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 @@
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- If the Program specifies that a proxy can decide which future
-versions of the GNU General Public License can be used, that proxy's
-public statement of acceptance of a version permanently authorizes you
-to choose that version for the Program.
-
- Later license versions may give you additional or different
-permissions. However, no additional obligations are imposed on any
-author or copyright holder as a result of your choosing to follow a
-later version.
-
- 15. Disclaimer of Warranty.
-
- THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
-APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
-HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
-OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
-THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
-PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
-IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
-ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
-
- 16. Limitation of Liability.
-
- IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
-WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
-THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
-GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
-USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
-DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
-PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
-EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
-SUCH DAMAGES.
-
- 17. Interpretation of Sections 15 and 16.
-
- If the disclaimer of warranty and limitation of liability provided
-above cannot be given local legal effect according to their terms,
-reviewing courts shall apply local law that most closely approximates
-an absolute waiver of all civil liability in connection with the
-Program, unless a warranty or assumption of liability accompanies a
-copy of the Program in return for a fee.
-
- END OF TERMS AND CONDITIONS
-
- How to Apply These Terms to Your New Programs
-
- If you develop a new program, and you want it to be of the greatest
-possible use to the public, the best way to achieve this is to make it
-free software which everyone can redistribute and change under these terms.
-
- To do so, attach the following notices to the program. It is safest
-to attach them to the start of each source file to most effectively
-state the exclusion of warranty; and each file should have at least
-the "copyright" line and a pointer to where the full notice is found.
-
- dino-gb
- Copyright (C) 2018 Raúl Negrón
-
- This program is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program. 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 ---*/