mirror of
https://github.com/eried/portapack-mayhem.git
synced 2024-10-01 01:26:06 -04:00
7fdb1af69d
* implemented external app build * added some ui stuff for testing * added pacman game * wired key to pacman game * fixed pacman drawing issue * changed afsk rx app to be external * fixed ui::NavigationView initialization for external apps * refactoring * refactoring * moved m4 image to external app * added script for external app deployment * refactoring * implemented dynamic app listing * added color to app icon * improved app loading * added external apps to sd card content * refactoring * review findings * typo * review findings * improved memory management of bitmaps
1276 lines
36 KiB
C++
1276 lines
36 KiB
C++
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/******************************************************************************/
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/* MAIN GAME VARIABLES */
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/******************************************************************************/
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#define BONUS_INACTIVE_TIME 600
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#define BONUS_ACTIVE_TIME 300
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#define START_LIFES 2
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#define START_LEVEL 1
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typedef uint8_t byte;
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typedef uint32_t word;
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byte SPEED = 2;
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byte MAXLIFES = 5;
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byte LIFES = START_LIFES;
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byte GAMEWIN = 0;
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byte GAMEOVER = 0;
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byte DEMO = 1;
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byte LEVEL = START_LEVEL;
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byte ACTUALBONUS = 0; // actual bonus icon
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byte ACTIVEBONUS = 0; // status of bonus
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byte GAMEPAUSED = 0;
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byte PACMANFALLBACK = 0;
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#include "DrawIndexedMap.h"
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/******************************************************************************/
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/* Controll KEYPAD LOOP */
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/******************************************************************************/
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typedef bool boolean;
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boolean but_A = false; // 38
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boolean but_B = false; // 40
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boolean but_UP = false; // 52
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boolean but_DOWN = false; // 50
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boolean but_LEFT = false; // 48
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boolean but_RIGHT = false; // 46
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/******************************************************************************/
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/* GAME VARIABLES AND DEFINITIONS */
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/******************************************************************************/
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#include "PacmanTiles.h"
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enum GameState {
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ReadyState,
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PlayState,
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DeadGhostState, // Player got a ghost, show score sprite and only move eyes
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DeadPlayerState,
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EndLevelState
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};
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enum SpriteState {
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PenState,
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RunState,
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FrightenedState,
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DeadNumberState,
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DeadEyesState,
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AteDotState, // pacman
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DeadPacmanState
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};
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enum {
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MStopped = 0,
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MRight = 1,
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MDown = 2,
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MLeft = 3,
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MUp = 4,
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};
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#define ushort uint16_t
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#define BINKY 0
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#define PINKY 1
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#define INKY 2
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#define CLYDE 3
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#define PACMAN 4
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#define BONUS 5
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const byte _initSprites[] =
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{
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BINKY,
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14,
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17 - 3,
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31,
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MLeft,
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PINKY,
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14 - 2,
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17,
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79,
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MLeft,
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INKY,
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14,
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17,
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137,
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MLeft,
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CLYDE,
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14 + 2,
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17,
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203,
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MRight,
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PACMAN,
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14,
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17 + 9,
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0,
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MLeft,
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BONUS,
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14,
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17 + 3,
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0,
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MLeft,
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};
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// Ghost colors
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const byte _palette2[] =
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{
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0, 11, 1, 15, // BINKY red
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0, 11, 3, 15, // PINKY pink
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0, 11, 5, 15, // INKY cyan
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0, 11, 7, 15, // CLYDE brown
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0, 11, 9, 9, // PACMAN yellow
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0, 11, 15, 15, // FRIGHTENED
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0, 11, 0, 15, // DEADEYES
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0, 1, 15, 2, // cherry
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0, 1, 15, 12, // strawberry
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0, 7, 2, 12, // peach
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0, 9, 15, 0, // bell
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0, 15, 1, 2, // apple
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0, 12, 15, 5, // grape
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0, 11, 9, 1, // galaxian
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0, 5, 15, 15, // key
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};
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const byte _paletteIcon2[] =
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{
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0, 9, 9, 9, // PACMAN
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0, 2, 15, 1, // cherry
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0, 12, 15, 1, // strawberry
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0, 12, 2, 7, // peach
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0, 0, 15, 9, // bell
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0, 2, 15, 1, // apple
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0, 12, 15, 5, // grape
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0, 1, 9, 11, // galaxian
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0, 5, 15, 15, // key
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};
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#define PACMANICON 1
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#define BONUSICON 2
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#define FRIGHTENEDPALETTE 5
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#define DEADEYESPALETTE 6
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#define BONUSPALETTE 7
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#define FPS 60
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#define CHASE 0
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#define SCATTER 1
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#define DOT 7
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#define PILL 14
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#define PENGATE 0x1B
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const byte _opposite[] = {MStopped, MLeft, MUp, MRight, MDown};
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#define OppositeDirection(_x) pgm_read_byte(_opposite + _x)
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const byte _scatterChase[] = {7, 20, 7, 20, 5, 20, 5, 0};
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const byte _scatterTargets[] = {2, 0, 25, 0, 0, 35, 27, 35}; // inky/clyde scatter targets are backwards
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const char _pinkyTargetOffset[] = {4, 0, 0, 4, (char)-4, 0, (char)-4, 4}; // Includes pinky target bug
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#define FRIGHTENEDGHOSTSPRITE 0
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#define GHOSTSPRITE 2
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#define NUMBERSPRITE 10
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#define PACMANSPRITE 14
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const byte _pacLeftAnim[] = {5, 6, 5, 4};
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const byte _pacRightAnim[] = {2, 0, 2, 4};
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const byte _pacVAnim[] = {4, 3, 1, 3};
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word _BonusInactiveTimmer = BONUS_INACTIVE_TIME;
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word _BonusActiveTimmer = 0;
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/******************************************************************************/
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/* GAME - Sprite Class */
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/******************************************************************************/
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class Sprite {
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public:
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int16_t _x, _y;
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int16_t lastx, lasty;
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byte cx, cy; // cell x and y
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byte tx, ty; // target x and y
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SpriteState state;
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byte pentimer; // could be the same
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byte who;
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byte _speed;
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byte dir;
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byte phase;
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// Sprite bits
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byte palette2; // 4->16 color map index
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byte bits; // index of sprite bits
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signed char sy;
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void Init(const byte* s) {
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who = pgm_read_byte(s++);
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cx = pgm_read_byte(s++);
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cy = pgm_read_byte(s++);
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pentimer = pgm_read_byte(s++);
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dir = pgm_read_byte(s);
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_x = lastx = (int16_t)cx * 8 - 4;
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_y = lasty = (int16_t)cy * 8;
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state = PenState;
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_speed = 0;
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Target(rand() % 20, rand() % 20);
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}
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void Target(byte x, byte y) {
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tx = x;
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ty = y;
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}
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int16_t Distance(byte x, byte y) {
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int16_t dx = cx - x;
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int16_t dy = cy - y;
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return dx * dx + dy * dy; // Distance to target
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}
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// once per sprite, not 9 times
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void SetupDraw(GameState gameState, byte deadGhostIndex) {
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sy = 1;
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palette2 = who;
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byte p = phase >> 3;
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if (who == BONUS) {
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// BONUS ICONS
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bits = 21 + ACTUALBONUS;
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palette2 = BONUSPALETTE + ACTUALBONUS;
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return;
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}
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if (who != PACMAN) {
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bits = GHOSTSPRITE + ((dir - 1) << 1) + (p & 1); // Ghosts
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switch (state) {
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case FrightenedState:
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bits = FRIGHTENEDGHOSTSPRITE + (p & 1); // frightened
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palette2 = FRIGHTENEDPALETTE;
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break;
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case DeadNumberState:
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palette2 = FRIGHTENEDPALETTE;
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bits = NUMBERSPRITE + deadGhostIndex;
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break;
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case DeadEyesState:
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palette2 = DEADEYESPALETTE;
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break;
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default:;
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}
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return;
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}
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// PACMAN animation
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byte f = (phase >> 1) & 3;
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if (dir == MLeft)
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f = pgm_read_byte(_pacLeftAnim + f);
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else if (dir == MRight)
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f = pgm_read_byte(_pacRightAnim + f);
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else
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f = pgm_read_byte(_pacVAnim + f);
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if (dir == MUp)
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sy = -1;
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bits = f + PACMANSPRITE;
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}
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// Draw this sprite into the tile at x,y
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void Draw8(int16_t x, int16_t y, byte* tile) {
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int16_t px = x - (_x - 4);
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if (px <= -8 || px >= 16) return;
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int16_t py = y - (_y - 4);
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if (py <= -8 || py >= 16) return;
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// Clip y
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int16_t lines = py + 8;
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if (lines > 16)
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lines = 16;
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if (py < 0) {
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tile -= py * 8;
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py = 0;
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}
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lines -= py;
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// Clip in X
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byte right = 16 - px;
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if (right > 8)
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right = 8;
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byte left = 0;
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if (px < 0) {
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left = -px;
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px = 0;
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}
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// Get bitmap
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signed char dy = sy;
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if (dy < 0)
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py = 15 - py; // VFlip
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byte* data = (byte*)(pacman16x16 + bits * 64);
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data += py << 2;
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dy <<= 2;
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data += px >> 2;
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px &= 3;
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const byte* palette = _palette2 + (palette2 << 2);
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while (lines) {
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const byte* src = data;
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byte d = pgm_read_byte(src++);
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d >>= px << 1;
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byte sx = 4 - px;
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byte x = left;
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do {
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byte p = d & 3;
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if (p) {
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p = pgm_read_byte(palette + p);
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if (p)
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tile[x] = p;
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}
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d >>= 2; // Next pixel
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if (!--sx) {
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d = pgm_read_byte(src++);
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sx = 4;
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}
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} while (++x < right);
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tile += 8;
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data += dy;
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lines--;
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}
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}
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};
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/******************************************************************************/
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/* GAME - Playfield Class */
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/******************************************************************************/
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class Playfield {
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Sprite _sprites[5];
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Sprite _BonusSprite; // Bonus
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byte _dotMap[(32 / 4) * (36 - 6)];
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GameState _state;
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long _score; // 7 digits of score
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long _hiscore; // 7 digits of score
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long _lifescore;
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signed char _scoreStr[8];
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signed char _hiscoreStr[8];
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byte _icons[14]; // Along bottom of screen
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ushort _stateTimer;
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ushort _frightenedTimer;
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byte _frightenedCount;
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byte _scIndex; //
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ushort _scTimer; // next change of sc status
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bool _inited;
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byte* _dirty;
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public:
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Playfield()
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: _inited(false) {
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// Swizzle palette TODO just fix in place
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// byte * p = (byte*)_paletteW;
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// for (int16_t i = 0; i < 16; i++)
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// {
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// ushort w = _paletteW[i]; // Swizzle
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// *p++ = w >> 8;
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// *p++ = w;
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// }
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}
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// Draw 2 bit BG into 8 bit icon tiles at bottom
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void DrawBG2(byte cx, byte cy, byte* tile) {
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byte index = 0;
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signed char b = 0;
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index = _icons[cx >> 1]; // 13 icons across bottom
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if (index == 0) {
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memset(tile, 0, 64);
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return;
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}
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index--;
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index <<= 2; // 4 tiles per icon
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b = (1 - (cx & 1)) + ((cy & 1) << 1); // Index of tile
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const byte* bg = pacman8x8x2 + ((b + index) << 4);
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const byte* palette = _paletteIcon2 + index;
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byte x = 16;
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while (x--) {
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byte bits = (signed char)pgm_read_byte(bg++);
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byte i = 4;
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while (i--) {
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tile[i] = pgm_read_byte(palette + (bits & 3));
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bits >>= 2;
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}
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tile += 4;
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}
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}
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byte GetTile(int16_t cx, int16_t ty) {
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if (_state != ReadyState && ty == 20 && cx > 10 && cx < 17) return (0); // READY TEXT ZONE
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if (LEVEL % 5 == 1) return pgm_read_byte(playMap1 + ty * 28 + cx);
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if (LEVEL % 5 == 2) return pgm_read_byte(playMap2 + ty * 28 + cx);
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if (LEVEL % 5 == 3) return pgm_read_byte(playMap3 + ty * 28 + cx);
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if (LEVEL % 5 == 4) return pgm_read_byte(playMap4 + ty * 28 + cx);
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if (LEVEL % 5 == 0) return pgm_read_byte(playMap5 + ty * 28 + cx);
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}
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// Draw 1 bit BG into 8 bit tile
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void DrawBG(byte cx, byte cy, byte* tile) {
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if (cy >= 34) // DRAW ICONS BELLOW MAZE
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{
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DrawBG2(cx, cy, tile);
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return;
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}
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byte c = 11;
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if (LEVEL % 8 == 1) c = 11; // Blue
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if (LEVEL % 8 == 2) c = 12; // Green
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if (LEVEL % 8 == 3) c = 1; // Red
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if (LEVEL % 8 == 4) c = 9; // Yellow
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if (LEVEL % 8 == 5) c = 2; // Brown
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if (LEVEL % 8 == 6) c = 5; // Cyan
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if (LEVEL % 8 == 7) c = 3; // Pink
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if (LEVEL % 8 == 0) c = 15; // White
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byte b = GetTile(cx, cy);
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const byte* bg;
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// This is a little messy
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memset(tile, 0, 64);
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if (cy == 20 && cx >= 11 && cx < 17) {
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if (DEMO == 1 && ACTIVEBONUS == 1) return;
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if ((_state != ReadyState && GAMEPAUSED != 1 && DEMO != 1) || ACTIVEBONUS == 1)
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b = 0; // hide 'READY!'
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else if (DEMO == 1 && cx == 11)
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b = 0;
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else if (DEMO == 1 && cx == 12)
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b = 'D';
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else if (DEMO == 1 && cx == 13)
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b = 'E';
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else if (DEMO == 1 && cx == 14)
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b = 'M';
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else if (DEMO == 1 && cx == 15)
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b = 'O';
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else if (DEMO == 1 && cx == 16)
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b = 0;
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else if (GAMEPAUSED == 1 && cx == 11)
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b = 'P';
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else if (GAMEPAUSED == 1 && cx == 12)
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b = 'A';
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else if (GAMEPAUSED == 1 && cx == 13)
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b = 'U';
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else if (GAMEPAUSED == 1 && cx == 14)
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b = 'S';
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else if (GAMEPAUSED == 1 && cx == 15)
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b = 'E';
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else if (GAMEPAUSED == 1 && cx == 16)
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b = 'D';
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} else if (cy == 1) {
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if (cx < 7)
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b = _scoreStr[cx];
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else if (cx >= 10 && cx < 17)
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b = _hiscoreStr[cx - 10]; // HiScore
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} else {
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if (b == DOT || b == PILL) // DOT==7 or PILL==16
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{
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if (!GetDot(cx, cy))
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return;
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c = 14;
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}
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if (b == PENGATE)
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c = 14;
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}
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bg = playTiles + (b << 3);
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if (b >= '0')
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c = 15; // text is white
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for (byte y = 0; y < 8; y++) {
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signed char bits = (signed char)pgm_read_byte(bg++); /// WARNING CHAR MUST BE signed !!!
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byte x = 0;
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while (bits) {
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if (bits < 0)
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tile[x] = c;
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bits <<= 1;
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x++;
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}
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tile += 8;
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}
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}
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// Draw BG then all sprites in this cell
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void Draw(uint16_t x, uint16_t y, bool sprites) {
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byte tile[8 * 8];
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// Fill with BG
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if (y == 20 && x >= 11 && x < 17 && DEMO == 1 && ACTIVEBONUS == 1) return;
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DrawBG(x, y, tile);
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// Overlay sprites
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x <<= 3;
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y <<= 3;
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if (sprites) {
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for (byte i = 0; i < 5; i++)
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_sprites[i].Draw8(x, y, tile);
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// AND BONUS
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if (ACTIVEBONUS) _BonusSprite.Draw8(x, y, tile);
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}
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// Show sprite block
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#if 0
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for (byte i = 0; i < 5; i++)
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{
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Sprite* s = _sprites + i;
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if (s->cx == (x >> 3) && s->cy == (y >> 3))
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{
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memset(tile, 0, 8);
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for (byte j = 1; j < 7; j++)
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tile[j * 8] = tile[j * 8 + 7] = 0;
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memset(tile + 56, 0, 8);
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}
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|
}
|
|
#endif
|
|
|
|
x += (240 - 224) / 2;
|
|
y += (320 - 288) / 2 + 8;
|
|
|
|
// Should be a direct Graphics call
|
|
|
|
byte n = tile[0];
|
|
byte i = 0;
|
|
word color = (word)_paletteW[n];
|
|
|
|
drawIndexedmap(tile, x, y);
|
|
}
|
|
|
|
boolean updateMap[36][28];
|
|
|
|
// Mark tile as dirty (should not need range checking here)
|
|
void Mark(int16_t x, int16_t y, byte* m) {
|
|
x -= 4;
|
|
y -= 4;
|
|
|
|
updateMap[(y >> 3)][(x >> 3)] = true;
|
|
updateMap[(y >> 3)][(x >> 3) + 1] = true;
|
|
updateMap[(y >> 3)][(x >> 3) + 2] = true;
|
|
updateMap[(y >> 3) + 1][(x >> 3)] = true;
|
|
updateMap[(y >> 3) + 1][(x >> 3) + 1] = true;
|
|
updateMap[(y >> 3) + 1][(x >> 3) + 2] = true;
|
|
updateMap[(y >> 3) + 2][(x >> 3)] = true;
|
|
updateMap[(y >> 3) + 2][(x >> 3) + 1] = true;
|
|
updateMap[(y >> 3) + 2][(x >> 3) + 2] = true;
|
|
}
|
|
|
|
void DrawAllBG() {
|
|
for (byte y = 0; y < 36; y++)
|
|
for (byte x = 0; x < 28; x++) {
|
|
Draw(x, y, false);
|
|
}
|
|
}
|
|
|
|
// Draw sprites overlayed on cells
|
|
void DrawAll() {
|
|
byte* m = _dirty;
|
|
|
|
// Mark sprite old/new positions as dirty
|
|
for (byte i = 0; i < 5; i++) {
|
|
Sprite* s = _sprites + i;
|
|
Mark(s->lastx, s->lasty, m);
|
|
Mark(s->_x, s->_y, m);
|
|
}
|
|
|
|
// Mark BONUS sprite old/new positions as dirty
|
|
Sprite* _s = &_BonusSprite;
|
|
Mark(_s->lastx, _s->lasty, m);
|
|
Mark(_s->_x, _s->_y, m);
|
|
|
|
// Animation
|
|
for (byte i = 0; i < 5; i++)
|
|
_sprites[i].SetupDraw(_state, _frightenedCount - 1);
|
|
|
|
_BonusSprite.SetupDraw(_state, _frightenedCount - 1);
|
|
|
|
for (byte tmpY = 0; tmpY < 36; tmpY++) {
|
|
for (byte tmpX = 0; tmpX < 28; tmpX++) {
|
|
if (updateMap[tmpY][tmpX] == true) Draw(tmpX, tmpY, true);
|
|
updateMap[tmpY][tmpX] = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
int16_t Chase(Sprite* s, int16_t cx, int16_t cy) {
|
|
while (cx < 0) // Tunneling
|
|
cx += 28;
|
|
while (cx >= 28)
|
|
cx -= 28;
|
|
|
|
byte t = GetTile(cx, cy);
|
|
if (!(t == 0 || t == DOT || t == PILL || t == PENGATE))
|
|
return 0x7FFF;
|
|
|
|
if (t == PENGATE) {
|
|
if (s->who == PACMAN)
|
|
return 0x7FFF; // Pacman can't cross this to enter pen
|
|
if (!(InPen(s->cx, s->cy) || s->state == DeadEyesState))
|
|
return 0x7FFF; // Can cross if dead or in pen trying to get out
|
|
}
|
|
|
|
int16_t dx = s->tx - cx;
|
|
int16_t dy = s->ty - cy;
|
|
return (dx * dx + dy * dy); // Distance to target
|
|
}
|
|
|
|
void UpdateTimers() {
|
|
// Update scatter/chase selector, low bit of index indicates scatter
|
|
if (_scIndex < 8) {
|
|
if (_scTimer-- == 0) {
|
|
byte duration = pgm_read_byte(_scatterChase + _scIndex++);
|
|
_scTimer = duration * FPS;
|
|
}
|
|
}
|
|
|
|
// BONUS timmer
|
|
if (ACTIVEBONUS == 0 && _BonusInactiveTimmer-- == 0) {
|
|
_BonusActiveTimmer = BONUS_ACTIVE_TIME; // 5*FPS;
|
|
ACTIVEBONUS = 1;
|
|
}
|
|
if (ACTIVEBONUS == 1 && _BonusActiveTimmer-- == 0) {
|
|
_BonusInactiveTimmer = BONUS_INACTIVE_TIME; // 10*FPS;
|
|
ACTIVEBONUS = 0;
|
|
}
|
|
|
|
// Release frightened ghosts
|
|
if (_frightenedTimer && !--_frightenedTimer) {
|
|
for (byte i = 0; i < 4; i++) {
|
|
Sprite* s = _sprites + i;
|
|
if (s->state == FrightenedState) {
|
|
s->state = RunState;
|
|
s->dir = OppositeDirection(s->dir);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Target closes pill, run from ghosts?
|
|
void PacmanAI() {
|
|
Sprite* pacman;
|
|
pacman = _sprites + PACMAN;
|
|
|
|
// Chase frightened ghosts
|
|
Sprite* closestGhost = NULL;
|
|
Sprite* frightenedGhost = NULL;
|
|
Sprite* closestAttackingGhost = NULL;
|
|
Sprite* DeadEyesStateGhost = NULL;
|
|
int16_t dist = 0x7FFF;
|
|
int16_t closestfrightenedDist = 0x7FFF;
|
|
int16_t closestAttackingDist = 0x7FFF;
|
|
for (byte i = 0; i < 4; i++) {
|
|
Sprite* s = _sprites + i;
|
|
int16_t d = s->Distance(pacman->cx, pacman->cy);
|
|
if (d < dist) {
|
|
dist = d;
|
|
if (s->state == FrightenedState) {
|
|
frightenedGhost = s;
|
|
closestfrightenedDist = d;
|
|
} else {
|
|
closestAttackingGhost = s;
|
|
closestAttackingDist = d;
|
|
}
|
|
closestGhost = s;
|
|
|
|
if (s->state == DeadEyesState) DeadEyesStateGhost = s;
|
|
}
|
|
}
|
|
|
|
PACMANFALLBACK = 0;
|
|
|
|
if (DEMO == 1 && !DeadEyesStateGhost && frightenedGhost) {
|
|
pacman->Target(frightenedGhost->cx, frightenedGhost->cy);
|
|
return;
|
|
}
|
|
|
|
// Under threat; just avoid closest ghost
|
|
if (DEMO == 1 && !DeadEyesStateGhost && dist <= 32 && closestAttackingDist < closestfrightenedDist) {
|
|
if (dist <= 16) {
|
|
pacman->Target(pacman->cx * 2 - closestAttackingGhost->cx, pacman->cy * 2 - closestAttackingGhost->cy);
|
|
PACMANFALLBACK = 1;
|
|
} else {
|
|
pacman->Target(pacman->cx * 2 - closestAttackingGhost->cx, pacman->cy * 2 - closestAttackingGhost->cy);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (ACTIVEBONUS == 1) {
|
|
pacman->Target(13, 20);
|
|
return;
|
|
}
|
|
|
|
// Go for the pill
|
|
if (GetDot(1, 6))
|
|
pacman->Target(1, 6);
|
|
else if (GetDot(26, 6))
|
|
pacman->Target(26, 6);
|
|
else if (GetDot(1, 26))
|
|
pacman->Target(1, 26);
|
|
else if (GetDot(26, 26))
|
|
pacman->Target(26, 26);
|
|
else {
|
|
// closest dot
|
|
int16_t dist = 0x7FFF;
|
|
for (byte y = 4; y < 32; y++) {
|
|
for (byte x = 1; x < 26; x++) {
|
|
if (GetDot(x, y)) {
|
|
int16_t d = pacman->Distance(x, y);
|
|
if (d < dist) {
|
|
dist = d;
|
|
pacman->Target(x, y);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (dist == 0x7FFF) {
|
|
GAMEWIN = 1; // No dots, GAME WIN!
|
|
}
|
|
}
|
|
}
|
|
|
|
void Scatter(Sprite* s) {
|
|
const byte* st = _scatterTargets + (s->who << 1);
|
|
s->Target(pgm_read_byte(st), pgm_read_byte(st + 1));
|
|
}
|
|
|
|
void UpdateTargets() {
|
|
if (_state == ReadyState)
|
|
return;
|
|
PacmanAI();
|
|
Sprite* pacman = _sprites + PACMAN;
|
|
|
|
// Ghost AI
|
|
bool scatter = _scIndex & 1;
|
|
for (byte i = 0; i < 4; i++) {
|
|
Sprite* s = _sprites + i;
|
|
|
|
// Deal with returning ghost to pen
|
|
if (s->state == DeadEyesState) {
|
|
if (s->cx == 14 && s->cy == 17) // returned to pen
|
|
{
|
|
s->state = PenState; // Revived in pen
|
|
s->pentimer = 80;
|
|
} else
|
|
s->Target(14, 17); // target pen
|
|
continue; //
|
|
}
|
|
|
|
// Release ghost from pen when timer expires
|
|
if (s->pentimer) {
|
|
if (--s->pentimer) // stay in pen for awhile
|
|
continue;
|
|
s->state = RunState;
|
|
}
|
|
|
|
if (InPen(s->cx, s->cy)) {
|
|
s->Target(14, 14 - 2); // Get out of pen first
|
|
} else {
|
|
if (scatter || s->state == FrightenedState)
|
|
Scatter(s);
|
|
else {
|
|
// Chase mode targeting
|
|
signed char tx = pacman->cx;
|
|
signed char ty = pacman->cy;
|
|
switch (s->who) {
|
|
case PINKY: {
|
|
const char* pto = _pinkyTargetOffset + ((pacman->dir - 1) << 1);
|
|
tx += pgm_read_byte(pto);
|
|
ty += pgm_read_byte(pto + 1);
|
|
} break;
|
|
case INKY: {
|
|
const char* pto = _pinkyTargetOffset + ((pacman->dir - 1) << 1);
|
|
Sprite* binky = _sprites + BINKY;
|
|
tx += pgm_read_byte(pto) >> 1;
|
|
ty += pgm_read_byte(pto + 1) >> 1;
|
|
tx += tx - binky->cx;
|
|
ty += ty - binky->cy;
|
|
} break;
|
|
case CLYDE: {
|
|
if (s->Distance(pacman->cx, pacman->cy) < 64) {
|
|
const byte* st = _scatterTargets + CLYDE * 2;
|
|
tx = pgm_read_byte(st);
|
|
ty = pgm_read_byte(st + 1);
|
|
}
|
|
} break;
|
|
}
|
|
s->Target(tx, ty);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Default to current direction
|
|
byte ChooseDir(int16_t dir, Sprite* s) {
|
|
int16_t choice[4];
|
|
choice[0] = Chase(s, s->cx, s->cy - 1); // Up
|
|
choice[1] = Chase(s, s->cx - 1, s->cy); // Left
|
|
choice[2] = Chase(s, s->cx, s->cy + 1); // Down
|
|
choice[3] = Chase(s, s->cx + 1, s->cy); // Right
|
|
|
|
if (DEMO == 0 && s->who == PACMAN && choice[0] < 0x7FFF && but_UP)
|
|
dir = MUp;
|
|
else if (DEMO == 0 && s->who == PACMAN && choice[1] < 0x7FFF && but_LEFT)
|
|
dir = MLeft;
|
|
else if (DEMO == 0 && s->who == PACMAN && choice[2] < 0x7FFF && but_DOWN)
|
|
dir = MDown;
|
|
else if (DEMO == 0 && s->who == PACMAN && choice[3] < 0x7FFF && but_RIGHT)
|
|
dir = MRight;
|
|
|
|
else if (DEMO == 0 && choice[0] < 0x7FFF && s->who == PACMAN && dir == MUp)
|
|
dir = MUp;
|
|
else if (DEMO == 0 && choice[1] < 0x7FFF && s->who == PACMAN && dir == MLeft)
|
|
dir = MLeft;
|
|
else if (DEMO == 0 && choice[2] < 0x7FFF && s->who == PACMAN && dir == MDown)
|
|
dir = MDown;
|
|
else if (DEMO == 0 && choice[3] < 0x7FFF && s->who == PACMAN && dir == MRight)
|
|
dir = MRight;
|
|
else if ((DEMO == 0 && s->who != PACMAN) || DEMO == 1) {
|
|
// Don't choose opposite of current direction?
|
|
|
|
int16_t dist = choice[4 - dir]; // favor current direction
|
|
byte opposite = OppositeDirection(dir);
|
|
for (byte i = 0; i < 4; i++) {
|
|
byte d = 4 - i;
|
|
if ((d != opposite && choice[i] < dist) || (s->who == PACMAN && PACMANFALLBACK && choice[i] < dist)) {
|
|
if (s->who == PACMAN && PACMANFALLBACK) PACMANFALLBACK = 0;
|
|
dist = choice[i];
|
|
dir = d;
|
|
}
|
|
}
|
|
|
|
} else {
|
|
dir = MStopped;
|
|
}
|
|
|
|
return dir;
|
|
}
|
|
|
|
bool InPen(byte cx, byte cy) {
|
|
if (cx <= 10 || cx >= 18) return false;
|
|
if (cy <= 14 || cy >= 18) return false;
|
|
return true;
|
|
}
|
|
|
|
byte GetSpeed(Sprite* s) {
|
|
if (s->who == PACMAN)
|
|
return _frightenedTimer ? 90 : 80;
|
|
if (s->state == FrightenedState)
|
|
return 40;
|
|
if (s->state == DeadEyesState)
|
|
return 100;
|
|
if (s->cy == 17 && (s->cx <= 5 || s->cx > 20))
|
|
return 40; // tunnel
|
|
return 75;
|
|
}
|
|
|
|
void PackmanDied() { // Noooo... PACMAN DIED :(
|
|
|
|
if (LIFES <= 0) {
|
|
GAMEOVER = 1;
|
|
LEVEL = START_LEVEL;
|
|
LIFES = START_LIFES;
|
|
DEMO = 1;
|
|
Init();
|
|
} else {
|
|
LIFES--;
|
|
|
|
_inited = true;
|
|
_state = ReadyState;
|
|
_stateTimer = FPS / 2;
|
|
_frightenedCount = 0;
|
|
_frightenedTimer = 0;
|
|
|
|
const byte* s = _initSprites;
|
|
for (int16_t i = 0; i < 5; i++)
|
|
_sprites[i].Init(s + i * 5);
|
|
|
|
_scIndex = 0;
|
|
_scTimer = 1;
|
|
|
|
memset(_icons, 0, sizeof(_icons));
|
|
|
|
// AND BONUS
|
|
_BonusSprite.Init(s + 5 * 5);
|
|
_BonusInactiveTimmer = BONUS_INACTIVE_TIME;
|
|
_BonusActiveTimmer = 0;
|
|
|
|
for (byte i = 0; i < ACTUALBONUS; i++) {
|
|
_icons[13 - i] = BONUSICON + i;
|
|
}
|
|
|
|
for (byte i = 0; i < LIFES; i++) {
|
|
_icons[0 + i] = PACMANICON;
|
|
}
|
|
|
|
// Draw LIFE and BONUS Icons
|
|
for (byte y = 34; y < 36; y++)
|
|
for (byte x = 0; x < 28; x++) {
|
|
Draw(x, y, false);
|
|
}
|
|
|
|
DrawAllBG();
|
|
}
|
|
}
|
|
|
|
void MoveAll() {
|
|
UpdateTimers();
|
|
UpdateTargets();
|
|
|
|
// Update game state
|
|
if (_stateTimer) {
|
|
if (--_stateTimer <= 0) {
|
|
switch (_state) {
|
|
case ReadyState:
|
|
_state = PlayState;
|
|
_dirty[20 * 4 + 1] |= 0x1F; // Clear 'READY!'
|
|
_dirty[20 * 4 + 2] |= 0x80;
|
|
|
|
for (byte tmpX = 11; tmpX < 17; tmpX++) Draw(tmpX, 20, false); // ReDraw (clear) 'READY' position
|
|
|
|
break;
|
|
case DeadGhostState:
|
|
_state = PlayState;
|
|
for (byte i = 0; i < 4; i++) {
|
|
Sprite* s = _sprites + i;
|
|
if (s->state == DeadNumberState)
|
|
s->state = DeadEyesState;
|
|
}
|
|
break;
|
|
default:;
|
|
}
|
|
} else {
|
|
if (_state == ReadyState)
|
|
return;
|
|
}
|
|
}
|
|
|
|
for (byte i = 0; i < 5; i++) {
|
|
Sprite* s = _sprites + i;
|
|
|
|
// In DeadGhostState, only eyes move
|
|
if (_state == DeadGhostState && s->state != DeadEyesState)
|
|
continue;
|
|
|
|
// Calculate speed
|
|
s->_speed += GetSpeed(s);
|
|
if (s->_speed < 100)
|
|
continue;
|
|
s->_speed -= 100;
|
|
|
|
s->lastx = s->_x;
|
|
s->lasty = s->_y;
|
|
s->phase++;
|
|
|
|
int16_t x = s->_x;
|
|
int16_t y = s->_y;
|
|
|
|
if ((x & 0x7) == 0 && (y & 0x7) == 0) // cell aligned
|
|
s->dir = ChooseDir(s->dir, s); // time to choose another direction
|
|
|
|
switch (s->dir) {
|
|
case MLeft:
|
|
x -= SPEED;
|
|
break;
|
|
case MRight:
|
|
x += SPEED;
|
|
break;
|
|
case MUp:
|
|
y -= SPEED;
|
|
break;
|
|
case MDown:
|
|
y += SPEED;
|
|
break;
|
|
case MStopped:
|
|
break;
|
|
}
|
|
|
|
// Wrap x because of tunnels
|
|
while (x < 0)
|
|
x += 224;
|
|
while (x >= 224)
|
|
x -= 224;
|
|
|
|
s->_x = x;
|
|
s->_y = y;
|
|
s->cx = (x + 4) >> 3;
|
|
s->cy = (y + 4) >> 3;
|
|
|
|
if (s->who == PACMAN)
|
|
EatDot(s->cx, s->cy);
|
|
}
|
|
|
|
// Collide
|
|
Sprite* pacman = _sprites + PACMAN;
|
|
|
|
// Collide with BONUS
|
|
Sprite* _s = &_BonusSprite;
|
|
if (ACTIVEBONUS == 1 && _s->cx == pacman->cx && _s->cy == pacman->cy) {
|
|
Score(ACTUALBONUS * 50);
|
|
ACTUALBONUS++;
|
|
if (ACTUALBONUS > 7) {
|
|
ACTUALBONUS = 0;
|
|
if (LIFES < MAXLIFES) LIFES++;
|
|
|
|
// reset all icons
|
|
memset(_icons, 0, sizeof(_icons));
|
|
|
|
for (byte i = 0; i < LIFES; i++) {
|
|
_icons[0 + i] = PACMANICON;
|
|
}
|
|
}
|
|
|
|
for (byte i = 0; i < ACTUALBONUS; i++) {
|
|
_icons[13 - i] = BONUSICON + i;
|
|
}
|
|
|
|
// REDRAW LIFE and BONUS icons
|
|
for (byte y = 34; y < 36; y++)
|
|
for (byte x = 0; x < 28; x++) {
|
|
Draw(x, y, false);
|
|
}
|
|
|
|
ACTIVEBONUS = 0;
|
|
_BonusInactiveTimmer = BONUS_INACTIVE_TIME;
|
|
}
|
|
|
|
for (byte i = 0; i < 4; i++) {
|
|
Sprite* s = _sprites + i;
|
|
// if (s->cx == pacman->cx && s->cy == pacman->cy)
|
|
if (s->_x + SPEED >= pacman->_x && s->_x - SPEED <= pacman->_x && s->_y + SPEED >= pacman->_y && s->_y - SPEED <= pacman->_y)
|
|
|
|
{
|
|
if (s->state == FrightenedState) {
|
|
s->state = DeadNumberState; // Killed a ghost
|
|
_frightenedCount++;
|
|
_state = DeadGhostState;
|
|
_stateTimer = 10;
|
|
Score((1 << _frightenedCount) * 100);
|
|
} else { // pacman died
|
|
if (s->state == DeadNumberState || s->state == FrightenedState || s->state == DeadEyesState) {
|
|
} else {
|
|
PackmanDied();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Mark a position dirty
|
|
void Mark(int16_t pos) {
|
|
for (byte tmp = 0; tmp < 28; tmp++)
|
|
updateMap[1][tmp] = true;
|
|
}
|
|
|
|
void SetScoreChar(byte i, signed char c) {
|
|
if (_scoreStr[i] == c)
|
|
return;
|
|
_scoreStr[i] = c;
|
|
Mark(i + 32); // Score
|
|
// Mark(i+32+10); //HiScore
|
|
}
|
|
|
|
void SetHiScoreChar(byte i, signed char c) {
|
|
if (_hiscoreStr[i] == c)
|
|
return;
|
|
_hiscoreStr[i] = c;
|
|
// Mark(i+32); //Score
|
|
Mark(i + 32 + 10); // HiScore
|
|
}
|
|
|
|
void Score(int16_t delta) {
|
|
char str[8];
|
|
_score += delta;
|
|
if (DEMO == 0 && _score > _hiscore) _hiscore = _score;
|
|
|
|
if (_score > _lifescore && _score % 10000 > 0) {
|
|
_lifescore = (_score / 10000 + 1) * 10000;
|
|
|
|
LIFES++; // EVERY 10000 points = 1UP
|
|
|
|
for (byte i = 0; i < LIFES; i++) {
|
|
_icons[0 + i] = PACMANICON;
|
|
}
|
|
|
|
// REDRAW LIFE and BONUS icons
|
|
for (byte y = 34; y < 36; y++)
|
|
for (byte x = 0; x < 28; x++) {
|
|
Draw(x, y, false);
|
|
}
|
|
_score = _score + 100;
|
|
}
|
|
|
|
sprintf(str, "%ld", _score);
|
|
byte i = 7 - strlen(str);
|
|
byte j = 0;
|
|
while (i < 7)
|
|
SetScoreChar(i++, str[j++]);
|
|
sprintf(str, "%ld", _hiscore);
|
|
i = 7 - strlen(str);
|
|
j = 0;
|
|
while (i < 7)
|
|
SetHiScoreChar(i++, str[j++]);
|
|
}
|
|
|
|
bool GetDot(byte cx, byte cy) {
|
|
return _dotMap[(cy - 3) * 4 + (cx >> 3)] & (0x80 >> (cx & 7));
|
|
}
|
|
|
|
void EatDot(byte cx, byte cy) {
|
|
if (!GetDot(cx, cy))
|
|
return;
|
|
byte mask = 0x80 >> (cx & 7);
|
|
_dotMap[(cy - 3) * 4 + (cx >> 3)] &= ~mask;
|
|
|
|
byte t = GetTile(cx, cy);
|
|
if (t == PILL) {
|
|
_frightenedTimer = 10 * FPS;
|
|
_frightenedCount = 0;
|
|
for (byte i = 0; i < 4; i++) {
|
|
Sprite* s = _sprites + i;
|
|
if (s->state == RunState) {
|
|
s->state = FrightenedState;
|
|
s->dir = OppositeDirection(s->dir);
|
|
}
|
|
}
|
|
Score(50);
|
|
} else
|
|
Score(10);
|
|
}
|
|
|
|
void Init() {
|
|
if (GAMEWIN == 1) {
|
|
GAMEWIN = 0;
|
|
} else {
|
|
LEVEL = START_LEVEL;
|
|
LIFES = START_LIFES;
|
|
ACTUALBONUS = 0; // actual bonus icon
|
|
ACTIVEBONUS = 0; // status of bonus
|
|
|
|
_score = 0;
|
|
_lifescore = 10000;
|
|
|
|
memset(_scoreStr, 0, sizeof(_scoreStr));
|
|
_scoreStr[5] = _scoreStr[6] = '0';
|
|
}
|
|
|
|
_inited = true;
|
|
_state = ReadyState;
|
|
_stateTimer = FPS / 2;
|
|
_frightenedCount = 0;
|
|
_frightenedTimer = 0;
|
|
|
|
const byte* s = _initSprites;
|
|
for (int16_t i = 0; i < 5; i++)
|
|
_sprites[i].Init(s + i * 5);
|
|
|
|
// AND BONUS
|
|
_BonusSprite.Init(s + 5 * 5);
|
|
_BonusInactiveTimmer = BONUS_INACTIVE_TIME;
|
|
_BonusActiveTimmer = 0;
|
|
|
|
_scIndex = 0;
|
|
_scTimer = 1;
|
|
|
|
memset(_icons, 0, sizeof(_icons));
|
|
|
|
// SET BONUS icons
|
|
for (byte i = 0; i < ACTUALBONUS; i++) {
|
|
_icons[13 - i] = BONUSICON + i;
|
|
}
|
|
|
|
// SET Lifes icons
|
|
for (byte i = 0; i < LIFES; i++) {
|
|
_icons[0 + i] = PACMANICON;
|
|
}
|
|
|
|
// Draw LIFE and BONUS Icons
|
|
for (byte y = 34; y < 36; y++)
|
|
for (byte x = 0; x < 28; x++) {
|
|
Draw(x, y, false);
|
|
}
|
|
|
|
// Init dots from rom
|
|
memset(_dotMap, 0, sizeof(_dotMap));
|
|
byte* map = _dotMap;
|
|
for (byte y = 3; y < 36 - 3; y++) // 30 interior lines
|
|
{
|
|
for (byte x = 0; x < 28; x++) {
|
|
byte t = GetTile(x, y);
|
|
if (t == 7 || t == 14) {
|
|
byte s = x & 7;
|
|
map[x >> 3] |= (0x80 >> s);
|
|
}
|
|
}
|
|
map += 4;
|
|
}
|
|
DrawAllBG();
|
|
}
|
|
|
|
void Step() {
|
|
int16_t keys = 0;
|
|
|
|
if (GAMEWIN == 1) {
|
|
LEVEL++;
|
|
Init();
|
|
}
|
|
|
|
// Start GAME
|
|
if (but_A && DEMO == 1 && GAMEPAUSED == 0) {
|
|
but_A = false;
|
|
DEMO = 0;
|
|
Init();
|
|
} else if (but_A && DEMO == 0 && GAMEPAUSED == 0) { // Or PAUSE GAME
|
|
but_A = false;
|
|
GAMEPAUSED = 1;
|
|
}
|
|
|
|
if (GAMEPAUSED && but_A && DEMO == 0) {
|
|
but_A = false;
|
|
GAMEPAUSED = 0;
|
|
for (byte tmpX = 11; tmpX < 17; tmpX++) Draw(tmpX, 20, false);
|
|
}
|
|
|
|
// Reset / Start GAME
|
|
if (but_B) {
|
|
DEMO = 0;
|
|
Init();
|
|
} else if (!_inited) {
|
|
DEMO = 1;
|
|
Init();
|
|
}
|
|
|
|
// Create a bitmap of dirty tiles
|
|
byte m[(32 / 8) * 36]; // 144 bytes
|
|
memset(m, 0, sizeof(m));
|
|
_dirty = m;
|
|
|
|
if (!GAMEPAUSED) MoveAll(); // IF GAME is PAUSED STOP ALL
|
|
|
|
if ((ACTIVEBONUS == 0 && DEMO == 1) || GAMEPAUSED == 1)
|
|
for (byte tmpX = 11; tmpX < 17; tmpX++) Draw(tmpX, 20, false); // Draw 'PAUSED' or 'DEMO' text
|
|
|
|
DrawAll();
|
|
}
|
|
}; |