annotate src/main.c @ 22:b725a715b358

cursor now blinks the current selection
author William Morgan <bill@mrgn.org>
date Mon, 13 Jan 2014 21:48:22 -0800
parents bb7dfb42b320
children 330e58fb01aa
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1 #include <genesis.h>
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2 #include "creep.h"
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3 #include "map.h"
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4
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5 // I now realize this should be one tile that uses the flipping flags. oops.
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6 const u32 cursor_tiles[4*8] = {
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7 0x21100000, // top left
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8 0x10000000,
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9 0x10000000,
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10 0x00000000,
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11 0x00000000,
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12 0x00000000,
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13 0x00000000,
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14 0x00000000,
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15
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16 0x00000000, // bottom left
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17 0x00000000,
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18 0x00000000,
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19 0x00000000,
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20 0x00000000,
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21 0x10000000,
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22 0x10000000,
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23 0x21100000,
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24
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25 0x00000112, // top right
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26 0x00000001,
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27 0x00000001,
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28 0x00000000,
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29 0x00000000,
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30 0x00000000,
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31 0x00000000,
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32 0x00000000,
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33
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34 0x00000000, // bottom right
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35 0x00000000,
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36 0x00000000,
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37 0x00000000,
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38 0x00000000,
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39 0x00000001,
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40 0x00000001,
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41 0x00000112,
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42
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43 };
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44
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45 u16 countdown;
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46
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47 s16 cursor_x = 0; // tiles
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48 s16 cursor_y = 0; // tiles
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49 u16 cursor_selection = WALL;
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50 #define CURSOR_BLINK_RATE 16
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51 #define CURSOR_WIDTH 2; // tiles
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52
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53 #define PIXELS_PER_TILE 8
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54
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55
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56 u16 build_order[3] = {
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57 EMPTY,
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58 WALL,
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59 TOWER,
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60 };
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61 u8 build_order_size = 3;
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62 u8 running = 0;
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63
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64 void clear_cursor() {
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65 VDP_setTileMap(VDP_PLAN_A, 0, cursor_x, cursor_y);
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66 VDP_setTileMap(VDP_PLAN_A, 0, cursor_x + 1, cursor_y);
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67 VDP_setTileMap(VDP_PLAN_A, 0, cursor_x, cursor_y + 1);
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68 VDP_setTileMap(VDP_PLAN_A, 0, cursor_x + 1, cursor_y + 1);
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69 }
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70
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71 void joy_event_handler(u16 joy, u16 changed, u16 state) {
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72 u16 went_down = changed & state;
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73 if (went_down & BUTTON_UP) {
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74 clear_cursor();
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75 cursor_y -= CURSOR_WIDTH;
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76 }
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77 if (went_down & BUTTON_DOWN) {
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78 clear_cursor();
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79 cursor_y += CURSOR_WIDTH;
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80 }
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81 if (went_down & BUTTON_LEFT) {
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82 clear_cursor();
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83 cursor_x -= CURSOR_WIDTH;
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84 }
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85 if (went_down & BUTTON_RIGHT) {
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86 clear_cursor();
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87 cursor_x += CURSOR_WIDTH;
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88 }
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89 if (went_down & BUTTON_A && !running) {
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90 //u16 type_to_place = EMPTY;
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91 place_object(WALL, cursor_x, cursor_y);
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92 gen_distances(38, 14);
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93 if (distances[122/16] == 0xFFFF)
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94 {
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95 place_object(EMPTY, cursor_x, cursor_y);
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96 }
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97 }
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98 if (went_down & BUTTON_START)
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99 {
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100 running = 1;
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101 }
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102 }
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103
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104 int main(void)
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105 {
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106 JOY_init();
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107 JOY_setEventHandler(&joy_event_handler);
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108
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109 u8 cursor_tile_index = 1;
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110 VDP_loadTileData((const u32 *)cursor_tiles, cursor_tile_index, 4, 0);
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111
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112 u16 i;
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113 VDP_setPlanSize(64, 32);
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114 /*for (i = 6; i < 40*28; i += 4)
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115 if ((i > 80 || i & 4) && (i < 40*26 || !(i & 4)) && i % 40 < 38)
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116 {
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117 tilemap[i] = WALL;
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118 tilemap[i+1] = WALL;
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119 }
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120 */
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121 place_object(GOAL, 38, 14);
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122 place_object(SPAWN, 0, 14);
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123 gen_distances(38, 14);
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124 for (i = 0; i < MAX_SPRITE; i++)
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125 {
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126 spriteDefCache[i].posx = -0x80;
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127 }
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128 //print_distances();
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129 for (;;)
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130 {
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131 VDP_waitVSync();
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132 VDP_updateSprites();
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133 if ((getTick() % CURSOR_BLINK_RATE) == 0) {
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134 VDP_setTileMap(VDP_PLAN_A, tileinfo[cursor_selection][0], cursor_x, cursor_y);
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135 VDP_setTileMap(VDP_PLAN_A, tileinfo[cursor_selection][1], cursor_x + 1, cursor_y);
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136 VDP_setTileMap(VDP_PLAN_A, tileinfo[cursor_selection][2], cursor_x, cursor_y + 1);
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137 VDP_setTileMap(VDP_PLAN_A, tileinfo[cursor_selection][3], cursor_x + 1, cursor_y + 1);
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138 }
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139 if ((getTick() % CURSOR_BLINK_RATE) == CURSOR_BLINK_RATE >> 1) {
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140 clear_cursor();
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141 }
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142 for (i = 0; i < 28; i++)
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143 {
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144 VDP_setTileMapRectByIndex(VDP_PLAN_B, tilemap + i*40, i*64, 40, 0);
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145 }
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146 VDP_setSprite(0, cursor_x * PIXELS_PER_TILE, cursor_y * PIXELS_PER_TILE, SPRITE_SIZE(2,2), TILE_ATTR_FULL(PAL0, 1, 0, 0, cursor_tile_index), spriteDefCache[0].link);
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147 if (running)
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148 {
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149 if (countdown)
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150 --countdown;
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parents: 15
diff changeset
151 else if (cur_creeps < 4)
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Mike Pavone <pavone@retrodev.com>
parents: 15
diff changeset
152 {
21
bb7dfb42b320 Small refactor to object placement. Add spawn point object
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153 spawn_creep(CREEP_NORMAL, 0+4, 14*8+4);
16
a9500e8bff93 Wait to spawn creeps until player hits start. Prevent player from placing walls in such a way to completely block creeps from goal. Remove placeholder walls.
Mike Pavone <pavone@retrodev.com>
parents: 15
diff changeset
154 countdown = 300;
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Mike Pavone <pavone@retrodev.com>
parents: 15
diff changeset
155 }
a9500e8bff93 Wait to spawn creeps until player hits start. Prevent player from placing walls in such a way to completely block creeps from goal. Remove placeholder walls.
Mike Pavone <pavone@retrodev.com>
parents: 15
diff changeset
156 update_creeps();
7
3ed112d64b1b Added basic creep spawning code
Mike Pavone <pavone@retrodev.com>
parents: 4
diff changeset
157 }
2
8f23be2db808 Movec creep.h into the src folder. Added main loop
Mike Pavone <pavone@retrodev.com>
parents:
diff changeset
158 }
8f23be2db808 Movec creep.h into the src folder. Added main loop
Mike Pavone <pavone@retrodev.com>
parents:
diff changeset
159 return 0;
8f23be2db808 Movec creep.h into the src folder. Added main loop
Mike Pavone <pavone@retrodev.com>
parents:
diff changeset
160 }