mirror of
https://github.com/eried/portapack-mayhem.git
synced 2024-12-14 10:14:28 -05:00
100bea644c
This pull requests adds a new type of external app to the firmware: The standalone app. Pros: Will work after an upgrade. Size of image is only limited by shared heap size of M0 (application) (64kb total). Cons: No full access to all functions in the main firmware. One well defined (and versioned) API handles all communication. The Pacman app was converted to be the first the the new kind.
1382 lines
39 KiB
C++
1382 lines
39 KiB
C++
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#include <cstring>
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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 = 20;
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size_t 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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bool cheat_level = false;
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bool cheat_lifes = false;
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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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enum cheat_code_keymap {
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UP,
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DOWN,
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LEFT,
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RIGHT
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};
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enum cheat_code_keymap cheat_code[] = {UP, DOWN, UP, DOWN, RIGHT, LEFT, RIGHT, LEFT};
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byte cheat_code_index = 0;
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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 lastDir;
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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 if (dir == MDown || dir == MUp)
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f = pgm_read_byte(_pacVAnim + f);
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else if (dir == MStopped) {
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if (lastDir == MLeft)
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f = pgm_read_byte(_pacLeftAnim + f);
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else if (lastDir == MRight)
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f = pgm_read_byte(_pacRightAnim + f);
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else if (lastDir == MDown || lastDir == MUp)
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f = pgm_read_byte(_pacVAnim + f);
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}
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if ((dir == MUp) || (dir == MStopped && lastDir == 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
|
|
x <<= 3;
|
|
y <<= 3;
|
|
if (sprites) {
|
|
for (byte i = 0; i < 5; i++)
|
|
_sprites[i].Draw8(x, y, tile);
|
|
|
|
// AND BONUS
|
|
if (ACTIVEBONUS) _BonusSprite.Draw8(x, y, tile);
|
|
}
|
|
|
|
// Show sprite block
|
|
#if 0
|
|
for (byte i = 0; i < 5; i++)
|
|
{
|
|
Sprite* s = _sprites + i;
|
|
if (s->cx == (x >> 3) && s->cy == (y >> 3))
|
|
{
|
|
memset(tile, 0, 8);
|
|
for (byte j = 1; j < 7; j++)
|
|
tile[j * 8] = tile[j * 8 + 7] = 0;
|
|
memset(tile + 56, 0, 8);
|
|
}
|
|
}
|
|
#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;
|
|
s->lastDir = MUp;
|
|
} else if (DEMO == 0 && choice[1] < 0x7FFF && s->who == PACMAN && dir == MLeft) {
|
|
dir = MLeft;
|
|
s->lastDir = MLeft;
|
|
} else if (DEMO == 0 && choice[2] < 0x7FFF && s->who == PACMAN && dir == MDown) {
|
|
dir = MDown;
|
|
s->lastDir = MDown;
|
|
} else if (DEMO == 0 && choice[3] < 0x7FFF && s->who == PACMAN && dir == MRight) {
|
|
dir = MRight;
|
|
s->lastDir = 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 && !cheat_lifes) {
|
|
GAMEOVER = 1;
|
|
LEVEL = START_LEVEL;
|
|
LIFES = START_LIFES;
|
|
DEMO = 1;
|
|
Init();
|
|
} else {
|
|
if (!cheat_lifes)
|
|
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;
|
|
}
|
|
|
|
if (!cheat_lifes) {
|
|
for (byte i = 0; i < LIFES; i++) {
|
|
_icons[0 + i] = PACMANICON;
|
|
}
|
|
} else {
|
|
for (byte i = 0; i < 14; 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 {
|
|
if (!cheat_level) {
|
|
LEVEL = START_LEVEL;
|
|
}
|
|
if (!cheat_lifes) {
|
|
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
|
|
if (cheat_lifes) {
|
|
for (byte i = 0; i < 14; i++) { // cuz 14 lives full fills PP's screen
|
|
_icons[0 + i] = PACMANICON;
|
|
}
|
|
} else {
|
|
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() {
|
|
if (GAMEWIN == 1) {
|
|
cheat_level = false;
|
|
cheat_lifes = false;
|
|
LEVEL++;
|
|
Init();
|
|
}
|
|
|
|
// Start GAME
|
|
if (but_A && DEMO == 1 && GAMEPAUSED == 0) { // start
|
|
but_A = false;
|
|
Init();
|
|
DEMO = 0;
|
|
} else if (but_A && DEMO == 0 && GAMEPAUSED == 0) { // pause
|
|
but_A = false;
|
|
GAMEPAUSED = 1;
|
|
} else if (but_LEFT && DEMO == 1 && GAMEPAUSED == 0) { // -level
|
|
|
|
if ((cheat_code[cheat_code_index] == 2) && (cheat_code_index <= 8)) {
|
|
cheat_code_index++;
|
|
}
|
|
|
|
if (cheat_code_index == 8) {
|
|
cheat_level = true;
|
|
if (LEVEL > 1) {
|
|
LEVEL--;
|
|
}
|
|
Init();
|
|
}
|
|
|
|
but_LEFT = false;
|
|
|
|
} else if (but_RIGHT && DEMO == 1 && GAMEPAUSED == 0) { // +level
|
|
|
|
if ((cheat_code[cheat_code_index] == 3) && (cheat_code_index <= 8)) {
|
|
cheat_code_index++;
|
|
}
|
|
|
|
if (cheat_code_index == 8) {
|
|
cheat_level = true;
|
|
if (LEVEL < 255) {
|
|
LEVEL++;
|
|
}
|
|
Init();
|
|
}
|
|
|
|
but_RIGHT = false;
|
|
|
|
} else if (but_UP && DEMO == 1 && GAMEPAUSED == 0) { // full of lifes
|
|
|
|
if ((cheat_code[cheat_code_index] == 0) && (cheat_code_index <= 8)) {
|
|
cheat_code_index++;
|
|
}
|
|
|
|
if (cheat_code_index == 8) {
|
|
cheat_lifes = true;
|
|
Init();
|
|
}
|
|
|
|
but_UP = false;
|
|
|
|
} else if (but_DOWN && DEMO == 1 && GAMEPAUSED == 0) { // reset
|
|
|
|
if ((cheat_code[cheat_code_index] == 1) && (cheat_code_index <= 8)) {
|
|
cheat_code_index++;
|
|
}
|
|
|
|
if (cheat_code_index == 8) {
|
|
cheat_level = false;
|
|
cheat_lifes = false;
|
|
but_DOWN = false;
|
|
LIFES = START_LIFES;
|
|
cheat_code_index = 0;
|
|
Init();
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
}; |