } + // We want to jump if the A button is pressed and only if the Dino was not already jumping + if (button_press & J_A && dino_state != DINO_JUMPING) { - case DINO_JUMPING: + // Check if this is the first jump + if (clock_jump_start == 0xFFFFU) + clock_jump_start = clock(); - // Check if currently holding the DOWN button for fast descent - key_press = joypad(); - if (key_press & J_DOWN) - { - dino_state = DINO_FALLING; - break; - } - - // Check if currently holding the jump key after a certain height - // This is to allow variation in jump height, but still force a minimum jump height - if (dino_y <= (DEFAULT_DINO_Y - 25)) - { - if (key_press & J_A) - continue; - else - { - dino_state = DINO_FALLING; - break; - } - } + // Initial jump velocity is set as an impulse + velocity = 0x03U; + dino_state = DINO_JUMPING; - // If the Dino has reached maximum jump height, time to come back down - if (dino_y == (DEFAULT_DINO_Y - 40)) - { - dino_state = DINO_FALLING; - break; - } - - // The Dino can still jump higher... - else - { - --dino_y; - move_sprite(DINO_1, dino_x, dino_y); - move_sprite(DINO_2, dino_x + DINO_SPRITE_X_SIZE, dino_y); - break; - } - - // Handle Dino feet sprite swapping - case DINO_FOOT_LEFT_DOWN: - set_sprite_tile(DINO_1, RIGHT_FOOT_DINO_1_TILE); - set_sprite_tile(DINO_2, RIGHT_FOOT_DINO_2_TILE); - dino_state = DINO_FOOT_RIGHT_DOWN; - delay(FOOT_SWITCH_SPEED); - break; - - case DINO_FOOT_RIGHT_DOWN: - set_sprite_tile(DINO_1, LEFT_FOOT_DINO_1_TILE); - set_sprite_tile(DINO_2, LEFT_FOOT_DINO_2_TILE); - dino_state = DINO_FOOT_LEFT_DOWN; - delay(FOOT_SWITCH_SPEED); - break; - - default: - break; - } + // Change the sprite to Idle Dino for jump + set_sprite_tile(DINO_1, IDLE_DINO_1_TILE); + set_sprite_tile(DINO_2, IDLE_DINO_2_TILE); - // Handle Dino collision with hazards - if (check_collisions(dino_x, dino_y, 12, 12, CACTUS_X, CACTUS_Y, 8, 8) == 1) - { - game_over(); - } + // Play the jump sound + play_jump_sound(); - // Handle updating score from rightmost digit - update_score(SCORE_DIGITS); + // Store the time when the Dino starts jumping to use a time delta as + // a factor in calculating velocity for the jump + clock_jump_start = clock(); + } - key_press = joypad(); + // Run game update logic + update(); - // Handle dino jumping - if (key_press & J_A) - { + // Wait for V_BLANK interrupt + wait_vbl_done(); - dino_state = DINO_JUMPING; - jump_start_time = time(NULL); + // Run game render logic + render(); + } +} - // Change the sprite to Idle Dino for jump - set_sprite_tile(DINO_1, IDLE_DINO_1_TILE); - set_sprite_tile(DINO_2, IDLE_DINO_2_TILE); +void update() +{ + /* Perform particular logic based on the state of the Dino */ + + // We use clock() instead of time() for a 100x increase in precision + clock_delta = clock() - clock_jump_start; + + // DEBUG: Game over on command! + if (joypad() & J_LEFT) + game_over(); + + // Handle Dino jumping or falling + if (dino_state == DINO_JUMPING) { + velocity -= (GRAVITY * (clock_delta / CLOCK_PER_DECISEC) * speed_drop_coefficient); + dino_y -= velocity; + + // Hit the "floor" + if (dino_y > DEFAULT_DINO_Y) { + dino_y = DEFAULT_DINO_Y; + dino_state = DINO_FOOT_LEFT_DOWN; + velocity = 0x00U; + speed_drop_coefficient = 0x01U; + } - // Play the jump sound - play_jump_sound(); + // Hit max jump height + if (dino_y < DEFAULT_DINO_Y - 40U) { + dino_y = DEFAULT_DINO_Y - 40U; + velocity = -0x02U; + } } - // if (key_press & J_DOWN) { - // // Set ducking Dino running sprites - // set_sprite_tile(DINO_1, DUCK_DINO_TAIL); - // set_sprite_tile(DINO_2, DUCK_DINO_LEFT); - // set_sprite_tile(DINO_3, DUCK_DINO_BODY); - // set_sprite_tile(DINO_4, DUCK_DINO_HEAD); + // Handle Dino collision with hazards (only one for now) + if (check_collisions(dino_x, dino_y, 0x0CU, 0x0CU, cactus_x, cactus_y, 0x08U, 0x08U) == 0x01U) { + game_over(); + } - // // Move the ducking Dino sprites into place - // move_sprite(DINO_1, dino_x - DINO_SPRITE_X_SIZE, dino_y + 3); - // move_sprite(DINO_2, dino_x, dino_y + 3); - // move_sprite(DINO_3, dino_x + DINO_SPRITE_X_SIZE, dino_y + 3); - // move_sprite(DINO_4, dino_x + DINO_SPRITE_X_SIZE + DINO_SPRITE_X_SIZE, dino_y + 3); + // There is a chance to spawn a hazard on every 10 ticks of the timer + // It will trigger if there are less than two hazards on screen and if random number is even + if (timer % 0x14U == 0x00U && hazards_on_screen != 0x02U && (rand() % 0x02U)) { - // dino_duck(); + // DEBUG, ONLY WANT 1 HAZARD FOR NOW + if (hazards_on_screen == 0x00U && (time(NULL) - time_game_started >= 0x02U)) + spawn_hazard(); + } +} - // // Return to non-ducking Dino running sprites - // set_sprite_tile(DINO_1, RIGHT_FOOT_DINO_1_TILE); - // set_sprite_tile(DINO_2, RIGHT_FOOT_DINO_2_TILE); +void render() +{ + // Move the Dino if its X or Y position have changed + move_sprite(DINO_1, dino_x, dino_y); + move_sprite(DINO_2, dino_x + DINO_SPRITE_X_SIZE, dino_y); + + // Simulate the running animation by switching feet on a timer + if (timer % 0x06U == 0x00U) + if (dino_state == DINO_FOOT_LEFT_DOWN) { + set_sprite_tile(DINO_1, RIGHT_FOOT_DINO_1_TILE); + set_sprite_tile(DINO_2, RIGHT_FOOT_DINO_2_TILE); + dino_state = DINO_FOOT_RIGHT_DOWN; + } - // // Move the non-ducking Dino sprites into place - // move_sprite(DINO_1, dino_x, dino_y); - // move_sprite(DINO_2, dino_x + DINO_SPRITE_X_SIZE, dino_y); + else if (dino_state == DINO_FOOT_RIGHT_DOWN) { + set_sprite_tile(DINO_1, LEFT_FOOT_DINO_1_TILE); + set_sprite_tile(DINO_2, LEFT_FOOT_DINO_2_TILE); + dino_state = DINO_FOOT_LEFT_DOWN; + } - // // Hide the extra loaded sprites off screen - // move_sprite(DINO_3, GRAPHICS_WIDTH + DINO_SPRITE_X_SIZE, GRAPHICS_HEIGHT); - // move_sprite(DINO_4, GRAPHICS_WIDTH + DINO_SPRITE_X_SIZE, GRAPHICS_HEIGHT); - // } + // Handle updating score from rightmost digit + if (timer % 10 == 0) + update_score(SCORE_DIGITS); // Scroll hazards to the left - // move_hazards(); + if (hazards_on_screen == 0x01U || 0x02U) + move_hazards(); // Scroll the background move_background(); - } } -BOOLEAN new_high_score() -{ - j = 0U; - current_score = score_sprite_to_num(5); - return current_score > high_score ? TRUE : FALSE; -} int main() { - // Disable interrupts as they are not being used - disable_interrupts(); + // Disable interrupts as they are not being used + disable_interrupts(); + + // Hide graphical objects while the game is being set up + HIDE_WIN; + HIDE_BKG; + HIDE_SPRITES; + + // Turn on sound + NR52_REG = 0x80; + + // Crank up the volume + NR50_REG = 0x77; - // Hide graphical objects while the game is being set up - HIDE_WIN; - HIDE_BKG; - HIDE_SPRITES; + // Select sound channel 1 + NR51_REG = 0x11; - // Turn on sound - NR52_REG = 0x80; + // Use two 8x8 sprites stacked on top of one another + SPRITES_8x16; - // Crank up the volume - NR50_REG = 0x77; + dino_x = DEFAULT_DINO_X; // Set dino_x position (hardcoded) as 20 + dino_y = DEFAULT_DINO_Y; // Y position is relative to the bottom of the screen - // Select sound channel 1 - NR51_REG = 0x11; + // Load all the Dino sprites at once + set_sprite_data(0x00U, DINO_TILE_COUNT, Dino); - // Use two 8x8 sprites stacked on top of one another - SPRITES_8x16; + // Load and place digit sprites after dino sprites + set_sprite_data(DINO_TILE_COUNT, DIGITS_TILE_COUNT, Digits); - dino_x = DEFAULT_DINO_X; // Set dino_x position as 20 - dino_y = DEFAULT_DINO_Y; // Y position is relative to the bottom of the screen + // Load and place the hazard sprites after the UI symbols + set_sprite_data(DINO_TILE_COUNT + DIGITS_TILE_COUNT, HAZARDS_TILE_COUNT, Hazards); - // Load all the Dino sprites at once - set_sprite_data(0, DINO_TILE_COUNT, Dino); + // Load some background tiles as sprites in order to place some of them at the start + set_sprite_data(DINO_TILE_COUNT + DIGITS_TILE_COUNT + HAZARDS_TILE_COUNT, 0x0BU, BackgroundTiles); - // Load and place digit sprites after dino sprites - set_sprite_data(DINO_TILE_COUNT, DIGITS_TILE_COUNT, Digits); + // The dino sprite is comprised of 2 smaller sprites that make one 8x16 sprite + // Load both parts of the Dino sprite into the first two tile slots + set_sprite_tile(DINO_1, IDLE_DINO_1_TILE); + set_sprite_tile(DINO_2, IDLE_DINO_2_TILE); - // Load and place the hazard sprites after the UI symbols - set_sprite_data(DINO_TILE_COUNT + DIGITS_TILE_COUNT, HAZARDS_TILE_COUNT, Hazards); + // Set a small patch of ground as visible to simulate the background before being drawn in + set_sprite_tile(GROUND_PATCH_1, GROUND_PATCH_1_TILE); + set_sprite_tile(GROUND_PATCH_2, GROUND_PATCH_2_TILE); + set_sprite_tile(GROUND_PATCH_3, GROUND_PATCH_3_TILE); - // Load some background tiles as sprites in order to place some of them at the start - set_sprite_data(DINO_TILE_COUNT + DIGITS_TILE_COUNT + HAZARDS_TILE_COUNT, 0x0B, BackgroundTiles); + // Load the tiles used to write GAME OVER on a window + set_win_data(0x00U, LETTERS_TILE_COUNT, Letters); + set_win_tiles(0x00U, 0x00U, GameoverWidth, GameoverHeight, Gameover); - // The dino sprite is comprised of 2 smaller sprites that make one 8x16 sprite - // Load both parts of the Dino sprite into the first two tile slots - set_sprite_tile(DINO_1, IDLE_DINO_1_TILE); - set_sprite_tile(DINO_2, IDLE_DINO_2_TILE); + // Set the position of the background X coordinate, load the data and set the tiles + bkg_x = 0x00U; + set_bkg_data(LETTERS_TILE_COUNT, 0x20U, BackgroundTiles); + set_bkg_tiles(bkg_x, 0x00U, BackgroundMapWidth, BackgroundMapHeight, BackgroundMap); - // Set a small patch of ground as visible to simulate the background before being drawn in - set_sprite_tile(GROUND_PATCH_1, GROUND_PATCH_1_TILE); - set_sprite_tile(GROUND_PATCH_2, GROUND_PATCH_2_TILE); - set_sprite_tile(GROUND_PATCH_3, GROUND_PATCH_3_TILE); + // Move the ground sprites into position below the Dino + move_sprite(GROUND_PATCH_1, GROUND_PATCH_X, GROUNG_PATCH_Y); + move_sprite(GROUND_PATCH_2, GROUND_PATCH_X + 0x08U, GROUNG_PATCH_Y); + move_sprite(GROUND_PATCH_3, GROUND_PATCH_X + 0x10U, GROUNG_PATCH_Y); - // Move the ground sprites into position below the Dino - move_sprite(GROUND_PATCH_1, GROUND_PATCH_X, GROUNG_PATCH_Y); - move_sprite(GROUND_PATCH_2, GROUND_PATCH_X + 8, GROUNG_PATCH_Y); - move_sprite(GROUND_PATCH_3, GROUND_PATCH_X + 16, GROUNG_PATCH_Y); + // Place both parts of the Dino sprite in the play area and arrange them side by side + move_sprite(DINO_1, dino_x, dino_y); + move_sprite(DINO_2, dino_x + DINO_SPRITE_X_SIZE, dino_y); - // Place both parts of the Dino sprite in the play area and arrange them side by side - move_sprite(DINO_1, dino_x, dino_y); - move_sprite(DINO_2, dino_x + DINO_SPRITE_X_SIZE, dino_y); + // Hide the high score display at the start + high_score_toggle = FALSE; - // Load the tiles used to write GAME OVER on a window - set_win_data(0, LETTERS_TILE_COUNT, Letters); - set_win_tiles(0, 0, GameoverWidth, GameoverHeight, Gameover); + // For use when holding the DOWN button to drop faster from a jump + speed_drop_coefficient = 0x01U; - // Set the position of the background X coordinate, load the data and set the tiles - bkg_x = 0; - set_bkg_data(LETTERS_TILE_COUNT, 32, BackgroundTiles); - set_bkg_tiles(bkg_x, 0, BackgroundMapWidth, BackgroundMapHeight, BackgroundMap); + // No score so far! + high_score = current_score = 0x00U; - // Hide the high score display at the start - high_score_toggle = FALSE; + // No hazards on screen yet + hazards_on_screen = 0x00U; - // No score so far! - high_score = current_score = 0U; + // Initialize this variable to a sentinel in order to use it in the update() + clock_jump_start = 0xFFFFU; // 65,535 in decimal - // Performs a bitwise inclusive OR on LCDC_REG(0xFF40) with 0x80U - // (Turns on bit 7 of the 8-bit LCD Control Register) - DISPLAY_ON; + // Turn on the screen and display the loaded sprites + // Performs a bitwise inclusive OR on LCDC_REG(0xFF40) with 0x80U + // (Sets bit 7 on the 8-bit LCD Control Register) + DISPLAY_ON; + + // Performs a bitwise inclusive OR on LCDC_REG(0xFF40) with 0x02U + // (Sets bit 1 on the 8-bit LCD Control Register) + SHOW_SPRITES; + + // Wait for V_BLANK interrupt (screen drawing refresh) + wait_vbl_done(); - // Writes 0x02U to LCDC_REG (0xFF40) - SHOW_SPRITES; + // Static screen, wait for user input (an A button press) + waitpad(J_A); - // Wait for V_BLANK interrupt (screen drawing refresh) - wait_vbl_done(); + // Seed the random number generator + initrand(DIV_REG); - // Static screen, wait for user input (an A button press) - waitpad(J_A); + // The first jump has no sound but scrolls in the rest of the background + start_jump(); - // The first jump has no sound but scrolls in the rest of the background - start_jump(); + // We want to keep track of when the game started to increase difficulty with time + time_game_started = time(NULL); - // DEBUG: Demo mode - run_game(); + // Go into the main game loop! + run_game(); } -/* FUNCTIONS END */ +/* --- FUNCTIONS END ---*/