dos-vga-arena-shooter-game/game.c

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5.6 KiB
C
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#include <stdio.h>
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#include "vga.h"
#include "keyboard.h"
#include "mouse_io.h"
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#include "pc_stuff.h"
#include "bmpload.h"
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struct BMPImage spritesheetImage;
struct VGAColor vgaColors[256];
struct SpriteRender arenaWallTop, arenaWallSide, arenaFloor;
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struct SpriteRender rabbit;
void setupWallSprites() {
buildSpriteFromSpritesheet(
&spritesheetImage,
&arenaWallTop,
0, 0, 20, 20
);
buildSpriteFromSpritesheet(
&spritesheetImage,
&arenaWallSide,
20, 0, 20, 20
);
buildSpriteFromSpritesheet(
&spritesheetImage,
&arenaFloor,
40, 0, 20, 20
);
}
void setupRabbitSprites() {
buildSpriteFromSpritesheet(
&spritesheetImage,
&rabbit,
0, 20, 16, 16
);
}
char arenaLayout[10][10] = {
{ 1, 1, 1, 1, 0, 0, 1, 1, 1, 1 },
{ 1, 2, 2, 2, 0, 0, 2, 2, 2, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 2, 0, 0, 0, 0, 0, 0, 0, 0, 2 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 1, 1, 1, 0, 0, 1, 1, 1, 1 }
};
void renderArenaTile(int x, int y) {
char tile;
struct SpriteRender *target;
tile = arenaLayout[y][x];
switch (tile) {
case 0:
target = &arenaFloor;
break;
case 1:
target = &arenaWallTop;
break;
case 2:
target = &arenaWallSide;
break;
}
target->x = x * 20;
target->y = y * 20;
drawSprite(target);
}
void buildArena() {
int x, y;
for (y = 0; y < 10; ++y) {
for (x = 0; x < 10; ++x) {
renderArenaTile(x, y);
}
}
}
int rabbitPosition[2] = { 60, 60 };
int rabbitLimits[2][2] = {
{ 20, 20 },
{ 180, 180 }
};
#define RABBIT_MOTION_DRAG (2)
#define RABBIT_MOTION_ACCELERATION (5)
#define RABBIT_MOTION_MAX_SPEED (12)
signed char rabbitVelocity[2] = { 0, 0 };
void renderRabbit() {
rabbit.x = rabbitPosition[0];
rabbit.y = rabbitPosition[1];
drawSprite(&rabbit);
}
void handleRabbitMovement() {
int i;
if (keyboardKeydownState.KEY_W) {
rabbitVelocity[1] -= RABBIT_MOTION_ACCELERATION;
if (rabbitVelocity[1] < -RABBIT_MOTION_MAX_SPEED) {
rabbitVelocity[1] = -RABBIT_MOTION_MAX_SPEED;
}
}
if (keyboardKeydownState.KEY_S) {
rabbitVelocity[1] += RABBIT_MOTION_ACCELERATION;
if (rabbitVelocity[1] > RABBIT_MOTION_MAX_SPEED) {
rabbitVelocity[1] = RABBIT_MOTION_MAX_SPEED;
}
}
if (keyboardKeydownState.KEY_A) {
rabbitVelocity[0] -= RABBIT_MOTION_ACCELERATION;
if (rabbitVelocity[0] < -RABBIT_MOTION_MAX_SPEED) {
rabbitVelocity[0] = -RABBIT_MOTION_MAX_SPEED;
}
}
if (keyboardKeydownState.KEY_D) {
rabbitVelocity[0] += RABBIT_MOTION_ACCELERATION;
if (rabbitVelocity[0] > RABBIT_MOTION_MAX_SPEED) {
rabbitVelocity[0] = RABBIT_MOTION_MAX_SPEED;
}
}
for (i = 0; i < 2; ++i) {
rabbitPosition[i] += (rabbitVelocity[i] / 5);
if (rabbitPosition[i] < rabbitLimits[0][i]) {
rabbitPosition[i] = rabbitLimits[0][i];
}
if (rabbitPosition[i] >= rabbitLimits[1][i]) {
rabbitPosition[i] = rabbitLimits[1][i];
}
if (rabbitVelocity[i] < 0) {
rabbitVelocity[i] += RABBIT_MOTION_DRAG;
if (rabbitVelocity[i] > 0) rabbitVelocity[i] = 0;
}
if (rabbitVelocity[i] > 0) {
rabbitVelocity[i] -= RABBIT_MOTION_DRAG;
if (rabbitVelocity[i] < 0) rabbitVelocity[i] = 0;
}
}
}
void drawOnlyRabbitArena() {
int rabbitLeftTileX, rabbitRightTileX,
rabbitTopTileY, rabbitBottomTileY;
rabbitLeftTileX = rabbitPosition[0] / 20;
rabbitRightTileX = (rabbitPosition[0] + 16) / 20;
rabbitTopTileY = rabbitPosition[1] / 20;
rabbitBottomTileY = (rabbitPosition[1] + 16) / 20;
renderArenaTile(rabbitLeftTileX, rabbitTopTileY);
if (rabbitLeftTileX != rabbitRightTileX) {
renderArenaTile(rabbitRightTileX, rabbitTopTileY);
if (rabbitTopTileY != rabbitBottomTileY) {
renderArenaTile(rabbitRightTileX, rabbitBottomTileY);
}
}
if (rabbitTopTileY != rabbitBottomTileY) {
renderArenaTile(rabbitLeftTileX, rabbitBottomTileY);
}
}
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int main(void) {
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FILE *fh;
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int keepRunning = 1;
struct MouseStatus mouseStatus;
installKeyboardHandler();
activateMouse(&mouseStatus);
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initializeDrawBuffer();
fh = fopen("sprtsht.bmp", "rb");
if (readBMPIntoNewMemory(fh, &spritesheetImage)) return 1;
fclose(fh);
spritesheetImage.transparentColor = 0;
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setupWallSprites();
setupRabbitSprites();
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setVideoMode(VIDEO_MODE_VGA_256);
bmp256ColorPaletteToVGAColorPalette(&spritesheetImage, vgaColors);
setVGAColors(vgaColors, 256);
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buildArena();
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while (keepRunning) {
readMouse(&mouseStatus);
populateKeyboardKeydownState();
handleRabbitMovement();
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waitStartVbl();
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drawOnlyRabbitArena();
renderRabbit();
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copyDrawBufferToDisplay();
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waitEndVbl();
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if (mouseStatus.leftButtonDown) { keepRunning = 0; }
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}
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// states:
// * main menu
// * play
// * quit
// * play
// * draw base map
// * draw sidebar
// * Game loop
// * get mouse
// * get keyboard
// * set character position
// * check for enemy spawn and spawn enemy if needed
// * check for character firing and able to fire, spawn bullet if allowed
// * check for each enemy firing and able to fire, spawn enemy bullet if allowed
// * check for bullet collisions
// * enemies are destroyed
// * character is damaged
// * check for bullets hitting the edges of the screen and remove
// *
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//
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freeBMP(&spritesheetImage);
setVideoMode(VIDEO_MODE_80x25_TEXT);
uninstallKeyboardHandler();
fprintf(stderr, "meow\n");
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return 0;
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}