Files
ascreamfromthedark-gb/engine.c
T

313 lines
9.8 KiB
C

#include <gb/gb.h>
#include <stdint.h>
#include <string.h>
#include <rand.h>
#include "engine.h"
// Generated by png2asset
#include "tiles.h"
#include "player.h"
#define MAP_SIZE 15
uint8_t maze[MAP_SIZE][MAP_SIZE];
static uint8_t map_buffer[32 * 32];
uint8_t player_lx = 1;
uint8_t player_ly = 1;
uint8_t player_dir = 0; // 0=DR, 1=DL, 2=UL, 3=UR
uint8_t scroll_x = 0;
uint8_t scroll_y = 0;
// Movement transition variables
uint8_t is_moving = 0;
uint8_t move_progress = 0;
int8_t start_lx, start_ly;
int8_t target_lx, target_ly;
int16_t start_px, start_py;
int16_t target_px, target_py;
// DAS variables
uint8_t das_timer = 0;
uint8_t das_active = 0;
#define DAS_DELAY 12
#define DAS_REPEAT 6
static void generate_maze(void) {
// Clear maze (all 0/walls)
memset(maze, 0, sizeof(maze));
// Stack for backtracking (7x7 grid of odd cells has 49 cells max)
uint8_t stack_x[49];
uint8_t stack_y[49];
uint8_t stack_ptr = 0;
// Start at (1, 1)
uint8_t cx = 1;
uint8_t cy = 1;
maze[cy][cx] = 1;
while (1) {
// Find unvisited neighbors at distance 2
// Up: (cx, cy-2), Down: (cx, cy+2), Left: (cx-2, cy), Right: (cx+2, cy)
uint8_t nx[4];
uint8_t ny[4];
uint8_t count = 0;
// Up
if (cy >= 3 && maze[cy - 2][cx] == 0) {
nx[count] = cx; ny[count] = cy - 2; count++;
}
// Down
if (cy <= MAP_SIZE - 4 && maze[cy + 2][cx] == 0) {
nx[count] = cx; ny[count] = cy + 2; count++;
}
// Left
if (cx >= 3 && maze[cy][cx - 2] == 0) {
nx[count] = cx - 2; ny[count] = cy; count++;
}
// Right
if (cx <= MAP_SIZE - 4 && maze[cy][cx + 2] == 0) {
nx[count] = cx + 2; ny[count] = cy; count++;
}
if (count > 0) {
// Choose a random neighbor
uint8_t dir = rand() % count;
// Push current cell to stack
stack_x[stack_ptr] = cx;
stack_y[stack_ptr] = cy;
stack_ptr++;
// Remove wall between current cell and chosen neighbor
maze[(cy + ny[dir]) / 2][(cx + nx[dir]) / 2] = 1;
// Move to neighbor
cx = nx[dir];
cy = ny[dir];
maze[cy][cx] = 1;
} else if (stack_ptr > 0) {
// Pop from stack
stack_ptr--;
cx = stack_x[stack_ptr];
cy = stack_y[stack_ptr];
} else {
break;
}
}
}
static void draw_map(uint8_t center_x, uint8_t center_y) {
// Fill entire map with tile index 0 (completely black empty tile)
memset(map_buffer, 0, sizeof(map_buffer));
int8_t start_x = center_x - 2;
if (start_x < 0) start_x = 0;
int8_t end_x = center_x + 2;
if (end_x >= MAP_SIZE) end_x = MAP_SIZE - 1;
int8_t start_y = center_y - 2;
if (start_y < 0) start_y = 0;
int8_t end_y = center_y + 2;
if (end_y >= MAP_SIZE) end_y = MAP_SIZE - 1;
// Draw logical map path tiles in the visible 5x5 window
for (int8_t ly = start_y; ly <= end_y; ly++) {
for (int8_t lx = start_x; lx <= end_x; lx++) {
if (maze[ly][lx] == 1) {
// Calculate Chebyshev distance to center
int8_t dx = lx - center_x;
int8_t dy = ly - center_y;
if (dx < 0) dx = -dx;
if (dy < 0) dy = -dy;
int8_t dist = (dx > dy) ? dx : dy;
// Hide tiles at distance > 2 (Fog of War)
if (dist > 2) continue;
// Centering math for 15x15 map on 32x32 background map
int8_t iso_x = (lx - ly) * 2 + 12;
int8_t iso_y = (lx + ly) * 1 + 2;
// Alternate colors (checkerboard)
uint8_t is_alt = ((lx + ly) % 2 == 0);
// Calculate neighbor mask
uint8_t has_tl = (lx > 0 && maze[ly][lx - 1] == 1);
uint8_t has_tr = (ly > 0 && maze[ly - 1][lx] == 1);
uint8_t has_bl = (ly < MAP_SIZE - 1 && maze[ly + 1][lx] == 1);
uint8_t has_br = (lx < MAP_SIZE - 1 && maze[ly][lx + 1] == 1);
uint8_t mask = (has_tl ? 1 : 0) | (has_tr ? 2 : 0) | (has_bl ? 4 : 0) | (has_br ? 8 : 0);
// Determine variation style based on lighting distance
uint8_t v;
if (dist == 2) {
// Darker variants (Tile 1 Dark starting at 32, Tile 2 Dark starting at 48)
v = is_alt ? (48 + mask) : (32 + mask);
} else {
// Normal variants
v = is_alt ? (16 + mask) : mask;
}
for (uint8_t y = 0; y < 2; y++) {
for (uint8_t x = 0; x < 4; x++) {
uint8_t target_x = (iso_x + x) & 31;
uint8_t target_y = (iso_y + y) & 31;
uint8_t src_tile = tiles_map[4 + v * 8 + y * 4 + x];
map_buffer[target_y * 32 + target_x] = src_tile;
}
}
}
}
}
set_bkg_tiles(0, 0, 32, 32, map_buffer);
}
static void update_camera(void) {
// Center the camera on the player's logical tile coordinates
int16_t px = (player_lx - player_ly) * 16 + 96;
int16_t py = (player_lx + player_ly) * 8 + 16;
scroll_x = px - 64;
scroll_y = py - 72;
move_bkg(scroll_x, scroll_y);
}
static void update_player_sprite(void) {
uint8_t frame_offset = is_moving ? ((move_progress >> 2) & 1) : 0;
move_metasprite(player_metasprites[player_dir * 2 + frame_offset], 0, 0, 88, 88);
}
void engine_init(void) {
SPRITES_8x16;
// Seed random number generator with hardware divider register
initrand(DIV_REG);
// Generate maze path cells
generate_maze();
// Explicitly initialize DMG palette registers
OBP0_REG = 0xE4; // 11 10 01 00 (Black, Dark Gray, Light Gray, White)
BGP_REG = 0xE4;
// Initialize GBC palettes (safe on DMG, does nothing)
set_bkg_palette(0, 8, tiles_palettes);
set_sprite_palette(0, 8, player_palettes);
// Load tiles
set_bkg_data(0, tiles_TILE_COUNT, tiles_tiles);
set_sprite_data(0, player_TILE_COUNT, player_tiles);
draw_map(player_lx, player_ly);
update_camera();
update_player_sprite();
}
void engine_update(uint8_t keys, uint8_t prev_keys) {
uint8_t keys_pressed = keys & ~prev_keys;
if (keys_pressed) {
das_timer = DAS_DELAY;
das_active = 1;
} else if (keys && das_active) {
if (das_timer > 0) {
das_timer--;
}
if (das_timer == 0 && !is_moving) {
das_timer = DAS_REPEAT;
keys_pressed = keys; // trigger move
}
} else {
das_active = 0;
}
if (is_moving) {
move_progress++;
// Interpolate camera position
int16_t px = start_px + (((target_px - start_px) * (int16_t)move_progress) >> 4);
int16_t py = start_py + (((target_py - start_py) * (int16_t)move_progress) >> 4);
scroll_x = px - 64;
scroll_y = py - 72;
move_bkg(scroll_x, scroll_y);
// Update walk animation frame (alternate frame every 4 ticks)
update_player_sprite();
// Update visible tiles (fog of war center) mid-way through movement
if (move_progress == 8) {
draw_map(target_lx, target_ly);
}
if (move_progress == 16) {
is_moving = 0;
player_lx = target_lx;
player_ly = target_ly;
// Final snap to target position to avoid any rounding errors
int16_t final_px = (player_lx - player_ly) * 16 + 96;
int16_t final_py = (player_lx + player_ly) * 8 + 16;
scroll_x = final_px - 64;
scroll_y = final_py - 72;
move_bkg(scroll_x, scroll_y);
// Draw map at final coordinates
draw_map(player_lx, player_ly);
// Set player to idle stand frame
update_player_sprite();
}
return; // Ignore other inputs while moving
}
int8_t move_lx = 0;
int8_t move_ly = 0;
if (keys_pressed & J_RIGHT) {
move_lx = 1; player_dir = 0; // DR
} else if (keys_pressed & J_LEFT) {
move_lx = -1; player_dir = 2; // UL
} else if (keys_pressed & J_DOWN) {
move_ly = 1; player_dir = 1; // DL
} else if (keys_pressed & J_UP) {
move_ly = -1; player_dir = 3; // UR
}
if (move_lx != 0 || move_ly != 0) {
int8_t new_lx = player_lx + move_lx;
int8_t new_ly = player_ly + move_ly;
// Bounds check & wall/empty area collision check
if (new_lx >= 0 && new_lx < MAP_SIZE && new_ly >= 0 && new_ly < MAP_SIZE) {
if (maze[new_ly][new_lx] == 1) {
is_moving = 1;
move_progress = 0;
start_lx = player_lx;
start_ly = player_ly;
target_lx = new_lx;
target_ly = new_ly;
start_px = (start_lx - start_ly) * 16 + 96;
start_py = (start_lx + start_ly) * 8 + 16;
target_px = (target_lx - target_ly) * 16 + 96;
target_py = (target_lx + target_ly) * 8 + 16;
update_player_sprite();
} else {
// If collision blocks, just update direction look frame
update_player_sprite();
}
} else {
// Out of bounds: update direction look frame
update_player_sprite();
}
}
}