gbdk_playground/z_gbdk_playground_original/simple_shmup/bank2.c

155 lines
3.8 KiB
C

#include <gb/gb.h>
#include <gb/drawing.h>
#include <rand.h>
const UBYTE badguy_ai[] = {
32, 32, 33, 34, 35, 35, 36, 37,
38, 38, 39, 40, 41, 41, 42, 43,
44, 44, 45, 46, 46, 47, 48, 48,
49, 50, 50, 51, 51, 52, 53, 53,
54, 54, 55, 55, 56, 56, 57, 57,
58, 58, 58, 59, 59, 60, 60, 60,
61, 61, 61, 61, 62, 62, 62, 62,
62, 63, 63, 63, 63, 63, 63, 63,
63, 63, 63, 63, 63, 63, 63, 63,
62, 62, 62, 62, 62, 61, 61, 61,
61, 60, 60, 60, 59, 59, 59, 58,
58, 57, 57, 56, 56, 55, 55, 54,
54, 53, 53, 52, 52, 51, 50, 50,
49, 49, 48, 47, 47, 46, 45, 44,
44, 43, 42, 42, 41, 40, 39, 39,
38, 37, 36, 36, 35, 34, 33, 33,
32, 31, 30, 29, 29, 28, 27, 26,
26, 25, 24, 23, 23, 22, 21, 20,
20, 19, 18, 18, 17, 16, 16, 15,
14, 14, 13, 12, 12, 11, 11, 10,
9, 9, 8, 8, 7, 7, 6, 6,
6, 5, 5, 4, 4, 4, 3, 3,
3, 2, 2, 2, 1, 1, 1, 1,
1, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 2, 2,
2, 3, 3, 3, 4, 4, 4, 5,
5, 5, 6, 6, 7, 7, 8, 8,
9, 9, 10, 11, 11, 12, 12, 13,
14, 14, 15, 16, 16, 17, 18, 18,
19, 20, 20, 21, 22, 23, 23, 24,
25, 26, 26, 27, 28, 29, 29, 30
};
UBYTE playing, joypad_state;
UBYTE player_x, player_y;
UBYTE badguy_x, badguy_y, badguy_z, badguy_offset;
UBYTE player_shot_x, player_shot_y, player_shot_z;
void update_graphics(void) {
disable_interrupts();
scroll_bkg(1, 0);
move_sprite(0, player_x, player_y);
move_sprite(1, badguy_x, badguy_y);
move_sprite(2, player_shot_x, player_shot_y);
enable_interrupts();
}
void update_joypad(void) {
joypad_state = joypad();
if(joypad_state & J_LEFT) {
if(player_x > 8)
player_x--;
}
if(joypad_state & J_RIGHT) {
if(player_x < 160)
player_x++;
}
if(joypad_state & J_UP) {
if(player_y > 16)
player_y--;
}
if(joypad_state & J_DOWN) {
if(player_y < 152)
player_y++;
}
if(joypad_state & J_A) {
if(player_shot_z == 0) {
player_shot_z = 1;
player_shot_x = player_x;
player_shot_y = player_y;
}
}
if(player_shot_z == 1) {
player_shot_x = player_shot_x + 2;
if(player_shot_x > 240) {
player_shot_x = 250;
player_shot_y = 250;
player_shot_z = 0;
}
}
}
void update_badguy(void) {
badguy_x = badguy_x - 1;
if(badguy_x > 240) {
badguy_offset = rand();
while(badguy_offset > 134) {
badguy_offset = rand();
}
badguy_x = 239;
}
badguy_y = badguy_offset + badguy_ai[badguy_z];
badguy_z++;
}
void collision_detection(void) {
if(player_shot_y > badguy_y - 4) {
if(player_shot_y < badguy_y + 4) {
if(player_shot_x > badguy_x - 4) {
if(player_shot_x < badguy_x + 4) {
player_shot_z = 0;
player_shot_x = 250;
player_shot_y = 250;
badguy_x = 255;
}
}
}
}
if(player_y > badguy_y - 4) {
if(player_y < badguy_y + 4) {
if(player_x > badguy_x - 4) {
if(player_x < badguy_x + 4) {
playing = 0;
delay(1000);
}
}
}
}
}
void do_gameplay(void) {
playing = 1;
player_x = GRAPHICS_WIDTH / 2;
player_y = GRAPHICS_HEIGHT / 2;
while(playing == 1) {
update_joypad();
update_badguy();
collision_detection();
delay(10);
}
}