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Disbranĉigi 0

Add basic enemy stuff

This commit is contained in:
Jaidyn Ann 2020-07-29 13:24:00 -05:00
parent ac8792ff3b
commit cf41e032b0
3 changed files with 96 additions and 38 deletions

132
sbp.mfk
View File

@ -1,4 +1,4 @@
// SUPER BREAD PAN
/// SUPER BREAD PAN
// SUPERPANSKATOL'
// Based on Garydos'es Pong example
@ -30,7 +30,8 @@ struct Entity {
byte jump, // 0/1
byte direction, // 0/1
byte dircount, // counter for time-limited movement; i.e., jumping
byte frame // internal count used for animation; max 5
byte frame, // internal count used for animation; max 5
byte walkspeed
}
// ============================================================================
@ -41,6 +42,7 @@ byte score1
array oam_buffer [256] @$200 // sprite buffer
word framecounter
Entity sam @$204 // player character
Entity baby @$250 // baby character
volatile Gamestate gamestate // the current Gamestate
// ============================================================================
@ -48,7 +50,10 @@ volatile Gamestate gamestate // the current Gamestate
// ============================================================================
const array pallete = [
$22,$29,$1A,$0F, $22,$36,$17,$0F, $22,$30,$21,$0F, $22,$27,$17,$0F,
$22,$1C,$15,$14, $0F,$18,$28,$0F, $22,$1C,$15,$14, $22,$02,$38,$3C
$22,$1C,$15,$14,
$0F,$18,$28,$0F, // sam
$0F,$28,$29,$0F, // enemies
$03,$07,$05,$03 // angry owo
]
const array attribute = [
@ -85,17 +90,32 @@ const byte BOTTOMWALL = $B0
const byte LEFTWALL = $04
// -------------------------------------
// SAM
// ATTRIBUTES
// -------------------------------------
// i don't actually remember if the super crate box guy is named sam or not
// or if he even has a name?
const byte SAM_WALKSPEED = 2
const byte SAM_FALLSPEED = 4
const byte SAM_ATTR = %00000001
const byte SAM_ATTR_HFLIP = %01000001
const byte SAM_ATTR_VFLIP = %10000001
const byte SAM_ATTR_HVFLIP = %11000001
const byte BAD_ATTR = %00000010
const byte BAD_ATTR_HFLIP = %01000010
const byte BAD_ATTR_VFLIP = %10000010
const byte BAD_ATTR_HVFLIP = %11000010
const byte MAD_ATTR = %00000011
const byte MAD_ATTR_HFLIP = %01000011
const byte MAD_ATTR_VFLIP = %10000011
const byte MAD_ATTR_HVFLIP = %11000011
// -------------------------------------
// PHYSICS?
// -------------------------------------
const byte SAM_WALKSPEED = 2
const byte BABY_WALKSPEED = SAM_WALKSPEED / 2
const byte FALLSPEED = 4
// -------------------------------------
// ANIMATIONS
// -------------------------------------
@ -103,18 +123,23 @@ const byte SAM_ATTR_HVFLIP = %11000001
// 5 frames. An animation array just contains 20 locations in CHR, four per
// frame, in this totally logical order:
// top-left, bottom-left, top-right, bottom-right
const array SAM_IDLE = [ $44, $54, $45, $55,
$46, $56, $47, $57,
$48, $58, $49, $59,
$4A, $5A, $4B, $5B,
$4C, $5C, $4D, $5D ]
const array SAM_IDLE = [ $01, $11, $02, $12,
$03, $13, $04, $14,
$05, $15, $06, $16,
$07, $17, $08, $18,
$09, $19, $0A, $1A ]
const array SAM_WALK = [ $64, $74, $65, $75,
$66, $76, $67, $77,
$68, $78, $69, $79,
$6A, $7A, $6B, $7B,
$6C, $7C, $6D, $7D ]
const array SAM_WALK = [ $21, $31, $22, $32,
$23, $33, $24, $34,
$25, $35, $26, $36,
$27, $37, $28, $38,
$29, $39, $2A, $3A ]
const array BABY_WALK = [ $00, $C0, $00, $00,
$00, $C1, $00, $C2,
$00, $C3, $00, $00,
$00, $C4, $00, $00,
$00, $C5, $00, $00 ]
// ============================================================================
// CORE
@ -293,6 +318,10 @@ void ingame_init() {
sam.top0.y = 40
sam.top0.x = 50
sam.walkspeed = SAM_WALKSPEED
baby.top0.y = 40
baby.top0.x = 100
baby.walkspeed = BABY_WALKSPEED
}
void ingame_logic() {
@ -344,6 +373,7 @@ void update_ingame_sprites ( )
{
// player. sam is the player.
update_entity( pointer.Entity( sam.addr ), SAM_IDLE, SAM_WALK )
update_entity( pointer.Entity( baby.addr ), BABY_WALK, BABY_WALK )
}
macro void load_ingame_attr_table() {
@ -450,26 +480,41 @@ macro void draw_boundaries_background() {
// -------------------------------------
void update_entity ( pointer.Entity ent, pointer idle, pointer walk ) {
entity_physics( ent )
if ( ent[0].bottom0.tile > $39 ) {
entity_destiny ( ent )
}
entity_sprite( ent, ent[0].top0.x, ent[0].top0.y, idle, walk )
}
// sets the current frame of ent's animation and determines which animation to use
void entity_sprite ( pointer.Entity ent, byte xx, byte yy, pointer idle, pointer walk ) {
if ( ent[0].direction == 0 ) {
ent[0].top0.attrs = SAM_ATTR_HFLIP
ent[0].bottom0.attrs = SAM_ATTR_HFLIP
ent[0].top1.attrs = SAM_ATTR_HFLIP
ent[0].bottom1.attrs = SAM_ATTR_HFLIP
if ( ent[0].bottom0.tile < $3A ) { // if player
ent[0].top0.attrs = SAM_ATTR_HFLIP
ent[0].bottom0.attrs = SAM_ATTR_HFLIP
ent[0].top1.attrs = SAM_ATTR_HFLIP
ent[0].bottom1.attrs = SAM_ATTR_HFLIP
} else {
ent[0].top0.attrs = BAD_ATTR_HFLIP
ent[0].bottom0.attrs = BAD_ATTR_HFLIP
ent[0].top1.attrs = BAD_ATTR_HFLIP
ent[0].bottom1.attrs = BAD_ATTR_HFLIP
}
ent[0].top1.x = xx - 8
ent[0].bottom1.x = xx - 8
}
else {
ent[0].top0.attrs = SAM_ATTR
ent[0].bottom0.attrs = SAM_ATTR
ent[0].top1.attrs = SAM_ATTR
ent[0].bottom1.attrs = SAM_ATTR
if ( ent[0].bottom0.tile < $3A ) { // if player
ent[0].top0.attrs = SAM_ATTR
ent[0].bottom0.attrs = SAM_ATTR
ent[0].top1.attrs = SAM_ATTR
ent[0].bottom1.attrs = SAM_ATTR
} else {
ent[0].top0.attrs = BAD_ATTR
ent[0].bottom0.attrs = BAD_ATTR
ent[0].top1.attrs = BAD_ATTR
ent[0].bottom1.attrs = BAD_ATTR
}
ent[0].top1.x = xx + 8
ent[0].bottom1.x = xx + 8
}
@ -523,6 +568,25 @@ void entity_sprite ( pointer.Entity ent, byte xx, byte yy, pointer idle, pointer
// "PHYSICS"
// -------------------------------------
void entity_physics ( pointer.Entity ent ) {
// if player
if ( ent[0].bottom0.tile < $3A ) {
entity_jump_physics( ent )
}
if ( ent[0].bottom0.y < BOTTOMWALL - 10 && ent[0].jump == 0 ) {
ent[0].top0.y += FALLSPEED
}
if ( ent[0].movement == 1 ) {
if ( ent[0].direction == 0 ) {
ent[0].top0.x -= ent[0].walkspeed
} else if ( ent[0].direction == 1) {
ent[0].top0.x += ent[0].walkspeed
}
}
}
void entity_jump_physics ( pointer.Entity ent ) {
if ( ent[0].bottom0.y < BOTTOMWALL - 10 && ent[0].jump == 1 && ent[0].dircount == 0 ) {
// if not on ground, don't start jumping
ent[0].jump = 0
@ -553,18 +617,12 @@ void entity_physics ( pointer.Entity ent ) {
}
ent[0].dircount += 1
}
}
if ( ent[0].bottom0.y < BOTTOMWALL - 10 && ent[0].jump == 0 ) {
ent[0].top0.y += SAM_FALLSPEED
}
if ( ent[0].movement == 1 ) {
if ( ent[0].direction == 0 ) {
ent[0].top0.x -= SAM_WALKSPEED
} else if ( ent[0].direction == 1) {
ent[0].top0.x += SAM_WALKSPEED
}
}
// enemy pathfinding, blah blah.
// determines an npc's destiny
void entity_destiny ( pointer.Entity ent ) {
ent[0].movement = 1
}
// -------------------------------------

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