Bow_and_Arrow_psx/bow.c

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2020-12-28 13:00:46 +01:00
// Bow & Arrow PSX, by Schnappy, 12-2020
// V0.1
//
// Base on the original dos game by John Di Troia, From Bow and Arrow - In Search of the Greatest Archer v1.0 (1992)
// https://www.classicdosgames.com/company/johnditroia.html
//
// WARNING : Following code is *TERRIBLE*, I am learning C, thus the terrible quality. But it does the job ¯\_(ツ)_/¯
//
#include <sys/types.h>
#include <stdio.h>
#include <libgte.h>
#include <libetc.h>
#include <libgpu.h>
#include <kernel.h>
#include <rand.h>
// VAG playback
#include <libsnd.h>
#include <libspu.h>
#include "animation.c"
typedef unsigned char BYTE;
typedef unsigned short WORD;
typedef unsigned int DWORD;
// end VAG playback
#define VMODE 0 // Video Mode : 0 : NTSC, 1: PAL
#define SCREENXRES 320
#define SCREENYRES 240
#define CENTERX SCREENXRES/2
#define CENTERY SCREENYRES/2
#define START_POS CENTERX - 20
#define MARGINX 32 // margins for text display
#define MARGINY 8
#define FONTSIZE 8 * 6 // Text Field Height
#define OTLEN 64 // Ordering Table Length
// animation related defines
#define SPRITESHEETGRIDXSCALE 42 // one frame every 42 pixels
#define SPRITESHEETGRIDYSCALE 48
#define ARROW_SPEED 3
// Graphics stuff
DISPENV disp[2]; // Double buffered DISPENV and DRAWENV
DRAWENV draw[2];
u_long ot[2][OTLEN]; // double ordering table of length 8 * 32 = 256 bits / 32 bytes
char primbuff[2][65536] = {0}; // double primitive buffer of length 32768 * 8 = 262.144 bits / 32,768 Kbytes
char *nextpri = primbuff[0]; // pointer to the next primitive in primbuff. Initially, points to the first bit of primbuff[0]
short db = 0; // index of which buffer is used, values 0, 1
// SOUND STUFF
// VAG playback
#define MALLOC_MAX 16
// convert Little endian to Big endian
#define SWAP_ENDIAN32(x) (((x)>>24) | (((x)>>8) & 0xFF00) | (((x)<<8) & 0x00FF0000) | ((x)<<24))
typedef struct VAGheader{ // All the values in this header must be big endian
char id[4]; // VAGp 4 bytes -> 1 char * 4
DWORD version; // 4 bytes
DWORD reserved; // 4 bytes
DWORD dataSize; // (in bytes) 4 bytes
DWORD samplingFrequency;// 4 bytes
char reserved2[12]; // 12 bytes -> 1 char * 12
char name[16]; // 16 bytes -> 1 char * 16
// Waveform data after that
}VAGhdr;
SpuCommonAttr commonAttributes; // structure for changing common voice attributes
SpuVoiceAttr voiceAttributes ; // structure for changing individual voice attributes
// address allocated in memory for first sound file
u_long vag_spu_address; // music
u_long vag1_spu_address; // pop
u_long vag2_spu_address; // ready
u_long vag3_spu_address; // shoot
u_long vag4_spu_address; // jump
u_long vag5_spu_address; // gameover
u_long vag6_spu_address; // gameover
u_long vag7_spu_address; // gameover
// SOUND DEBUG : these allow printing values for debugging
u_long spu_start_address;
u_long spu1_start_address;
u_long spu2_start_address;
u_long spu3_start_address;
u_long spu4_start_address;
u_long spu5_start_address;
u_long spu6_start_address;
u_long spu7_start_address;
u_long get_start_addr;
u_long get1_start_addr;
u_long get2_start_addr;
u_long get3_start_addr;
u_long get4_start_addr;
u_long get5_start_addr;
u_long get6_start_addr;
u_long get7_start_addr;
u_long transSize;
u_long trans1Size;
u_long trans2Size;
u_long trans3Size;
u_long trans4Size;
u_long trans5Size;
u_long trans6Size;
u_long trans7Size;
char spu_malloc_rec[SPU_MALLOC_RECSIZ * (2 + MALLOC_MAX+1)]; // Memory management table ; allow MALLOC_MAX calls to SpuMalloc() - ibref47.pdf p.1044
// VAG files
// We're using GrumpyCoder's Nugget wrapper to compile the code with a modern GCC : https://github.com/grumpycoders/pcsx-redux/tree/main/src/mips/psyq
// To include binary files in the exe, add your VAG files to the SRCS variable in Makefile
// and in common.mk, add this rule to include *.vag files :
//
//~ %.o: %.vag
//~ $(PREFIX)-objcopy -I binary --set-section-alignment .data=4 --rename-section .data=.rodata,alloc,load,readonly,data,contents -O elf32-tradlittlemips -B mips $< $@
// vil.vag - 22050 Khz
extern BYTE _binary_VAG_vil_vag_start[]; // filename must begin with _binary_ followed by the full path, with . and / replaced, and then suffixed with _ and end with _start[]; or end[];
extern BYTE _binary_VAG_vil_vag_end[]; // https://discord.com/channels/642647820683444236/663664210525290507/780866265077383189
// ready.vag - 44100 Khz
extern BYTE _binary_VAG_ready_vag_start[];
extern BYTE _binary_VAG_ready_vag_end[];
// shoot.vag - 44100 Khz
extern BYTE _binary_VAG_shoot_vag_start[];
extern BYTE _binary_VAG_shoot_vag_end[];
// pop.vag - 44100 Khz
extern BYTE _binary_VAG_pop_vag_start[];
extern BYTE _binary_VAG_pop_vag_end[];
// jmp.vag - 44100 Khz
extern BYTE _binary_VAG_jmp_vag_start[];
extern BYTE _binary_VAG_jmp_vag_end[];
// toc.vag - 44100 Khz
extern BYTE _binary_VAG_toc_vag_start[];
extern BYTE _binary_VAG_toc_vag_end[];
// crowd.vag - 44100 Khz
extern BYTE _binary_VAG_crowd_vag_start[];
extern BYTE _binary_VAG_crowd_vag_end[];
// folks.vag - 44100 Khz
extern BYTE _binary_VAG_folks_vag_start[];
extern BYTE _binary_VAG_folks_vag_end[];
// define which SFX play on which voice
#define MUSIC SPU_0CH
#define READY SPU_2CH
#define SHOOT SPU_3CH
#define POP SPU_4CH
#define JMP SPU_5CH
#define CROWD SPU_6CH
#define FOLKS SPU_7CH
#define TOC SPU_8CH
// end VAG playback
// game stuff
char gameStarted = 0;
char gameReset = 0;
char intro = 1;
short nbrBalloonsHit = 0;
short nbrBubblesHit = 0;
char hit = 0;
//animation player
u_long globalTime = 0;
u_long lastFrameTime = 0;
frame animPlayerQueue[128]; // 128 x 4 bytes buffer to store animation frames : 1 frame == 14 bytes
frame *nextFrame = animPlayerQueue;
short animPlayerQueueSize;
// pad stuff
char buttonRActive = 0;
char buttonUActive = 0;
char buttonDActive = 0;
char buttonLActive = 0;
char buttonTimer = 0;
char btnUp = 0;
char btnRight = 0;
char btnDown = 0;
char btnLeft = 0;
char arrowReleased = 0;
char iddleRobin = 1;
// nugget - import binary, see makefile also
extern ulong _binary_TIM_bowsht_tim_start[]; // filename must begin with _binary_ followed by the full path, with . and / replaced, and then suffixed with _ and end with _start[]; or end[]; https://discord.com/channels/642647820683444236/663664210525290507/780866265077383189
extern ulong _binary_TIM_bowsht_tim_end[]; // _start and _end are pointers, while _length is a constant.
extern ulong _binary_TIM_bowbg_tim_start[];
extern ulong _binary_TIM_bowbg_tim_end[];
extern ulong _binary_TIM_menu_tim_start[];
extern ulong _binary_TIM_menu_tim_end[];
extern ulong _binary_TIM_inst_tim_start[];
extern ulong _binary_TIM_inst_tim_end[];
int bowsht_mode, bowbg_mode, menu_mode, inst_mode;
RECT bowsht_prect, bowsht_crect, bowbg_prect, bowbg_crect, menu_prect, menu_crect, inst_prect, inst_crect ;
CVECTOR BgColor = {104,169,16};
typedef struct {
short x, y;
short r;
} CRCL;
typedef struct
{
POLY_FT4 * poly_ft4;
CVECTOR color;
short width;
short height;
//~ VECTOR PosV_L; // Not used anymore
SVECTOR RotV_L;
VECTOR TransV_L;
VECTOR ScaleV_L;
SVECTOR PivotV_L;
SVECTOR Verts[4];
MATRIX Matrix;
long depth;
long flag;
short rotSpeed;
int otz;
short hit;
short cursor;
short timer;
frame *anim;
} polygon;
typedef struct {
short ammo;
short nbrBalloons;
short nbrBubbles;
short nbrTarget;
short nbrArrows;
} ASSETS;
typedef struct{
short x, y;
} COORD;
ASSETS assetsLoad = {24, 10, 8, 1, 5};
short currentLvl = 0;
/////
int sync;
void display(void)
{
DrawSync(0);
sync = VSync(0);
PutDispEnv(&disp[db]);
PutDrawEnv(&draw[db]);
SetDispMask(1);
DrawOTag(ot[db] + OTLEN - 1);
db = !db;
nextpri = primbuff[db];
}
void loadTexture(u_long *tim, TIM_IMAGE *tparam){
OpenTIM(tim);
ReadTIM(tparam);
LoadImage(tparam->prect, (u_long *)tparam->paddr);
DrawSync(0);
if(tparam->mode & 0x8){
LoadImage(tparam->crect, (u_long *)tparam->caddr);
DrawSync(0);
}
}
void pivotPoint(SVECTOR VertPos[3],short width,short height, SVECTOR pivot){
// Not very efficient I think
VertPos[0].vx = -pivot.vx;
VertPos[0].vy = -pivot.vy;
VertPos[0].vz = 1;
VertPos[1].vx = width - pivot.vx;
VertPos[1].vy = -pivot.vy;
VertPos[1].vz = 1;
VertPos[2].vx = -pivot.vx;
VertPos[2].vy = height-pivot.vy;
VertPos[2].vz = 1;
VertPos[3].vx = width - pivot.vx;
VertPos[3].vy = height - pivot.vy;
VertPos[3].vz = 1;
}
MATRIX identity(int num)
{
int row, col;
MATRIX matrix;
for (row = 0; row < num; row++)
{
for (col = 0; col < num; col++)
{
if (row == col)
matrix.m[row][col] = 4096;
else
matrix.m[row][col] = 0;
}
}
return matrix;
}
void loadAssets(void){
TIM_IMAGE bowsheetTim;
TIM_IMAGE bowbgTim;
TIM_IMAGE menuTim;
TIM_IMAGE instTim;
loadTexture((u_long*)_binary_TIM_bowsht_tim_start, &bowsheetTim);
loadTexture((u_long*)_binary_TIM_bowbg_tim_start, &bowbgTim);
loadTexture((u_long*)_binary_TIM_menu_tim_start, &menuTim);
loadTexture((u_long*)_binary_TIM_inst_tim_start, &instTim);
bowsht_mode = bowsheetTim.mode;
bowsht_prect = *bowsheetTim.prect;
bowsht_crect = *bowsheetTim.crect;
bowbg_mode = bowbgTim.mode;
bowbg_prect = *bowbgTim.prect;
bowbg_crect = *bowbgTim.crect;
menu_mode = menuTim.mode;
menu_prect = *menuTim.prect;
menu_crect = *menuTim.crect;
inst_mode = instTim.mode;
inst_prect = *instTim.prect;
inst_crect = *instTim.crect;
}
void init(void)
{
ResetGraph(0);
InitGeom();
SetGeomOffset(0,0);
SetGeomScreen(1);
SetDefDispEnv(&disp[0], 0, 0, SCREENXRES, SCREENYRES);
SetDefDispEnv(&disp[1], 0, SCREENYRES, SCREENXRES, SCREENYRES);
SetDefDrawEnv(&draw[0], 0, SCREENYRES, SCREENXRES, SCREENYRES);
SetDefDrawEnv(&draw[1], 0, 0, SCREENXRES, SCREENYRES);
if (VMODE)
{
SetVideoMode(MODE_PAL);
disp[0].screen.y += 8;
disp[1].screen.y += 8;
}
setRGB0(&draw[0], BgColor.r, BgColor.g, BgColor.b);
setRGB0(&draw[1], BgColor.r, BgColor.g, BgColor.b);
draw[0].isbg = 1;
draw[1].isbg = 1;
PadInit(0);
// Load textures
loadAssets();
draw[0].tpage = getTPage(bowsht_mode&0x3, 0, bowsht_prect.x, bowsht_prect.y);
draw[1].tpage = getTPage(bowsht_mode&0x3, 0, bowsht_prect.x, bowsht_prect.y);
PutDispEnv(&disp[db]);
PutDrawEnv(&draw[db]);
FntLoad(960, 0);
FntOpen(MARGINX, SCREENYRES - MARGINY - FONTSIZE, SCREENXRES - MARGINX * 2, FONTSIZE, 0, 280 );
}
// VAG playback
// Audio initialisation & functions
void initSnd(void){
SpuInitMalloc(MALLOC_MAX, spu_malloc_rec); // Maximum number of blocks, mem. management table address.
commonAttributes.mask = (SPU_COMMON_MVOLL | SPU_COMMON_MVOLR); // Mask which attributes to set
commonAttributes.mvol.left = 0x3fff; // Master volume left
commonAttributes.mvol.right = 0x3fff; // see libref47.pdf, p.1058
SpuSetCommonAttr(&commonAttributes); // set attributes
SpuSetIRQ(SPU_OFF);
}
u_long sendVAGtoRAM(DWORD VAG_data_size, BYTE *VAG_data){
u_long size;
SpuSetTransferMode(SpuTransByDMA); // DMA transfer; can do other processing during transfer
size = SpuWrite (VAG_data + sizeof(VAGhdr), VAG_data_size); // transfer VAG_data_size bytes from VAG_data address to sound buffer
SpuIsTransferCompleted (SPU_TRANSFER_WAIT); // Checks whether transfer is completed and waits for completion
return size;
}
void setVoiceAttr(DWORD pitch, long channel, unsigned long soundAddr, short vol){
voiceAttributes.mask= //~ Attributes (bit string, 1 bit per attribute)
(
SPU_VOICE_VOLL |
SPU_VOICE_VOLR |
SPU_VOICE_PITCH |
SPU_VOICE_WDSA |
SPU_VOICE_ADSR_AMODE |
SPU_VOICE_ADSR_SMODE |
SPU_VOICE_ADSR_RMODE |
SPU_VOICE_ADSR_AR |
SPU_VOICE_ADSR_DR |
SPU_VOICE_ADSR_SR |
SPU_VOICE_ADSR_RR |
SPU_VOICE_ADSR_SL
);
voiceAttributes.voice = channel; //~ Voice (low 24 bits are a bit string, 1 bit per voice )
voiceAttributes.volume.left = vol; //~ Volume
voiceAttributes.volume.right = vol; //~ Volume
voiceAttributes.pitch = pitch; //~ Interval (set pitch)
voiceAttributes.addr = soundAddr; //~ Waveform data start address
voiceAttributes.a_mode = SPU_VOICE_LINEARIncN; //~ Attack rate mode = Linear Increase - see libref47.pdf p.1091
voiceAttributes.s_mode = SPU_VOICE_LINEARIncN; //~ Sustain rate mode = Linear Increase
voiceAttributes.r_mode = SPU_VOICE_LINEARDecN; //~ Release rate mode = Linear Decrease
voiceAttributes.ar = 0x0; //~ Attack rate
voiceAttributes.dr = 0x0; //~ Decay rate
voiceAttributes.rr = 0x0; //~ Release rate
voiceAttributes.sr = 0x0; //~ Sustain rate
voiceAttributes.sl = 0xf; //~ Sustain level
SpuSetVoiceAttr(&voiceAttributes); // set attributes
}
//~ SpuSetKey(SpuOn,SPU_0CH | SPU_2CH); // Set several channels by ORing each channel bit ; channel 0 and 2 here.
void playSFX(u_long sfx){
SpuSetKey(SpuOn,sfx); // Play SFX on voice 2.
}
// end VAG playback
int main(void)
{
srand(rand());
short r = rand();
int pad;
int t = 5;
char ammuQty = assetsLoad.ammo;
int msgID = -1;
short dir = 1;
short hitId = 1;
int hitCoord[5] = {0,0,0,0,0};
COORD dirV[8] = {-1, -1, 1, -1, -1, 1, -1, 1, -1, 1, -1, 1, 1, -1, -1, -1};
SPRT *bgSprt;
//~ SPRT *menuSprt;
SPRT *instSprt;
DR_TPAGE *tpage_bg;
DR_TPAGE *tpage_sht;
DR_TPAGE *tpage_menu;
DR_TPAGE *tpage_inst;
SPRT *uiAmmu;
SPRT *uiParch;
TILE *debug;
MATRIX IDMATRIX = identity(3);
RECT targetHitbox = {0, 0, 12, 24};
RECT arrowHitbox = {0, 0, 3, 5};
CRCL roundHitbox = {0, 0, 6};
CRCL bubbleHitbox = {0, 0, 8};
COORD hitPos = {0, 0};
SPRT Ammu[assetsLoad.ammo];
//Robin
polygon robinPoly = {
robinPoly.poly_ft4,
{128, 128, 128}, // color
42, 48, // width, height
{0,0,0}, // RotV_L
{32, CENTERY+5, 0}, // TransV_L
{4096,4096,4096}, // ScaleV_L
{21,24,1}, // PivotV
{ // Verts[4]
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0}
},
IDMATRIX, // Matrix
0,0, // depth, flag
8, // rotSpeed
0, // z-index
0, // hit
0, //cursor
0, //timer
aim
};
// parchment
polygon menuPoly = {
menuPoly.poly_ft4,
{128, 128, 128}, // color
256, 240, // width, height
{0,0,0}, // RotV_L start pos : {0,0,-1124} -target pos : {0,0,0}
{CENTERX, CENTERY, 0}, // TransV_L start pos : {-4, 0, 0} - target pos : {2, -10, 0}
{5120,4096,4096}, // ScaleV_L
{128,120,0}, // PivotV start pos : {-11,2, 1} - target pos : {4,2,1}
{ // Verts[4]
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0}
},
IDMATRIX, // Matrix
0,0, // depth, flag
0, // rotSpeed
-1, // z-index
0, // hit
0, //cursor
0, //timer
menu
};
// parchment
polygon instPoly = {
instPoly.poly_ft4,
{128, 128, 128}, // color
256, 134, // width, height
{0,0,0}, // RotV_L start pos : {0,0,-1124} -target pos : {0,0,0}
{CENTERX, CENTERY, 0}, // TransV_L start pos : {-4, 0, 0} - target pos : {2, -10, 0}
{4096,4096,4096}, // ScaleV_L
{128,67,0}, // PivotV start pos : {-11,2, 1} - target pos : {4,2,1}
{ // Verts[4]
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0}
},
IDMATRIX, // Matrix
0,0, // depth, flag
0, // rotSpeed
0, // z-index
0, // hit
0, //cursor
0, //timer
inst
};
// parchment
polygon parchPoly = {
parchPoly.poly_ft4,
{128, 128, 128}, // color
98, 64, // width, height
{0,0,0}, // RotV_L start pos : {0,0,-1124} -target pos : {0,0,0}
{CENTERX + 5, CENTERY, 0}, // TransV_L start pos : {-4, 0, 0} - target pos : {2, -10, 0}
{7168,7168,7168}, // ScaleV_L
{49,32,0}, // PivotV start pos : {-11,2, 1} - target pos : {4,2,1}
{ // Verts[4]
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0}
},
IDMATRIX, // Matrix
0,0, // depth, flag
8, // rotSpeed
10, // z-index
0, // hit
0, //cursor
0, //timer
parchment
};
// parchment
polygon msgPoly = {
msgPoly.poly_ft4,
{128, 128, 128}, // color
50, 16, // width, height
{0,0,0}, // RotV_L start pos : {0,0,-1124} -target pos : {0,0,0}
{CENTERX - msgPoly.PivotV_L.vx, CENTERY - msgPoly.PivotV_L.vy, 0}, // TransV_L start pos : {-4, 0, 0} - target pos : {2, -10, 0}
{4096,4096,4096}, // ScaleV_L
{25,8,0}, // PivotV start pos : {-11,2, 1} - target pos : {4,2,1}
{ // Verts[4]
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0}
},
IDMATRIX, // Matrix
0,0, // depth, flag
8, // rotSpeed
5, // z-index
0, // hit
0, //cursor
0, //timer
messages
};
// arrow
polygon arrowPoly[assetsLoad.nbrArrows+1];
for(int i = 0; i < assetsLoad.nbrArrows; i++){
arrowPoly[i] = (polygon){
arrowPoly[i].poly_ft4,
{128, 128, 128}, // color
28, 5, // width, height
{0,0,0}, // RotV_L start pos : {0,0,-1124} -target pos : {0,0,0}
{-10, -12, 0}, // TransV_L start pos : {-4, 0, 0} - target pos : {2, -10, 0}
{4096,4096,4096}, // ScaleV_L
{-4,2,0}, // PivotV start pos : {-11,2, 1} - target pos : {4,2,1}
{ // Verts[4]
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0}
},
IDMATRIX, // Matrix
0,0, // depth, flag
8, // rotSpeed
2, // z-index
0, // hit
0, //cursor
0, //timer
arrow
};
}
// balloon
polygon balloonPoly[assetsLoad.nbrBalloons]; // = {
for (int i = 0; i < assetsLoad.nbrBalloons; i++){
balloonPoly[i] = (polygon){
balloonPoly[i].poly_ft4,
{128, 128, 128}, // color
9, 21, // width, height
{0,0,0}, // RotV_L start pos : {0,0,-1124} -target pos : {0,0,0}
{START_POS + (i * 12), SCREENYRES, 0}, // TransV_L start pos : {-4, 0, 0} - target pos : {2, -10, 0}
{5120,5120,5120}, // ScaleV_L
{4,10,0}, // PivotV start pos : {-11,2, 1} - target pos : {4,2,1}
{ // Verts[4]
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0}
},
IDMATRIX, // Matrix
0,0, // depth, flag
8, // rotSpeed
-1, // z-index
0, // hit
0, //cursor
0, //timer
balloon
};
srand(rand());
balloonPoly[i].TransV_L.vx = rand()/205 + 140;
balloonPoly[i].TransV_L.vy = rand()/147;
}
// Level 2
polygon bubblePoly[assetsLoad.nbrBubbles]; // = {
polygon beePoly[assetsLoad.nbrBubbles]; // = {
for (int i = 0; i < assetsLoad.nbrBubbles; i++){
// bubble
bubblePoly[i] = (polygon){
bubblePoly[i].poly_ft4,
{128, 128, 128}, // color
16, 16, // width, height
{0,0,0}, // RotV_L start pos : {0,0,-1124} -target pos : {0,0,0}
{CENTERX + (i * 14), CENTERY, 0}, // TransV_L start pos : {-4, 0, 0} - target pos : {2, -10, 0}
{4096,4096,4096}, // ScaleV_L
{8,8,0}, // PivotV start pos : {-11,2, 1} - target pos : {4,2,1}
{ // Verts[4]
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0}
},
IDMATRIX, // Matrix
0,0, // depth, flag
8, // rotSpeed
-1, // z-index
0, // hit
0, //cursor
0, //timer
bubble
};
bubblePoly[i].TransV_L.vx = rand()/158 + 80;
bubblePoly[i].TransV_L.vy = rand()/145;
// bee
beePoly[i] = (polygon){
beePoly[i].poly_ft4,
{128, 128, 128}, // color
11, 16, // width, height
{0,0,0}, // RotV_L start pos : {0,0,-1124} -target pos : {0,0,0}
{CENTERX + (i * 14), CENTERY, 0}, // TransV_L start pos : {-4, 0, 0} - target pos : {2, -10, 0}
{4096,4096,4096}, // ScaleV_L
{5,6,0}, // PivotV start pos : {-11,2, 1} - target pos : {4,2,1}
{ // Verts[4]
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0}
},
IDMATRIX, // Matrix
0,0, // depth, flag
8, // rotSpeed
-1, // z-index
0, // hit
0, //cursor
0, //timer
bee
};
}
// target
polygon targetPoly = {
targetPoly.poly_ft4,
{128, 128, 128}, // color
12, 26, // width, height
{0,0,0}, // RotV_L start pos : {0,0,-1124} -target pos : {0,0,0}
{SCREENXRES - MARGINX, CENTERY, 0}, // TransV_L start pos : {-4, 0, 0} - target pos : {2, -10, 0}
{4096,4096,4096}, // ScaleV_L
{6,13,0}, // PivotV start pos : {-11,2, 1} - target pos : {4,2,1}
{ // Verts[4]
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0}
},
IDMATRIX, // Matrix
0,0, // depth, flag
8, // rotSpeed
-1, // z-index
0, // hit
0, //cursor
0, //timer
target
};
setAnimSheet(0, aim , 6, SPRITESHEETGRIDXSCALE, SPRITESHEETGRIDYSCALE, 0, 0); // line, array[], arraySize, gridWidth, gridHeight, Xoffset, Yoffset
setAnimSheet(1, jump , 6, SPRITESHEETGRIDXSCALE, SPRITESHEETGRIDYSCALE, 0, 0);
setAnimSheet(2, reload , 6, SPRITESHEETGRIDXSCALE, SPRITESHEETGRIDYSCALE, 0, 0);
setAnimSheet(3, reload_arrow, 3, SPRITESHEETGRIDXSCALE, SPRITESHEETGRIDYSCALE, 0, 0);
setAnimSheet(4, arrow , 1, SPRITESHEETGRIDXSCALE, SPRITESHEETGRIDYSCALE, 0, 0);
setAnimSheet(4, balloon , 8, 9, SPRITESHEETGRIDYSCALE, 0, 5);
setAnimSheet(4, bubble , 1, SPRITESHEETGRIDXSCALE, SPRITESHEETGRIDYSCALE, 68, 0);
setAnimSheet(4, bee , 3, 11, SPRITESHEETGRIDYSCALE, 84, 0);
setAnimSheet(4, target , 1, SPRITESHEETGRIDXSCALE, SPRITESHEETGRIDYSCALE, 114, 22);
//UI
setAnimSheet(0, menu , 1, 255, 192, 0, 0);
setAnimSheet(0, inst , 1, 255, 134, 0, 0);
setAnimSheet(3, parchment , 1, SPRITESHEETGRIDXSCALE, SPRITESHEETGRIDYSCALE, SPRITESHEETGRIDXSCALE * 3, 0);
setAnimSheet(5, ammunitions , 1, SPRITESHEETGRIDXSCALE, SPRITESHEETGRIDYSCALE, 0, 0);
setAnimSheet(5, messages , 2, 57, SPRITESHEETGRIDYSCALE, 3, -1);
currentFrame = &aim[0];
// Objects
pivotPoint(robinPoly.Verts, robinPoly.width, robinPoly.height, robinPoly.PivotV_L);
pivotPoint(targetPoly.Verts, targetPoly.width, targetPoly.height, targetPoly.PivotV_L);
// UI
pivotPoint(menuPoly.Verts, menuPoly.width, menuPoly.height, menuPoly.PivotV_L);
pivotPoint(instPoly.Verts, instPoly.width, instPoly.height, instPoly.PivotV_L);
pivotPoint(parchPoly.Verts, parchPoly.width, parchPoly.height, parchPoly.PivotV_L);
pivotPoint(msgPoly.Verts, msgPoly.width, msgPoly.height, msgPoly.PivotV_L);
for (int i = 4; i >= 0; i--){
pivotPoint(arrowPoly[i].Verts, arrowPoly[i].width, arrowPoly[i].height, arrowPoly[i].PivotV_L);
}
for (int i = assetsLoad.nbrBalloons-1;i >= 0; i--){
pivotPoint(balloonPoly[i].Verts, balloonPoly[i].width, balloonPoly[i].height, balloonPoly[i].PivotV_L);
//~ pivotPoint(balloonPoly[1].Verts, balloonPoly[1].width, balloonPoly[1].height, balloonPoly[1].PivotV_L);
}
for (int i = assetsLoad.nbrBubbles-1;i >= 0; i--){
pivotPoint(bubblePoly[i].Verts, bubblePoly[i].width, bubblePoly[i].height, bubblePoly[i].PivotV_L);
pivotPoint(beePoly[i].Verts, beePoly[i].width, beePoly[i].height, beePoly[i].PivotV_L);
}
addVector(&arrowPoly[0].TransV_L, &robinPoly.TransV_L);
arrowPoly[0].TransV_L.vy += currentFrame->Yoffset ;
for (int i = 0; i < assetsLoad.nbrArrows; i++){
arrowPoly[i].otz = -1;
}
//~ addVector(&parchPoly.TransV_L, &robinPoly.TransV_L);
// VAG playback
const VAGhdr * VAGfileHeader = (VAGhdr *) _binary_VAG_vil_vag_start; // get header of VAG file
const VAGhdr * VAG1fileHeader = (VAGhdr *) _binary_VAG_pop_vag_start; // get header of VAG file
const VAGhdr * VAG2fileHeader = (VAGhdr *) _binary_VAG_ready_vag_start; // get header of VAG file
const VAGhdr * VAG3fileHeader = (VAGhdr *) _binary_VAG_shoot_vag_start; // get header of VAG file
const VAGhdr * VAG4fileHeader = (VAGhdr *) _binary_VAG_jmp_vag_start; // get header of VAG file
const VAGhdr * VAG5fileHeader = (VAGhdr *) _binary_VAG_crowd_vag_start; // get header of VAG file
const VAGhdr * VAG6fileHeader = (VAGhdr *) _binary_VAG_folks_vag_start; // get header of VAG file
const VAGhdr * VAG7fileHeader = (VAGhdr *) _binary_VAG_toc_vag_start; // get header of VAG file
// From libover47.pdf :
//~ The sampling frequency of the original audio file can be used to determine the pitch
//~ at which to play the VAG. pitch = (sampling frequency << 12)/44100L
//~ Ex: 44.1kHz=0x1000 22.05kHz=0x800 etc
DWORD pitch = (SWAP_ENDIAN32(VAGfileHeader->samplingFrequency) << 12) / 44100L; // determinate pitch based on header "Sampling frequency" field
DWORD pitch1 = (SWAP_ENDIAN32(VAG1fileHeader->samplingFrequency) << 12) / 44100L; //
DWORD pitch2 = (SWAP_ENDIAN32(VAG2fileHeader->samplingFrequency) << 12) / 44100L; //
DWORD pitch3 = (SWAP_ENDIAN32(VAG3fileHeader->samplingFrequency) << 12) / 44100L; //
DWORD pitch4 = (SWAP_ENDIAN32(VAG4fileHeader->samplingFrequency) << 12) / 44100L; //
DWORD pitch5 = (SWAP_ENDIAN32(VAG5fileHeader->samplingFrequency) << 12) / 44100L; //
DWORD pitch6 = (SWAP_ENDIAN32(VAG6fileHeader->samplingFrequency) << 12) / 44100L; //
DWORD pitch7 = (SWAP_ENDIAN32(VAG7fileHeader->samplingFrequency) << 12) / 44100L; //
//~ DWORD pitch = 0x1000; // 44100 khz
//~ DWORD pitch = 0x800; // 22050 khz
//~ DWORD pitch = 0x400; // 11025 khz
SpuInit(); // Initialize SPU. Called only once.
initSnd();
// Music : voice 0
vag_spu_address = SpuMalloc(SWAP_ENDIAN32(VAGfileHeader->dataSize)); // Allocate an area of dataSize bytes in the sound buffer.
spu_start_address = SpuSetTransferStartAddr(vag_spu_address); // Sets a starting address in the sound buffer
get_start_addr = SpuGetTransferStartAddr(); // SpuGetTransferStartAddr() returns current sound buffer transfer start address.
transSize = sendVAGtoRAM(SWAP_ENDIAN32(VAGfileHeader->dataSize), _binary_VAG_vil_vag_start);
// set VAG to voice 0
setVoiceAttr(pitch, MUSIC, vag_spu_address, 0x0800);
// Balloon pop - voice 4
vag1_spu_address = SpuMalloc((SWAP_ENDIAN32(VAG1fileHeader->dataSize)));
spu1_start_address = SpuSetTransferStartAddr(vag1_spu_address);
get1_start_addr = SpuGetTransferStartAddr();
trans1Size = sendVAGtoRAM(SWAP_ENDIAN32(VAG1fileHeader->dataSize), _binary_VAG_pop_vag_start);
// Let's have several variations of the POP sound
setVoiceAttr(0x1000 , POP, vag1_spu_address, 0x450);
//~ setVoiceAttr(0x1600 , SPU_5CH, vag1_spu_address, 400);
//~ setVoiceAttr(0x900 , SPU_6CH, vag1_spu_address, 500);
// Ready arrow - voice 2
vag2_spu_address = SpuMalloc((SWAP_ENDIAN32(VAG2fileHeader->dataSize)));
spu2_start_address = SpuSetTransferStartAddr(vag2_spu_address);
get2_start_addr = SpuGetTransferStartAddr();
trans2Size = sendVAGtoRAM(SWAP_ENDIAN32(VAG2fileHeader->dataSize), _binary_VAG_ready_vag_start);
setVoiceAttr(pitch2 , READY, vag2_spu_address, 0x400);
// Shoot arrow - voice 3
vag3_spu_address = SpuMalloc((SWAP_ENDIAN32(VAG3fileHeader->dataSize)));
spu3_start_address = SpuSetTransferStartAddr(vag3_spu_address);
get3_start_addr = SpuGetTransferStartAddr();
trans3Size = sendVAGtoRAM(SWAP_ENDIAN32(VAG3fileHeader->dataSize), _binary_VAG_shoot_vag_start);
setVoiceAttr(pitch3 , SHOOT, vag3_spu_address, 0x400);
// Jump - voice 5
vag4_spu_address = SpuMalloc((SWAP_ENDIAN32(VAG4fileHeader->dataSize)));
spu4_start_address = SpuSetTransferStartAddr(vag4_spu_address);
get4_start_addr = SpuGetTransferStartAddr();
trans4Size = sendVAGtoRAM(SWAP_ENDIAN32(VAG4fileHeader->dataSize), _binary_VAG_jmp_vag_start);
setVoiceAttr(pitch4 , JMP, vag4_spu_address, 0x300);
// Gameover - voice 5
vag5_spu_address = SpuMalloc((SWAP_ENDIAN32(VAG5fileHeader->dataSize)));
spu5_start_address = SpuSetTransferStartAddr(vag5_spu_address);
get5_start_addr = SpuGetTransferStartAddr();
trans5Size = sendVAGtoRAM(SWAP_ENDIAN32(VAG5fileHeader->dataSize), _binary_VAG_crowd_vag_start);
setVoiceAttr(pitch5 , CROWD, vag5_spu_address, 0x0700);
// Gameover bad - voice 6
vag6_spu_address = SpuMalloc((SWAP_ENDIAN32(VAG6fileHeader->dataSize)));
spu6_start_address = SpuSetTransferStartAddr(vag6_spu_address);
get6_start_addr = SpuGetTransferStartAddr();
trans6Size = sendVAGtoRAM(SWAP_ENDIAN32(VAG6fileHeader->dataSize), _binary_VAG_folks_vag_start);
setVoiceAttr(pitch6 , FOLKS, vag6_spu_address, 0x1000);
// Toc - voice 7
vag7_spu_address = SpuMalloc((SWAP_ENDIAN32(VAG7fileHeader->dataSize)));
spu7_start_address = SpuSetTransferStartAddr(vag7_spu_address);
get7_start_addr = SpuGetTransferStartAddr();
trans7Size = sendVAGtoRAM(SWAP_ENDIAN32(VAG7fileHeader->dataSize), _binary_VAG_toc_vag_start);
setVoiceAttr(0x800 , TOC, vag7_spu_address, 0x0700);
playSFX(CROWD);
// end VAG playback
init();
while (1)
{
ClearOTagR(ot[db], OTLEN);
// menu
if(!currentLvl && !gameStarted){
menuPoly.otz = 0;
}
menuPoly.poly_ft4 = (POLY_FT4 *)nextpri;
//menuPoly.RotV_L.vz += parchKeyframes[0].vz;
//~ menuPoly.TransV_L.vy += currentFrame->Yoffset ;
RotMatrix(&menuPoly.RotV_L, &menuPoly.Matrix);
TransMatrix(&menuPoly.Matrix, &menuPoly.TransV_L );
ScaleMatrix(&menuPoly.Matrix, &menuPoly.ScaleV_L);
SetRotMatrix(&menuPoly.Matrix);
SetTransMatrix(&menuPoly.Matrix);
setPolyFT4(menuPoly.poly_ft4);
menuPoly.poly_ft4->tpage = getTPage(menu_mode&0x3, 0, menu_prect.x, menu_prect.y);
//~ //menuPoly.poly_ft4->clut = getClut(0,960);
setRGB0(menuPoly.poly_ft4, menuPoly.color.r,menuPoly.color.g,menuPoly.color.b);
RotTransPers4(
&menuPoly.Verts[0], &menuPoly.Verts[1], &menuPoly.Verts[2], &menuPoly.Verts[3],
(long*)&menuPoly.poly_ft4->x0, (long*)&menuPoly.poly_ft4->x1, (long*)&menuPoly.poly_ft4->x2, (long*)&menuPoly.poly_ft4->x3,
&menuPoly.depth,
&menuPoly.flag
);
//~ setUV4(menuPoly.poly_ft4, menuPoly.anim[0].u0 , menuPoly.anim[0].v0,
//~ menuPoly.anim[0].u0 + menuPoly.width, menuPoly.anim[0].v0,
//~ menuPoly.anim[0].u0 , menuPoly.anim[0].v0 + menuPoly.height,
//~ menuPoly.anim[0].u0 + menuPoly.width, menuPoly.anim[0].v0 + menuPoly.height
//~ );
setUV4(menuPoly.poly_ft4, 0 , 0,
menuPoly.width-1 , 0,
0 , menuPoly.height,
menuPoly.width-1 , menuPoly.height
);
addPrim(ot[db]+menuPoly.otz, menuPoly.poly_ft4);
nextpri += sizeof(POLY_FT4);
tpage_menu = (DR_TPAGE*)nextpri;
setDrawTPage(tpage_menu, 0, 1, // Set TPage primitive
getTPage(menu_mode&0x3, 0,
menu_prect.x, menu_prect.y));
addPrim(ot[db], tpage_menu); // Sort primitive to OT
nextpri += sizeof(DR_TPAGE); // Advance next primitive address
//Instructions
instPoly.poly_ft4 = (POLY_FT4 *)nextpri;
//instPoly.RotV_L.vz += parchKeyframes[0].vz;
//~ instPoly.TransV_L.vy += currentFrame->Yoffset ;
RotMatrix(&instPoly.RotV_L, &instPoly.Matrix);
TransMatrix(&instPoly.Matrix, &instPoly.TransV_L );
ScaleMatrix(&instPoly.Matrix, &instPoly.ScaleV_L);
SetRotMatrix(&instPoly.Matrix);
SetTransMatrix(&instPoly.Matrix);
setPolyFT4(instPoly.poly_ft4);
instPoly.poly_ft4->tpage = getTPage(inst_mode&0x3, 0, inst_prect.x, inst_prect.y);
//~ //instPoly.poly_ft4->clut = getClut(0,960);
setRGB0(instPoly.poly_ft4, instPoly.color.r,instPoly.color.g,instPoly.color.b);
RotTransPers4(
&instPoly.Verts[0], &instPoly.Verts[1], &instPoly.Verts[2], &instPoly.Verts[3],
(long*)&instPoly.poly_ft4->x0, (long*)&instPoly.poly_ft4->x1, (long*)&instPoly.poly_ft4->x2, (long*)&instPoly.poly_ft4->x3,
&instPoly.depth,
&instPoly.flag
);
//~ setUV4(instPoly.poly_ft4, instPoly.anim[0].u0 , instPoly.anim[0].v0,
//~ instPoly.anim[0].u0 + instPoly.width, instPoly.anim[0].v0,
//~ instPoly.anim[0].u0 , instPoly.anim[0].v0 + instPoly.height,
//~ instPoly.anim[0].u0 + instPoly.width, instPoly.anim[0].v0 + instPoly.height
//~ );
setUV4(instPoly.poly_ft4, 0 , 0,
instPoly.width-1 , 0,
0 , instPoly.height,
instPoly.width-1 , instPoly.height
);
addPrim(ot[db]+instPoly.otz, instPoly.poly_ft4);
nextpri += sizeof(POLY_FT4);
tpage_inst = (DR_TPAGE*)nextpri;
setDrawTPage(tpage_inst, 0, 1, // Set TPage primitive
getTPage(inst_mode&0x3, 0,
inst_prect.x, inst_prect.y));
addPrim(ot[db], tpage_inst); // Sort primitive to OT
nextpri += sizeof(DR_TPAGE); // Advance next primitive address
//~ // debug shape
//~ debug = (TILE *)nextpri;
//~ setTile(debug); // Initialize the primitive (very important)
//~ setXY0(debug, targetHitbox.x , targetHitbox.y); // Position the sprite
//~ setWH(debug, targetPoly.width, targetPoly.height); // Set size to SCREENXRES
//~ setRGB0(debug, // Set primitive color
//~ 255, 0, 255);
//~ addPrim(ot[db], debug); // Sort primitive to OT
//~ nextpri += sizeof(TILE); // Advance next primitive address
//~ // UI messages fg
msgPoly.poly_ft4 = (POLY_FT4 *)nextpri;
//msgPoly.RotV_L.vz += parchKeyframes[0].vz;
//~ msgPoly.TransV_L.vy += currentFrame->Yoffset ;
RotMatrix(&msgPoly.RotV_L, &msgPoly.Matrix);
TransMatrix(&msgPoly.Matrix, &msgPoly.TransV_L );
ScaleMatrix(&msgPoly.Matrix, &msgPoly.ScaleV_L);
SetRotMatrix(&msgPoly.Matrix);
SetTransMatrix(&msgPoly.Matrix);
setPolyFT4(msgPoly.poly_ft4);
msgPoly.poly_ft4->tpage = getTPage(bowsht_mode&0x3, 0, bowsht_prect.x, bowsht_prect.y);
//~ //msgPoly.poly_ft4->clut = getClut(0,960);
setRGB0(msgPoly.poly_ft4, msgPoly.color.r,msgPoly.color.g,msgPoly.color.b);
RotTransPers4(
&msgPoly.Verts[0], &msgPoly.Verts[1], &msgPoly.Verts[2], &msgPoly.Verts[3],
(long*)&msgPoly.poly_ft4->x0, (long*)&msgPoly.poly_ft4->x1, (long*)&msgPoly.poly_ft4->x2, (long*)&msgPoly.poly_ft4->x3,
&msgPoly.depth,
&msgPoly.flag
);
setUV4(msgPoly.poly_ft4, messages[msgID].u0 , messages[msgID].v0,
messages[msgID].u0 + msgPoly.width, messages[msgID].v0,
messages[msgID].u0 , messages[msgID].v0 + msgPoly.height,
messages[msgID].u0 + msgPoly.width, messages[msgID].v0 + msgPoly.height
);
addPrim(ot[db]+msgPoly.otz, msgPoly.poly_ft4);
nextpri += sizeof(POLY_FT4);
// UI message bg : parchment
parchPoly.poly_ft4 = (POLY_FT4 *)nextpri;
//parchPoly.RotV_L.vz += parchKeyframes[0].vz;
//~ parchPoly.TransV_L.vy += currentFrame->Yoffset ;
RotMatrix(&parchPoly.RotV_L, &parchPoly.Matrix);
TransMatrix(&parchPoly.Matrix, &parchPoly.TransV_L );
ScaleMatrix(&parchPoly.Matrix, &parchPoly.ScaleV_L);
SetRotMatrix(&parchPoly.Matrix);
SetTransMatrix(&parchPoly.Matrix);
setPolyFT4(parchPoly.poly_ft4);
parchPoly.poly_ft4->tpage = getTPage(bowsht_mode&0x3, 0, bowsht_prect.x, bowsht_prect.y);
//~ //parchPoly.poly_ft4->clut = getClut(0,960);
setRGB0(parchPoly.poly_ft4, parchPoly.color.r,parchPoly.color.g,parchPoly.color.b);
RotTransPers4(
&parchPoly.Verts[0], &parchPoly.Verts[1], &parchPoly.Verts[2], &parchPoly.Verts[3],
(long*)&parchPoly.poly_ft4->x0, (long*)&parchPoly.poly_ft4->x1, (long*)&parchPoly.poly_ft4->x2, (long*)&parchPoly.poly_ft4->x3,
&parchPoly.depth,
&parchPoly.flag
);
setUV4(parchPoly.poly_ft4, parchment[0].u0 , parchment[0].v0,
parchment[0].u0 + parchPoly.width, parchment[0].v0,
parchment[0].u0 , parchment[0].v0 + parchPoly.height,
parchment[0].u0 + parchPoly.width, parchment[0].v0 + parchPoly.height
);
addPrim(ot[db]+parchPoly.otz, parchPoly.poly_ft4);
nextpri += sizeof(POLY_FT4);
// UI ammunitions
for(int i = 0; i < ammuQty; i++ ){
short Xpos = SCREENXRES - 10;
short Ypos = 5;
uiAmmu = (SPRT*)nextpri;
setSprt(uiAmmu); // Initialize the primitive (very important)
setXY0(uiAmmu, Xpos - (i * 5) , Ypos); // Position the sprite
setWH(uiAmmu, 3, 9);
setClut(uiAmmu, bowsht_crect.x, bowsht_crect.y), // Set size to SCREENXRES
setUV0(uiAmmu, ammunitions[0].u0, ammunitions[0].v0);
setRGB0(uiAmmu, // Set primitive color
128, 128, 128);
addPrim(ot[db], uiAmmu); // Sort primitive to OT
nextpri += sizeof(SPRT); // Advance next primitive address
}
//~ nextpri = spawnArrow(&arrowPoly, ot[1], nextpri, currentFrame, bowsht_mode, bowsht_prect);
/// arrow
arrowPoly[0].poly_ft4 = (POLY_FT4 *)nextpri;
//arrowPoly[0].RotV_L.vz += arrowKeyframes[0].vz;
RotMatrix(&arrowPoly[0].RotV_L, &arrowPoly[0].Matrix);
TransMatrix(&arrowPoly[0].Matrix, &arrowPoly[0].TransV_L );
ScaleMatrix(&arrowPoly[0].Matrix, &arrowPoly[0].ScaleV_L);
SetRotMatrix(&arrowPoly[0].Matrix);
SetTransMatrix(&arrowPoly[0].Matrix);
setPolyFT4(arrowPoly[0].poly_ft4);
arrowPoly[0].poly_ft4->tpage = getTPage(bowsht_mode&0x3, 0, bowsht_prect.x, bowsht_prect.y);
//~ //arrowPoly[0].poly_ft4->clut = getClut(0,960);
setRGB0(arrowPoly[0].poly_ft4, arrowPoly[0].color.r,arrowPoly[0].color.g,arrowPoly[0].color.b);
RotTransPers4(
&arrowPoly[0].Verts[0], &arrowPoly[0].Verts[1], &arrowPoly[0].Verts[2], &arrowPoly[0].Verts[3],
(long*)&arrowPoly[0].poly_ft4->x0, (long*)&arrowPoly[0].poly_ft4->x1, (long*)&arrowPoly[0].poly_ft4->x2, (long*)&arrowPoly[0].poly_ft4->x3,
&arrowPoly[0].depth,
&arrowPoly[0].flag
);
setUV4(arrowPoly[0].poly_ft4, arrowPoly[0].anim[0].u0 , arrowPoly[0].anim[0].v0,
arrowPoly[0].anim[0].u0 + arrowPoly[0].width, arrowPoly[0].anim[0].v0,
arrowPoly[0].anim[0].u0 , arrowPoly[0].anim[0].v0 + arrowPoly[0].height,
arrowPoly[0].anim[0].u0 + arrowPoly[0].width, arrowPoly[0].anim[0].v0 + arrowPoly[0].height
);
addPrim(ot[db]+arrowPoly[0].otz, arrowPoly[0].poly_ft4);
nextpri += sizeof(POLY_FT4);
///// Robin
robinPoly.poly_ft4 = (POLY_FT4 *)nextpri;
robinPoly.TransV_L.vy += currentFrame->Yoffset ;
RotMatrix(&robinPoly.RotV_L, &robinPoly.Matrix);
TransMatrix(&robinPoly.Matrix, &robinPoly.TransV_L);
ScaleMatrix(&robinPoly.Matrix, &robinPoly.ScaleV_L);
SetRotMatrix(&robinPoly.Matrix);
SetTransMatrix(&robinPoly.Matrix);
setPolyFT4(robinPoly.poly_ft4);
robinPoly.poly_ft4->tpage = getTPage(bowsht_mode&0x3, 0, bowsht_prect.x, bowsht_prect.y);
robinPoly.poly_ft4->clut = getClut(bowsht_crect.x, bowsht_crect.y);
setClut(robinPoly.poly_ft4, bowsht_crect.x, bowsht_crect.y);
setRGB0(robinPoly.poly_ft4, robinPoly.color.r,robinPoly.color.g,robinPoly.color.b);
RotTransPers4(
&robinPoly.Verts[0], &robinPoly.Verts[1], &robinPoly.Verts[2], &robinPoly.Verts[3],
(long*)&robinPoly.poly_ft4->x0, (long*)&robinPoly.poly_ft4->x1, (long*)&robinPoly.poly_ft4->x2, (long*)&robinPoly.poly_ft4->x3,
&robinPoly.depth,
&robinPoly.flag
);
setUV4(robinPoly.poly_ft4, currentFrame->u0, currentFrame->v0,
currentFrame->u0 + SPRITESHEETGRIDXSCALE, currentFrame->v0,
currentFrame->u0, currentFrame->v0 + SPRITESHEETGRIDYSCALE,
currentFrame->u0 + SPRITESHEETGRIDXSCALE, currentFrame->v0 + SPRITESHEETGRIDYSCALE
);
addPrim(ot[db]+robinPoly.otz, robinPoly.poly_ft4);
nextpri += sizeof(POLY_FT4);
for (short m = assetsLoad.nbrBalloons-1;m >= 0; m--){
balloonPoly[m].poly_ft4 = (POLY_FT4 *)nextpri;
//balloonPoly[m].RotV_L.vz += arrowKeyframes[0].vz;
//~ //balloonPoly[m].TransV_L.vy += currentFrame->Yoffset ;
RotMatrix(&balloonPoly[m].RotV_L, &balloonPoly[m].Matrix);
TransMatrix(&balloonPoly[m].Matrix, &balloonPoly[m].TransV_L );
ScaleMatrix(&balloonPoly[m].Matrix, &balloonPoly[m].ScaleV_L);
SetRotMatrix(&balloonPoly[m].Matrix);
SetTransMatrix(&balloonPoly[m].Matrix);
setPolyFT4(balloonPoly[m].poly_ft4);
balloonPoly[m].poly_ft4->tpage = getTPage(bowsht_mode&0x3, 0, bowsht_prect.x, bowsht_prect.y);
balloonPoly[m].poly_ft4->clut = getClut(bowsht_crect.x, bowsht_crect.y);
setClut(balloonPoly[m].poly_ft4,bowsht_crect.x, bowsht_crect.y);
setRGB0(balloonPoly[m].poly_ft4, balloonPoly[m].color.r,balloonPoly[m].color.g,balloonPoly[m].color.b);
RotTransPers4(
&balloonPoly[m].Verts[0], &balloonPoly[m].Verts[1], &balloonPoly[m].Verts[2], &balloonPoly[m].Verts[3],
(long*)&balloonPoly[m].poly_ft4->x0, (long*)&balloonPoly[m].poly_ft4->x1, (long*)&balloonPoly[m].poly_ft4->x2, (long*)&balloonPoly[m].poly_ft4->x3,
&balloonPoly[m].depth,
&balloonPoly[m].flag
);
//~ //setUV4(balloonPoly[m].poly_ft4, 0,0, 42,0,0,48,42,48);
setUV4(balloonPoly[m].poly_ft4, balloonPoly[m].anim[0].u0 , balloonPoly[m].anim[0].v0,
balloonPoly[m].anim[0].u0 + balloonPoly[m].width, balloonPoly[m].anim[0].v0,
balloonPoly[m].anim[0].u0 , balloonPoly[m].anim[0].v0 + balloonPoly[m].height,
balloonPoly[m].anim[0].u0 + balloonPoly[m].width, balloonPoly[m].anim[0].v0 + balloonPoly[m].height
);
addPrim(ot[db]+balloonPoly[m].otz, balloonPoly[m].poly_ft4);
nextpri += sizeof(POLY_FT4);
}
for (int m = assetsLoad.nbrBubbles-1;m >= 0; m--){
bubblePoly[m].poly_ft4 = (POLY_FT4 *)nextpri;
//~ bubblePoly[m].TransV_L.vy += currentFrame->Yoffset ;
RotMatrix(&bubblePoly[m].RotV_L, &bubblePoly[m].Matrix);
TransMatrix(&bubblePoly[m].Matrix, &bubblePoly[m].TransV_L);
ScaleMatrix(&bubblePoly[m].Matrix, &bubblePoly[m].ScaleV_L);
SetRotMatrix(&bubblePoly[m].Matrix);
SetTransMatrix(&bubblePoly[m].Matrix);
setPolyFT4(bubblePoly[m].poly_ft4);
bubblePoly[m].poly_ft4->tpage = getTPage(bowsht_mode&0x3, 0, bowsht_prect.x, bowsht_prect.y);
bubblePoly[m].poly_ft4->clut = getClut(bowsht_crect.x, bowsht_crect.y);
setClut(bubblePoly[m].poly_ft4, bowsht_crect.x, bowsht_crect.y);
setRGB0(bubblePoly[m].poly_ft4, bubblePoly[m].color.r,bubblePoly[m].color.g,bubblePoly[m].color.b);
RotTransPers4(
&bubblePoly[m].Verts[0], &bubblePoly[m].Verts[1], &bubblePoly[m].Verts[2], &bubblePoly[m].Verts[3],
(long*)&bubblePoly[m].poly_ft4->x0, (long*)&bubblePoly[m].poly_ft4->x1, (long*)&bubblePoly[m].poly_ft4->x2, (long*)&bubblePoly[m].poly_ft4->x3,
&bubblePoly[m].depth,
&bubblePoly[m].flag
);
setUV4(bubblePoly[m].poly_ft4,bubblePoly[m].anim[0].u0 , bubblePoly[m].anim[0].v0,
bubblePoly[m].anim[0].u0 + bubblePoly[m].width , bubblePoly[m].anim[0].v0,
bubblePoly[m].anim[0].u0, bubblePoly[m].anim[0].v0 + bubblePoly[m].height ,
bubblePoly[m].anim[0].u0 + bubblePoly[m].width , bubblePoly[m].anim[0].v0 + bubblePoly[m].height
);
addPrim(ot[db]+bubblePoly[m].otz, bubblePoly[m].poly_ft4);
nextpri += sizeof(POLY_FT4);
///// Bee
beePoly[m].poly_ft4 = (POLY_FT4 *)nextpri;
//~ //beePoly.TransV_L.vy += currentFrame->Yoffset ;
RotMatrix(&beePoly[m].RotV_L, &beePoly[m].Matrix);
TransMatrix(&beePoly[m].Matrix, &beePoly[m].TransV_L);
ScaleMatrix(&beePoly[m].Matrix, &beePoly[m].ScaleV_L);
SetRotMatrix(&beePoly[m].Matrix);
SetTransMatrix(&beePoly[m].Matrix);
setPolyFT4(beePoly[m].poly_ft4);
beePoly[m].poly_ft4->tpage = getTPage(bowsht_mode&0x3, 0, bowsht_prect.x, bowsht_prect.y);
beePoly[m].poly_ft4->clut = getClut(bowsht_crect.x, bowsht_crect.y);
setClut(beePoly[m].poly_ft4, bowsht_crect.x, bowsht_crect.y);
setRGB0(beePoly[m].poly_ft4, beePoly[m].color.r,beePoly[m].color.g,beePoly[m].color.b);
RotTransPers4(
&beePoly[m].Verts[0], &beePoly[m].Verts[1], &beePoly[m].Verts[2], &beePoly[m].Verts[3],
(long*)&beePoly[m].poly_ft4->x0, (long*)&beePoly[m].poly_ft4->x1, (long*)&beePoly[m].poly_ft4->x2, (long*)&beePoly[m].poly_ft4->x3,
&beePoly[m].depth,
&beePoly[m].flag
);
setUV4(beePoly[m].poly_ft4, beePoly[m].anim[0].u0, beePoly[m].anim[0].v0,
beePoly[m].anim[0].u0 + beePoly[m].width , beePoly[m].anim[0].v0,
beePoly[m].anim[0].u0, beePoly[m].anim[0].v0 + beePoly[m].height ,
beePoly[m].anim[0].u0 + beePoly[m].width , beePoly[m].anim[0].v0 + beePoly[m].height
);
addPrim(ot[db]+beePoly[m].otz, beePoly[m].poly_ft4);
nextpri += sizeof(POLY_FT4);
}
for (int i = 1; i < assetsLoad.nbrArrows; i++){ /// arrow
arrowPoly[i].TransV_L.vx = targetPoly.TransV_L.vx - 20;
arrowPoly[i].TransV_L.vy = targetPoly.TransV_L.vy - hitCoord[i];
arrowPoly[i].ScaleV_L.vx = 2500;
arrowPoly[i].poly_ft4 = (POLY_FT4 *)nextpri;
//arrowPoly[i].RotV_L.vz += arrowKeyframes[0].vz;
RotMatrix(&arrowPoly[i].RotV_L, &arrowPoly[i].Matrix);
TransMatrix(&arrowPoly[i].Matrix, &arrowPoly[i].TransV_L );
ScaleMatrix(&arrowPoly[i].Matrix, &arrowPoly[i].ScaleV_L);
SetRotMatrix(&arrowPoly[i].Matrix);
SetTransMatrix(&arrowPoly[i].Matrix);
setPolyFT4(arrowPoly[i].poly_ft4);
arrowPoly[i].poly_ft4->tpage = getTPage(bowsht_mode&0x3, 0, bowsht_prect.x, bowsht_prect.y);
//~ //arrowPoly[i].poly_ft4->clut = getClut(0,960);
setRGB0(arrowPoly[i].poly_ft4, arrowPoly[i].color.r,arrowPoly[i].color.g,arrowPoly[i].color.b);
RotTransPers4(
&arrowPoly[i].Verts[0], &arrowPoly[i].Verts[1], &arrowPoly[i].Verts[2], &arrowPoly[i].Verts[3],
(long*)&arrowPoly[i].poly_ft4->x0, (long*)&arrowPoly[i].poly_ft4->x1, (long*)&arrowPoly[i].poly_ft4->x2, (long*)&arrowPoly[i].poly_ft4->x3,
&arrowPoly[i].depth,
&arrowPoly[i].flag
);
setUV4(arrowPoly[i].poly_ft4, arrowPoly[i].anim[0].u0 , arrowPoly[i].anim[0].v0,
arrowPoly[i].anim[0].u0 + arrowPoly[i].width - 5, arrowPoly[i].anim[0].v0,
arrowPoly[i].anim[0].u0 , arrowPoly[i].anim[0].v0 + arrowPoly[i].height,
arrowPoly[i].anim[0].u0 + arrowPoly[i].width - 5, arrowPoly[i].anim[0].v0 + arrowPoly[i].height
);
addPrim(ot[db]+arrowPoly[i].otz, arrowPoly[i].poly_ft4);
nextpri += sizeof(POLY_FT4);
}
///// Target
targetPoly.poly_ft4 = (POLY_FT4 *)nextpri;
//~ targetPoly.TransV_L.vy += currentFrame->Yoffset ;
RotMatrix(&targetPoly.RotV_L, &targetPoly.Matrix);
TransMatrix(&targetPoly.Matrix, &targetPoly.TransV_L);
ScaleMatrix(&targetPoly.Matrix, &targetPoly.ScaleV_L);
SetRotMatrix(&targetPoly.Matrix);
SetTransMatrix(&targetPoly.Matrix);
setPolyFT4(targetPoly.poly_ft4);
targetPoly.poly_ft4->tpage = getTPage(bowsht_mode&0x3, 0, bowsht_prect.x, bowsht_prect.y);
targetPoly.poly_ft4->clut = getClut(bowsht_crect.x, bowsht_crect.y);
setClut(targetPoly.poly_ft4, bowsht_crect.x, bowsht_crect.y);
setRGB0(targetPoly.poly_ft4, targetPoly.color.r,targetPoly.color.g,targetPoly.color.b);
RotTransPers4(
&targetPoly.Verts[0], &targetPoly.Verts[1], &targetPoly.Verts[2], &targetPoly.Verts[3],
(long*)&targetPoly.poly_ft4->x0, (long*)&targetPoly.poly_ft4->x1, (long*)&targetPoly.poly_ft4->x2, (long*)&targetPoly.poly_ft4->x3,
&targetPoly.depth,
&targetPoly.flag
);
setUV4(targetPoly.poly_ft4,target[0].u0, target[0].v0,
target[0].u0 + targetPoly.width , target[0].v0,
target[0].u0, target[0].v0 + targetPoly.height ,
target[0].u0 + targetPoly.width , target[0].v0 + targetPoly.height
);
addPrim(ot[db]+targetPoly.otz, targetPoly.poly_ft4);
nextpri += sizeof(POLY_FT4);
if (currentLvl == 1){
nbrBalloonsHit = 0;
for (short m = assetsLoad.nbrBalloons-1;m >= 0; m--){
balloonPoly[m].otz = 0;
// Balloon animation
if(balloonPoly[m].timer == 0){
balloonPoly[m].anim = &balloon[balloonPoly[m].cursor];
balloonPoly[m].cursor += 1;
if(balloonPoly[m].cursor == 4){
balloonPoly[m].cursor = 0;
}
if(balloonPoly[m].cursor == 6 && balloonPoly[m].hit == 0){
if(SpuGetKeyStatus(POP) == 0 || SpuGetKeyStatus(POP) == 3 ){
playSFX(POP);
}
}
if(balloonPoly[m].cursor == 8){
balloonPoly[m].cursor = 7;
balloonPoly[m].hit = 1;
}
balloonPoly[m].timer = 5;
}
balloonPoly[m].timer -= 1;
// Balloon roundHitbox's position
roundHitbox.x = balloonPoly[m].TransV_L.vx - (roundHitbox.r / 2);
roundHitbox.y = balloonPoly[m].TransV_L.vy - roundHitbox.r;
// If distance arrowHitbox < roundHitbox.r , hit.
// d = sqrt((arrowHitbox.x - roundHitbox.x)² + (arrowHitbox.y - roundHitbox.y)²) // Pythagore
// We want to avoid sqrt :
// d² = (arrowHitbox.x - roundHitbox.x)² + (arrowHitbox.y - roundHitbox.y)²;
// We'll use d squared for comparison with the circle's radius
int d2, r2;
d2 = ( (arrowHitbox.x - roundHitbox.x) * (arrowHitbox.x - roundHitbox.x) ) + ( (arrowHitbox.y - roundHitbox.y) * (arrowHitbox.y - roundHitbox.y) );
r2 = ( roundHitbox.r * roundHitbox.r );
if(d2 < r2 ){
balloonPoly[m].cursor = 5;
//~ if(arrowAnim.timer == 0){
//~ balloonPoly[m].otz = -1;
//~ }
}
if(balloonPoly[m].hit == 1){
balloonPoly[m].otz = -1;
nbrBalloonsHit += 1;
}
if(gameStarted && !gameReset){
if(nbrBalloonsHit == assetsLoad.nbrBalloons && ammuQty >= 0){
gameStarted = 0;
msgID = 1;
currentLvl = 2;
}
if(nbrBalloonsHit >= 0 && ammuQty == 0 && !arrowReleased ){
gameStarted = 0;
msgID = 0;
}
//~ if (hit){
//~ nbrBalloonsHit -= 1;
//~ hit = 0;
//~ }
}
// Spawn balloons
//~ balloonPoly[m].poly_ft4 = (POLY_FT4 *)nextpri;
//~ //balloonPoly[m].RotV_L.vz += arrowKeyframes[0].vz;
//balloonPoly[m].TransV_L.vy += currentFrame->Yoffset ;
//~ RotMatrix(&balloonPoly[m].RotV_L, &balloonPoly[m].Matrix);
//~ TransMatrix(&balloonPoly[m].Matrix, &balloonPoly[m].TransV_L );
//~ ScaleMatrix(&balloonPoly[m].Matrix, &balloonPoly[m].ScaleV_L);
//~ SetRotMatrix(&balloonPoly[m].Matrix);
//~ SetTransMatrix(&balloonPoly[m].Matrix);
//~ setPolyFT4(balloonPoly[m].poly_ft4);
//~ balloonPoly[m].poly_ft4->tpage = getTPage(bowsht_mode&0x3, 0, bowsht_prect.x, bowsht_prect.y);
//~ balloonPoly[m].poly_ft4->clut = getClut(bowsht_crect.x, bowsht_crect.y);
//~ setClut(balloonPoly[m].poly_ft4,bowsht_crect.x, bowsht_crect.y);
//~ setRGB0(balloonPoly[m].poly_ft4, balloonPoly[m].color.r,balloonPoly[m].color.g,balloonPoly[m].color.b);
//~ RotTransPers4(
//~ &balloonPoly[m].Verts[0], &balloonPoly[m].Verts[1], &balloonPoly[m].Verts[2], &balloonPoly[m].Verts[3],
//~ (long*)&balloonPoly[m].poly_ft4->x0, (long*)&balloonPoly[m].poly_ft4->x1, (long*)&balloonPoly[m].poly_ft4->x2, (long*)&balloonPoly[m].poly_ft4->x3,
//~ &balloonPoly[m].depth,
//~ &balloonPoly[m].flag
//~ );
//setUV4(balloonPoly[m].poly_ft4, 0,0, 42,0,0,48,42,48);
//~ setUV4(balloonPoly[m].poly_ft4, balloonPoly[m].anim[0].u0 , balloonPoly[m].anim[0].v0,
//~ balloonPoly[m].anim[0].u0 + balloonPoly[m].width, balloonPoly[m].anim[0].v0,
//~ balloonPoly[m].anim[0].u0 , balloonPoly[m].anim[0].v0 + balloonPoly[m].height,
//~ balloonPoly[m].anim[0].u0 + balloonPoly[m].width, balloonPoly[m].anim[0].v0 + balloonPoly[m].height
//~ );
//~ addPrim(ot[db]+balloonPoly[m].otz, balloonPoly[m].poly_ft4);
//~ nextpri += sizeof(POLY_FT4);
}
}
// Loop on balloons
if (currentLvl == 2){
short playSnd = 0;
for (int m = assetsLoad.nbrBubbles-1;m >= 0; m--){
bubblePoly[m].otz = 0;
beePoly[m].otz = 0;
if(bubblePoly[m].TransV_L.vx >= SCREENXRES - bubblePoly[m].PivotV_L.vx || bubblePoly[m].TransV_L.vx - bubblePoly[m].PivotV_L.vx <= 100){
dirV[m].x *= -1;
}
if(bubblePoly[m].TransV_L.vy >= SCREENYRES - bubblePoly[m].PivotV_L.vy || bubblePoly[m].TransV_L.vy - bubblePoly[m].PivotV_L.vy <= 0){
dirV[m].y *= -1;
}
bubblePoly[m].timer ++;
if (!bubblePoly[m].hit){
bubblePoly[m].TransV_L.vx += dirV[m].x;
bubblePoly[m].TransV_L.vy += dirV[m].y;
}
// Butterfly animation
if(beePoly[m].timer == 0){
beePoly[m].anim = &bee[beePoly[m].cursor];
beePoly[m].cursor += 1;
if(beePoly[m].cursor == 2){
beePoly[m].cursor = 0;
}
beePoly[m].timer = 5;
}
beePoly[m].timer -= 1;
// Bubbles roundHitbox's position
bubbleHitbox.x = bubblePoly[m].TransV_L.vx - (bubbleHitbox.r);
bubbleHitbox.y = bubblePoly[m].TransV_L.vy - bubbleHitbox.r + 2;
// If distance arrowHitbox < roundHitbox.r , hit.
// d = sqrt((arrowHitbox.x - roundHitbox.x)² + (arrowHitbox.y - roundHitbox.y)²) // Pythagore
// We want to avoid sqrt :
// d² = (arrowHitbox.x - roundHitbox.x)² + (arrowHitbox.y - roundHitbox.y)²;
// We'll use d squared for comparison with the circle's radius
int d2, r2;
d2 = ( (arrowHitbox.x - bubbleHitbox.x) * (arrowHitbox.x - bubbleHitbox.x) ) + ( (arrowHitbox.y - bubbleHitbox.y) * (arrowHitbox.y - bubbleHitbox.y) );
r2 = ( bubbleHitbox.r * bubbleHitbox.r );
if(d2 < r2 ){
//~ balloonPoly[m].cursor = 5;
//~ if(arrowAnim.timer == 0){
bubblePoly[m].otz = -1;
bubblePoly[m].hit = 1;
//~ }
playSnd = 1;
}
if(bubblePoly[m].hit && playSnd){
if (SpuGetKeyStatus(POP) == 0 || SpuGetKeyStatus(POP) == 3 ){
playSFX(POP);
playSnd = 0;
}
}
if(bubblePoly[m].hit == 1 && beePoly[m].hit == 0){
bubblePoly[m].otz = -1;
beePoly[m].TransV_L.vx += 1;
beePoly[m].TransV_L.vy -= 1;
bubblePoly[m].TransV_L.vx = -20;
bubblePoly[m].TransV_L.vy = -20;
if (beePoly[m].TransV_L.vx > SCREENXRES || beePoly[m].TransV_L.vy < 0){
beePoly[m].otz = -1;
bubblePoly[m].otz = -1;
beePoly[m].hit = 1;
nbrBubblesHit += 1;
beePoly[m].TransV_L.vx = -20;
beePoly[m].TransV_L.vy = -20;
}
}
if (bubblePoly[m].hit == 0){
beePoly[m].TransV_L.vx = bubblePoly[m].TransV_L.vx;
beePoly[m].TransV_L.vy = bubblePoly[m].TransV_L.vy;
}
if(gameStarted && !gameReset){
if(nbrBubblesHit == assetsLoad.nbrBubbles && ammuQty >= 0){
gameStarted = 0;
msgID = 1;
currentLvl = 3;
}
if(nbrBubblesHit >= 0 && ammuQty == 0 && !arrowReleased && !bubblePoly[m].hit){
gameStarted = 0;
msgID = 0;
currentLvl = 1;
}
//~ if (hit){
//~ nbrBubblesHit -= 1;
//~ hit = 0;
//~ }
}
//~ FntPrint("%d, ", bubblePoly[m].hit);
// Drawings
//~ bubblePoly[m].poly_ft4 = (POLY_FT4 *)nextpri;
//bubblePoly[m].TransV_L.vy += currentFrame->Yoffset ;
//~ RotMatrix(&bubblePoly[m].RotV_L, &bubblePoly[m].Matrix);
//~ TransMatrix(&bubblePoly[m].Matrix, &bubblePoly[m].TransV_L);
//~ ScaleMatrix(&bubblePoly[m].Matrix, &bubblePoly[m].ScaleV_L);
//~ SetRotMatrix(&bubblePoly[m].Matrix);
//~ SetTransMatrix(&bubblePoly[m].Matrix);
//~ setPolyFT4(bubblePoly[m].poly_ft4);
//~ bubblePoly[m].poly_ft4->tpage = getTPage(bowsht_mode&0x3, 0, bowsht_prect.x, bowsht_prect.y);
//~ bubblePoly[m].poly_ft4->clut = getClut(bowsht_crect.x, bowsht_crect.y);
//~ setClut(bubblePoly[m].poly_ft4, bowsht_crect.x, bowsht_crect.y);
//~ setRGB0(bubblePoly[m].poly_ft4, bubblePoly[m].color.r,bubblePoly[m].color.g,bubblePoly[m].color.b);
//~ RotTransPers4(
//~ &bubblePoly[m].Verts[0], &bubblePoly[m].Verts[1], &bubblePoly[m].Verts[2], &bubblePoly[m].Verts[3],
//~ (long*)&bubblePoly[m].poly_ft4->x0, (long*)&bubblePoly[m].poly_ft4->x1, (long*)&bubblePoly[m].poly_ft4->x2, (long*)&bubblePoly[m].poly_ft4->x3,
//~ &bubblePoly[m].depth,
//~ &bubblePoly[m].flag
//~ );
//~ setUV4(bubblePoly[m].poly_ft4,bubblePoly[m].anim[0].u0 , bubblePoly[m].anim[0].v0,
//~ bubblePoly[m].anim[0].u0 + bubblePoly[m].width , bubblePoly[m].anim[0].v0,
//~ bubblePoly[m].anim[0].u0, bubblePoly[m].anim[0].v0 + bubblePoly[m].height ,
//~ bubblePoly[m].anim[0].u0 + bubblePoly[m].width , bubblePoly[m].anim[0].v0 + bubblePoly[m].height
//~ );
//~ addPrim(ot[db]+bubblePoly[m].otz, bubblePoly[m].poly_ft4);
//~ nextpri += sizeof(POLY_FT4);
//~ ///// Bee
//~ beePoly[m].poly_ft4 = (POLY_FT4 *)nextpri;
//beePoly.TransV_L.vy += currentFrame->Yoffset ;
//~ RotMatrix(&beePoly[m].RotV_L, &beePoly[m].Matrix);
//~ TransMatrix(&beePoly[m].Matrix, &beePoly[m].TransV_L);
//~ ScaleMatrix(&beePoly[m].Matrix, &beePoly[m].ScaleV_L);
//~ SetRotMatrix(&beePoly[m].Matrix);
//~ SetTransMatrix(&beePoly[m].Matrix);
//~ setPolyFT4(beePoly[m].poly_ft4);
//~ beePoly[m].poly_ft4->tpage = getTPage(bowsht_mode&0x3, 0, bowsht_prect.x, bowsht_prect.y);
//~ beePoly[m].poly_ft4->clut = getClut(bowsht_crect.x, bowsht_crect.y);
//~ setClut(beePoly[m].poly_ft4, bowsht_crect.x, bowsht_crect.y);
//~ setRGB0(beePoly[m].poly_ft4, beePoly[m].color.r,beePoly[m].color.g,beePoly[m].color.b);
//~ RotTransPers4(
//~ &beePoly[m].Verts[0], &beePoly[m].Verts[1], &beePoly[m].Verts[2], &beePoly[m].Verts[3],
//~ (long*)&beePoly[m].poly_ft4->x0, (long*)&beePoly[m].poly_ft4->x1, (long*)&beePoly[m].poly_ft4->x2, (long*)&beePoly[m].poly_ft4->x3,
//~ &beePoly[m].depth,
//~ &beePoly[m].flag
//~ );
//~ setUV4(beePoly[m].poly_ft4, beePoly[m].anim[0].u0, beePoly[m].anim[0].v0,
//~ beePoly[m].anim[0].u0 + beePoly[m].width , beePoly[m].anim[0].v0,
//~ beePoly[m].anim[0].u0, beePoly[m].anim[0].v0 + beePoly[m].height ,
//~ beePoly[m].anim[0].u0 + beePoly[m].width , beePoly[m].anim[0].v0 + beePoly[m].height
//~ );
//~ addPrim(ot[db]+beePoly[m].otz, beePoly[m].poly_ft4);
//~ nextpri += sizeof(POLY_FT4);
}
}
if (currentLvl == 3){
targetPoly.otz = 0;
//~ static short dir = 1;
//~ static short hitId = 1;
//~ static short hitCoord[5] = {0,0,0,0,0};
if(targetPoly.TransV_L.vy >= SCREENYRES - targetPoly.PivotV_L.vy
|| targetPoly.TransV_L.vy - targetPoly.PivotV_L.vy <= 0){
dir *= -1;
}
targetPoly.TransV_L.vy += dir;
targetHitbox.x = targetPoly.TransV_L.vx - targetPoly.width/2;
targetHitbox.y = targetPoly.TransV_L.vy - targetPoly.height/2 + 3; // error correction ?
// square hitboxes
if( arrowHitbox.x + arrowHitbox.w < targetPoly.TransV_L.vx
|| arrowHitbox.x > targetHitbox.x + targetPoly.width
|| arrowHitbox.y + arrowHitbox.h < targetHitbox.y
|| arrowHitbox.y > targetHitbox.y + targetPoly.height
){
hit = 0;
//~ targetPoly.hit = 0;
}
else {
hit = 1;
if(SpuGetKeyStatus(SHOOT) == 3){
SpuSetKey(SPU_OFF, SHOOT);
}
if (hitId < assetsLoad.nbrArrows){
hitId += 1;
}
arrowPoly[0].TransV_L.vx = robinPoly.TransV_L.vx - 10 ;
arrowPoly[0].otz = 2;
arrowPoly[hitId].otz = 0;
arrowReleased = 0;
hitCoord[hitId] = targetPoly.TransV_L.vy - arrowHitbox.y;
playSFX(TOC);
}
if(gameStarted && !gameReset){
if ( hitCoord[hitId] >= -3 && hitCoord[hitId] <= 3 && hit == 1){
gameStarted = 0;
msgID = 1;
targetPoly.otz = -1;
//~ assetsLoad = &first;
currentLvl = 1;
for (int i = 1; i < 5; i++){
arrowPoly[i].otz = -1;
}
}
if( ammuQty == 0 && !arrowReleased){
gameStarted = 0;
msgID = 0;
currentLvl = 1;
}
//~ if (hit){
//~ nbrBubblesHit -= 1;
//~ hit = 0;
//~ }
}
//~ FntPrint("%d\n",hit);
//~ FntPrint("%d %d\n", hitCoord[hitId], hitId);
//~ hitPos.x = targetPoly.TransV_L.vx - 25;
//~ hitPos.y = targetPoly.TransV_L.vy - hity;
//~ for (int i = 1; i < assetsLoad.nbrArrows; i++){ /// arrow
//~ arrowPoly[i].TransV_L.vx = targetPoly.TransV_L.vx - 20;
//~ arrowPoly[i].TransV_L.vy = targetPoly.TransV_L.vy - hitCoord[i];
//~ arrowPoly[i].ScaleV_L.vx = 2500;
//~ arrowPoly[i].poly_ft4 = (POLY_FT4 *)nextpri;
//~ //arrowPoly[i].RotV_L.vz += arrowKeyframes[0].vz;
//~ RotMatrix(&arrowPoly[i].RotV_L, &arrowPoly[i].Matrix);
//~ TransMatrix(&arrowPoly[i].Matrix, &arrowPoly[i].TransV_L );
//~ ScaleMatrix(&arrowPoly[i].Matrix, &arrowPoly[i].ScaleV_L);
//~ SetRotMatrix(&arrowPoly[i].Matrix);
//~ SetTransMatrix(&arrowPoly[i].Matrix);
//~ setPolyFT4(arrowPoly[i].poly_ft4);
//~ arrowPoly[i].poly_ft4->tpage = getTPage(bowsht_mode&0x3, 0, bowsht_prect.x, bowsht_prect.y);
//arrowPoly[i].poly_ft4->clut = getClut(0,960);
//~ setRGB0(arrowPoly[i].poly_ft4, arrowPoly[i].color.r,arrowPoly[i].color.g,arrowPoly[i].color.b);
//~ RotTransPers4(
//~ &arrowPoly[i].Verts[0], &arrowPoly[i].Verts[1], &arrowPoly[i].Verts[2], &arrowPoly[i].Verts[3],
//~ (long*)&arrowPoly[i].poly_ft4->x0, (long*)&arrowPoly[i].poly_ft4->x1, (long*)&arrowPoly[i].poly_ft4->x2, (long*)&arrowPoly[i].poly_ft4->x3,
//~ &arrowPoly[i].depth,
//~ &arrowPoly[i].flag
//~ );
//~ setUV4(arrowPoly[i].poly_ft4, arrowPoly[i].anim[0].u0 , arrowPoly[i].anim[0].v0,
//~ arrowPoly[i].anim[0].u0 + arrowPoly[i].width - 5, arrowPoly[i].anim[0].v0,
//~ arrowPoly[i].anim[0].u0 , arrowPoly[i].anim[0].v0 + arrowPoly[i].height,
//~ arrowPoly[i].anim[0].u0 + arrowPoly[i].width - 5, arrowPoly[i].anim[0].v0 + arrowPoly[i].height
//~ );
//~ addPrim(ot[db]+arrowPoly[i].otz, arrowPoly[i].poly_ft4);
//~ nextpri += sizeof(POLY_FT4);
//~ }
//~ ///// Target
//~ targetPoly.poly_ft4 = (POLY_FT4 *)nextpri;
//targetPoly.TransV_L.vy += currentFrame->Yoffset ;
//~ RotMatrix(&targetPoly.RotV_L, &targetPoly.Matrix);
//~ TransMatrix(&targetPoly.Matrix, &targetPoly.TransV_L);
//~ ScaleMatrix(&targetPoly.Matrix, &targetPoly.ScaleV_L);
//~ SetRotMatrix(&targetPoly.Matrix);
//~ SetTransMatrix(&targetPoly.Matrix);
//~ setPolyFT4(targetPoly.poly_ft4);
//~ targetPoly.poly_ft4->tpage = getTPage(bowsht_mode&0x3, 0, bowsht_prect.x, bowsht_prect.y);
//~ targetPoly.poly_ft4->clut = getClut(bowsht_crect.x, bowsht_crect.y);
//~ setClut(targetPoly.poly_ft4, bowsht_crect.x, bowsht_crect.y);
//~ setRGB0(targetPoly.poly_ft4, targetPoly.color.r,targetPoly.color.g,targetPoly.color.b);
//~ RotTransPers4(
//~ &targetPoly.Verts[0], &targetPoly.Verts[1], &targetPoly.Verts[2], &targetPoly.Verts[3],
//~ (long*)&targetPoly.poly_ft4->x0, (long*)&targetPoly.poly_ft4->x1, (long*)&targetPoly.poly_ft4->x2, (long*)&targetPoly.poly_ft4->x3,
//~ &targetPoly.depth,
//~ &targetPoly.flag
//~ );
//~ setUV4(targetPoly.poly_ft4,target[0].u0, target[0].v0,
//~ target[0].u0 + targetPoly.width , target[0].v0,
//~ target[0].u0, target[0].v0 + targetPoly.height ,
//~ target[0].u0 + targetPoly.width , target[0].v0 + targetPoly.height
//~ );
//~ addPrim(ot[db]+targetPoly.otz, targetPoly.poly_ft4);
//~ nextpri += sizeof(POLY_FT4);
}
tpage_sht = (DR_TPAGE*)nextpri;
setDrawTPage(tpage_sht, 0, 1, // Set TPage primitive
getTPage(bowsht_mode&0x3, 0,
bowsht_prect.x, bowsht_prect.y));
addPrim(ot[db], tpage_sht); // Sort primitive to OT
nextpri += sizeof(DR_TPAGE); // Advance next primitive address
// background
bgSprt = (SPRT*)nextpri;
setSprt(bgSprt); // Initialize the primitive (very important)
setXY0(bgSprt, 0, 0); // Position the sprite
setWH(bgSprt, 256, SCREENYRES); // Set size to SCREENXRES
setClut(bgSprt, bowbg_crect.x, bowbg_crect.y);
setUV0(bgSprt, 0, 0);
setRGB0(bgSprt, // Set primitive color
128, 128, 128);
addPrim(ot[db], bgSprt); // Sort primitive to OT
nextpri += sizeof(SPRT); // Advance next primitive address
tpage_bg = (DR_TPAGE*)nextpri;
setDrawTPage(tpage_bg, 0, 1, // Set TPage primitive
getTPage(bowbg_mode&0x3, 0,
bowbg_prect.x, bowbg_prect.y));
addPrim(ot[db], tpage_bg); // Sort primitive to OT
nextpri += sizeof(DR_TPAGE); // Advance next primitive address
// update arrow hitbox pos
arrowHitbox.x = arrowPoly[0].TransV_L.vx + 30;
arrowHitbox.y = arrowPoly[0].TransV_L.vy - 2;
if(buttonTimer){ // button timer limits input rate
buttonTimer --;
}
// generic input event handler
pad = PadRead(0);
// O button
if (pad & PADRright){ // button is pressed
if (!(pad & PADLdown) && !(pad & PADLup)){
btnRight = 1;
}
}
if (!(pad & PADRright)){ // button is not pressed
btnRight = 0;
}
//~ if (pad & PADRdown){
//~ btnLeft = 1;
//~ }
//~ if (!(pad & PADRdown)){
//~ btnLeft = 0;
//~ }
// D-pad up and down
if (pad & PADLup){
if (!(pad & PADLdown) && !(pad & PADRright)){
btnUp = 1;
}
}
if (!(pad & PADLup)){
btnUp = 0;
}
if (pad & PADLdown){
if (!(pad & PADRright) && !(pad & PADLup)){
btnDown = 1;
}
}
if (!(pad & PADLdown)){
btnDown = 0;
}
////////
if(!gameStarted){
if(btnRight){
buttonRActive = 1;
buttonTimer = 30;
}
if(!btnRight && buttonRActive){
//~ if(currentLvl == 0) {
gameReset = 1;
//~ }
buttonRActive = 0;
buttonTimer = 30;
}
}
if(gameStarted && ammuQty > 0){
//send animation frames to queue
if(btnRight && !buttonRActive){
if(SpuGetKeyStatus(READY) == 0 && animPlayerQueueSize == 0){
playSFX(READY);
}
if (animPlayerQueueSize == 0){
if(!buttonTimer){
char i;
for(i = 0; i < sizeof(aim)/sizeof(frame); i++){
*nextFrame = aim[i];
nextFrame ++;
}
buttonRActive = 1;
buttonTimer = 30;
}
}
if(intro){
intro = 0;
instPoly.otz = -1;
}
}
//~ if(btnRight && buttonRActive){
//~ if (currentFrame->index == 5){
//~ arrowPoly.otz = 0;
//~ }
//~ }
if(!btnRight && buttonRActive){
//~ playSFX(SHOOT);
if(SpuGetKeyStatus(READY) == 3){
SpuSetKey(SPU_OFF, READY);
}
if (animPlayerQueueSize == 0){
if(buttonTimer){
short i;
for(i = sizeof(aim)/sizeof(frame)-1; i >= 0; i--){
*nextFrame = aim[i];
nextFrame ++;
}
*nextFrame = aim[0];
nextFrame ++;
buttonRActive = 0;
buttonTimer = 30;
}
if(!buttonTimer){
short i;
for(i = sizeof(aim)/sizeof(frame)-1; i >= 0; i--){
*nextFrame = aim[i];
nextFrame ++;
}
for(i = 0; i < sizeof(reload)/sizeof(frame); i++){
*nextFrame = reload[i];
nextFrame ++;
}
for(i = sizeof(reload)/sizeof(frame)-1; i >= 3; i--){
*nextFrame = reload[i];
nextFrame ++;
}
for(i = sizeof(reload_arrow)/sizeof(frame)-1; i >= 0; i--){
*nextFrame = reload_arrow[i];
nextFrame ++;
}
*nextFrame = aim[0];
nextFrame ++;
buttonRActive = 0;
buttonTimer = 30;
arrowPoly[0].TransV_L.vy = robinPoly.TransV_L.vy - 12 ;
arrowReleased = 1;
ammuQty -= 1;
}
}
}
if(!btnRight && !buttonRActive){
//~ playSFX(SHOOT);
if(SpuGetKeyStatus(READY) == 3){
SpuSetKey(SPU_OFF, READY);
}
}
//~ if(btnLeft && !buttonLActive){
//~ char i;
//~ for(i = 0; i < sizeof(reload)/sizeof(frame); i++){
//~ *nextFrame = reload[i];
//~ nextFrame ++;
//~ }
//~ for(i = sizeof(reload)/sizeof(frame)-1; i >= 0; i--){
//~ *nextFrame = reload[i];
//~ nextFrame ++;
//~ }
//~ buttonLActive = 1;
//~ buttonTimer = 30;
//~ }
//~ if(!btnLeft && buttonLActive){
//~ char i;
//~ for(i = sizeof(reload)/sizeof(frame)-1; i >= 0; i--){
//~ *nextFrame = reload[i];
//~ nextFrame ++;
//~ }
//~ buttonLActive = 0;
//~ buttonTimer = 30;
//~ }
if(btnUp && !buttonTimer){
if( robinPoly.TransV_L.vy > MARGINY * 3){
//~ if(SpuGetKeyStatus(JMP) == 0 || SpuGetKeyStatus(JMP) == 3){
//~ if (robinPoly.cursor == 0){
playSFX(JMP);
//~ }
//~ }
jump[3].Yoffset = -2;
char i;
for(i = 0; i <= sizeof(jump)/sizeof(frame); i++){
*nextFrame = jump[i];
nextFrame ++;
}
buttonUActive = 1;
buttonTimer = 30;
}
}
if(!btnUp){
buttonUActive = 0;
//~ SpuSetKey(SPU_OFF, JMP);
}
if(btnDown && !buttonTimer){
if( robinPoly.TransV_L.vy < SCREENYRES - robinPoly.height - MARGINY){
//~ if(SpuGetKeyStatus(JMP) == 0 || SpuGetKeyStatus(JMP) == 3){
playSFX(JMP);
//~ }
jump[3].Yoffset = +2;
char i;
for(i = 0; i <= sizeof(jump)/sizeof(frame); i++){
*nextFrame = jump[i];
nextFrame ++;
}
buttonDActive = 1;
buttonTimer = 30;
}
}
if(!btnDown){
buttonDActive = 0;
//~ SpuSetKey(SPU_OFF, JMP);
}
}
//~ if(btnDown && !buttonActive){
//~ char i;
//~ for(i = 0; i < sizeof(jump)/sizeof(frame); i++){
//~ *nextFrame = jump[i];
//~ nextFrame ++;
//~ }
//~ buttonActive = 1;
//~ }
//~ if(!btnUp){
//~ buttonActive = 0;
//~ }
// Objects movements
if(gameStarted && !gameReset){
if(!arrowReleased){
arrowPoly[0].TransV_L.vy += currentFrame->Yoffset ;
}
if(arrowReleased){
//~ //arrowPoly.TransV_L.vy = robinPoly.TransV_L.vy + currentFrame->Yoffset ;
arrowPoly[0].otz = 0;
arrowPoly[0].TransV_L.vx += ARROW_SPEED;
if(SpuGetKeyStatus(SHOOT) == 0){
playSFX(SHOOT);
}
//~ //arrowPoly.TransV_L.vy = arrowPoly.TransV_L.vy;
};
if(arrowPoly[0].TransV_L.vx > SCREENXRES){
if(SpuGetKeyStatus(SHOOT) == 3){
SpuSetKey(SPU_OFF, SHOOT);
}
arrowPoly[0].TransV_L.vx = robinPoly.TransV_L.vx - 10 ;
arrowPoly[0].otz = 2;
arrowReleased = 0;
}
for (int m = assetsLoad.nbrBalloons-1;m >= 0; m--){
balloonPoly[m].TransV_L.vy -= 1;
if(balloonPoly[m].TransV_L.vy < -balloonPoly[m].height ){
balloonPoly[m].TransV_L.vy = SCREENYRES + balloonPoly[m].height ;
}
}
// Animations
// Play frames in animPlayerQueue
animPlayerQueueSize = nextFrame - animPlayerQueue;
if(robinPoly.timer == 0 ){
if(robinPoly.cursor < 0){
robinPoly.cursor = 0;
}
currentFrame = &animPlayerQueue[robinPoly.cursor];
if(robinPoly.cursor < animPlayerQueueSize-1){
robinPoly.cursor++;
}
if(robinPoly.cursor == animPlayerQueueSize-1){
animPlayerQueue[0] = animPlayerQueue[robinPoly.cursor];
robinPoly.cursor = -1;
nextFrame = &animPlayerQueue[0];
}
robinPoly.timer = 5;
}
robinPoly.timer--;
}
if(!gameStarted){
parchPoly.otz = 0;
msgPoly.otz = 0;
robinPoly.otz = -1;
//first level
for (int m = assetsLoad.nbrBalloons-1;m >= 0; m--){
//~ balloonPoly[m].cursor = 0;
//~ balloonPoly[m].hit = 0;
balloonPoly[m].otz = -1;
//~ balloonPoly[m].TransV_L = (VECTOR){START_POS + (m * 12), SCREENYRES, 0};
}
// second level
for (int m = assetsLoad.nbrBubbles-1;m >= 0; m--){
//~ balloonPoly[m].cursor = 0;
//~ balloonPoly[m].hit = 0;
bubblePoly[m].otz = -1;
beePoly[m].otz = -1;
//~ balloonPoly[m].TransV_L = (VECTOR){START_POS + (m * 12), SCREENYRES, 0};
}
// third level
//~ targetPoly.otz = -1;
//~ for (int i = 0; i < assetsLoad.nbrArrows; i++){
//~ arrowPoly[i].otz = -1;
//~ }
if(msgID == 1 || currentLvl == 0){
if(!SpuGetKeyStatus(MUSIC)){
playSFX(MUSIC);
}
SpuSetKey(SPU_OFF, JMP|POP|READY|SHOOT|CROWD);
}
if(msgID == 0){
if(!SpuGetKeyStatus(FOLKS)){
playSFX(FOLKS);
}
SpuSetKey(SPU_OFF, JMP|POP|READY|SHOOT|CROWD);
}
//~ SpuFree(vag_spu_address);
}
if(gameReset){
targetPoly.otz = -1;
for (int i = 0; i < assetsLoad.nbrArrows; i++){
arrowPoly[i].otz = -1;
}
if (currentLvl == 0){
menuPoly.otz = -1;
//~ instPoly.otz = -1;
currentLvl = 1;
//~ gameReset = 0;
}
if (currentLvl == 1){
// Level 1
nbrBalloonsHit = 0;
for (int m = assetsLoad.nbrBalloons-1;m >= 0; m--){
balloonPoly[m].cursor = 0;
balloonPoly[m].hit = 0;
balloonPoly[m].otz = 0;
balloonPoly[m].TransV_L = (VECTOR){START_POS + (m * 12), SCREENYRES, 0};
srand(rand());
balloonPoly[m].TransV_L.vx = rand()/205 + 140;
balloonPoly[m].TransV_L.vy = rand()/147;
}
}
if (currentLvl == 2){
// Level 2
nbrBubblesHit = 0;
for (int m = assetsLoad.nbrBubbles-1;m >= 0; m--){
bubblePoly[m].cursor = 0;
bubblePoly[m].hit = 0;
bubblePoly[m].otz = 0;
bubblePoly[m].TransV_L.vx = rand()/158 + 80;
bubblePoly[m].TransV_L.vy = rand()/145;
beePoly[m].cursor = 0;
beePoly[m].hit = 0;
beePoly[m].otz = 0;
beePoly[m].TransV_L.vx = rand()/158 + 80;
beePoly[m].TransV_L.vy = rand()/145;
srand(rand());
bubblePoly[m].TransV_L.vx = rand()/158 + 80;
bubblePoly[m].TransV_L.vy = rand()/145;
}
}
if (currentLvl == 3){
// Level 3
dir = 1;
hitId = 1;
targetPoly.otz = 0;
//~ hitCoord = {0,0,0,0,0};
}
if(msgID == 0){
ammuQty = assetsLoad.ammo;
}
//UI
parchPoly.otz = 10;
msgPoly.otz = 5;
robinPoly.otz = 0;
// arrow
arrowPoly[0].TransV_L.vx = robinPoly.TransV_L.vx - 10 ;
arrowPoly[0].otz = 2;
arrowReleased = 0;
gameStarted = 1;
gameReset = 0;
SpuSetKey(SPU_ON, CROWD);
SpuSetKey(SPU_OFF, JMP|POP|READY|SHOOT|MUSIC|FOLKS );
//~ FntPrint("reset");
}
//~ for(int p = 0; p < START_BALLOONS; p++){
//~ FntPrint("%d" , balloonPoly[p].hit);
//~ }
//~ FntPrint(" %d %d %d %d %d %d\n", currentLvl, btnRight, buttonRActive, gameReset, gameStarted, buttonTimer);
//~ FntPrint("%d \n", nbrBubblesHit) ;
//~ FntPrint("%d - SP: %x\n", sync, GetSp()) ;
//~ FntPrint("%d, %d, %d", bubblePoly[0].poly_ft4->u1, bubblePoly[0].poly_ft4->v1, assetsLoad.nbrBubbles);
//~ FntPrint("Total size : %dB/512000B", SWAP_ENDIAN32(VAG6fileHeader->dataSize)+SWAP_ENDIAN32(VAGfileHeader->dataSize)+SWAP_ENDIAN32(VAG1fileHeader->dataSize)+SWAP_ENDIAN32(VAG2fileHeader->dataSize)+SWAP_ENDIAN32(VAG3fileHeader->dataSize)+SWAP_ENDIAN32(VAG4fileHeader->dataSize)+SWAP_ENDIAN32(VAG5fileHeader->dataSize));
//~ FntPrint("\n%d", SpuGetKeyStatus(READY));
//~ FntPrint("\npitch : %08x", pitch, (SWAP_ENDIAN32(VAG5fileHeader->samplingFrequency)) );
//~ FntPrint("\nSet Start addr : %08x", vag5_spu_address);
//~ FntPrint("\nReturn start addr : %08x", spu5_start_address);
//~ FntPrint("\nGet Start addr : %08x", get5_start_addr);
//~ FntPrint("\nSend size : %08x", SWAP_ENDIAN32(VAG5fileHeader->dataSize));
//~ FntPrint("\nReturn size : %08x\n", trans5Size);
//~ FntPrint("Ammo : %2d - Balloons : %2d / %2d\n", ammuQty, nbrBalloonsHit, START_BALLOONS);
//~ FntPrint("Hold 'O' to ready bow");
//~ FntPrint("\nRelease to shoot");
//~ FntPrint("\nBOW&ARROW PSX - Schnappy 2020 ");
FntFlush(-1);
display();
}
return 0;
}
// animation system
// https://discord.com/channels/642647820683444236/642849069378568192/781930109800022047
//~ set counter to value, say 5
//~ every iteration of the main update, take away 1
//~ if 0, advance sprite animation to next frame
//~ this counter would be per animated sprite
//~ the update loop would tell every single one that exists to subtract 1
//~ then every object would do said check to advance to the next of their sprites