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Author SHA1 Message Date
d4rks1d33 492cee4373 Fix frezze on exit FlipperDoom
Build Dev Firmware / build (push) Waiting to run
2026-07-02 22:17:59 -03:00
d4rks1d33 a0c53e381c Added better Doom for fun xD
Build Dev Firmware / build (push) Waiting to run
2026-07-02 20:50:10 -03:00
48 changed files with 7279 additions and 0 deletions
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MIT License
Copyright (c) 2019 James Howard (original)
Copyright (c) 2025 Apfxtech (Flipper Zero port)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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# Flipper DOOM
A DOOM-style first-person shooter demake for the Flipper Zero
(128×64 monochrome LCD). Built on the raycaster engine from
[FlipperCatacombs](https://github.com/apfxtech/FlipperCatacombs) (a port of
*Catacombs of the Damned* / arduboy3d by jhhoward), re-skinned with graphics
converted **at build time from your own DOOM shareware WAD**.
---
## Quick Start
1. Copy `dist/flipdoom.fap` to your SD card under `SD/apps/Games/`
(or run `ufbt launch` with the Flipper connected via USB).
2. On the Flipper: **Apps → Games → Flipper DOOM**.
3. Title screen → main menu → select **Play** with OK.
4. Fight through procedurally generated levels, find the exit gate on each
floor, survive as deep as you can. Your score and high score are saved
automatically.
---
## Controls
### Title screen
| Button | Action |
|---|---|
| Any button | Skip the title screen |
### Main menu
| Button | Action |
|---|---|
| **Up / Down** | Move cursor (Play / Sound on-off / Score / High score) |
| **OK** | Select item |
| **Back (hold ~300 ms)** | Exit the app |
### In game
| Button | Action |
|---|---|
| **Up / Down** | Move forward / backward |
| **Left / Right** | Turn left / right |
| **OK** | Fire the shotgun (hold for continuous fire) |
| **OK held + Left / Right** | **Strafe** (circle-strafe while firing) — essential for dodging fireballs |
| **Back (hold ~300 ms)** | Leave the game and return to the menu |
Notes:
- Firing costs ammo (bottom HUD bar); ammo regenerates when not shooting.
- Strafing only works while OK is held. Tap OK to fire while turning
normally; hold OK to switch the side arrows into dodge mode.
- Walking into a backpack opens it; walking over pickups collects them.
### HUD
- **Bottom bar with cross icon** — health.
- **Bar above it with bullets icon** — ammo.
- Screen border flashes when you take damage.
- Pickup/event messages appear at the top of the screen.
---
## Gameplay
### Enemies
| Enemy | Behavior |
|---|---|
| **Zombieman** | Weak, shoots from range, appears from level 1 |
| **Sergeant** | Fast, shoots hard, keeps distance |
| **Imp** | Throws fireballs, backs away if you get close |
| **Demon** | Melee tank — charges you and bites |
Difficulty scales with depth: early levels spawn mostly zombies; imps join
from level 3, and demons dominate from level 6.
### Exploding barrels
Shooting a barrel triggers an area explosion that deals heavy damage to every
enemy nearby (one-shots zombies and sergeants) and hurts you if you stand too
close — though it will never kill you outright, it can leave you at 1 HP.
Barrels sometimes leave a pickup behind.
### Pickups
| Item | Effect |
|---|---|
| Stimpack | Restores health |
| Backpack (walk into it) | Bonus points |
| Armor / helmet / bonus items | Points |
### Scoring
Points are awarded for floors cleared, kills per enemy type, and items
collected. Escaping the base (final exit) grants a large bonus. Score and
high score are stored on the SD card (`apps_data/flipdoom/`) and persist
between sessions.
---
## Sound
Tone-based sound effects through the Flipper buzzer (shotgun blast, hits,
kills, pickups, player damage), all tuned within the buzzer's physical
1002500 Hz range. Sound can be toggled in the main menu; the system
Stealth Mode is respected.
---
## Building from source
Requires Python 3 and [ufbt](https://pypi.org/project/ufbt/):
```sh
pip install ufbt
cd FlipperDoom
# 1) Generate the sprite header from YOUR shareware WAD (not included here):
python3 tools/extract_doom_assets.py /path/to/Doom1.WAD
# 2) Build / install:
ufbt # produces dist/flipdoom.fap
ufbt launch # builds, installs and runs on a connected Flipper
```
### About the assets
No id Software assets are stored in this repository. The generated header
`game/Generated/DoomSprites.inc.h` is produced locally by
`tools/extract_doom_assets.py`, which decodes sprites from the user's own
shareware WAD (freely distributable as a whole), rescales them and quantizes
to 1-bit (black / 50% checker / white) in the engine's sprite formats.
Do not redistribute the generated header — always regenerate it from a WAD
you own. The "DOOM" title lettering and the HUD icons are original pixel art
made for this project. Preview images of the converted assets are written to
`tools/preview/`.
Entity mapping (game mechanics are inherited from the Catacombs engine):
| Engine entity | DOOM sprite | Role |
|---|---|---|
| Skeleton | Demon (SARG) | melee tank |
| Mage | Imp (TROO) | fireball thrower |
| Bat | Sergeant (SPOS) | fast shooter |
| Spider | Zombieman (POSS) | weak shooter |
| Weapon | Shotgun (SHTG + SHTF flash) | first person, centered |
| Urn | Barrel (BAR1) | explodes when shot |
| Potion | Stimpack (STIM) | health |
| Chest / opened | Backpack (BPAK) / Clip (CLIP) | treasure |
| Crown / scroll / coins | Armor / helmet / potion bottle (ARM1, BON2, BON1) | points |
| Sign | Skull pile (POL5) | decoration |
| Projectiles | Fireball (BAL1) | player & enemies |
## Why not a real doomgeneric port?
The hardware makes it impossible — not a software choice:
| | Flipper Zero | Real DOOM (doomgeneric) |
|---|---|---|
| Total RAM | 256 KB | — |
| Free heap for apps | ~140 KB | ~7 MB (zone memory + framebuffer) |
| Engine binary | FAPs load fully into RAM | ~524 KB compiled for Cortex-M4 |
The Flipper cannot execute code from the SD card (no XIP), so it can't even
load the DOOM engine binary. DOOM ports to 256 KB microcontrollers (GBA,
nRF52840) rely on memory-mapped flash, which the Flipper does not have. This
demake keeps the aesthetic with an engine that actually fits: ~30 KB loaded,
30 FPS on the 64 MHz Cortex-M4.
## License
Same license as the base project (see `LICENSE`). WAD contents are property
of id Software; the extraction tool only transforms them locally for
personal use.
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App(
appid="flipdoom",
name="Flipper DOOM",
apptype=FlipperAppType.EXTERNAL,
entry_point="flipdoom_app",
cdefines=["APP_FLIPDOOM"],
requires=["gui"],
stack_size=8 * 1024,
fap_category="Games",
fap_icon="flipdoom_icon.png",
order=36,
fap_author="user",
fap_version="1.0",
fap_description="Doom-style raycaster demake for Flipper Zero. Graphics converted at build time from your own Doom shareware WAD.",
)
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#pragma once
#include <cstdint>
#include <cstring>
static inline const void* pgm_read_ptr_safe(const void* p) {
const void* out;
std::memcpy(&out, p, sizeof(out));
return out;
}
// Platform detection
#if defined(_WIN32)
#include <stdint.h>
#include <string.h>
#define PROGMEM
#define PSTR(s) (s)
#define pgm_read_byte(x) (*((uint8_t*)(x)))
#define pgm_read_word(x) (*((uint16_t*)(x)))
#define pgm_read_ptr(x) (*((uintptr_t*)(x)))
#define strlen_P(x) strlen(x)
#define strcpy_P(dst, src) strcpy(dst, src)
#define memcpy_P(dst, src, n) memcpy(dst, src, n)
#elif defined(__AVR__)
// Arduino/Arduboy platform
#include <avr/pgmspace.h>
#else
// Flipper Zero and other ARM platforms
#include <stdint.h>
#include <string.h>
#define PROGMEM
#define PSTR(s) (s)
#define pgm_read_byte(x) (*((const uint8_t*)(x)))
#define pgm_read_word(x) (*((const uint16_t*)(x)))
#define pgm_read_dword(x) (*((const uint32_t*)(x)))
#define strlen_P(x) strlen(x)
#define strcpy_P(dst, src) strcpy(dst, src)
#define strcmp_P(s1, s2) strcmp(s1, s2)
#define strncmp_P(s1, s2, n) strncmp(s1, s2, n)
#define memcpy_P(dst, src, n) memcpy(dst, src, n)
#define sprintf_P sprintf
#define snprintf_P snprintf
#endif
// Display configuration
#define DISPLAY_WIDTH 128
#define DISPLAY_HEIGHT 64
// Game settings
#define DEV_MODE 0
// Input definitions
#define INPUT_LEFT 1
#define INPUT_RIGHT 2
#define INPUT_UP 4
#define INPUT_DOWN 8
#define INPUT_A 16
#define INPUT_B 32
#ifndef COLOUR_WHITE
#define COLOUR_WHITE 1
#endif
#ifndef COLOUR_BLACK
#define COLOUR_BLACK 0
#endif
// Angle system (256 = 360 degrees)
#define FIXED_ANGLE_MAX 256
// 3D rendering settings
#define CAMERA_SCALE 1
#define CLIP_PLANE 32
#define CLIP_ANGLE 32
#define NEAR_PLANE_MULTIPLIER 130
#define NEAR_PLANE (DISPLAY_WIDTH * NEAR_PLANE_MULTIPLIER / 256)
#define HORIZON (DISPLAY_HEIGHT / 2)
// World settings
#define CELL_SIZE 256
#define PARTICLES_PER_SYSTEM 8
#define BASE_SPRITE_SIZE 16
#define MAX_SPRITE_SIZE (DISPLAY_HEIGHT / 2)
#define MIN_TEXTURE_DISTANCE 4
#define MAX_QUEUED_DRAWABLES 12
// Player settings
#define TURN_SPEED 3
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#pragma once
#include "game/Defines.h"
#define WITH_IMAGE_TEXTURES 0
#define WITH_VECTOR_TEXTURES 1
#define WITH_TEXTURES (WITH_IMAGE_TEXTURES || WITH_VECTOR_TEXTURES)
#define WITH_SPRITE_OUTLINES 1
struct Camera {
int16_t x, y;
uint8_t angle;
int16_t rotCos, rotSin;
int16_t clipCos, clipSin;
uint8_t cellX, cellY;
int8_t tilt;
int8_t bob;
uint8_t shakeTime;
};
enum class DrawableType : uint8_t {
Sprite = 0,
ParticleSystem = 1
};
enum class AnchorType : uint8_t {
Floor,
Center,
BelowCenter,
Ceiling
};
struct QueuedDrawable {
union {
const uint16_t* spriteData;
struct ParticleSystem* particleSystem;
};
DrawableType type : 1;
bool invert : 1;
int8_t x;
int8_t y;
uint8_t halfSize;
uint8_t inverseCameraDistance;
};
class Renderer {
public:
static Camera camera;
static uint8_t wBuffer[DISPLAY_WIDTH];
static uint8_t globalRenderFrame;
static void Render();
static void DrawObject(
const uint16_t* spriteData,
int16_t x,
int16_t y,
uint8_t scale = 128,
AnchorType anchor = AnchorType::Floor,
bool invert = false);
static QueuedDrawable* CreateQueuedDrawable(uint8_t inverseCameraDistance);
static int8_t GetHorizon(int16_t x);
static bool
TransformAndCull(int16_t worldX, int16_t worldY, int16_t& outScreenX, int16_t& outScreenW);
static void DrawScaled(
const uint16_t* data,
int8_t x,
int8_t y,
uint8_t halfSize,
uint8_t inverseCameraDistance,
bool invert = false,
uint8_t color = COLOUR_BLACK);
static int8_t horizonBuffer[DISPLAY_WIDTH];
static uint8_t numBufferSlicesFilled;
static void DrawWallLine(
int16_t x1,
int16_t y1,
int16_t x2,
int16_t y2,
uint8_t clipLeft,
uint8_t clipRight,
uint8_t col);
static void DrawWallSegment(
const uint8_t* texture,
int16_t x1,
int16_t w1,
int16_t x2,
int16_t w2,
uint8_t u1clip,
uint8_t u2clip,
bool edgeLeft,
bool edgeRight,
bool shadeEdge);
static void DrawWall(
const uint8_t* texture,
int16_t x1,
int16_t y1,
int16_t x2,
int16_t y2,
bool edgeLeft,
bool edgeRight,
bool shadeEdge);
static void DrawBackground();
static uint8_t numQueuedDrawables;
static bool isFrustrumClipped(int16_t x, int16_t y);
private:
static QueuedDrawable queuedDrawables[MAX_QUEUED_DRAWABLES];
// #if WITH_IMAGE_TEXTURES
// static void DrawWallSegment(const uint16_t* texture, int16_t x1, int16_t w1, int16_t x2, int16_t w2, uint8_t u1clip, uint8_t u2clip, bool edgeLeft, bool edgeRight, bool shadeEdge);
// static void DrawWall(const uint16_t* texture, int16_t x1, int16_t y1, int16_t x2, int16_t y2, bool edgeLeft, bool edgeRight, bool shadeEdge);
// #elif WITH_VECTOR_TEXTURES
// static void DrawWallLine(int16_t x1, int16_t y1, int16_t x2, int16_t y2, uint8_t clipLeft, uint8_t clipRight, uint8_t col);
// static void DrawWallSegment(const uint8_t* texture, int16_t x1, int16_t w1, int16_t x2, int16_t w2, uint8_t u1clip, uint8_t u2clip, bool edgeLeft, bool edgeRight, bool shadeEdge);
// static void DrawWall(const uint8_t* texture, int16_t x1, int16_t y1, int16_t x2, int16_t y2, bool edgeLeft, bool edgeRight, bool shadeEdge);
// #else
// static void DrawWallSegment(int16_t x1, int16_t w1, int16_t x2, int16_t w2, bool edgeLeft, bool edgeRight, bool shadeEdge);
// static void DrawWall(int16_t x1, int16_t y1, int16_t x2, int16_t y2, bool edgeLeft, bool edgeRight, bool shadeEdge);
// #endif
static void DrawFloorLine(int16_t x1, int16_t y1, int16_t x2, int16_t y2);
static void DrawFloorLineInner(int16_t x1, int16_t y1, int16_t x2, int16_t y2);
static void DrawFloorLines();
static void TransformToViewSpace(int16_t x, int16_t y, int16_t& outX, int16_t& outY);
static void TransformToScreenSpace(int16_t viewX, int16_t viewZ, int16_t& outX, int16_t& outW);
static void DrawCell(uint8_t x, uint8_t y);
static void DrawCells();
static void DrawWeapon();
static void DrawHUD();
static void DrawBar(uint8_t* screenPtr, const uint8_t* iconData, uint8_t amount, uint8_t max);
static void DrawDamageIndicator();
static void QueueSprite(
const uint16_t* data,
int8_t x,
int8_t y,
uint8_t halfSize,
uint8_t inverseCameraDistance,
bool invert = false);
static void RenderQueuedDrawables();
};
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#include "game/Enemy.h"
#include "game/Defines.h"
#include "game/Draw.h"
#include "game/Map.h"
#include "game/FixedMath.h"
#include "game/Game.h"
#include "game/Projectile.h"
#include "game/Generated/SpriteTypes.h"
#include "game/Sounds.h"
#include "game/Platform.h"
#include "game/Particle.h"
Enemy EnemyManager::enemies[maxEnemies];
const EnemyArchetype Enemy::archetypes[(int)EnemyType::NumEnemyTypes] PROGMEM =
{
{
// Skeleton
skeletonSpriteData,
50, // hp
4, // speed
20, // attackStrength
3, // attackDuration
2, // stunDuration
false, // isRanged
96, // sprite scale
AnchorType::Floor // sprite anchor
},
{
// Mage
mageSpriteData,
30, // hp
5, // speed
20, // attackStrength
3, // attackDuration
2, // stunDuration
true, // isRanged
96, // sprite scale
AnchorType::Floor // sprite anchor
},
{
// Bat -> shotgun sergeant (ranged, hits hard)
batSpriteData,
20, // hp
6, // speed
10, // attackStrength
2, // attackDuration
0, // stunDuration
true, // isRanged
90, // sprite scale
AnchorType::Floor // sprite anchor
},
{
// Spider -> zombieman (ranged, weak)
spiderSpriteData,
10, // hp
5, // speed
4, // attackStrength
1, // attackDuration
0, // stunDuration
true, // isRanged
80, // sprite scale
AnchorType::Floor // sprite anchor
}
};
void Enemy::Init(EnemyType initType, int16_t initX, int16_t initY)
{
state = EnemyState::Idle;
type = initType;
x = initX;
y = initY;
frameDelay = 0;
targetCellX = x / CELL_SIZE;
targetCellY = y / CELL_SIZE;
hp = GetArchetype()->GetHP();
}
void Enemy::Damage(uint8_t amount)
{
if (amount >= hp)
{
Game::stats.enemyKills[(int)type]++;
type = EnemyType::None;
Platform::PlaySound(Sounds::Kill);
ParticleSystemManager::CreateExplosion(x, y, true);
}
else
{
hp -= amount;
Platform::PlaySound(Sounds::Hit);
state = EnemyState::Stunned;
frameDelay = GetArchetype()->GetStunDuration();
}
}
const EnemyArchetype* Enemy::GetArchetype() const
{
if (type == EnemyType::None)
return nullptr;
return &archetypes[(int)type];
}
int16_t Clamp(int16_t x, int16_t min, int16_t max)
{
if(x < min)
return min;
if(x > max)
return max;
return x;
}
bool Enemy::TryPickCell(int8_t newX, int8_t newY)
{
if(Map::IsBlocked(newX, newY))// && !engine.map.isDoor(newX, newZ))
return false;
if(Map::IsBlocked(targetCellX, newY)) // && !engine.map.isDoor(targetCellX, newZ))
return false;
if(Map::IsBlocked(newX, targetCellY)) // && !engine.map.isDoor(newX, targetCellZ))
return false;
for (Enemy& other : EnemyManager::enemies)
{
if(this != &other && other.IsValid())
{
if(other.targetCellX == newX && other.targetCellY == newY)
return false;
}
}
targetCellX = newX;
targetCellY = newY;
return true;
}
bool Enemy::TryPickCells(int8_t deltaX, int8_t deltaY)
{
return TryPickCell(targetCellX + deltaX, targetCellY + deltaY)
|| TryPickCell(targetCellX + deltaX, targetCellY)
|| TryPickCell(targetCellX, targetCellY + deltaY)
|| TryPickCell(targetCellX - deltaX, targetCellY + deltaY)
|| TryPickCell(targetCellX + deltaX, targetCellY - deltaY);
}
uint8_t Enemy::GetPlayerCellDistance() const
{
uint8_t dx = ABS(Game::player.x - x) / CELL_SIZE;
uint8_t dy = ABS(Game::player.y - y) / CELL_SIZE;
return dx > dy ? dx : dy;
}
void Enemy::PickNewTargetCell()
{
int8_t deltaX = (int8_t) Clamp((Game::player.x / CELL_SIZE) - targetCellX, -1, 1);
int8_t deltaY = (int8_t) Clamp((Game::player.y / CELL_SIZE) - targetCellY, -1, 1);
uint8_t dodgeChance = (uint8_t) Random();
if (GetArchetype()->GetIsRanged() && GetPlayerCellDistance() < 3)
{
deltaX = -deltaX;
deltaY = -deltaY;
}
if(deltaX == 0)
{
if(dodgeChance < 64)
{
deltaX = -1;
}
else if(dodgeChance < 128)
{
deltaX = 1;
}
}
else if(deltaY == 0)
{
if(dodgeChance < 64)
{
deltaY = -1;
}
else if(dodgeChance < 128)
{
deltaY = 1;
}
}
TryPickCells(deltaX, deltaY);
}
void Enemy::StunMove()
{
//int16_t targetX = Game::player.x;
//int16_t targetY = Game::player.y;
//
//int16_t maxDelta = 3;
//
//int16_t deltaX = Clamp(targetX - x, -maxDelta, maxDelta);
//int16_t deltaY = Clamp(targetY - y, -maxDelta, maxDelta);
//
//x -= deltaX;
//y -= deltaY;
// int16_t deltaX = (Random() % 16) - 8;
// int16_t deltaY = (Random() % 16) - 8;
// x += deltaX;
// y += deltaY;
}
bool Enemy::TryMove()
{
if(Map::IsSolid(targetCellX, targetCellY))
{
//engine.map.openDoorsAt(targetCellX, targetCellZ, Direction_None);
return false;
}
int16_t targetX = (targetCellX * CELL_SIZE) + CELL_SIZE / 2;
int16_t targetY = (targetCellY * CELL_SIZE) + CELL_SIZE / 2;
int16_t maxDelta = GetArchetype()->GetMovementSpeed();
int16_t deltaX = Clamp(targetX - x, -maxDelta, maxDelta);
int16_t deltaY = Clamp(targetY - y, -maxDelta, maxDelta);
x += deltaX;
y += deltaY;
if(IsOverlappingEntity(Game::player))
{
if (!GetArchetype()->GetIsRanged())
{
Game::player.Damage(GetArchetype()->GetAttackStrength());
if (Game::player.hp == 0)
{
Game::stats.killedBy = type;
}
state = EnemyState::Attacking;
frameDelay = GetArchetype()->GetAttackDuration();
}
x -= deltaX;
y -= deltaY;
return false;
}
if(x == targetX && y == targetY)
{
PickNewTargetCell();
}
return true;
}
bool Enemy::FireProjectile(uint8_t angle)
{
return ProjectileManager::FireProjectile(this, x, y, angle) != nullptr;
}
bool Enemy::TryFireProjectile()
{
int8_t deltaX = (Game::player.x - x) / CELL_SIZE;
int8_t deltaY = (Game::player.y - y) / CELL_SIZE;
if (deltaX == 0)
{
if (deltaY < 0)
{
return FireProjectile(FIXED_ANGLE_270);
}
else if (deltaY > 0)
{
return FireProjectile(FIXED_ANGLE_90);
}
}
else if (deltaY == 0)
{
if (deltaX < 0)
{
return FireProjectile(FIXED_ANGLE_180);
}
else if (deltaX > 0)
{
return FireProjectile(0);
}
}
else if (deltaX == deltaY)
{
if (deltaX > 0)
{
return FireProjectile(FIXED_ANGLE_45);
}
else
{
return FireProjectile(FIXED_ANGLE_180 + FIXED_ANGLE_45);
}
}
else if (deltaX == -deltaY)
{
if (deltaX > 0)
{
return FireProjectile(FIXED_ANGLE_270 + FIXED_ANGLE_45);
}
else
{
return FireProjectile(FIXED_ANGLE_90 + FIXED_ANGLE_45);
}
}
return false;
}
bool Enemy::ShouldFireProjectile() const
{
uint8_t distance = GetPlayerCellDistance();
uint8_t chance = 16 / (distance > 0 ? distance : 1);
return GetArchetype()->GetIsRanged() && (Random() & 0xff) < chance && Map::IsClearLine(x, y, Game::player.x, Game::player.y);
}
void Enemy::Tick()
{
if (state == EnemyState::Stunned)
{
StunMove();
}
if (frameDelay > 0)
{
if ((Game::globalTickFrame & 0xf) == 0)
{
frameDelay--;
}
return;
}
switch (state)
{
case EnemyState::Idle:
if (Map::IsClearLine(x, y, Game::player.x, Game::player.y))
{
Platform::PlaySound(Sounds::SpotPlayer);
state = EnemyState::Moving;
}
break;
case EnemyState::Moving:
TryMove();
if (ShouldFireProjectile())
{
if (TryFireProjectile())
{
Platform::PlaySound(Sounds::Shoot);
state = EnemyState::Attacking;
frameDelay = GetArchetype()->GetAttackDuration();
}
}
break;
case EnemyState::Attacking:
state = EnemyState::Moving;
break;
case EnemyState::Stunned:
state = EnemyState::Moving;
break;
default:
break;
}
}
void EnemyManager::Init()
{
for (Enemy& enemy : enemies)
{
enemy.Clear();
}
}
void EnemyManager::Update()
{
for (Enemy& enemy : enemies)
{
if(enemy.IsValid())
{
enemy.Tick();
}
}
}
void EnemyManager::Draw()
{
for(Enemy& enemy : enemies)
{
if(enemy.IsValid())
{
bool invert = enemy.GetState() == EnemyState::Stunned && (Renderer::globalRenderFrame & 1);
int frameOffset = (enemy.GetType() == EnemyType::Bat || enemy.GetState() == EnemyState::Moving) && (Game::globalTickFrame & 8) == 0 ? 32 : 0;
const EnemyArchetype* archetype = enemy.GetArchetype();
Renderer::DrawObject(archetype->GetSpriteData() + frameOffset, enemy.x, enemy.y, archetype->GetSpriteScale(), archetype->GetSpriteAnchor(), invert);
}
}
}
void EnemyManager::Spawn(EnemyType enemyType, int16_t x, int16_t y)
{
for (Enemy& enemy : enemies)
{
if(!enemy.IsValid())
{
enemy.Init(enemyType, x, y);
return;
}
}
}
// Doom-like difficulty curve: early levels are mostly zombiemen,
// deeper levels bring sergeants, imps and finally demons
static EnemyType PickEnemyType()
{
uint8_t roll = (uint8_t)(Random() % 100);
uint8_t f = Game::floor;
if (f < 3)
{
if (roll < 55) return EnemyType::Spider; // zombieman
if (roll < 85) return EnemyType::Bat; // sergeant
return EnemyType::Mage; // imp
}
if (f < 6)
{
if (roll < 30) return EnemyType::Spider;
if (roll < 55) return EnemyType::Bat;
if (roll < 85) return EnemyType::Mage;
return EnemyType::Skeleton; // demon
}
if (roll < 15) return EnemyType::Spider;
if (roll < 40) return EnemyType::Bat;
if (roll < 70) return EnemyType::Mage;
return EnemyType::Skeleton;
}
void EnemyManager::SpawnEnemies()
{
for (uint8_t y = 0; y < Map::height; y++)
{
for (uint8_t x = 0; x < Map::width; x++)
{
if (Map::GetCellSafe(x, y) == CellType::Monster)
{
EnemyManager::Spawn(PickEnemyType(), x * CELL_SIZE + CELL_SIZE / 2, y * CELL_SIZE + CELL_SIZE / 2);
Map::SetCell(x, y, CellType::Empty);
break;
}
}
}
}
Enemy* EnemyManager::GetOverlappingEnemy(Entity& entity)
{
for (Enemy& enemy : enemies)
{
if (enemy.IsValid() && enemy.IsOverlappingEntity(entity))
{
return &enemy;
}
}
return nullptr;
}
Enemy* EnemyManager::GetOverlappingEnemy(int16_t x, int16_t y)
{
for (Enemy& enemy : enemies)
{
if (enemy.IsValid() && enemy.IsOverlappingPoint(x, y))
{
return &enemy;
}
}
return nullptr;
}
@@ -0,0 +1,100 @@
#pragma once
#include <stdint.h>
#include "game/Entity.h"
#include "game/Defines.h"
#include "game/Draw.h"
enum class EnemyType : uint8_t
{
Skeleton,
Mage,
Bat,
Spider,
NumEnemyTypes,
None = NumEnemyTypes,
Exit,
};
enum class EnemyState : uint8_t
{
Idle,
Moving,
Attacking,
Stunned,
Dying,
Dead
};
struct EnemyArchetype
{
const uint16_t* spriteData;
uint8_t hp;
uint8_t movementSpeed;
uint8_t attackStrength;
uint8_t attackDuration;
uint8_t stunDuration;
uint8_t isRanged;
uint8_t spriteScale;
AnchorType spriteAnchor;
const uint16_t* GetSpriteData() const {return static_cast<const uint16_t*>(pgm_read_ptr_safe(&spriteData));}
uint8_t GetHP() const { return pgm_read_byte(&hp); }
uint8_t GetMovementSpeed() const { return pgm_read_byte(&movementSpeed); }
uint8_t GetAttackStrength() const { return pgm_read_byte(&attackStrength); }
uint8_t GetAttackDuration() const { return pgm_read_byte(&attackDuration); }
uint8_t GetStunDuration() const { return pgm_read_byte(&stunDuration); }
bool GetIsRanged() const { return pgm_read_byte(&isRanged) != 0; }
uint8_t GetSpriteScale() const { return pgm_read_byte(&spriteScale); }
AnchorType GetSpriteAnchor() const { return (AnchorType) pgm_read_byte(&spriteAnchor); }
};
class Enemy : public Entity
{
public:
void Init(EnemyType type, int16_t x, int16_t y);
void Tick();
bool IsValid() const { return type != EnemyType::None; }
void Damage(uint8_t amount);
void Clear() { type = EnemyType::None; }
const EnemyArchetype* GetArchetype() const;
EnemyState GetState() const { return state; }
EnemyType GetType() const { return type; }
private:
static const EnemyArchetype archetypes[(int)EnemyType::NumEnemyTypes];
bool ShouldFireProjectile() const;
bool FireProjectile(uint8_t angle);
bool TryMove();
void StunMove();
bool TryFireProjectile();
void PickNewTargetCell();
bool TryPickCells(int8_t deltaX, int8_t deltaY);
bool TryPickCell(int8_t newX, int8_t newY);
uint8_t GetPlayerCellDistance() const;
EnemyType type : 3;
EnemyState state : 3;
uint8_t frameDelay : 2;
uint8_t hp;
uint8_t targetCellX, targetCellY;
};
class EnemyManager
{
public:
static constexpr int maxEnemies = 24; //24;
static Enemy enemies[maxEnemies];
static void Spawn(EnemyType enemyType, int16_t x, int16_t y);
static void SpawnEnemies();
static Enemy* GetOverlappingEnemy(Entity& entity);
static Enemy* GetOverlappingEnemy(int16_t x, int16_t y);
static void Init();
static void Draw();
static void Update();
};
@@ -0,0 +1,17 @@
#include "game/Entity.h"
#include "game/Game.h"
#include "game/Map.h"
#define ENTITY_SIZE 192
bool Entity::IsOverlappingEntity(const Entity& other) const
{
return (x >= other.x - ENTITY_SIZE && x <= other.x + ENTITY_SIZE
&& y >= other.y - ENTITY_SIZE && y <= other.y + ENTITY_SIZE);
}
bool Entity::IsOverlappingPoint(int16_t pointX, int16_t pointY) const
{
return (pointX >= x - ENTITY_SIZE / 2 && pointX <= x + ENTITY_SIZE / 2
&& pointY >= y - ENTITY_SIZE / 2 && pointY <= y + ENTITY_SIZE / 2);
}
@@ -0,0 +1,12 @@
#pragma once
#include <stdint.h>
class Entity
{
public:
bool IsOverlappingPoint(int16_t pointX, int16_t pointY) const;
bool IsOverlappingEntity(const Entity& other) const;
int16_t x, y;
};
@@ -0,0 +1,19 @@
// #include "FixedMath.h"
// static uint16_t xs = 1;
// uint16_t Random() {
// xs ^= xs << 7;
// xs ^= xs >> 9;
// xs ^= xs << 8;
// return xs;
// }
// void SeedRandom() {
// uint32_t r = furi_hal_random_get();
// xs = (uint16_t)(r ^ (r >> 16));
// }
// void SeedRandom(uint16_t seed) {
// xs = seed | 1;
// }
@@ -0,0 +1,46 @@
#pragma once
#include <stdint.h>
#include <furi.h>
#include <furi_hal.h>
#if defined(_WIN32)
#include <math.h>
#endif
#include "game/Defines.h"
#define FIXED_SHIFT 8
#define FIXED_ONE (1 << FIXED_SHIFT)
#define INT_TO_FIXED(x) ((x) * FIXED_ONE)
#define FIXED_TO_INT(x) ((x) >> 8)
#define FLOAT_TO_FIXED(x) ((int16_t)((x) * FIXED_ONE))
#ifndef ABS
#define ABS(x) (((x) < 0) ? -(x) : (x))
#endif
#define FIXED_ANGLE_MAX 256
#define FIXED_ANGLE_WRAP(x) ((x) & 255)
#define FIXED_ANGLE_45 (FIXED_ANGLE_90 / 2)
#define FIXED_ANGLE_90 (FIXED_ANGLE_MAX / 4)
#define FIXED_ANGLE_180 (FIXED_ANGLE_90 * 2)
#define FIXED_ANGLE_270 (FIXED_ANGLE_90 * 3)
#define FIXED_ANGLE_TO_RADIANS(x) ((x) * (2.0f * 3.141592654f / FIXED_ANGLE_MAX))
extern const int16_t sinTable[FIXED_ANGLE_MAX] PROGMEM;
inline int16_t FixedSin(uint8_t angle) {
return pgm_read_word(&sinTable[angle]);
}
inline int16_t FixedCos(uint8_t angle) {
return pgm_read_word(&sinTable[FIXED_ANGLE_WRAP(FIXED_ANGLE_90 - angle)]);
}
// uint16_t Random();
// void SeedRandom();
// void SeedRandom(uint16_t seed);
inline uint16_t Random() {
uint32_t r = furi_hal_random_get();
return (uint16_t)(r ^ (r >> 16));
}
@@ -0,0 +1,115 @@
#include <stdint.h>
#include "game/Defines.h"
#include "game/Font.h"
#include "game/Platform.h"
#include "game/Generated/SpriteTypes.h"
static inline uint8_t v3(uint8_t m)
{
return m | (m << 1) | (m >> 1);
}
static inline void apply4(uint8_t* dst, uint8_t a, uint8_t b, uint8_t c, uint8_t d, uint8_t xorMask)
{
if (xorMask)
{
dst[0] |= a;
dst[1] |= b;
dst[2] |= c;
dst[3] |= d;
}
else
{
dst[0] &= ~a;
dst[1] &= ~b;
dst[2] &= ~c;
dst[3] &= ~d;
}
}
static inline void apply1(uint8_t* dst, uint8_t m, uint8_t xorMask)
{
if (xorMask) *dst |= m;
else *dst &= ~m;
}
void Font::PrintString(const char* str, uint8_t line, uint8_t x, uint8_t colour)
{
uint8_t* p = Platform::GetScreenBuffer() + DISPLAY_WIDTH * line + x;
uint8_t xorMask = (colour == COLOUR_BLACK) ? 0 : 0xff;
for (;;)
{
char c = *str++;
if (!c) break;
DrawChar(p, c, xorMask);
p += glyphWidth;
}
}
void Font::PrintInt(uint16_t val, uint8_t line, uint8_t x, uint8_t colour)
{
uint8_t* p = Platform::GetScreenBuffer() + DISPLAY_WIDTH * line + x;
uint8_t xorMask = (colour == COLOUR_BLACK) ? 0 : 0xff;
if (val == 0)
{
DrawChar(p, '0', xorMask);
return;
}
char buf[5];
int n = 0;
while (val && n < 5)
{
buf[n++] = (char)('0' + (val % 10));
val /= 10;
}
while (n--)
{
DrawChar(p, buf[n], xorMask);
p += glyphWidth;
}
}
void Font::DrawChar(uint8_t* p, char c, uint8_t xorMask)
{
uint8_t uc = (uint8_t)c;
if (uc < firstGlyphIndex) return;
const uint8_t* f = fontPageData + glyphWidth * (uc - firstGlyphIndex);
uint8_t i0 = ~f[0];
uint8_t i1 = ~f[1];
uint8_t i2 = ~f[2];
uint8_t i3 = ~f[3];
uint8_t t0 = v3(i0 | i1);
uint8_t t1 = v3(i0 | i1 | i2);
uint8_t t2 = v3(i1 | i2 | i3);
uint8_t t3 = v3(i2 | i3);
uint8_t r0 = t0 & ~i0;
uint8_t r1 = t1 & ~i1;
uint8_t r2 = t2 & ~i2;
uint8_t r3 = t3 & ~i3;
uint8_t outlineMask = xorMask ^ 0xff;
// The outline spills one byte to each side of the glyph. Clamp it to the
// screen buffer: with x == 0 on the first line `p - 1` lands on the heap
// block header of FlipperState (back_buffer is its first member) and the
// `|=`/`&=` write corrupts the allocator metadata -- the game keeps
// running fine but the firmware crashes/hangs later, when the app frees
// its state on exit.
uint8_t* bufStart = Platform::GetScreenBuffer();
uint8_t* bufEnd = bufStart + (DISPLAY_WIDTH * DISPLAY_HEIGHT / 8);
if (p - 1 >= bufStart) apply1(p - 1, v3(i0), outlineMask);
apply4(p, r0, r1, r2, r3, outlineMask);
if (p + 4 < bufEnd) apply1(p + 4, v3(i3), outlineMask);
apply4(p, i0, i1, i2, i3, xorMask);
}
@@ -0,0 +1,21 @@
#pragma once
#include <stdint.h>
#include "game/Defines.h"
#define FONT_WIDTH 4
#define FONT_HEIGHT 6
class Font
{
public:
static constexpr int glyphWidth = 4;
static constexpr int glyphHeight = 8;
static constexpr int firstGlyphIndex = 32;
static void PrintString(const char* str, uint8_t line, uint8_t x, uint8_t colour = COLOUR_BLACK);
static void PrintInt(uint16_t value, uint8_t line, uint8_t x, uint8_t xorMask = COLOUR_BLACK);
private:
static void DrawChar(uint8_t* screenPtr, char c, uint8_t xorMask);
};
@@ -0,0 +1,166 @@
#include "game/Defines.h"
#include "game/Game.h"
#include "game/FixedMath.h"
#include "game/Draw.h"
#include "game/Map.h"
#include "game/Projectile.h"
#include "game/Particle.h"
#include "game/MapGenerator.h"
#include "game/Platform.h"
#include "game/Entity.h"
#include "game/Enemy.h"
#include "game/Menu.h"
Player Game::player;
const char* Game::displayMessage = nullptr;
uint8_t Game::displayMessageTime = 0;
Game::State Game::state = Game::State::Menu;
uint8_t Game::floor = 1;
uint8_t Game::globalTickFrame = 0;
Stats Game::stats;
Menu Game::menu;
void Game::Init() {
menu.Init();
ParticleSystemManager::Init();
ProjectileManager::Init();
EnemyManager::Init();
}
bool Game::InMenu() {
return (state != State::InGame);
}
void Game::GoToMenu() {
Game::stats.killedBy = EnemyType::Exit;
SwitchState(State::FadeOut);
}
void Game::StartGame() {
floor = 1;
stats.Reset();
player.Init();
SwitchState(State::EnteringLevel);
}
void Game::SwitchState(State newState) {
if(state != newState) {
state = newState;
menu.ResetTimer();
}
}
void Game::ShowMessage(const char* message) {
constexpr uint8_t messageDisplayTime = 90;
displayMessage = message;
displayMessageTime = messageDisplayTime;
}
void Game::NextLevel() {
if(floor == 10) {
GameOver();
} else {
floor++;
SwitchState(State::EnteringLevel);
}
}
void Game::StartLevel() {
ParticleSystemManager::Init();
ProjectileManager::Init();
EnemyManager::Init();
MapGenerator::Generate();
EnemyManager::SpawnEnemies();
player.NextLevel();
SwitchState(State::InGame);
}
void Game::Draw() {
switch(state) {
case State::Menu:
menu.Draw();
break;
case State::EnteringLevel:
menu.DrawEnteringLevel();
break;
// case State::TransitionToLevel:
// menu.TransitionToLevel();
// break;
case State::InGame: {
Renderer::camera.x = player.x;
Renderer::camera.y = player.y;
Renderer::camera.angle = player.angle;
Renderer::Render();
} break;
case State::GameOver:
menu.DrawGameOver();
break;
case State::FadeOut:
menu.FadeOut();
break;
default:
break;
}
}
void Game::TickInGame() {
if(displayMessageTime > 0) {
displayMessageTime--;
if(displayMessageTime == 0) displayMessage = nullptr;
}
player.Tick();
ProjectileManager::Update();
ParticleSystemManager::Update();
EnemyManager::Update();
if(Map::GetCellSafe(player.x / CELL_SIZE, player.y / CELL_SIZE) == CellType::Exit) {
NextLevel();
}
if(player.hp == 0) {
GameOver();
}
}
void Game::Tick() {
globalTickFrame++;
switch(state) {
case State::InGame:
TickInGame();
return;
case State::EnteringLevel:
menu.TickEnteringLevel();
return;
case State::Menu:
menu.Tick();
return;
case State::GameOver:
menu.TickGameOver();
return;
// case State::TransitionToLevel:
// return;
default:
return;
}
}
void Game::GameOver() {
SwitchState(State::FadeOut);
}
void Stats::Reset() {
killedBy = EnemyType::None;
chestsOpened = 0;
coinsCollected = 0;
crownsCollected = 0;
scrollsCollected = 0;
for(uint8_t& killCounter : enemyKills) {
killCounter = 0;
}
}
@@ -0,0 +1,63 @@
#pragma once
#include <stdint.h>
#include "game/Defines.h"
#include "game/Player.h"
#include "game/Enemy.h"
#include "game/Menu.h"
class Entity;
struct Stats {
EnemyType killedBy;
uint8_t enemyKills[(int)EnemyType::NumEnemyTypes];
uint8_t chestsOpened;
uint8_t crownsCollected;
uint8_t scrollsCollected;
uint8_t coinsCollected;
void Reset();
};
class Game {
public:
static Menu menu;
static uint8_t globalTickFrame;
enum class State : uint8_t {
Menu,
EnteringLevel,
InGame,
GameOver,
FadeOut,
// TransitionToLevel
};
static void Init();
static void Tick();
static void Draw();
static bool InMenu();
static void GoToMenu();
static void StartGame();
static void StartLevel();
static void NextLevel();
static void GameOver();
static void SwitchState(State newState);
static void ShowMessage(const char* message);
static Player player;
static const char* displayMessage;
static uint8_t displayMessageTime;
static uint8_t floor;
static Stats stats;
private:
static void TickInGame();
static State state;
};
@@ -0,0 +1,204 @@
// Auto-generated by tools/extract_doom_assets.py
// Derived at build time from the user's local Doom shareware WAD.
// Do not commit WAD-derived data to public repositories.
constexpr uint8_t skeletonSpriteData_numFrames = 2;
extern const uint16_t skeletonSpriteData[] PROGMEM =
{
0x0,0x0,0x0,0x0,0x1fc,0x144,0xffc,0xfac,0x7ffe,0x416,0x3ffe,0x2e,0x7ff,0x455,0x7fe,0x3e,
0x4ffe,0x4476,0xfffe,0x2022,0xfe3e,0x7016,0xc9fe,0x802,0x1e0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,
0x0,0x0,0x0,0x0,0x3f0,0x150,0x3fc,0x200,0x103e,0x1016,0x7ffe,0x82e,0x3ffe,0x1476,0x17ff,0x23a,
0x7ff,0x41f,0x4ffe,0x23e,0xfffe,0x7056,0xfe1e,0x2802,0x3fe,0x114,0x3f0,0x2a0,0x0,0x0,0x0,0x0
};
constexpr uint8_t mageSpriteData_numFrames = 2;
extern const uint16_t mageSpriteData[] PROGMEM =
{
0x0,0x0,0x0,0x0,0x0,0x0,0x3e0,0x0,0x78,0x8,0x38,0x8,0xbffe,0x414,0xffff,0x800a,
0x83ff,0x15,0x7ffe,0xa,0x7ff8,0x1010,0x238,0x8,0x3f0,0x10,0x1c0,0x80,0x0,0x0,0x0,0x0,
0x0,0x0,0x0,0x0,0x1e0,0x0,0x1f8,0x8,0x38,0x8,0x1ffc,0x8c,0x7fff,0x1107,0x17ff,0x8f,
0xffff,0x517,0xfff8,0xa618,0x1b8,0x8,0xf8,0xa8,0x60,0x40,0x0,0x0,0x0,0x0,0x0,0x0
};
constexpr uint8_t batSpriteData_numFrames = 2;
extern const uint16_t batSpriteData[] PROGMEM =
{
0x0,0x0,0x0,0x0,0x0,0x0,0xf8,0x20,0x1f8,0x70,0xffc,0x88,0x1fff,0x47,0xffff,0x8023,
0xfffe,0x4406,0x3f8,0x0,0x38,0x10,0x10,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,
0x0,0x0,0x0,0x0,0x0,0x0,0x60,0x20,0x1f8,0x50,0xff8,0x8,0x5fff,0x47,0x7fff,0x23,
0x7fff,0x7,0xfff8,0x0,0x378,0x10,0x78,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
};
constexpr uint8_t spiderSpriteData_numFrames = 2;
extern const uint16_t spiderSpriteData[] PROGMEM =
{
0x0,0x0,0x0,0x0,0x78,0x50,0xf8,0x78,0x7fc,0x4c,0xfff,0xa,0xffff,0x17,0xffff,0x2a2a,
0x3ffc,0x1004,0x38,0x8,0x30,0x10,0x30,0x20,0x8,0x0,0x8,0x0,0x0,0x0,0x0,0x0,
0x0,0x0,0x0,0x0,0x60,0x40,0x1f8,0x78,0x7f8,0x58,0x1fff,0x20a,0x7fff,0x17,0x3fff,0x2a,
0xfff8,0x10,0x778,0x8,0x78,0x10,0x38,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
};
constexpr uint8_t projectileSpriteData_numFrames = 1;
extern const uint16_t projectileSpriteData[] PROGMEM =
{
0x7e0,0x100,0x1ff8,0x2a0,0x3ffc,0x550,0x7ffe,0xaa8,0x7ffe,0x554,0xffff,0x2bea,0xffff,0x57f4,0xffff,0x2ffa,
0xffff,0x57f4,0xffff,0x2bea,0xffff,0x57d4,0x7ffe,0x2baa,0x7ffe,0x1554,0x3ffc,0xaa0,0x1ff8,0x540,0x7e0,0x280
};
constexpr uint8_t enemyProjectileSpriteData_numFrames = 1;
extern const uint16_t enemyProjectileSpriteData[] PROGMEM =
{
0x7e0,0x0,0x1ff8,0x220,0x3ffc,0x554,0x7ffe,0xaaa,0x7ffe,0x1554,0xffff,0x2fea,0xffff,0x17f4,0xffff,0x2fea,
0xffff,0x57f5,0xffff,0x2bea,0xffff,0x57f4,0x7ffe,0x2fea,0x7ffe,0x15d4,0x3ffc,0x2aa8,0x1ff8,0x550,0x7e0,0x280
};
constexpr uint8_t torchSpriteData1_numFrames = 1;
extern const uint16_t torchSpriteData1[] PROGMEM =
{
0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x8000,0x0,0xc0f0,0xc020,
0xc0f8,0x4070,0x8000,0x8000,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
};
constexpr uint8_t torchSpriteData2_numFrames = 1;
extern const uint16_t torchSpriteData2[] PROGMEM =
{
0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x8000,0x8000,0xc070,0xc050,0xfff8,0xea38,
0xc070,0xc050,0x8000,0x8000,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
};
constexpr uint8_t urnSpriteData_numFrames = 1;
extern const uint16_t urnSpriteData[] PROGMEM =
{
0x0,0x0,0x0,0x0,0x7ffe,0x7ffe,0xffff,0xffee,0xffff,0x5dfd,0xffff,0xaaaa,0xffff,0x5557,0xffff,0x8aa,
0xffff,0x5547,0xffff,0xb,0xffff,0x1101,0xffff,0x3,0xffff,0x1,0xffff,0x0,0x0,0x0,0x0,0x0
};
constexpr uint8_t potionSpriteData_numFrames = 1;
extern const uint16_t potionSpriteData[] PROGMEM =
{
0xfffc,0x5554,0xfffe,0xafbe,0xffff,0x575f,0xffff,0xaebf,0xffff,0x555f,0xffff,0xa2bf,0xffff,0x57f,0xffff,0x82ff,
0xffff,0x55f,0xffff,0xa2bf,0xffff,0x555f,0xffff,0xaabf,0xffff,0x575f,0xfffe,0xaebe,0xfffc,0x1554,0x0,0x0
};
constexpr uint8_t chestSpriteData_numFrames = 1;
extern const uint16_t chestSpriteData[] PROGMEM =
{
0x0,0x0,0x0,0x0,0xfffc,0x1554,0xffff,0xaebe,0xffff,0x477f,0xfffe,0xaaae,0xfffc,0x4574,0xfffc,0xa0bc,
0xfffc,0x457c,0xfffc,0xaaac,0xfffe,0x5776,0xffff,0xaabe,0xffff,0x457e,0xfffc,0x22a0,0x0,0x0,0x0,0x0
};
constexpr uint8_t chestOpenSpriteData_numFrames = 1;
extern const uint16_t chestOpenSpriteData[] PROGMEM =
{
0x0,0x0,0xfffe,0xaaaa,0xffff,0x5557,0xffff,0x2aab,0xffff,0x5,0xffff,0x28ab,0xffff,0x1557,0xffff,0x2b,
0xffff,0x1555,0xffff,0x28ab,0xffff,0x5,0xffff,0x2aab,0xffff,0x5557,0xfffe,0xaaaa,0x0,0x0,0x0,0x0
};
constexpr uint8_t scrollSpriteData_numFrames = 1;
extern const uint16_t scrollSpriteData[] PROGMEM =
{
0x3fc0,0x1540,0x7ff0,0x2aa0,0xfff8,0x5550,0xfffc,0xe2a8,0x3ffc,0x1d4,0x3ffe,0x3fa,0xfffe,0x45fc,0xfffe,0xabfe,
0xfffe,0x55fc,0xfffe,0x2bfe,0x3ffe,0x35c,0x3ffc,0x2a8,0xfffc,0xf154,0xfff8,0xaaa8,0x7ff0,0x5550,0x3fc0,0x2a80
};
constexpr uint8_t coinsSpriteData_numFrames = 1;
extern const uint16_t coinsSpriteData[] PROGMEM =
{
0x0,0x0,0x0,0x0,0x1e00,0x1000,0x3f80,0x2000,0x7fc0,0x4500,0xffc0,0x8000,0xfffe,0x4000,0xffff,0x2,
0xffff,0x15,0xfffe,0x82,0xffc0,0x540,0x7fc0,0xa80,0x3f80,0x1500,0x1e00,0x800,0x0,0x0,0x0,0x0
};
constexpr uint8_t crownSpriteData_numFrames = 1;
extern const uint16_t crownSpriteData[] PROGMEM =
{
0x300,0x100,0x380,0x380,0x780,0x180,0x1f80,0x380,0x7f80,0x4780,0xff80,0xae80,0xff80,0x5600,0xff00,0xaa00,
0xff00,0x5400,0xff80,0xaa00,0xff80,0x4700,0x7f80,0x380,0x1f80,0x580,0x780,0x380,0x380,0x180,0x300,0x200
};
constexpr uint8_t signSpriteData_numFrames = 1;
extern const uint16_t signSpriteData[] PROGMEM =
{
0x0,0x0,0xc000,0x0,0xc000,0x4000,0xc000,0x8000,0xc000,0xc000,0xc000,0x8000,0xc000,0x4000,0xc000,0x8000,
0xc000,0x4000,0xe000,0xe000,0xe000,0x4000,0xc000,0x8000,0xc000,0x4000,0xc000,0xc000,0x0,0x0,0x0,0x0
};
extern const uint8_t handSpriteData1[] PROGMEM =
{
0x2e,0x1c,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,
0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x80,0x0,0xe0,0x8,0xf8,0x4,0xfc,
0x0,0xfc,0x0,0xff,0x8,0xfc,0x4,0xfc,0x8,0xf8,0x0,0xe0,0x80,0x80,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,
0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,
0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x80,0x80,0x80,0x40,0xc0,0x80,0xc0,0x40,0xc0,0xa0,0xe0,0x40,0xe0,
0xa0,0xe0,0x10,0xf0,0x0,0xf0,0x0,0xf0,0x0,0xf8,0x10,0xfe,0x0,0xff,0x0,0xff,0x0,0xff,0x10,0xff,0x0,0xff,0x0,0xff,
0x0,0xff,0x10,0xff,0x0,0xff,0x0,0xff,0x0,0xff,0x10,0xfe,0x0,0xf8,0x10,0xf0,0x0,0xe0,0x0,0xe0,0x80,0xc0,0x0,0x80,
0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,
0x0,0x0,0x0,0xe0,0x80,0xfe,0x40,0xff,0xaa,0xff,0x55,0xff,0xaa,0xff,0x57,0xff,0x2f,0xff,0x5,0xff,0x0,0xff,0x0,0xff,
0x20,0xff,0x60,0xff,0x62,0xff,0x60,0xff,0x60,0xff,0x60,0xff,0x20,0xff,0x20,0xff,0x20,0xff,0x0,0xff,0x20,0xff,0x20,0xff,
0x20,0xff,0x60,0xff,0x60,0xff,0x60,0xff,0x22,0xff,0x60,0xff,0x20,0xff,0x50,0xff,0x0,0xff,0x1,0xff,0x0,0xfe,0x40,0xe0,
0x80,0xc0,0x0,0x80,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xa,0xe,0x5,0xf,
0xa,0xf,0x5,0xf,0x2,0xf,0x1,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,
0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,
0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,0x0,0xf,
0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0
};
extern const uint8_t handSpriteData2[] PROGMEM =
{
0x2e,0x26,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x2,0x6,0x45,0xe7,
0xa8,0xff,0x4,0xff,0xa,0xff,0x5,0xff,0xa,0xff,0x45,0xff,0xae,0xff,0x3f,0x3f,0xf,0xf,0x3,0x3,0x0,0x0,0x0,0x0,
0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x3,0x3,0xf,0xf,0x3f,0x3f,0xae,0xff,0x45,0xff,0xa,0xff,0x4,0xff,
0xa,0xff,0x4,0xff,0xaa,0xff,0x15,0x37,0x2,0x6,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,
0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x1,0x0,0x0,
0x0,0x1,0x0,0x1,0x0,0x1,0x0,0x1,0x0,0x1,0x0,0x0,0x0,0x0,0x0,0x80,0xa0,0xe0,0x50,0xf0,0xa0,0xf0,0x44,0xfc,
0xa0,0xf0,0x50,0xf0,0xa0,0xe0,0x0,0x80,0x0,0x0,0x0,0x0,0x0,0x1,0x0,0x1,0x0,0x3,0x0,0x3,0x2,0x3,0x1,0x1,
0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,
0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x80,0x80,0x80,0x80,0x80,0x80,0x40,0xc0,
0x80,0xc0,0x40,0xc0,0xa0,0xe0,0x50,0xf8,0xaa,0xfe,0x55,0xff,0xaa,0xff,0x55,0xff,0xaa,0xff,0x55,0xff,0xaa,0xff,0x55,0xff,
0xaa,0xff,0x55,0xff,0xaa,0xfe,0x50,0xf8,0xa0,0xe0,0x40,0xc0,0x80,0x80,0x0,0x80,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,
0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x80,
0xa8,0xf8,0x54,0xfe,0xaa,0xfe,0x55,0xff,0xff,0xff,0xfd,0xff,0xff,0xff,0x1d,0xff,0x8a,0xff,0x55,0xff,0xaa,0xff,0xd5,0xff,
0x88,0xff,0x88,0xff,0x88,0xff,0x80,0xff,0x80,0xff,0x80,0xff,0x80,0xff,0x0,0xff,0x80,0xff,0x80,0xff,0x80,0xff,0x80,0xff,
0x88,0xff,0x88,0xff,0x88,0xff,0xd5,0xff,0xaa,0xff,0x51,0xff,0x82,0xff,0x14,0xfe,0xa8,0xf8,0x0,0x80,0x0,0x0,0x0,0x0,
0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x28,0x38,0x15,0x3f,0x2a,0x3f,0x1d,0x3f,
0x2a,0x3f,0x17,0x3f,0xb,0x3f,0x1,0x3f,0x8,0x3f,0x5,0x3f,0x0,0x3f,0x1,0x3f,0x0,0x3f,0x1,0x3f,0x1,0x3f,0x1,0x3f,
0x3,0x3f,0x1,0x3f,0x0,0x3f,0x1,0x3f,0x0,0x3f,0x1,0x3f,0x0,0x3f,0x1,0x3f,0x0,0x3f,0x1,0x3f,0x3,0x3f,0x1,0x3f,
0x1,0x3f,0x1,0x3f,0x1,0x3f,0x1,0x3f,0x0,0x3f,0x5,0x3f,0x0,0x3f,0x5,0x3f,0xa,0x3f,0x14,0x3e,0x0,0x0,0x0,0x0,
0x0,0x0,0x0,0x0,0x0,0x0
};
extern const uint8_t titleBitmapData[] PROGMEM =
{
0x80,0x40,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x0,0x0,0x0,0x0,
0x0,0x0,0x0,0x0,0xf0,0xf0,0xf0,0xf0,0xf0,0xf0,0xf0,0xf0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xf,0xf,0xf,0xf,0x0,0x0,0x0,0x0,0xf0,0xf0,0xf0,0xf0,0xf0,0xf0,0xf0,0xf0,0xf0,0xf0,0xf0,0xf0,
0x0,0x0,0x0,0x0,0xf,0xf,0xf,0xf,0xff,0xff,0xff,0xff,0xf,0xf,0xf,0xf,0x0,0x0,0x0,0x0,0xf0,0xf0,0xf0,0xf0,
0xf0,0xf0,0xf0,0xf0,0xf0,0xf0,0xf0,0xf0,0x0,0x0,0x0,0x0,0xf,0xf,0xf,0xf,0xff,0xff,0xff,0xff,0x0,0x0,0x0,0x0,
0x0,0x0,0x0,0x0,0xf,0xf,0xf,0xf,0xff,0xff,0xff,0xff,0xf,0xf,0xf,0xf,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,
0xff,0xff,0xff,0xff,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xf0,0xf0,0xf0,0xf0,
0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xff,0xff,0xff,0xff,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xff,0xff,0xff,0xff,0x0,0x0,0x0,0x0,
0x0,0x0,0x0,0x0,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,
0xff,0xff,0xff,0xff,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xf0,0xf0,0xf0,0xf0,0x0,0x0,0x0,0x0,0xf0,0xf0,0xf0,0xf0,
0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0xff,0xff,0xff,0xff,0xa0,0x50,0xa0,0x50,0xa0,0x50,0xa0,0x50,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xaf,0x5f,0xaf,0x5f,0xa0,0x50,0xa0,0x50,0xa0,0x50,0xa0,0x50,0xff,0xff,0xff,0xff,0xa0,0x50,0xa0,0x50,
0xa0,0x50,0xa0,0x50,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa0,0x50,0xa0,0x50,0xa0,0x50,0xa0,0x50,
0xff,0xff,0xff,0xff,0xa0,0x50,0xa0,0x50,0xa0,0x50,0xa0,0x50,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xa0,0x50,0xa0,0x50,0xa0,0x50,0xa0,0x50,0xff,0xff,0xff,0xff,0xa0,0x50,0xa0,0x50,0xa0,0x50,0xa0,0x50,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xa0,0x50,0xa0,0x50,0xa0,0x50,0xa0,0x50,0xff,0xff,0xff,0xff,0xaa,0x55,0xaa,0x55,
0xaa,0x55,0xaa,0x55,0xaf,0x5f,0xaf,0x5f,0xaf,0x5f,0xaf,0x5f,0xaa,0x55,0xaa,0x55,0xaa,0x55,0xaa,0x55,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xfa,0xf5,0xfa,0xf5,0xaa,0x55,0xaa,0x55,0xaf,0x5f,0xaf,0x5f,0xaf,0x5f,0xaf,0x5f,0xaf,0x5f,0xaf,0x5f,
0xaa,0x55,0xaa,0x55,0xfa,0xf5,0xfa,0xf5,0xff,0xff,0xff,0xff,0xfa,0xf5,0xfa,0xf5,0xaa,0x55,0xaa,0x55,0xaf,0x5f,0xaf,0x5f,
0xaf,0x5f,0xaf,0x5f,0xaf,0x5f,0xaf,0x5f,0xaa,0x55,0xaa,0x55,0xfa,0xf5,0xfa,0xf5,0xff,0xff,0xff,0xff,0xaa,0x55,0xaa,0x55,
0xaa,0x55,0xaa,0x55,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xaa,0x55,0xaa,0x55,0xaa,0x55,0xaa,0x55,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,
0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff
};
extern const uint8_t heartSpriteData[] PROGMEM =
{
0x1c,0x14,0x77,0x41,0x77,0x14,0x1c,0x0
};
extern const uint8_t manaSpriteData[] PROGMEM =
{
0x7e,0x7f,0x7e,0x0,0x7f,0x7e,0x7e,0x0
};
@@ -0,0 +1,24 @@
// Engine assets kept from FlipperCatacombs (non-Doom): gates, wall texture, font
// Generated from Images/entrance.png
constexpr uint8_t entranceSpriteData_numFrames = 1;
extern const uint16_t entranceSpriteData[] PROGMEM =
{
0x4,0x0,0xe,0x0,0xe,0x0,0x1f,0x0,0x3ff,0x3fc,0x9f,0x90,0x9f,0x90,0x9f,0x90,0x9f,0x90,0x9f,0x90,0x9f,0x90,0x3ff,0x3fc,0x1f,0x0,0xe,0x0,0xe,0x0,0x4,0x0
};
// Generated from Images/exit.png
constexpr uint8_t exitSpriteData_numFrames = 1;
extern const uint16_t exitSpriteData[] PROGMEM =
{
0x2000,0x0,0x7000,0x0,0x7000,0x0,0xf800,0x0,0xffc0,0x3fc0,0xf900,0x900,0xf900,0x900,0xf900,0x900,0xf900,0x900,0xf900,0x900,0xf900,0x900,0xffc0,0x3fc0,0xf800,0x0,0x7000,0x0,0x7000,0x0,0x2000,0x0
};
// Generated from Images/textures.png
constexpr uint8_t wallTextureData_numTextures = 1;
extern const uint16_t wallTextureData[] PROGMEM =
{
0xf3cf,0xf3cf,0xf3cf,0xf3c0,0xf3c0,0xf3cf,0x3cf,0x3cf,0xf3cf,0xf3cf,0xf00f,0xf00f,0xf3cf,0xf3cf,0xf3cf,0xf3cf
};
// Generated from Images/font.png
extern const uint8_t fontPageData[] PROGMEM =
{
0xff,0xff,0xff,0xff,0xff,0xd1,0xff,0xff,0xf9,0xff,0xf9,0xff,0xc1,0xeb,0xc1,0xff,0xd3,0xc1,0xe5,0xff,0xcd,0xf7,0xd9,0xff,0xcb,0xd5,0xeb,0xff,0xff,0xf9,0xff,0xff,0xff,0xe3,0xdd,0xff,0xff,0xdd,0xe3,0xff,0xeb,0xf7,0xeb,0xff,0xf7,0xe3,0xf7,0xff,0xdf,0xef,0xff,0xff,0xf7,0xf7,0xf7,0xff,0xff,0xdf,0xff,0xff,0xcf,0xf7,0xf9,0xff,0xc3,0xdd,0xe1,0xff,0xdb,0xc1,0xdf,0xff,0xcd,0xd5,0xd3,0xff,0xdd,0xd5,0xeb,0xff,0xe1,0xef,0xc7,0xff,0xd1,0xd5,0xe5,0xff,0xc3,0xd5,0xe5,0xff,0xcd,0xf5,0xf9,0xff,0xc3,0xd5,0xe1,0xff,0xd3,0xd5,0xe1,0xff,0xff,0xeb,0xff,0xff,0xdf,0xeb,0xff,0xff,0xf7,0xeb,0xdd,0xff,0xeb,0xeb,0xeb,0xff,0xdd,0xeb,0xf7,0xff,0xfd,0xd5,0xf9,0xff,0xe3,0xdd,0xd3,0xff,0xc3,0xf5,0xc1,0xff,0xc3,0xd5,0xe9,0xff,0xe3,0xdd,0xdd,0xff,0xc1,0xdd,0xe3,0xff,0xc3,0xd5,0xd5,0xff,0xc3,0xf5,0xf5,0xff,0xe3,0xdd,0xc5,0xff,0xc1,0xf7,0xc1,0xff,0xdd,0xc1,0xdd,0xff,0xef,0xdd,0xe1,0xff,0xc1,0xf7,0xc9,0xff,0xc1,0xdf,0xdf,0xff,0xc1,0xfb,0xc1,0xff,0xc1,0xfd,0xc3,0xff,0xe3,0xdd,0xe3,0xff,0xc1,0xf5,0xf3,0xff,0xe3,0xcd,0xc1,0xff,0xc3,0xf5,0xc9,0xff,0xdb,0xd5,0xed,0xff,0xfd,0xc1,0xfd,0xff,0xe1,0xdf,0xc1,0xff,0xe1,0xdf,0xe1,0xff,0xc1,0xef,0xc1,0xff,0xc9,0xf7,0xc9,0xff,0xf9,0xc7,0xf9,0xff,0xcd,0xd5,0xd9,0xff,0xff,0xc1,0xdd,0xff,0xf9,0xf7,0xcf,0xff,0xff,0xdd,0xc1,0xff,0xfb,0xfd,0xfb,0xff,0xdf,0xdf,0xdf,0xff,0xff,0xfd,0xfb,0xff,0xe7,0xdb,0xc3,0xff,0xc1,0xdb,0xe7,0xff,0xe7,0xdb,0xdb,0xff,0xe7,0xdb,0xc1,0xff,0xe7,0xcb,0xd3,0xff,0xc3,0xed,0xfb,0xff,0xb7,0xab,0xc7,0xff,0xc1,0xf7,0xcf,0xff,0xff,0xe5,0xdf,0xff,0xbf,0xcb,0xff,0xff,0xc1,0xf7,0xcb,0xff,0xff,0xe1,0xdf,0xff,0xc3,0xf7,0xc3,0xff,0xc3,0xfb,0xc7,0xff,0xe7,0xdb,0xe7,0xff,0x83,0xdb,0xe7,0xff,0xe7,0xdb,0x83,0xff,0xc3,0xf7,0xfb,0xff,0xd7,0xd3,0xeb,0xff,0xe1,0xdb,0xdf,0xff,0xe3,0xdf,0xc3,0xff,0xc3,0xdf,0xe3,0xff,0xc3,0xef,0xc3,0xff,0xcb,0xf7,0xcb,0xff,0xf3,0xaf,0xc3,0xff,0xdb,0xcb,0xd3,0xff,0xf7,0xc1,0xdd,0xff,0xff,0xc1,0xff,0xff,0xdd,0xc1,0xf7,0xff,0xfb,0xfd,0xfb,0xff,0xe3,0xed,0xe3,0xff
};
@@ -0,0 +1,48 @@
// Declarations for assets generated by tools/extract_doom_assets.py
// (converted at build time from the user's local Doom shareware WAD)
constexpr uint8_t skeletonSpriteData_numFrames = 2;
extern const uint16_t skeletonSpriteData[]; // demon
constexpr uint8_t mageSpriteData_numFrames = 2;
extern const uint16_t mageSpriteData[]; // imp
constexpr uint8_t torchSpriteData1_numFrames = 1;
extern const uint16_t torchSpriteData1[];
constexpr uint8_t torchSpriteData2_numFrames = 1;
extern const uint16_t torchSpriteData2[];
constexpr uint8_t projectileSpriteData_numFrames = 1;
extern const uint16_t projectileSpriteData[];
constexpr uint8_t enemyProjectileSpriteData_numFrames = 1;
extern const uint16_t enemyProjectileSpriteData[];
constexpr uint8_t entranceSpriteData_numFrames = 1;
extern const uint16_t entranceSpriteData[];
constexpr uint8_t exitSpriteData_numFrames = 1;
extern const uint16_t exitSpriteData[];
constexpr uint8_t urnSpriteData_numFrames = 1;
extern const uint16_t urnSpriteData[]; // barrel
constexpr uint8_t signSpriteData_numFrames = 1;
extern const uint16_t signSpriteData[]; // skull pile
constexpr uint8_t crownSpriteData_numFrames = 1;
extern const uint16_t crownSpriteData[]; // armor
constexpr uint8_t coinsSpriteData_numFrames = 1;
extern const uint16_t coinsSpriteData[]; // health bonus
constexpr uint8_t scrollSpriteData_numFrames = 1;
extern const uint16_t scrollSpriteData[]; // armor bonus
constexpr uint8_t chestSpriteData_numFrames = 1;
extern const uint16_t chestSpriteData[]; // backpack
constexpr uint8_t chestOpenSpriteData_numFrames = 1;
extern const uint16_t chestOpenSpriteData[]; // clip
constexpr uint8_t potionSpriteData_numFrames = 1;
extern const uint16_t potionSpriteData[]; // stimpack
constexpr uint8_t batSpriteData_numFrames = 2;
extern const uint16_t batSpriteData[]; // sergeant
constexpr uint8_t spiderSpriteData_numFrames = 2;
extern const uint16_t spiderSpriteData[]; // zombieman
// First-person weapon (shotgun idle / firing)
extern const uint8_t handSpriteData1[];
extern const uint8_t handSpriteData2[];
// Title screen (128x64, Platform::DrawSolidBitmap format)
extern const uint8_t titleBitmapData[];
constexpr uint8_t wallTextureData_numTextures = 1;
extern const uint16_t wallTextureData[];
extern const uint8_t fontPageData[];
extern const uint8_t heartSpriteData[];
extern const uint8_t manaSpriteData[];
@@ -0,0 +1,8 @@
const uint8_t scaleLUT[] PROGMEM = {
15,0,8,15,0,4,8,12,15,0,2,5,8,10,13,15,0,2,4,6,8,10,12,14,15,0,1,3,4,6,8,9,11,12,14,15,0,1,2,4,5,6,8,9,10,12,13,14,15,0,1,2,3,4,5,6,8,9,10,11,12,13,14,15,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,15,0,0,1,2,3,4,5,6,7,8,8,9,10,11,12,13,14,15,15,0,0,1,2,3,4,4,5,6,7,8,8,9,10,11,12,12,13,14,15,15,0,0,1,2,2,3,4,5,5,6,7,8,8,9,10,10,11,12,13,13,14,15,15,0,0,1,2,2,3,4,4,5,6,6,7,8,8,9,10,10,11,12,12,13,14,14,15,15,0,0,1,1,2,3,3,4,4,5,6,6,7,8,8,9,9,10,11,11,12,12,13,14,14,15,15,0,0,1,1,2,2,3,4,4,5,5,6,6,7,8,8,9,9,10,10,11,12,12,13,13,14,14,15,15,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,8,8,9,9,10,10,11,11,12,12,13,13,14,14,15,15,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13,14,14,15,15,15
};
const int16_t sinTable[] PROGMEM = {
0,6,12,18,25,31,37,43,49,56,62,68,74,80,86,92,97,103,109,115,120,126,131,136,142,147,152,157,162,167,171,176,181,185,189,193,197,201,205,209,212,216,219,222,225,228,231,234,236,238,241,243,244,246,248,249,251,252,253,254,254,255,255,255,255,255,255,255,254,254,253,252,251,249,248,246,244,243,241,238,236,234,231,228,225,222,219,216,212,209,205,201,197,193,189,185,181,176,171,167,162,157,152,147,142,136,131,126,120,115,109,103,97,92,86,80,74,68,62,56,49,43,37,31,25,18,12,6,0,-6,-12,-18,-25,-31,-37,-43,-49,-56,-62,-68,-74,-80,-86,-92,-97,-103,-109,-115,-120,-126,-131,-136,-142,-147,-152,-157,-162,-167,-171,-176,-181,-185,-189,-193,-197,-201,-205,-209,-212,-216,-219,-222,-225,-228,-231,-234,-236,-238,-241,-243,-244,-246,-248,-249,-251,-252,-253,-254,-254,-255,-255,-255,-255,-255,-255,-255,-254,-254,-253,-252,-251,-249,-248,-246,-244,-243,-241,-238,-236,-234,-231,-228,-225,-222,-219,-216,-212,-209,-205,-201,-197,-193,-189,-185,-181,-176,-171,-167,-162,-157,-152,-147,-142,-136,-131,-126,-120,-115,-109,-103,-97,-92,-86,-80,-74,-68,-62,-56,-49,-43,-37,-31,-25,-18,-12,-6
};
@@ -0,0 +1,254 @@
#include "game/Defines.h"
#include "game/Map.h"
#include "game/Game.h"
#include "game/FixedMath.h"
#include "game/Draw.h"
#include "game/Platform.h"
#include "game/Enemy.h"
uint8_t Map::level[Map::width * Map::height / 2];
bool Map::IsBlocked(uint8_t x, uint8_t y)
{
return GetCellSafe(x, y) >= CellType::FirstCollidableCell;
}
bool Map::IsSolid(uint8_t x, uint8_t y)
{
return GetCellSafe(x, y) >= CellType::FirstSolidCell;
}
CellType Map::GetCell(uint8_t x, uint8_t y)
{
int index = y * Map::width + x;
uint8_t cellData = level[index / 2];
if(index & 1)
{
return (CellType)(cellData >> 4);
}
else
{
return (CellType)(cellData & 0xf);
}
}
CellType Map::GetCellSafe(uint8_t x, uint8_t y)
{
if(x >= Map::width || y >= Map::height)
return CellType::BrickWall;
int index = y * Map::width + x;
uint8_t cellData = level[index / 2];
if(index & 1)
{
return (CellType)(cellData >> 4);
}
else
{
return (CellType)(cellData & 0xf);
}
}
void Map::SetCell(uint8_t x, uint8_t y, CellType type)
{
if (x >= Map::width || y >= Map::height)
{
return;
}
int index = (y * Map::width + x) / 2;
uint8_t cellType = (uint8_t)type;
if(x & 1)
{
level[index] = (level[index] & 0xf) | (cellType << 4);
}
else
{
level[index] = (level[index] & 0xf0) | (cellType & 0xf);
}
}
void Map::DebugDraw()
{
for(int y = 0; y < Map::height; y++)
{
for(int x = 0; x < Map::width; x++)
{
Platform::PutPixel(x, y, GetCell(x, y) == CellType::BrickWall ? 1 : 0);
if (x == Renderer::camera.cellX && y == Renderer::camera.cellY && (Game::globalTickFrame & 8) != 0)
{
Platform::PutPixel(x, y, 1);
}
}
}
if ((Game::globalTickFrame & 2) != 0)
{
for (uint8_t n = 0; n < EnemyManager::maxEnemies; n++)
{
Enemy& enemy = EnemyManager::enemies[n];
if (enemy.IsValid())
{
Platform::PutPixel(enemy.x / CELL_SIZE, enemy.y / CELL_SIZE, 1);
}
}
}
}
bool Map::IsClearLine(int16_t x1, int16_t y1, int16_t x2, int16_t y2)
{
int cellX1 = x1 / CELL_SIZE;
int cellX2 = x2 / CELL_SIZE;
int cellY1 = y1 / CELL_SIZE;
int cellY2 = y2 / CELL_SIZE;
int xdist = ABS(cellX2 - cellX1);
int partial, delta;
int deltafrac;
int xfrac, yfrac;
int xstep, ystep;
int32_t ltemp;
int x, y;
if (xdist > 0)
{
if (cellX2 > cellX1)
{
partial = (CELL_SIZE * (cellX1 + 1) - x1);
xstep = 1;
}
else
{
partial = (x1 - CELL_SIZE * (cellX1));
xstep = -1;
}
deltafrac = ABS(x2 - x1);
delta = y2 - y1;
ltemp = ((int32_t)delta * CELL_SIZE) / deltafrac;
if (ltemp > 0x7fffl)
ystep = 0x7fff;
else if (ltemp < -0x7fffl)
ystep = -0x7fff;
else
ystep = ltemp;
yfrac = y1 + (((int32_t)ystep*partial) / CELL_SIZE);
x = cellX1 + xstep;
cellX2 += xstep;
do
{
y = (yfrac) / CELL_SIZE;
yfrac += ystep;
if (IsSolid(x, y))
return false;
x += xstep;
//
// see if the door is open enough
//
/*value &= ~0x80;
intercept = yfrac-ystep/2;
if (intercept>doorposition[value])
return false;*/
} while (x != cellX2);
}
int ydist = ABS(cellY2 - cellY1);
if (ydist > 0)
{
if (cellY2 > cellY1)
{
partial = (CELL_SIZE * (cellY1 + 1) - y1);
ystep = 1;
}
else
{
partial = (y1 - CELL_SIZE * (cellY1));
ystep = -1;
}
deltafrac = ABS(y2 - y1);
delta = x2 - x1;
ltemp = ((int32_t)delta * CELL_SIZE)/deltafrac;
if (ltemp > 0x7fffl)
xstep = 0x7fff;
else if (ltemp < -0x7fffl)
xstep = -0x7fff;
else
xstep = ltemp;
xfrac = x1 + (((int32_t)xstep*partial) / CELL_SIZE);
y = cellY1 + ystep;
cellY2 += ystep;
do
{
x = (xfrac) / CELL_SIZE;
xfrac += xstep;
if (IsSolid(x, y))
return false;
y += ystep;
//
// see if the door is open enough
//
/*value &= ~0x80;
intercept = xfrac-xstep/2;
if (intercept>doorposition[value])
return false;*/
} while (y != cellY2);
}
return true;
}
void Map::DrawMinimap()
{
constexpr uint8_t minimapWidth = 24;
constexpr uint8_t minimapHeight = 18;
constexpr uint8_t minimapX = 0; //DISPLAY_WIDTH / 2 - minimapWidth / 2;
constexpr uint8_t minimapY = 0; //DISPLAY_HEIGHT - minimapHeight;
uint8_t playerCellX = Game::player.x / CELL_SIZE;
uint8_t playerCellY = Game::player.y / CELL_SIZE;
uint8_t startCellX = playerCellX - minimapWidth / 2;
uint8_t startCellY = playerCellY - minimapHeight / 2;
uint8_t outX = minimapX;
uint8_t cellX = startCellX;
for (uint8_t x = 0; x < minimapWidth; x++)
{
uint8_t outY = minimapY;
uint8_t cellY = startCellY;
for (uint8_t y = 0; y < minimapHeight; y++)
{
if (cellX == playerCellX && cellY == playerCellY)
{
Platform::PutPixel(outX, outY, (Game::globalTickFrame & 3) ? COLOUR_BLACK : COLOUR_WHITE);
}
else
{
Platform::PutPixel(outX, outY, cellX < width && cellY < height && IsSolid(cellX, cellY) ? COLOUR_BLACK : COLOUR_WHITE);
}
outY++;
cellY++;
}
outX++;
cellX++;
}
}
@@ -0,0 +1,60 @@
#pragma once
#include <stdint.h>
enum class CellType : uint8_t
{
Empty = 0,
// Monster types
Monster,
// Non collidable decorations
Torch,
Entrance,
Exit,
// Items
Potion,
Coins,
Crown,
Scroll,
// Collidable decorations
Urn,
Chest,
ChestOpened,
Sign,
// Solid cells
BrickWall,
FirstCollidableCell = Urn,
FirstSolidCell = BrickWall
};
class Map
{
public:
static constexpr int width = 32;
static constexpr int height = 24;
static bool IsSolid(uint8_t x, uint8_t y);
static bool IsBlocked(uint8_t x, uint8_t y);
static inline bool IsBlockedAtWorldPosition(int16_t x, int16_t y)
{
return IsBlocked((uint8_t)(x >> 8), (uint8_t)(y >> 8));
}
static CellType GetCell(uint8_t x, uint8_t y);
static CellType GetCellSafe(uint8_t x, uint8_t y);
static void SetCell(uint8_t x, uint8_t y, CellType cellType);
static void DebugDraw();
static void DrawMinimap();
static bool IsClearLine(int16_t x1, int16_t y1, int16_t x2, int16_t y2);
private:
static uint8_t level[width * height / 2];
};
@@ -0,0 +1,610 @@
#include "game/MapGenerator.h"
#include "game/Map.h"
#include "game/FixedMath.h"
#include "game/Enemy.h"
#include "game/Game.h"
uint8_t MapGenerator::GetDistanceToCellType(uint8_t x, uint8_t y, CellType cellType)
{
uint8_t ringWidth = 3;
for (uint8_t offset = 1; offset < Map::width; offset++)
{
for (uint8_t i = 0; i < ringWidth; i++)
{
if (Map::GetCellSafe(x - offset + i, y - offset) == cellType)
{
return offset;
}
if (Map::GetCellSafe(x - offset + i, y + offset) == cellType)
{
return offset;
}
if (Map::GetCellSafe(x - offset, y - offset + i) == cellType)
{
return offset;
}
if (Map::GetCellSafe(x + offset, y - offset + i) == cellType)
{
return offset;
}
}
ringWidth += 2;
}
return 0xff;
}
uint8_t MapGenerator::CountNeighbours(uint8_t x, uint8_t y)
{
uint8_t result = 0;
if (Map::GetCellSafe(x + 1, y) == CellType::Empty)
result++;
if (Map::GetCellSafe(x, y + 1) == CellType::Empty)
result++;
if (Map::GetCellSafe(x - 1, y) == CellType::Empty)
result++;
if (Map::GetCellSafe(x, y - 1) == CellType::Empty)
result++;
if (Map::GetCellSafe(x + 1, y + 1) == CellType::Empty)
result++;
if (Map::GetCellSafe(x - 1, y + 1) == CellType::Empty)
result++;
if (Map::GetCellSafe(x - 1, y - 1) == CellType::Empty)
result++;
if (Map::GetCellSafe(x + 1, y - 1) == CellType::Empty)
result++;
return result;
}
MapGenerator::NeighbourInfo MapGenerator::GetCellNeighbourInfo(uint8_t x, uint8_t y)
{
NeighbourInfo result;
result.count = 0;
result.mask = 0;
if (Map::IsSolid(x, y - 1))
{
result.hasNorth = true;
result.count++;
}
if (Map::IsSolid(x + 1, y))
{
result.hasEast = true;
result.count++;
}
if (Map::IsSolid(x, y + 1))
{
result.hasSouth = true;
result.count++;
}
if (Map::IsSolid(x - 1, y))
{
result.hasWest = true;
result.count++;
}
return result;
}
uint8_t MapGenerator::CountImmediateNeighbours(uint8_t x, uint8_t y)
{
uint8_t result = 0;
if (Map::GetCellSafe(x + 1, y) == CellType::Empty)
result++;
if (Map::GetCellSafe(x, y + 1) == CellType::Empty)
result++;
if (Map::GetCellSafe(x - 1, y) == CellType::Empty)
result++;
if (Map::GetCellSafe(x, y - 1) == CellType::Empty)
result++;
return result;
}
MapGenerator::NeighbourInfo MapGenerator::GetRoomNeighbourMask(uint8_t x, uint8_t y, uint8_t w, uint8_t h)
{
NeighbourInfo result;
result.mask = 0;
result.count = 0;
result.canDemolishNorth = y > 1;
result.canDemolishWest = x > 1;
result.canDemolishEast = x + w + 1 < Map::width - 1;
result.canDemolishSouth = y + h + 1 < Map::height - 1;
// Don't demolish walls if the neighbouring room has the same wall length
if (Map::GetCell(x - 1, y - 2) != CellType::Empty && Map::GetCell(x + w, y - 2) != CellType::Empty)
{
result.canDemolishNorth = false;
}
if (Map::GetCell(x - 2, y - 1) != CellType::Empty && Map::GetCell(x - 2, y + h) != CellType::Empty)
{
result.canDemolishWest = false;
}
if (Map::GetCell(x + w + 1, y - 1) != CellType::Empty && Map::GetCell(x + w, y + h + 1) != CellType::Empty)
{
result.canDemolishEast = false;
}
if (Map::GetCell(x - 1, y + h + 1) != CellType::Empty && Map::GetCell(x + w, y + h + 1) != CellType::Empty)
{
result.canDemolishSouth = false;
}
// Don't demolish wall if this will leave an unattached wall
if (Map::GetCell(x - 1, y - 2) == CellType::Empty && Map::GetCell(x - 2, y - 1) == CellType::Empty)
{
result.canDemolishNorth = false;
result.canDemolishWest = false;
}
if (Map::GetCell(x + w, y - 2) == CellType::Empty && Map::GetCell(x + w + 1, y - 1) == CellType::Empty)
{
result.canDemolishNorth = false;
result.canDemolishEast = false;
}
if (Map::GetCell(x + w, y + h + 1) == CellType::Empty && Map::GetCell(x + w + 1, y + h) == CellType::Empty)
{
result.canDemolishSouth = false;
result.canDemolishEast = false;
}
if (Map::GetCell(x - 1, y + h + 1) == CellType::Empty && Map::GetCell(x - 2, y + h) == CellType::Empty)
{
result.canDemolishSouth = false;
result.canDemolishWest = false;
}
bool hasNorthWall = Map::GetCell(x, y - 1) != CellType::Empty && Map::GetCell(x + w - 1, y - 1) != CellType::Empty;
bool hasEastWall = Map::GetCell(x + w, y) != CellType::Empty && Map::GetCell(x + w, y + h - 1) != CellType::Empty;
bool hasSouthWall = Map::GetCell(x, y + h) != CellType::Empty && Map::GetCell(x + w - 1, y + h) != CellType::Empty;
bool hasWestWall = Map::GetCell(x - 1, y) != CellType::Empty && Map::GetCell(x - 1, y + h - 1) != CellType::Empty;
if (!hasNorthWall)
{
result.canDemolishNorth = false;
result.canDemolishEast = false;
result.canDemolishWest = false;
}
if (!hasEastWall)
{
result.canDemolishNorth = false;
result.canDemolishEast = false;
result.canDemolishSouth = false;
}
if (!hasSouthWall)
{
result.canDemolishEast = false;
result.canDemolishSouth = false;
result.canDemolishWest = false;
}
if (!hasWestWall)
{
result.canDemolishNorth = false;
result.canDemolishSouth = false;
result.canDemolishWest = false;
}
for (int i = x; i < x + w; i++)
{
if (Map::GetCell(i, y - 1) == CellType::Empty)
{
result.hasNorth = true;
result.count++;
}
if (Map::GetCell(i, y + h) == CellType::Empty)
{
result.hasSouth = true;
result.count++;
}
// Don't demolish wall if there is an intersecting wall attached
if (y > 1 && Map::GetCell(i, y - 2) != CellType::Empty)
{
result.canDemolishNorth = false;
}
if (y + h + 1 < Map::height - 1 && Map::GetCell(i, y + h + 1) != CellType::Empty)
{
result.canDemolishSouth = false;
}
}
for (int j = y; j < y + h; j++)
{
if (Map::GetCell(x - 1, j) == CellType::Empty)
{
result.hasWest = true;
result.count++;
}
if (Map::GetCell(x + w, j) == CellType::Empty)
{
result.hasEast = true;
result.count++;
}
// Don't demolish wall if there is an intersecting wall attached
if (x > 1 && Map::GetCell(x - 2, j) != CellType::Empty)
{
result.canDemolishWest = false;
}
if (x + w + 1 < Map::width - 1 && Map::GetCell(x + w + 1, j) != CellType::Empty)
{
result.canDemolishEast = false;
}
}
return result;
}
void MapGenerator::SplitMap(uint8_t x, uint8_t y, uint8_t w, uint8_t h, uint8_t doorX, uint8_t doorY)
{
constexpr int minRoomSize = 3;
constexpr int maxRoomSize = 8;
//constexpr int maxFloorSpace = 80;
constexpr int demolishWallChance = 20;
if (doorX != 0 && doorY != 0)
{
Map::SetCell(doorX, doorY, CellType::Empty);
}
bool splitVertical = false;
bool splitHorizontal = false;
if (w > maxRoomSize || h > maxRoomSize)//w * h > maxFloorSpace)
{
if (w < h)
{
splitVertical = true;
}
else
{
splitHorizontal = true;
}
}
if (splitVertical)
{
uint8_t splitSize;
uint8_t splitAttempts = 255;
do
{
splitSize = (Random() % (h - 2 * minRoomSize)) + minRoomSize;
splitAttempts--;
} while (splitAttempts > 0 && (Map::GetCell(x - 1, y + splitSize) == CellType::Empty || Map::GetCell(x + w, y + splitSize) == CellType::Empty
|| Map::GetCell(x - 1, y + splitSize - 1) == CellType::Empty || Map::GetCell(x + w, y + splitSize - 1) == CellType::Empty
|| Map::GetCell(x - 1, y + splitSize + 1) == CellType::Empty || Map::GetCell(x + w, y + splitSize + 1) == CellType::Empty));
if (splitAttempts > 0)
{
uint8_t splitDoorX = x + (Random() % (w - 2)) + 1;
uint8_t splitDoorY = y + splitSize;
for (uint8_t i = x; i < x + w; i++)
{
Map::SetCell(i, y + splitSize, CellType::BrickWall);
}
SplitMap(x, y + splitSize + 1, w, h - splitSize - 1, splitDoorX, splitDoorY);
SplitMap(x, y, w, splitSize, splitDoorX, splitDoorY);
return;
}
}
else if (splitHorizontal)
{
uint8_t splitSize;
uint8_t splitAttempts = 255;
do
{
splitSize = (Random() % (w - 2 * minRoomSize)) + minRoomSize;
splitAttempts--;
} while (splitAttempts > 0 && (Map::GetCell(x + splitSize, y - 1) == CellType::Empty || Map::GetCell(x + splitSize, y + h) == CellType::Empty
|| Map::GetCell(x + splitSize - 1, y - 1) == CellType::Empty || Map::GetCell(x + splitSize - 1, y + h) == CellType::Empty
|| Map::GetCell(x + splitSize + 1, y - 1) == CellType::Empty || Map::GetCell(x + splitSize + 1, y + h) == CellType::Empty));
if (splitAttempts > 0)
{
uint8_t splitDoorX = x + splitSize;
uint8_t splitDoorY = y + (Random() % (h - 2)) + 1;
for (uint8_t j = y; j < y + h; j++)
{
Map::SetCell(x + splitSize, j, CellType::BrickWall);
}
SplitMap(x + splitSize + 1, y, w - splitSize - 1, h, splitDoorX, splitDoorY);
SplitMap(x, y, splitSize, h, splitDoorX, splitDoorY);
return;
}
}
{
NeighbourInfo neighbours = GetRoomNeighbourMask(x, y, w, h);
if (neighbours.canDemolishNorth && (Random() % 100) < demolishWallChance)
{
for (int i = 0; i < w; i++)
{
Map::SetCell(x + i, y - 1, CellType::Empty);
}
}
else if (neighbours.canDemolishWest && (Random() % 100) < demolishWallChance)
{
for (int j = 0; j < h; j++)
{
Map::SetCell(x - 1, y + j, CellType::Empty);
}
}
else if (neighbours.canDemolishSouth && (Random() % 100) < demolishWallChance)
{
for (int i = 0; i < w; i++)
{
Map::SetCell(x + i, y + h, CellType::Empty);
}
}
else if (neighbours.canDemolishEast && (Random() % 100) < demolishWallChance)
{
for (int j = 0; j < h; j++)
{
Map::SetCell(x + w, y + j, CellType::Empty);
}
}
// Add decorations
{
// Add four cornering columns
if (w == h && w >= 7 && h >= 7)
{
Map::SetCell(x + 1, y + 1, CellType::BrickWall);
Map::SetCell(x + w - 2, y + 1, CellType::BrickWall);
Map::SetCell(x + w - 2, y + h - 2, CellType::BrickWall);
Map::SetCell(x + 1, y + h - 2, CellType::BrickWall);
}
}
}
}
void MapGenerator::Generate()
{
uint8_t playerStartX = 1;
uint8_t playerStartY = 1;
for (int y = 0; y < Map::height; y++)
{
for (int x = 0; x < Map::width; x++)
{
bool isEdge = x == 0 || y == 0 || x == Map::width - 1 || y == Map::height - 1;
Map::SetCell(x, y, isEdge ? CellType::BrickWall : CellType::Empty);
}
}
SplitMap(1, 1, Map::width - 2, Map::height - 2, 0, 0);
// Find any big open spaces
{
bool hasOpenSpaces = true;
while (hasOpenSpaces)
{
hasOpenSpaces = false;
uint8_t x = 0, y = 0, space = 0;
for (uint8_t i = 1; i < Map::width - 1; i++)
{
for (uint8_t j = 0; j < Map::height - 1; j++)
{
bool foundWall = false;
for (uint8_t k = 0; k < Map::height && !foundWall; k++)
{
for (uint8_t u = 0; u < k && !foundWall; u++)
{
for (uint8_t v = 0; v < k && !foundWall; v++)
{
if (Map::GetCellSafe(i + u, j + v) != CellType::Empty)
{
foundWall = true;
}
}
}
if (!foundWall && k > space)
{
space = k;
x = i;
y = j;
}
}
}
}
if (space > 6)
{
hasOpenSpaces = true;
// Stick a donut in the middle
for (uint8_t n = 2; n < space - 2; n++)
{
Map::SetCell(x + n, y + 2, CellType::BrickWall);
Map::SetCell(x + 2, y + n, CellType::BrickWall);
Map::SetCell(x + n, y + space - 3, CellType::BrickWall);
Map::SetCell(x + space - 3, y + n, CellType::BrickWall);
}
}
}
}
// Add torches
{
uint8_t attempts = 255;
uint8_t toSpawn = 64;
uint8_t minSpacing = 3;
while (attempts > 0 && toSpawn > 0)
{
uint8_t x = Random() % Map::width;
uint8_t y = Random() % Map::height;
if (Map::GetCellSafe(x, y) == CellType::Empty)
{
NeighbourInfo info = GetCellNeighbourInfo(x, y);
if(info.count == 1 && GetDistanceToCellType(x, y, CellType::Torch) > minSpacing)
{
Map::SetCell(x, y, CellType::Torch);
toSpawn--;
attempts = 255;
}
}
attempts--;
}
}
// Add monsters
{
uint8_t attempts = 255;
uint8_t monstersToSpawn = EnemyManager::maxEnemies;
CellType monsterType = CellType::Monster;
uint8_t minSpacing = 3;
while (attempts > 0 && monstersToSpawn > 0)
{
uint8_t x = Random() % Map::width;
uint8_t y = Random() % Map::height;
if (Map::GetCellSafe(x, y) == CellType::Empty && Map::IsClearLine(x * CELL_SIZE + CELL_SIZE / 2, y * CELL_SIZE + CELL_SIZE / 2, playerStartX * CELL_SIZE + CELL_SIZE / 2, playerStartY * CELL_SIZE + CELL_SIZE / 2) == false)
{
NeighbourInfo info = GetCellNeighbourInfo(x, y);
if (info.count == 0 && GetDistanceToCellType(x, y, monsterType) > minSpacing)
{
Map::SetCell(x, y, monsterType);
monstersToSpawn--;
attempts = 255;
}
}
attempts--;
}
}
// Add blocking decorations
{
uint8_t attempts = 255;
uint8_t toSpawn = 255;
CellType cellType = CellType::Urn;
uint8_t minSpacing = 3;
while (attempts > 0 && toSpawn > 0)
{
uint8_t x = Random() % Map::width;
uint8_t y = Random() % Map::height;
if (Map::GetCellSafe(x, y) == CellType::Empty)
{
NeighbourInfo info = GetCellNeighbourInfo(x, y);
if(info.IsCorner() && GetDistanceToCellType(x, y, cellType) > minSpacing)
{
Map::SetCell(x, y, cellType);
toSpawn--;
attempts = 255;
}
}
attempts--;
}
}
// Add entrance and exit
Map::SetCell(1, 1, CellType::Entrance);
Map::SetCell(Map::width - 3, Map::height - 3, CellType::Exit);
// Add sign
if(false)
{
uint16_t attempts = 65535;
constexpr uint8_t closeness = 5;
while (attempts > 0)
{
uint8_t x = Random() % closeness;
uint8_t y = Random() % closeness;
if (Map::GetCellSafe(x, y) == CellType::Empty
&& Map::GetCellSafe(x - 1, y) == CellType::Empty
&& Map::GetCellSafe(x, y - 1) == CellType::Empty
&& Map::GetCellSafe(x + 1, y) == CellType::Empty
&& Map::GetCellSafe(x, y + 1) == CellType::Empty
&& Map::GetCellSafe(x - 1, y - 1) == CellType::Empty
&& Map::GetCellSafe(x + 1, y - 1) == CellType::Empty
&& Map::GetCellSafe(x - 1, y + 1) == CellType::Empty
&& Map::GetCellSafe(x + 1, y + 1) == CellType::Empty
&& Map::IsClearLine(x * CELL_SIZE + CELL_SIZE / 2, y * CELL_SIZE + CELL_SIZE / 2, playerStartX * CELL_SIZE + CELL_SIZE / 2, playerStartY * CELL_SIZE + CELL_SIZE / 2))
{
Map::SetCell(x, y, CellType::Sign);
break;
}
attempts--;
}
}
else if(Game::floor == 1)
{
Map::SetCell(2, 2, CellType::Sign);
}
// Add treasure / items
{
uint16_t attempts = 65535;
uint8_t toSpawn = 8;
CellType cellType = CellType::Chest;
uint8_t minSpacing = 3;
uint8_t minExitSpacing = 6;
while (attempts > 0 && toSpawn > 0)
{
uint8_t x = Random() % Map::width;
uint8_t y = Random() % Map::height;
switch (Random() % 5)
{
case 0:
cellType = CellType::Potion;
break;
case 1:
cellType = CellType::Coins;
break;
case 2:
cellType = CellType::Chest;
break;
case 3:
cellType = CellType::Crown;
break;
case 4:
cellType = CellType::Scroll;
break;
}
if (Map::GetCellSafe(x, y) == CellType::Empty)
{
NeighbourInfo info = GetCellNeighbourInfo(x, y);
if(info.count == 1
&& GetDistanceToCellType(x, y, cellType) > minSpacing
&& GetDistanceToCellType(x, y, CellType::Entrance) > minExitSpacing
&& GetDistanceToCellType(x, y, CellType::Exit) > minExitSpacing)
{
Map::SetCell(x, y, cellType);
toSpawn--;
attempts = 255;
}
}
attempts--;
}
}
}
@@ -0,0 +1,60 @@
#pragma once
#include <stdint.h>
#include "game/Map.h"
class MapGenerator
{
public:
static void Generate();
private:
struct NeighbourInfo
{
union
{
uint8_t mask;
struct
{
bool hasNorth : 1;
bool hasEast : 1;
bool hasSouth : 1;
bool hasWest : 1;
bool canDemolishNorth : 1;
bool canDemolishEast : 1;
bool canDemolishSouth : 1;
bool canDemolishWest : 1;
};
};
uint8_t count;
bool IsCorner() const
{
if (count != 2)
return false;
if (hasNorth && hasEast)
return true;
if (hasEast && hasSouth)
return true;
if (hasSouth && hasWest)
return true;
if (hasWest && hasNorth)
return true;
return false;
}
};
static uint8_t CountNeighbours(uint8_t x, uint8_t y);
static uint8_t CountImmediateNeighbours(uint8_t x, uint8_t y);
static NeighbourInfo GetRoomNeighbourMask(uint8_t x, uint8_t y, uint8_t w, uint8_t h);
static void SplitMap(uint8_t x, uint8_t y, uint8_t w, uint8_t h, uint8_t doorX, uint8_t doorY);
static NeighbourInfo GetCellNeighbourInfo(uint8_t x, uint8_t y);
static uint8_t GetDistanceToCellType(uint8_t x, uint8_t y, CellType cellType);
};
@@ -0,0 +1,705 @@
#include "game/Defines.h"
#include "game/Platform.h"
#include "game/Menu.h"
#include "game/Font.h"
#include "game/Game.h"
#include "game/Draw.h"
#include "game/Textures.h"
#include "game/Generated/SpriteTypes.h"
#include "game/Map.h"
#include "game/FixedMath.h"
#include "lib/EEPROM.h"
#include <stdio.h>
#include <string.h>
constexpr uint8_t EEPROM_BASE_ADDR = 0;
struct ObjDesc {
const uint16_t* sprite;
bool animated;
bool invert;
uint8_t varsIndex;
};
static const ObjDesc kObjects[] = {
{ chestSpriteData, false, false, 0 },
{ crownSpriteData, false, false, 1 },
{ scrollSpriteData, false, false, 2 },
{ coinsSpriteData, false, false, 3 },
{ skeletonSpriteData, true, false, 4 },
{ mageSpriteData, true, false, 5 },
{ batSpriteData, true, false, 6 },
{ spiderSpriteData, true, false, 7 },
{ exitSpriteData, false, false, 8 }
};
static constexpr uint8_t kObjectsCount = (uint8_t)(sizeof(kObjects) / sizeof(kObjects[0]));
static constexpr uint8_t SHIFT_MASK = 63;
namespace {
constexpr uint8_t MENU_ITEMS_COUNT = 4;
constexpr uint8_t VISIBLE_ROWS = 2;
constexpr uint8_t MENU_FIRST_ROW = 4;
constexpr uint8_t TEXT_X = 18;
constexpr uint8_t CURSOR_X = 10;
constexpr uint8_t SPLASH_TIME_TICKS = 90;
static uint8_t splashTimer = 0;
static bool splashActive = true;
static uint8_t Wrap(int v, int n) {
v %= n;
if(v < 0) v += n;
return (uint8_t)v;
}
static uint8_t MaxTop() {
return (MENU_ITEMS_COUNT > VISIBLE_ROWS) ? (uint8_t)(MENU_ITEMS_COUNT - VISIBLE_ROWS) : 0;
}
void DrawMenuRoom() {
const int16_t leftWall = 1 * CELL_SIZE;
const int16_t rightWall = 4 * CELL_SIZE;
const int16_t topWall = 1 * CELL_SIZE;
const int16_t bottomWall = 4 * CELL_SIZE;
Renderer::camera.x = (int16_t)((leftWall + rightWall) / 2);
Renderer::camera.y = (int16_t)((topWall + bottomWall) / 2);
static uint16_t angleFP = 0;
constexpr uint16_t SPEED_FP = 64;
angleFP = (uint16_t)(angleFP + SPEED_FP);
Renderer::camera.angle = (uint8_t)(angleFP >> 8);
Renderer::camera.tilt = 0;
Renderer::camera.bob = 0;
Renderer::globalRenderFrame++;
Renderer::DrawBackground();
Renderer::numBufferSlicesFilled = 0;
Renderer::numQueuedDrawables = 0;
for(uint8_t n = 0; n < DISPLAY_WIDTH; n++) {
Renderer::wBuffer[n] = 0;
Renderer::horizonBuffer[n] = HORIZON +
(((DISPLAY_WIDTH / 2 - n) * Renderer::camera.tilt) >> 8) +
Renderer::camera.bob;
}
Renderer::camera.cellX = Renderer::camera.x / CELL_SIZE;
Renderer::camera.cellY = Renderer::camera.y / CELL_SIZE;
{
uint16_t rotPhase = (uint16_t)(0 - angleFP);
uint8_t a0 = (uint8_t)(rotPhase >> 8);
uint8_t f = (uint8_t)(rotPhase & 0xff);
uint8_t a1 = (uint8_t)(a0 + 1);
int16_t c0 = FixedCos(a0);
int16_t c1 = FixedCos(a1);
int16_t s0 = FixedSin(a0);
int16_t s1 = FixedSin(a1);
Renderer::camera.rotCos = (int16_t)(c0 + (((int32_t)(c1 - c0) * f) >> 8));
Renderer::camera.rotSin = (int16_t)(s0 + (((int32_t)(s1 - s0) * f) >> 8));
}
{
uint16_t clipPhase = (uint16_t)(((uint16_t)CLIP_ANGLE << 8) - angleFP);
uint8_t a0 = (uint8_t)(clipPhase >> 8);
uint8_t f = (uint8_t)(clipPhase & 0xff);
uint8_t a1 = (uint8_t)(a0 + 1);
int16_t c0 = FixedCos(a0);
int16_t c1 = FixedCos(a1);
int16_t s0 = FixedSin(a0);
int16_t s1 = FixedSin(a1);
Renderer::camera.clipCos = (int16_t)(c0 + (((int32_t)(c1 - c0) * f) >> 8));
Renderer::camera.clipSin = (int16_t)(s0 + (((int32_t)(s1 - s0) * f) >> 8));
}
#if WITH_IMAGE_TEXTURES
const uint16_t* texture = wallTextureData;
#elif WITH_VECTOR_TEXTURES
const uint8_t* texture = vectorTexture0;
#endif
constexpr int8_t MIN_CELL = 0;
constexpr int8_t MAX_CELL = 4;
#define MENU_SOLID(cx, cy) (((cx) == 0) || ((cx) == MAX_CELL) || ((cy) == 0) || ((cy) == MAX_CELL))
#define MENU_SOLID_SAFE(cx, cy) \
(((cx) < MIN_CELL || (cx) > MAX_CELL || (cy) < MIN_CELL || (cy) > MAX_CELL) ? \
true : \
MENU_SOLID((cx), (cy)))
int8_t xd, yd;
int8_t x1, y1, x2, y2;
if(Renderer::camera.rotCos > 0) {
x1 = MIN_CELL;
x2 = MAX_CELL + 1;
xd = 1;
} else {
x2 = MIN_CELL - 1;
x1 = MAX_CELL;
xd = -1;
}
if(Renderer::camera.rotSin < 0) {
y1 = MIN_CELL;
y2 = MAX_CELL + 1;
yd = 1;
} else {
y2 = MIN_CELL - 1;
y1 = MAX_CELL;
yd = -1;
}
auto drawMenuCell = [&](int8_t x, int8_t y) {
if(!MENU_SOLID(x, y)) return;
if(Renderer::isFrustrumClipped(x, y)) return;
if(Renderer::numBufferSlicesFilled >= DISPLAY_WIDTH) return;
const bool blockedLeft = MENU_SOLID_SAFE(x - 1, y);
const bool blockedRight = MENU_SOLID_SAFE(x + 1, y);
const bool blockedUp = MENU_SOLID_SAFE(x, y - 1);
const bool blockedDown = MENU_SOLID_SAFE(x, y + 1);
int16_t wx1 = (int16_t)(x * CELL_SIZE);
int16_t wy1 = (int16_t)(y * CELL_SIZE);
int16_t wx2 = (int16_t)(wx1 + CELL_SIZE);
int16_t wy2 = (int16_t)(wy1 + CELL_SIZE);
if(!blockedLeft && Renderer::camera.x < wx1) {
#if WITH_TEXTURES
Renderer::DrawWall(
texture,
wx1,
wy1,
wx1,
wy2,
!blockedUp && Renderer::camera.y > wy1,
!blockedDown && Renderer::camera.y < wy2,
false);
#else
Renderer::DrawWall(
wx1,
wy1,
wx1,
wy2,
!blockedUp && Renderer::camera.y > wy1,
!blockedDown && Renderer::camera.y < wy2,
false);
#endif
}
if(!blockedDown && Renderer::camera.y > wy2) {
#if WITH_TEXTURES
Renderer::DrawWall(
texture,
wx1,
wy2,
wx2,
wy2,
!blockedLeft && Renderer::camera.x > wx1,
!blockedRight && Renderer::camera.x < wx2,
false);
#else
Renderer::DrawWall(
wx1,
wy2,
wx2,
wy2,
!blockedLeft && Renderer::camera.x > wx1,
!blockedRight && Renderer::camera.x < wx2,
false);
#endif
}
if(!blockedRight && Renderer::camera.x > wx2) {
#if WITH_TEXTURES
Renderer::DrawWall(
texture,
wx2,
wy2,
wx2,
wy1,
!blockedDown && Renderer::camera.y < wy2,
!blockedUp && Renderer::camera.y > wy1,
false);
#else
Renderer::DrawWall(
wx2,
wy2,
wx2,
wy1,
!blockedDown && Renderer::camera.y < wy2,
!blockedUp && Renderer::camera.y > wy1,
false);
#endif
}
if(!blockedUp && Renderer::camera.y < wy1) {
#if WITH_TEXTURES
Renderer::DrawWall(
texture,
wx2,
wy1,
wx1,
wy1,
!blockedRight && Renderer::camera.x < wx2,
!blockedLeft && Renderer::camera.x > wx1,
false);
#else
Renderer::DrawWall(
wx2,
wy1,
wx1,
wy1,
!blockedRight && Renderer::camera.x < wx2,
!blockedLeft && Renderer::camera.x > wx1,
false);
#endif
}
};
if(ABS(Renderer::camera.rotCos) < ABS(Renderer::camera.rotSin)) {
for(int8_t y = y1; y != y2; y += yd) {
for(int8_t x = x1; x != x2; x += xd) {
drawMenuCell(x, y);
}
}
} else {
for(int8_t x = x1; x != x2; x += xd) {
for(int8_t y = y1; y != y2; y += yd) {
drawMenuCell(x, y);
}
}
}
#undef MENU_SOLID_SAFE
#undef MENU_SOLID
}
}
void Menu::Draw() {
if (splashActive) {
// Title screen converted from the user's own shareware WAD
Platform::DrawSolidBitmap(0, 0, titleBitmapData);
return;
}
DrawMenuRoom();
Font::PrintString(PSTR("FLIPPER DOOM"), 2, 40, COLOUR_WHITE);
for (uint8_t row = 0; row < VISIBLE_ROWS; ++row) {
uint8_t idx = (uint8_t)(m_topIndex + row);
if (idx >= MENU_ITEMS_COUNT) break;
PrintItem(idx, (uint8_t)(MENU_FIRST_ROW + row));
}
static uint8_t bubble = 0;
static uint16_t lastFrameSeen = 0xFFFF;
const uint16_t frame = (uint16_t)Game::globalTickFrame;
if (frame != lastFrameSeen) {
if ((frame & SHIFT_MASK) == 0) {
bubble = (uint8_t)(bubble + 2);
if (bubble >= kObjectsCount) bubble = (uint8_t)(bubble - kObjectsCount);
if (bubble >= kObjectsCount) bubble = (uint8_t)(bubble - kObjectsCount);
}
lastFrameSeen = frame;
}
const uint8_t num1 = bubble;
uint8_t num2 = (uint8_t)(bubble + 1);
if (num2 >= kObjectsCount) num2 = 0;
const ObjDesc& sprite1 = kObjects[num1];
const ObjDesc& sprite2 = kObjects[num2];
const int animOffset = ((Game::globalTickFrame & 8) == 0) ? 32 : 0;
const int off1 = sprite1.animated ? animOffset : 0;
const int off2 = sprite2.animated ? animOffset : 0;
const uint16_t* torchSprite =
(Game::globalTickFrame & 4) ? torchSpriteData1 : torchSpriteData2;
if (sprite1.invert) {
Renderer::DrawScaled(sprite1.sprite + off1, 66, 29, 9, 255, true, COLOUR_BLACK);
} else {
Renderer::DrawScaled(sprite1.sprite + off1, 66, 29, 9, 255);
}
if (sprite2.invert) {
Renderer::DrawScaled(sprite2.sprite + off2, 96, 30, 9, 255, true, COLOUR_BLACK);
} else {
Renderer::DrawScaled(sprite2.sprite + off2, 96, 30, 9, 255);
}
Renderer::DrawScaled(torchSprite, 0, 10, 9, 255);
Renderer::DrawScaled(torchSprite, DISPLAY_WIDTH - 18, 10, 9, 255);
Font::PrintInt(m_save[sprite1.varsIndex], MENU_FIRST_ROW + 1, 86, COLOUR_WHITE);
Font::PrintInt(m_save[sprite2.varsIndex], MENU_FIRST_ROW + 1, 116, COLOUR_WHITE);
Font::PrintString(PSTR(">"), (uint8_t)(MENU_FIRST_ROW + m_cursorPos), CURSOR_X, COLOUR_WHITE);
}
void Menu::PrintItem(uint8_t idx, uint8_t row) {
switch(idx) {
case 0:
Font::PrintString(PSTR("Play"), row, TEXT_X, COLOUR_WHITE);
break;
case 1:
Font::PrintString(PSTR("Sound:"), row, TEXT_X, COLOUR_WHITE);
Font::PrintString(
Platform::IsAudioEnabled() ? PSTR("on") : PSTR("off"), row, TEXT_X + 28, COLOUR_WHITE);
break;
case 2:
Font::PrintString(PSTR("Score:"), row, TEXT_X, COLOUR_WHITE);
Font::PrintInt(m_score, row, TEXT_X + 28, COLOUR_WHITE);
break;
case 3:
Font::PrintString(PSTR("High:"), row, TEXT_X, COLOUR_WHITE);
Font::PrintInt(m_high, row, TEXT_X + 28, COLOUR_WHITE);
break;
}
}
void Menu::Init() {
m_selection = 0;
m_topIndex = 0;
m_cursorPos = 0;
splashTimer = 0;
splashActive = true;
}
void Menu::DrawEnteringLevel() {
DrawMenuRoom();
Font::PrintString(PSTR("Entering E1M"), 3, 34, COLOUR_BLACK);
Font::PrintInt(Game::floor, 3, 82, COLOUR_BLACK);
}
static int CountCharsInt(int v) {
int n = 1;
if(v < 0) {
n++;
v = -v;
} // минус тоже символ
while(v >= 10) {
v /= 10;
n++;
}
return n;
}
void PrintScoreCentered(int finalScore) {
const int screenW = 128;
int n = CountCharsInt(finalScore);
int textW = 4 * n - 1;
int x = (screenW - textW) / 2;
Font::PrintInt(finalScore, 2, x, COLOUR_BLACK);
}
void Menu::DrawGameOver() {
uint16_t finalScore = 0;
constexpr int finishBonus = 500;
constexpr int levelBonus = 20;
constexpr int chestBonus = 15;
constexpr int crownBonus = 10;
constexpr int scrollBonus = 8;
constexpr int coinsBonus = 4;
constexpr int skeletonKillBonus = 10;
constexpr int mageKillBonus = 10;
constexpr int batKillBonus = 5;
constexpr int spiderKillBonus = 4;
finalScore += (Game::floor - 1) * levelBonus;
if(Game::stats.killedBy == EnemyType::None) finalScore += finishBonus;
finalScore += Game::stats.chestsOpened * chestBonus;
finalScore += Game::stats.crownsCollected * crownBonus;
finalScore += Game::stats.scrollsCollected * scrollBonus;
finalScore += Game::stats.coinsCollected * coinsBonus;
finalScore += Game::stats.enemyKills[(int)EnemyType::Skeleton] * skeletonKillBonus;
finalScore += Game::stats.enemyKills[(int)EnemyType::Mage] * mageKillBonus;
finalScore += Game::stats.enemyKills[(int)EnemyType::Bat] * batKillBonus;
finalScore += Game::stats.enemyKills[(int)EnemyType::Spider] * spiderKillBonus;
DrawMenuRoom();
PrintScoreCentered(finalScore);
switch(Game::stats.killedBy) {
case EnemyType::Exit:
Font::PrintString(PSTR("You have left the game."), 1, 18, COLOUR_BLACK);
break;
case EnemyType::None:
Font::PrintString(PSTR("You escaped the base!"), 1, 22, COLOUR_BLACK);
break;
case EnemyType::Mage:
Font::PrintString(PSTR("Killed by an imp on level"), 1, 8, COLOUR_BLACK);
Font::PrintInt(Game::floor, 1, 112, COLOUR_BLACK);
break;
case EnemyType::Skeleton:
Font::PrintString(PSTR("Killed by a demon on level"), 1, 6, COLOUR_BLACK);
Font::PrintInt(Game::floor, 1, 114, COLOUR_BLACK);
break;
case EnemyType::Bat:
Font::PrintString(PSTR("Killed by a sergeant on level"), 1, 2, COLOUR_BLACK);
Font::PrintInt(Game::floor, 1, 120, COLOUR_BLACK);
break;
case EnemyType::Spider:
Font::PrintString(PSTR("Killed by a zombie on level"), 1, 4, COLOUR_BLACK);
Font::PrintInt(Game::floor, 1, 116, COLOUR_BLACK);
break;
}
constexpr uint8_t firstRow = 21;
constexpr uint8_t secondRow = 38;
int offset = (Game::globalTickFrame & 8) == 0 ? 32 : 0;
Renderer::DrawScaled(chestSpriteData, 6, firstRow, 9, 255, false, COLOUR_WHITE);
Font::PrintInt(Game::stats.chestsOpened, 4, 24, COLOUR_BLACK);
Renderer::DrawScaled(crownSpriteData, 6, secondRow, 9, 255, false, COLOUR_WHITE);
Font::PrintInt(Game::stats.crownsCollected, 6, 24, COLOUR_BLACK);
Renderer::DrawScaled(scrollSpriteData, 36, firstRow, 9, 255, false, COLOUR_WHITE);
Font::PrintInt(Game::stats.scrollsCollected, 4, 54, COLOUR_BLACK);
Renderer::DrawScaled(coinsSpriteData, 36, secondRow, 9, 255, false, COLOUR_WHITE);
Font::PrintInt(Game::stats.coinsCollected, 6, 54, COLOUR_BLACK);
Renderer::DrawScaled(skeletonSpriteData + offset, 72, firstRow, 9, 255, false, COLOUR_WHITE);
Font::PrintInt(Game::stats.enemyKills[(int)EnemyType::Skeleton], 4, 90, COLOUR_BLACK);
Renderer::DrawScaled(mageSpriteData + offset, 72, secondRow, 9, 255, false, COLOUR_WHITE);
Font::PrintInt(Game::stats.enemyKills[(int)EnemyType::Mage], 6, 90, COLOUR_BLACK);
Renderer::DrawScaled(batSpriteData + offset, 102, firstRow, 9, 255, false, COLOUR_WHITE);
Font::PrintInt(Game::stats.enemyKills[(int)EnemyType::Bat], 4, 120, COLOUR_BLACK);
Renderer::DrawScaled(spiderSpriteData + offset, 102, secondRow, 9, 255, false, COLOUR_WHITE);
Font::PrintInt(Game::stats.enemyKills[(int)EnemyType::Spider], 6, 120, COLOUR_BLACK);
m_save[0] = Game::stats.chestsOpened;
m_save[1] = Game::stats.crownsCollected;
m_save[2] = Game::stats.scrollsCollected;
m_save[3] = Game::stats.coinsCollected;
m_save[4] = Game::stats.enemyKills[(int)EnemyType::Skeleton];
m_save[5] = Game::stats.enemyKills[(int)EnemyType::Mage];
m_save[6] = Game::stats.enemyKills[(int)EnemyType::Bat];
m_save[7] = Game::stats.enemyKills[(int)EnemyType::Spider];
m_save[8] = 0;
if(Game::floor > 0) {
m_save[8] = Game::floor - 1;
}
SetScore(finalScore);
}
void Menu::Tick() {
static uint8_t lastInput = 0;
uint8_t input = Platform::GetInput();
if(splashActive) {
if(splashTimer < SPLASH_TIME_TICKS) splashTimer++;
if(splashTimer >= SPLASH_TIME_TICKS) splashActive = false;
// any key skips the title screen
if(input && !lastInput && splashTimer > 8) splashActive = false;
lastInput = input;
return;
}
auto syncWindow = [&]() {
uint8_t maxTop = MaxTop();
if(m_selection < m_topIndex) m_topIndex = m_selection;
uint8_t end = (uint8_t)(m_topIndex + (VISIBLE_ROWS - 1));
if(m_selection > end) {
int t = (int)m_selection - (VISIBLE_ROWS - 1);
if(t < 0) t = 0;
if(t > maxTop) t = maxTop;
m_topIndex = (uint8_t)t;
}
m_cursorPos = (uint8_t)(m_selection - m_topIndex);
if(m_cursorPos >= VISIBLE_ROWS) m_cursorPos = (VISIBLE_ROWS - 1);
};
if((input & INPUT_DOWN) && !(lastInput & INPUT_DOWN)) {
uint8_t next = Wrap((int)m_selection + 1, MENU_ITEMS_COUNT);
if(m_cursorPos < (VISIBLE_ROWS - 1)) {
m_selection = next;
m_cursorPos++;
} else {
m_selection = next;
if(m_topIndex < MaxTop()) {
m_topIndex++;
} else {
m_topIndex = 0;
m_cursorPos = 0;
}
}
syncWindow();
}
if((input & INPUT_UP) && !(lastInput & INPUT_UP)) {
uint8_t prev = Wrap((int)m_selection - 1, MENU_ITEMS_COUNT);
if(m_cursorPos > 0) {
m_selection = prev;
m_cursorPos--;
} else {
m_selection = prev;
if(m_topIndex > 0) {
m_topIndex--;
} else {
m_topIndex = MaxTop();
m_cursorPos = (VISIBLE_ROWS - 1);
}
}
syncWindow();
}
if((input & (INPUT_A | INPUT_B)) && !(lastInput & (INPUT_A | INPUT_B))) {
switch(m_selection) {
case 0:
Game::StartGame();
break;
case 1:
Platform::SetAudioEnabled(!Platform::IsAudioEnabled());
break;
default:
break;
}
}
lastInput = input;
}
void Menu::TickEnteringLevel() {
constexpr uint8_t showTime = 45;
if(timer < showTime) timer++;
if(timer == showTime && Platform::GetInput() == 0) {
Game::StartLevel();
}
}
void Menu::TickGameOver() {
constexpr uint8_t minShowTime = 30;
if(timer < minShowTime) timer++;
if(timer == minShowTime && (Platform::GetInput() & (INPUT_A | INPUT_B))) {
timer++;
} else if(timer == minShowTime + 1 && Platform::GetInput() == 0) {
Game::SwitchState(Game::State::Menu);
}
}
static inline void DrawEraseTile8x8(int16_t x, int16_t y, const uint8_t* frame8bytes) {
for(uint8_t row = 0; row < 8; row++) {
uint8_t rowMask = pgm_read_byte(frame8bytes + row);
while(rowMask) {
uint8_t b = (uint8_t)__builtin_ctz((unsigned)rowMask);
uint8_t col = 7 - b;
Platform::PutPixel(x + col, y + row, COLOUR_WHITE);
rowMask &= (uint8_t)(rowMask - 1);
}
}
}
void Menu::DrawTransitionFrame(uint8_t frameIndex) {
const uint8_t w = pgm_read_byte(transitionSet + 0);
const uint8_t h = pgm_read_byte(transitionSet + 1);
(void)w;
(void)h;
const uint8_t* framePtr = transitionSet + 2 + (uint16_t)frameIndex * 8;
int16_t tileX = 120;
int16_t tileY = 56;
while(true) {
DrawEraseTile8x8(tileX, tileY, framePtr);
tileX -= 8;
if(tileX < 0) {
tileX = 120;
tileY -= 8;
if(tileY < 0) break;
}
}
}
void Menu::ResetTimer() {
timer = 0;
}
static constexpr uint8_t TOTAL_TIME = 40;
static constexpr uint8_t TOTAL_FRAMES = 8;
void Menu::RunTransition(Menu* menu, uint8_t& t, TransitionNextFn next) {
uint8_t frameIndex = (uint16_t)t * TOTAL_FRAMES / TOTAL_TIME;
if(frameIndex >= TOTAL_FRAMES) frameIndex = TOTAL_FRAMES - 1;
menu->DrawTransitionFrame(frameIndex);
if(frameIndex >= TOTAL_FRAMES - 2) {
t = 0;
next();
return;
}
++t;
}
void Menu::FadeOut() {
static uint8_t t = 0;
RunTransition(this, t, +[]() { Game::SwitchState(Game::State::GameOver); });
}
void Menu::ReadSave() {
uint8_t addr = EEPROM_BASE_ADDR;
m_score = (uint16_t)EEPROM.read(addr) | ((uint16_t)EEPROM.read(addr + 1) << 8); addr += 2;
m_high = (uint16_t)EEPROM.read(addr) | ((uint16_t)EEPROM.read(addr + 1) << 8); addr += 2;
m_storedHigh = m_high;
for(int i = 0; i < 9; i++) {
m_save[i] = EEPROM.read(addr++);
}
}
void Menu::SetScore(uint16_t score) {
if(score == 0) return;
m_high = (score > m_storedHigh) ? score : m_storedHigh;
m_score = score;
}
void Menu::WriteSave() {
uint8_t addr = EEPROM_BASE_ADDR;
EEPROM.update(addr++, (uint8_t)(m_score & 0xFF));
EEPROM.update(addr++, (uint8_t)(m_score >> 8));
EEPROM.update(addr++, (uint8_t)(m_high & 0xFF));
EEPROM.update(addr++, (uint8_t)(m_high >> 8));
for(int i = 0; i < 9; i++) {
EEPROM.update(addr++, m_save[i]);
}
EEPROM.commit();
}
+122
View File
@@ -0,0 +1,122 @@
#pragma once
#include <stdint.h>
// 8x8, 8 кадров (0..7) — как в первом коде
static const uint8_t PROGMEM transitionSet[] = {
8,
8,
// FRAME 00
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
// FRAME 01
0x00,
0x55,
0x00,
0x55,
0x00,
0x55,
0x00,
0x55,
// FRAME 02
0x00,
0xFF,
0x00,
0xFF,
0x00,
0xFF,
0x00,
0xFF,
// FRAME 03
0xAA,
0xFF,
0xAA,
0xFF,
0xAA,
0xFF,
0xAA,
0xFF,
// FRAME 04
0xFF,
0xFF,
0xFF,
0xFF,
0xFF,
0xFF,
0xFF,
0xFF,
// FRAME 05
0xFF,
0xAA,
0xFF,
0xAA,
0xFF,
0xAA,
0xFF,
0xAA,
// FRAME 06
0xFF,
0x00,
0xFF,
0x00,
0xFF,
0x00,
0xFF,
0x00,
// FRAME 07
0x55,
0x00,
0x55,
0x00,
0x55,
0x00,
0x55,
0x00,
};
class Menu {
public:
void Init();
void Draw();
void Tick();
void ReadSave();
void WriteSave();
void TickEnteringLevel();
void DrawEnteringLevel();
void TransitionToLevel();
void TickGameOver();
void DrawGameOver();
void ResetTimer();
void FadeOut();
private:
using TransitionNextFn = void (*)();
static void RunTransition(Menu* menu, uint8_t& t, TransitionNextFn next);
void DrawTransitionFrame(uint8_t frameIndex);
void SetScore(uint16_t score);
void PrintItem(uint8_t idx, uint8_t row);
uint8_t m_selection = 0;
uint8_t m_topIndex = 0;
uint8_t m_cursorPos = 0;
uint16_t m_score = 0;
uint16_t m_high = 0;
uint16_t m_storedHigh = 0;
uint8_t m_save[9] = {0};
union {
uint16_t timer;
uint16_t fizzleFade;
};
};
@@ -0,0 +1,149 @@
#include "game/Particle.h"
#include "game/FixedMath.h"
#include "game/Platform.h"
ParticleSystem ParticleSystemManager::systems[MAX_SYSTEMS];
void ParticleSystem::Init()
{
life = 0;
}
void ParticleSystem::Step()
{
for (Particle& p : particles)
{
if (p.IsActive())
{
p.velY += gravity;
if (p.x + p.velX < -127 || p.x + p.velX > 127 || p.y + p.velY < -127)
{
p.x = -128;
continue;
}
if (p.y + p.velY >= 128)
{
p.velY = p.velX = 0;
p.y = 127;
}
p.x += p.velX;
p.y += p.velY;
}
}
life--;
}
void ParticleSystem::Draw(int x, int halfScale)
{
int scale = 2 * halfScale;
int8_t horizon = Renderer::GetHorizon(x);
uint8_t colour = isWhite ? COLOUR_WHITE : COLOUR_BLACK;
for (Particle& p : particles)
{
if (p.IsActive())
{
int outX = x + ((p.x * scale) >> 8);
int outY = horizon + ((p.y * scale) >> 8);
if (outX >= 0 && outY >= 0 && outX < DISPLAY_WIDTH - 1 && outY < DISPLAY_HEIGHT - 1 && halfScale >= Renderer::wBuffer[outX])
{
Platform::PutPixel(outX, outY, colour);
Platform::PutPixel(outX + 1, outY, colour);
Platform::PutPixel(outX + 1, outY + 1, colour);
Platform::PutPixel(outX, outY + 1, colour);
}
}
}
}
void ParticleSystem::Explode()
{
for (Particle& p : particles)
{
p.x = (Random() & 31) - 16;
p.y = (Random() & 31) - 16;
p.velX = (Random() & 31) - 16;
p.velY = (Random() & 31) - 25;
}
life = 22;
}
void ParticleSystemManager::Draw()
{
for (ParticleSystem& system : systems)
{
if(system.IsActive())
{
int16_t screenX, screenW;
if(Renderer::TransformAndCull(system.worldX, system.worldY, screenX, screenW))
{
QueuedDrawable* drawable = Renderer::CreateQueuedDrawable((uint8_t)screenW);
if(drawable)
{
drawable->type = DrawableType::ParticleSystem;
drawable->x = (int8_t)screenX;
drawable->inverseCameraDistance = (uint8_t)screenW;
drawable->particleSystem = &system;
}
}
}
}
}
void ParticleSystemManager::Init()
{
for (ParticleSystem& system : systems)
{
system.Init();
}
}
void ParticleSystemManager::Update()
{
for (ParticleSystem& system : systems)
{
if(system.IsActive())
{
system.Step();
}
}
}
void ParticleSystemManager::CreateExplosion(int16_t worldX, int16_t worldY, bool isWhite)
{
ParticleSystem* newSystem = nullptr;
for(ParticleSystem& system : systems)
{
if(!system.IsActive())
{
newSystem = &system;
break;
}
}
if (!newSystem)
{
newSystem = &systems[0];
for (uint8_t n = 1; n < MAX_SYSTEMS; n++)
{
if (systems[n].life < newSystem->life)
{
newSystem = &systems[n];
}
}
}
newSystem->worldX = worldX;
newSystem->worldY = worldY;
newSystem->isWhite = isWhite;
newSystem->Explode();
}
@@ -0,0 +1,42 @@
#pragma once
#include <stdint.h>
#include "game/Defines.h"
#include "game/Draw.h"
#include "game/Game.h"
struct Particle
{
int8_t x, y;
int8_t velX, velY;
inline bool IsActive() { return x != -128; }
};
struct ParticleSystem
{
static constexpr int8_t gravity = 3;
int16_t worldX, worldY;
bool isWhite : 1;
uint8_t life : 7;
Particle particles[PARTICLES_PER_SYSTEM];
bool IsActive() { return life > 0; }
void Init();
void Step();
void Draw(int x, int scale);
void Explode();
};
class ParticleSystemManager
{
public:
static constexpr int MAX_SYSTEMS = 3;
static ParticleSystem systems[MAX_SYSTEMS];
static void Init();
static void Draw();
static void Update();
static void CreateExplosion(int16_t x, int16_t y, bool isWhite = false);
};
@@ -0,0 +1,365 @@
#include <furi.h>
#include <furi_hal.h>
#include <notification/notification.h>
#include <notification/notification_messages.h>
#include <stdlib.h>
#include <string.h>
#include "lib/flipper.h"
#define COLOUR_WHITE 0
#define COLOUR_BLACK 1
#include "game/Game.h"
#include "game/Draw.h"
#include "game/FixedMath.h"
#include "game/Platform.h"
#include "game/Defines.h"
#include "game/Sounds.h"
#include "lib/EEPROM.h"
// ---------------- SOUND ----------------
typedef struct {
const uint16_t* pattern;
} SoundRequest;
static FuriMessageQueue* g_sound_queue = NULL;
static FuriThread* g_sound_thread = NULL;
static volatile bool g_sound_thread_running = false;
static const float kSoundVolume = 1.0f;
static const uint32_t kToneTickHz = 780;
static inline uint32_t arduboy_ticks_to_ms(uint16_t ticks) {
return (uint32_t)((ticks * 1000u + (kToneTickHz / 2)) / kToneTickHz);
}
static int32_t sound_thread_fn(void* ctx) {
UNUSED(ctx);
SoundRequest req;
while(g_sound_thread_running) {
if(furi_message_queue_get(g_sound_queue, &req, 50) != FuriStatusOk) continue;
if(!g_state || !g_state->audio_enabled || !req.pattern) continue;
if(!furi_hal_speaker_acquire(50)) continue;
const uint16_t* p = req.pattern;
while(g_sound_thread_running && g_state && g_state->audio_enabled) {
SoundRequest new_req;
if(furi_message_queue_get(g_sound_queue, &new_req, 0) == FuriStatusOk) {
if(new_req.pattern) p = new_req.pattern;
}
uint16_t freq = *p++;
if(freq == TONES_END) break;
uint16_t dur_ticks = *p++;
uint32_t dur_ms = arduboy_ticks_to_ms(dur_ticks);
if(dur_ms == 0) dur_ms = 1;
if(freq == 0) {
furi_hal_speaker_stop();
furi_delay_ms(dur_ms);
} else {
furi_hal_speaker_start((float)freq, kSoundVolume);
furi_delay_ms(dur_ms);
furi_hal_speaker_stop();
}
}
furi_hal_speaker_stop();
furi_hal_speaker_release();
}
if(furi_hal_speaker_is_mine()) {
furi_hal_speaker_stop();
furi_hal_speaker_release();
}
return 0;
}
static void sound_system_init() {
if(g_sound_queue || g_sound_thread) return;
g_sound_queue = furi_message_queue_alloc(4, sizeof(SoundRequest));
g_sound_thread = furi_thread_alloc();
furi_thread_set_name(g_sound_thread, "GameSound");
furi_thread_set_stack_size(g_sound_thread, 1024);
furi_thread_set_priority(g_sound_thread, FuriThreadPriorityNormal);
furi_thread_set_callback(g_sound_thread, sound_thread_fn);
g_sound_thread_running = true;
furi_thread_start(g_sound_thread);
}
static void sound_system_deinit() {
if(!g_sound_thread) return;
g_sound_thread_running = false;
furi_thread_join(g_sound_thread);
furi_thread_free(g_sound_thread);
g_sound_thread = NULL;
if(g_sound_queue) {
furi_message_queue_free(g_sound_queue);
g_sound_queue = NULL;
}
}
void Platform::PlaySound(const uint16_t* audioPattern) {
if(!g_state || !g_state->audio_enabled || !audioPattern || !g_sound_queue) return;
SoundRequest req = {.pattern = audioPattern};
if(furi_message_queue_put(g_sound_queue, &req, 0) != FuriStatusOk) {
SoundRequest dummy;
(void)furi_message_queue_get(g_sound_queue, &dummy, 0);
(void)furi_message_queue_put(g_sound_queue, &req, 0);
}
}
bool Platform::IsAudioEnabled() {
return g_state && g_state->audio_enabled;
}
void Platform::SetAudioEnabled(bool enabled) {
if(!g_state) return;
bool was_enabled = g_state->audio_enabled;
g_state->audio_enabled = enabled;
if(enabled && !was_enabled)
sound_system_init();
else if(!enabled && was_enabled)
sound_system_deinit();
}
// ---------------- INPUT ----------------
uint8_t Platform::GetInput() {
return g_state ? g_state->input_state : 0;
}
// ---------------- DRAW ----------------
static constexpr uint8_t kDisplayPages = DISPLAY_HEIGHT / 8;
static inline int16_t floor_div8(int16_t value) {
return (value >= 0) ? (value >> 3) : (int16_t)(-(((-value) + 7) >> 3));
}
static inline void set_pixel(int16_t x, int16_t y, bool color) {
if(!g_state) return;
if((uint16_t)x >= DISPLAY_WIDTH || (uint16_t)y >= DISPLAY_HEIGHT) return;
uint8_t* buf = g_state->back_buffer;
uint16_t idx = (uint16_t)(x + (y >> 3) * DISPLAY_WIDTH);
uint8_t mask = (uint8_t)(1u << (y & 7));
if(color)
buf[idx] |= mask;
else
buf[idx] &= (uint8_t)~mask;
}
void Platform::PutPixel(uint8_t x, uint8_t y, uint8_t color) {
set_pixel(x, y, color);
}
void Platform::FillScreen(uint8_t color) {
if(!g_state) return;
memset(g_state->back_buffer, color ? 0xFF : 0x00, BUFFER_SIZE);
}
uint8_t* Platform::GetScreenBuffer() {
return g_state ? g_state->back_buffer : NULL;
}
void Platform::DrawVLine(uint8_t x, int8_t y0, int8_t y1, uint8_t pattern) {
if(!g_state || pattern == 0 || x >= DISPLAY_WIDTH) return;
int16_t top = y0;
int16_t bottom = y1;
if(top > bottom) {
int16_t t = top;
top = bottom;
bottom = t;
}
if(bottom < 0 || top >= DISPLAY_HEIGHT) return;
if(top < 0) top = 0;
if(bottom >= DISPLAY_HEIGHT) bottom = DISPLAY_HEIGHT - 1;
uint8_t start_page = (uint8_t)(top >> 3);
uint8_t end_page = (uint8_t)(bottom >> 3);
uint8_t start_bit = (uint8_t)(top & 7);
uint8_t end_bit = (uint8_t)(bottom & 7);
uint8_t* buf = g_state->back_buffer;
if(start_page == end_page) {
uint8_t clip_mask =
(uint8_t)((uint8_t)(0xFFu << start_bit) & (uint8_t)(0xFFu >> (7u - end_bit)));
buf[(uint16_t)x + (uint16_t)start_page * DISPLAY_WIDTH] |= (uint8_t)(pattern & clip_mask);
return;
}
buf[(uint16_t)x + (uint16_t)start_page * DISPLAY_WIDTH] |=
(uint8_t)(pattern & (uint8_t)(0xFFu << start_bit));
for(uint8_t page = (uint8_t)(start_page + 1); page < end_page; page++) {
buf[(uint16_t)x + (uint16_t)page * DISPLAY_WIDTH] |= pattern;
}
buf[(uint16_t)x + (uint16_t)end_page * DISPLAY_WIDTH] |=
(uint8_t)(pattern & (uint8_t)(0xFFu >> (7u - end_bit)));
}
static inline uint8_t get_page_mask(uint8_t page, uint8_t total_pages, uint8_t height) {
if((page + 1u) != total_pages) return 0xFFu;
uint8_t tail_bits = (uint8_t)(height & 7u);
return tail_bits ? (uint8_t)((1u << tail_bits) - 1u) : 0xFFu;
}
void Platform::DrawBitmap(int16_t x, int16_t y, const uint8_t* bmp) {
if(!g_state || !bmp) return;
uint8_t w = bmp[0];
uint8_t h = bmp[1];
if(!w || !h) return;
int16_t x0 = x < 0 ? 0 : x;
int16_t x1 = x + w;
if(x1 > DISPLAY_WIDTH) x1 = DISPLAY_WIDTH;
if(x0 >= x1) return;
const uint8_t* data = bmp + 2;
uint8_t pages = (uint8_t)((h + 7u) >> 3);
uint8_t* dst = g_state->back_buffer;
for(int16_t dx = x0; dx < x1; dx++) {
uint8_t sx = (uint8_t)(dx - x);
const uint8_t* src_col = data + sx;
for(uint8_t page = 0; page < pages; page++) {
int16_t base_y = y + ((int16_t)page << 3);
if(base_y <= -8 || base_y >= DISPLAY_HEIGHT) continue;
uint8_t src = src_col[(uint16_t)page * w] & get_page_mask(page, pages, h);
if(src == 0) continue;
int16_t dst_page = floor_div8(base_y);
uint8_t y_shift = (uint8_t)(base_y - (dst_page << 3));
uint8_t low = (uint8_t)(src << y_shift);
if((uint16_t)dst_page < kDisplayPages) {
uint16_t idx = (uint16_t)dx + (uint16_t)dst_page * DISPLAY_WIDTH;
dst[idx] &= (uint8_t)~low;
}
if(y_shift && (uint16_t)(dst_page + 1) < kDisplayPages) {
uint8_t high = (uint8_t)(src >> (8u - y_shift));
uint16_t idx = (uint16_t)dx + (uint16_t)(dst_page + 1) * DISPLAY_WIDTH;
dst[idx] &= (uint8_t)~high;
}
}
}
}
void Platform::DrawSolidBitmap(int16_t x, int16_t y, const uint8_t* bmp) {
if(!g_state || !bmp) return;
uint8_t w = bmp[0];
uint8_t h = bmp[1];
if(!w || !h) return;
int16_t x0 = x < 0 ? 0 : x;
int16_t x1 = x + w;
if(x1 > DISPLAY_WIDTH) x1 = DISPLAY_WIDTH;
if(x0 >= x1) return;
const uint8_t* data = bmp + 2;
uint8_t pages = (uint8_t)((h + 7u) >> 3);
uint8_t* dst = g_state->back_buffer;
for(int16_t dx = x0; dx < x1; dx++) {
uint8_t sx = (uint8_t)(dx - x);
const uint8_t* src_col = data + sx;
for(uint8_t page = 0; page < pages; page++) {
int16_t base_y = y + ((int16_t)page << 3);
if(base_y <= -8 || base_y >= DISPLAY_HEIGHT) continue;
uint8_t page_mask = get_page_mask(page, pages, h);
uint8_t src = src_col[(uint16_t)page * w] & page_mask;
uint8_t fill = (uint8_t)(~src) & page_mask;
int16_t dst_page = floor_div8(base_y);
uint8_t y_shift = (uint8_t)(base_y - (dst_page << 3));
uint8_t region_low = (uint8_t)(page_mask << y_shift);
uint8_t fill_low = (uint8_t)(fill << y_shift);
if((uint16_t)dst_page < kDisplayPages) {
uint16_t idx = (uint16_t)dx + (uint16_t)dst_page * DISPLAY_WIDTH;
dst[idx] = (uint8_t)((dst[idx] & (uint8_t)~region_low) | fill_low);
}
if(y_shift && (uint16_t)(dst_page + 1) < kDisplayPages) {
uint8_t region_high = (uint8_t)(page_mask >> (8u - y_shift));
uint8_t fill_high = (uint8_t)(fill >> (8u - y_shift));
uint16_t idx = (uint16_t)dx + (uint16_t)(dst_page + 1) * DISPLAY_WIDTH;
dst[idx] = (uint8_t)((dst[idx] & (uint8_t)~region_high) | fill_high);
}
}
}
}
void Platform::DrawSprite(int16_t x, int16_t y, const uint8_t* bmp, uint8_t frame) {
if(!g_state || !bmp) return;
uint8_t w = bmp[0];
uint8_t h = bmp[1];
if(!w || !h) return;
int16_t x0 = x < 0 ? 0 : x;
int16_t x1 = x + w;
if(x1 > DISPLAY_WIDTH) x1 = DISPLAY_WIDTH;
if(x0 >= x1) return;
uint8_t pages = (uint8_t)((h + 7u) >> 3);
uint16_t frame_size = (uint16_t)(w * pages);
const uint8_t* data = bmp + 2 + (uint32_t)frame * frame_size * 2u;
uint8_t* dst = g_state->back_buffer;
for(int16_t dx = x0; dx < x1; dx++) {
uint8_t sx = (uint8_t)(dx - x);
for(uint8_t page = 0; page < pages; page++) {
int16_t base_y = y + ((int16_t)page << 3);
if(base_y <= -8 || base_y >= DISPLAY_HEIGHT) continue;
uint16_t src_index = (uint16_t)((page * w + sx) * 2u);
uint8_t src = data[src_index];
uint8_t mask = data[src_index + 1] & get_page_mask(page, pages, h);
if(mask == 0) continue;
uint8_t fill = (uint8_t)(src & mask);
int16_t dst_page = floor_div8(base_y);
uint8_t y_shift = (uint8_t)(base_y - (dst_page << 3));
uint8_t region_low = (uint8_t)(mask << y_shift);
uint8_t fill_low = (uint8_t)(fill << y_shift);
if((uint16_t)dst_page < kDisplayPages) {
uint16_t idx = (uint16_t)dx + (uint16_t)dst_page * DISPLAY_WIDTH;
dst[idx] = (uint8_t)((dst[idx] & (uint8_t)~region_low) | fill_low);
}
if(y_shift && (uint16_t)(dst_page + 1) < kDisplayPages) {
uint8_t region_high = (uint8_t)(mask >> (8u - y_shift));
uint8_t fill_high = (uint8_t)(fill >> (8u - y_shift));
uint16_t idx = (uint16_t)dx + (uint16_t)(dst_page + 1) * DISPLAY_WIDTH;
dst[idx] = (uint8_t)((dst[idx] & (uint8_t)~region_high) | fill_high);
}
}
}
}
@@ -0,0 +1,24 @@
#pragma once
#include <stdint.h>
class Platform
{
public:
static uint8_t GetInput(void);
static uint8_t* GetScreenBuffer();
static void PlaySound(const uint16_t* audioPattern);
static bool IsAudioEnabled();
static void SetAudioEnabled(bool isEnabled);
static void FillScreen(uint8_t col);
static void PutPixel(uint8_t x, uint8_t y, uint8_t colour);
static void DrawBitmap(int16_t x, int16_t y, const uint8_t *bitmap);
static void DrawSolidBitmap(int16_t x, int16_t y, const uint8_t *bitmap);
static void DrawSprite(int16_t x, int16_t y, const uint8_t *bitmap, const uint8_t *mask, uint8_t frame, uint8_t mask_frame);
static void DrawSprite(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame);
static void DrawVLine(uint8_t x, int8_t y1, int8_t y2, uint8_t pattern);
static void DrawBackground();
};
@@ -0,0 +1,328 @@
#include "game/Player.h"
#include "game/Game.h"
#include "game/FixedMath.h"
#include "game/Projectile.h"
#include "game/Platform.h"
#include "game/Draw.h"
#include "game/Enemy.h"
#include "game/Map.h"
#include "game/Sounds.h"
#include "game/Particle.h"
#define USE_ROTATE_BOB 0
#define STRAFE_TILT 14
#define ROTATE_TILT 3
const char SignMessage1[] PROGMEM = "Abandon all hope ye who enter!";
void Player::Init()
{
NextLevel();
hp = maxHP;
}
void Player::NextLevel()
{
x = CELL_SIZE * 1 + CELL_SIZE / 2;
y = CELL_SIZE * 1 + CELL_SIZE / 2;
angle = FIXED_ANGLE_45;
mana = maxMana;
damageTime = 0;
shakeTime = 0;
reloadTime = 0;
velocityX = 0;
velocityY = 0;
angularVelocity = 0;
}
void Player::Fire()
{
if (mana >= manaFireCost)
{
reloadTime = 8;
shakeTime = 6;
int16_t projectileX = x + FixedCos(angle + FIXED_ANGLE_90 / 2) / 4;
int16_t projectileY = y + FixedSin(angle + FIXED_ANGLE_90 / 2) / 4;
ProjectileManager::FireProjectile(this, projectileX, projectileY, angle);
mana -= manaFireCost;
Platform::PlaySound(Sounds::Attack);
}
}
void Player::Tick()
{
uint8_t input = Platform::GetInput();
int8_t turnDelta = 0;
int8_t targetTilt = 0;
int8_t moveDelta = 0;
int8_t strafeDelta = 0;
// Doom-style circle strafe: holding OK (fire) makes left/right strafe
if (input & (INPUT_A | INPUT_B))
{
if (input & INPUT_LEFT)
{
strafeDelta--;
}
if (input & INPUT_RIGHT)
{
strafeDelta++;
}
}
else
{
if (input & INPUT_LEFT)
{
turnDelta -= TURN_SPEED * 2;
}
if (input & INPUT_RIGHT)
{
turnDelta += TURN_SPEED * 2;
}
}
// Testing shooting / recoil mechanic
if (reloadTime > 0)
{
reloadTime--;
}
else if (input & INPUT_B)
{
Fire();
}
if (angularVelocity < turnDelta)
{
angularVelocity++;
}
else if (angularVelocity > turnDelta)
{
angularVelocity--;
}
angle += angularVelocity >> 1;
if (input & INPUT_UP)
{
moveDelta++;
}
if (input & INPUT_DOWN)
{
moveDelta--;
}
static int tiltTimer = 0;
tiltTimer++;
if (moveDelta && USE_ROTATE_BOB)
{
targetTilt = (int8_t)(FixedSin(tiltTimer * 10) / 32);
}
else
{
targetTilt = 0;
}
targetTilt += angularVelocity * ROTATE_TILT;
targetTilt += strafeDelta * STRAFE_TILT;
int8_t targetBob = moveDelta || strafeDelta ? FixedSin(tiltTimer * 10) / 128 : 0;
if (shakeTime > 0)
{
shakeTime--;
targetBob += (Random() & 3) - 1;
targetTilt += (Random() & 31) - 16;
}
constexpr int tiltRate = 6;
if (Renderer::camera.tilt < targetTilt)
{
Renderer::camera.tilt += tiltRate;
if (Renderer::camera.tilt > targetTilt)
{
Renderer::camera.tilt = targetTilt;
}
}
else if (Renderer::camera.tilt > targetTilt)
{
Renderer::camera.tilt -= tiltRate;
if (Renderer::camera.tilt < targetTilt)
{
Renderer::camera.tilt = targetTilt;
}
}
constexpr int bobRate = 3;
if (Renderer::camera.bob < targetBob)
{
Renderer::camera.bob += bobRate;
if (Renderer::camera.bob > targetBob)
{
Renderer::camera.bob = targetBob;
}
}
else if (Renderer::camera.bob > targetBob)
{
Renderer::camera.bob -= bobRate;
if (Renderer::camera.bob < targetBob)
{
Renderer::camera.bob = targetBob;
}
}
int16_t cosAngle = FixedCos(angle);
int16_t sinAngle = FixedSin(angle);
int16_t cos90Angle = FixedCos(angle + FIXED_ANGLE_90);
int16_t sin90Angle = FixedSin(angle + FIXED_ANGLE_90);
//camera.x += (moveDelta * cosAngle) >> 4;
//camera.y += (moveDelta * sinAngle) >> 4;
velocityX += (moveDelta * cosAngle) / 24;
velocityY += (moveDelta * sinAngle) / 24;
velocityX += (strafeDelta * cos90Angle) / 24;
velocityY += (strafeDelta * sin90Angle) / 24;
Move(velocityX / 4, velocityY / 4);
velocityX = (velocityX * 7) / 8;
velocityY = (velocityY * 7) / 8;
if (mana < maxMana && reloadTime == 0)
{
mana += manaRechargeRate;
}
if (damageTime > 0)
damageTime--;
uint8_t cellX = x / CELL_SIZE;
uint8_t cellY = y / CELL_SIZE;
switch (Map::GetCellSafe(cellX, cellY))
{
case CellType::Potion:
if (hp < maxHP)
{
if (hp + potionStrength > maxHP)
hp = maxHP;
else
hp += potionStrength;
Map::SetCell(cellX, cellY, CellType::Empty);
Platform::PlaySound(Sounds::Pickup);
Game::ShowMessage(PSTR("Picked up a stimpack"));
}
break;
case CellType::Coins:
Map::SetCell(cellX, cellY, CellType::Empty);
Platform::PlaySound(Sounds::Pickup);
Game::ShowMessage(PSTR("Picked up a health bonus"));
Game::stats.coinsCollected++;
break;
case CellType::Crown:
Map::SetCell(cellX, cellY, CellType::Empty);
Platform::PlaySound(Sounds::Pickup);
Game::ShowMessage(PSTR("Picked up some armor"));
Game::stats.crownsCollected++;
break;
case CellType::Scroll:
Map::SetCell(cellX, cellY, CellType::Empty);
Platform::PlaySound(Sounds::Pickup);
Game::ShowMessage(PSTR("Picked up an armor bonus"));
Game::stats.scrollsCollected++;
break;
default:
break;
}
}
bool Player::IsWorldColliding() const
{
return Map::IsBlockedAtWorldPosition(x - collisionSize, y - collisionSize)
|| Map::IsBlockedAtWorldPosition(x + collisionSize, y - collisionSize)
|| Map::IsBlockedAtWorldPosition(x + collisionSize, y + collisionSize)
|| Map::IsBlockedAtWorldPosition(x - collisionSize, y + collisionSize);
}
bool Player::CheckCollisions()
{
int16_t lookAheadX = (x + (FixedCos(angle) * lookAheadDistance) / FIXED_ONE);
int16_t lookAheadY = (y + (FixedSin(angle) * lookAheadDistance) / FIXED_ONE);
uint8_t lookAheadCellX = (uint8_t)(lookAheadX / CELL_SIZE);
uint8_t lookAheadCellY = (uint8_t)(lookAheadY / CELL_SIZE);
CellType lookAheadCell = Map::GetCellSafe(lookAheadCellX, lookAheadCellY);
switch (lookAheadCell)
{
case CellType::Chest:
Map::SetCell(lookAheadCellX, lookAheadCellY, CellType::ChestOpened);
ParticleSystemManager::CreateExplosion(lookAheadX, lookAheadY, true);
Platform::PlaySound(Sounds::Pickup);
Game::ShowMessage(PSTR("Found a backpack of ammo!"));
Game::stats.chestsOpened++;
break;
case CellType::Sign:
Game::ShowMessage(SignMessage1);
break;
default:
break;
}
if (IsWorldColliding())
{
return true;
}
if (EnemyManager::GetOverlappingEnemy(*this))
{
return true;
}
return false;
}
void Player::Move(int16_t deltaX, int16_t deltaY)
{
x += deltaX;
y += deltaY;
if (CheckCollisions())
{
y -= deltaY;
if (CheckCollisions())
{
x -= deltaX;
y += deltaY;
if (CheckCollisions())
{
y -= deltaY;
}
}
}
}
void Player::Damage(uint8_t damageAmount)
{
if(shakeTime < 6)
shakeTime = 6;
damageTime = 8;
if (hp <= damageAmount)
{
Platform::PlaySound(Sounds::PlayerDeath);
hp = 0;
}
else
{
Platform::PlaySound(Sounds::Ouch);
hp -= damageAmount;
}
}
@@ -0,0 +1,37 @@
#pragma once
#include <stdint.h>
#include "game/Entity.h"
class Player : public Entity
{
public:
uint8_t angle;
int16_t velocityX, velocityY;
int8_t angularVelocity;
uint8_t shakeTime;
uint8_t damageTime;
uint8_t reloadTime;
static constexpr uint8_t maxHP = 100;
static constexpr uint8_t maxMana = 100;
static constexpr uint8_t manaFireCost = 20;
static constexpr uint8_t manaRechargeRate = 1;
static constexpr uint8_t attackStrength = 10;
static constexpr uint8_t collisionSize = 48;
static constexpr uint8_t lookAheadDistance = 60;
static constexpr uint8_t potionStrength = 25;
uint8_t hp;
uint8_t mana;
void Init();
void NextLevel();
void Tick();
void Fire();
void Move(int16_t deltaX, int16_t deltaY);
bool CheckCollisions();
void Damage(uint8_t amount);
bool IsWorldColliding() const;
};
@@ -0,0 +1,185 @@
#include "game/Defines.h"
#include "game/Projectile.h"
#include "game/Map.h"
#include "game/FixedMath.h"
#include "game/Particle.h"
#include "game/Enemy.h"
#include "game/Generated/SpriteTypes.h"
#include "game/Platform.h"
#include "game/Sounds.h"
Projectile ProjectileManager::projectiles[ProjectileManager::MAX_PROJECTILES];
Projectile* ProjectileManager::FireProjectile(Entity* owner, int16_t x, int16_t y, uint8_t angle)
{
for (Projectile& p : projectiles)
{
if(p.life == 0)
{
if (owner == &Game::player)
p.ownerId = Projectile::playerOwnerId;
else
{
for (uint8_t n = 0; n < EnemyManager::maxEnemies; n++)
{
if (&EnemyManager::enemies[n] == owner)
{
p.ownerId = n;
break;
}
}
}
p.life = 255;
p.x = x;
p.y = y;
p.angle = angle;
return &p;
}
}
return nullptr;
}
Entity* Projectile::GetOwner() const
{
if (ownerId == playerOwnerId)
return &Game::player;
return &EnemyManager::enemies[ownerId];
}
void ProjectileManager::Update()
{
for (Projectile& p : projectiles)
{
if(p.life > 0)
{
p.life--;
int16_t deltaX = FixedCos(p.angle) / 4;
int16_t deltaY = FixedSin(p.angle) / 4;
p.x += deltaX;
p.y += deltaY;
bool hitAnything = false;
Entity* owner = p.GetOwner();
if (Map::IsBlockedAtWorldPosition(p.x, p.y))
{
uint8_t cellX = p.x / CELL_SIZE;
uint8_t cellY = p.y / CELL_SIZE;
if (Map::GetCellSafe(cellX, cellY) == CellType::Urn)
{
// Exploding barrel: splash damage to everything nearby
int16_t barrelX = cellX * CELL_SIZE + CELL_SIZE / 2;
int16_t barrelY = cellY * CELL_SIZE + CELL_SIZE / 2;
constexpr int16_t blastRadius = CELL_SIZE + CELL_SIZE / 2;
constexpr uint8_t enemyBlastDamage = 40;
constexpr uint8_t playerBlastDamage = 15;
Map::SetCell(cellX, cellY, CellType::Empty);
ParticleSystemManager::CreateExplosion(barrelX, barrelY, true);
for (uint8_t n = 0; n < EnemyManager::maxEnemies; n++)
{
Enemy& enemy = EnemyManager::enemies[n];
if (!enemy.IsValid())
continue;
int16_t dx = enemy.x - barrelX;
int16_t dy = enemy.y - barrelY;
if (ABS(dx) < blastRadius && ABS(dy) < blastRadius)
{
enemy.Damage(enemyBlastDamage);
}
}
{
int16_t dx = Game::player.x - barrelX;
int16_t dy = Game::player.y - barrelY;
if (ABS(dx) < blastRadius && ABS(dy) < blastRadius)
{
// barrels hurt but never kill the player outright
uint8_t dmg = playerBlastDamage;
if (Game::player.hp <= dmg)
dmg = Game::player.hp > 1 ? (uint8_t)(Game::player.hp - 1) : 0;
if (dmg)
Game::player.Damage(dmg);
}
}
// occasionally the barrel leaves a pickup behind
switch ((Random() % 6))
{
case 0:
Map::SetCell(cellX, cellY, CellType::Potion);
break;
case 1:
Map::SetCell(cellX, cellY, CellType::Coins);
break;
}
Platform::PlaySound(Sounds::Kill);
}
else
{
Platform::PlaySound(Sounds::Hit);
}
hitAnything = true;
}
else
{
if (owner == &Game::player)
{
Enemy* overlappingEnemy = EnemyManager::GetOverlappingEnemy(p.x, p.y);
if (overlappingEnemy)
{
overlappingEnemy->Damage(Player::attackStrength);
hitAnything = true;
}
}
else if(Game::player.IsOverlappingPoint(p.x, p.y))
{
const EnemyArchetype* enemyArchetype = ((Enemy*)owner)->GetArchetype();
if (enemyArchetype)
{
Game::player.Damage(enemyArchetype->GetAttackStrength());
if (Game::player.hp == 0)
{
Game::stats.killedBy = ((Enemy*)owner)->GetType();
}
}
hitAnything = true;
}
}
if (hitAnything)
{
ParticleSystemManager::CreateExplosion(p.x - deltaX, p.y - deltaY);
p.life = 0;
}
}
}
}
void ProjectileManager::Init()
{
for (Projectile& p : projectiles)
{
p.life = 0;
}
}
void ProjectileManager::Draw()
{
for(Projectile& p : projectiles)
{
if (p.life > 0)
{
Renderer::DrawObject(p.ownerId == Projectile::playerOwnerId ? projectileSpriteData : enemyProjectileSpriteData, p.x, p.y, 32, AnchorType::BelowCenter);
}
}
}
@@ -0,0 +1,28 @@
#pragma once
#include <stdint.h>
#include "game/Entity.h"
class Projectile : public Entity
{
public:
uint8_t angle;
uint8_t life;
uint8_t ownerId;
static constexpr uint8_t playerOwnerId = 0xff;
Entity* GetOwner() const;
};
class ProjectileManager
{
public:
static constexpr int MAX_PROJECTILES = 8;
static Projectile projectiles[MAX_PROJECTILES];
static Projectile* FireProjectile(Entity* owner, int16_t x, int16_t y, uint8_t angle);
static void Init();
static void Draw();
static void Update();
};
@@ -0,0 +1,60 @@
#include "game/Sounds.h"
// Shotgun blast: sharp crack followed by a fast descending boom with a
// short pump echo. All frequencies within the buzzer's 100-2500 Hz range.
const uint16_t Sounds::Attack[] PROGMEM = {
900, 2, 500, 3, 320, 4, 230, 5,
180, 6, 150, 7, 128, 9, 112, 11, 104, 13, 100, 15,
0, 8,
170, 4, 135, 6, 112, 9, 100, 14,
TONES_END
};
const uint16_t Sounds::Kill[] PROGMEM = {
0x0151,0x0007,0x0000,0x0015,0x018d,0x0007,0x0000,0x0007,0x014b,0x0007,0x0136,0x0007,0x0146,0x0007,0x0169,0x0007,0x019e,0x0007,0x007f,0x0007,0x0185,
0x0007,0x0228,0x0007,0x026d,0x0007,0x02fc,0x0007,0x02e0,0x0007,0x01fd,0x0007,0x0219,0x0007,0x033c,0x0007,0x00e7,0x0007,0x0281,0x0007,0x026d,
0x000e,0x052d,0x000e,0x04da,0x000e,0x011c,0x0007,0x0387,0x0007,0x0360,0x0007,0x033c,0x0007,0x0387,0x0007,0x02ad,0x000e,0x02c6,0x0007,0x010c,
0x000e,0x02e0,0x0007,0x02c6,0x0007,0x0296,0x000e,0x0281,0x0007,0x02ad,0x0007,0x02c6,0x0007,0x02e0,0x0007,0x00e1,0x0007,0x031b,0x0007,0x0248,
0x0007,0x0219,0x0007,0x01f1,0x0007,0x01d9,0x000e,0x01f1,0x0007,0x020b,0x0007,0x02ad,0x0007,0x00d1,0x0007,0x0248,0x0007,0x0238,0x0007,0x0219,
0x0007,0x0228,0x000e,0x020b,0x0007,0x01e5,0x0007,0x01d9,0x0007, TONES_END
};
const uint16_t Sounds::Hit[] PROGMEM = {
0x0195,0x0007,0x0000,0x0015,0x018d,0x0007,0x0000,0x0007,0x0416,0x0007,0x007f,0x0007,0x0000,0x000e,0x0177,0x0007,0x0000,0x001d,0x0146,0x0007,0x0140,
0x0007,0x013b,0x0007,0x0000,0x0047,0x00e7,0x0007,0x00e4,0x0007,0x0000,0x0015,0x009f,0x0007,0x009d,0x0007,0x0000,0x0088,0x0088,0x0007, TONES_END
};
const uint16_t Sounds::PlayerDeath[] PROGMEM = {
0x01b0,0x0007,0x0000,0x0015,0x00c8,0x0007,0x0000,0x0007,0x03b2,0x0007,0x0360,0x0007,0x02e0,0x0007,0x0296,0x0007,0x0248,0x0007,0x0219,0x0007,0x01fd,
0x0007,0x0450,0x0007,0x01ce,0x0007,0x01b9,0x0007,0x01a7,0x0007,0x0450,0x0007,0x017e,0x0007,0x0163,0x0007,0x0140,0x0007,0x052d,0x0007,0x0110,
0x0007,0x0109,0x0007,0x0102,0x0007,0x00f8,0x0007,0x04da,0x0007,0x00ca,0x0007,0x00bb,0x0007,0x00b3,0x0007,0x0491,0x0007,0x0096,0x0007,0x00d8,
0x0007,0x0000,0x001d,0x0296,0x0007,0x0000,0x002b,0x0228,0x0007,0x0000,0x0024,0x00fb,0x000e, TONES_END
};
const uint16_t Sounds::SpotPlayer[] PROGMEM = {
0x0110,0x0007,0x0000,0x0015,0x018d,0x0007,0x0000,0x0007,0x01d9,0x0007,0x01fd,0x0007,0x020b,0x000e,0x0228,0x000e,0x0238,0x0007,0x0248,0x0007,0x026d,
0x0007,0x0281,0x0032,0x026d,0x0015,0x0248,0x0007,0x0238,0x0007,0x01b0,0x0007,0x017e,0x0007,0x0169,0x0007,0x014b,0x0007,0x0136,0x0007,0x0131,
0x0007,0x0102,0x0007,0x00f8,0x0007,0x00f2,0x0007,0x00e9,0x0007,0x00e4,0x0007,0x00d8,0x0007,0x00bd,0x0007,0x00ab,0x0007,0x009d,0x0007,0x0096,
0x0007,0x0094,0x0007,0x0092,0x0007,0x008e,0x0007,0x008b,0x0007,0x008a,0x0007,0x0089,0x0007,0x0088,0x0007,0x0087,0x0007,0x0086,0x0007,0x0085,
0x0007,0x0084,0x0007,0x0083,0x0007,0x0082,0x0007,0x0081,0x000e,0x0081,0x0007,0x0080,0x0007,0x007e,0x0007,0x007d,0x0007,0x007d,0x0007,0x0000,
0x0040,0x0090,0x0032, TONES_END
};
const uint16_t Sounds::Shoot[] PROGMEM = {
0x02e0,0x0007,0x0000,0x0015,0x03e2,0x0007,0x0000,0x0007,0x04da,0x0015,0x00b4,0x0007,0x01d9,0x0007,0x0000,0x0007,0x01f1,0x000e,0x0080,0x0007,0x01f1,
0x0007,0x0000,0x000e,0x025a,0x0007,0x00e4,0x0007,0x0000,0x0015,0x00c1,0x0007,0x0000,0x000e,0x01e5,0x0007,0x0000,0x0007,0x00ac,0x0007,0x0000,
0x0015,0x0091,0x0007, TONES_END
};
const uint16_t Sounds::Pickup[] PROGMEM = {
0x0120,0x0007,0x0000,0x0015,0x00e9,0x0007,0x0000,0x0007,0x0156,0x0015,0x0000,0x0032,0x0185,0x001d,0x0000,0x0040,0x020b,0x0015,0x0000,0x0032,0x0387,
0x0024,0x0000,0x0040,0x0387,0x002b,0x0000,0x0040,0x03b2,0x0032, TONES_END
};
const uint16_t Sounds::Ouch[] PROGMEM = {
0x01ce,0x0007,0x0000,0x0015,0x018d,0x0007,0x0000,0x0007,0x0416,0x0007,0x0491,0x0007,0x03b2,0x0007,0x04da,0x0007,0x052d,0x0015,0x04da,0x0007,0x0491,
0x0007,0x02e0,0x0007,0x0296,0x0007,0x025a,0x0007,0x01f1,0x0007,0x0219,0x0007,0x0000,0x0007,0x01ce,0x0007,0x007c,0x000e,0x015c,0x0007,0x007d,
0x000e,0x0120,0x0007,0x007d,0x000e,0x00ef,0x0007,0x00d5,0x0007,0x00ca,0x0007,0x0000,0x0007,0x00c1,0x0007,0x00b9,0x0007,0x00b3,0x0007,0x00a9,
0x0007,0x007d,0x0007,0x007e,0x0007,0x0093,0x0007,0x007e,0x0007,0x0000,0x0007,0x0089,0x0007,0x0085,0x0007,0x0082,0x0007,0x0080,0x0007,0x007e,
0x0007,0x007d,0x0007, TONES_END
};
@@ -0,0 +1,18 @@
#pragma once
#include <stdint.h>
#include "game/Defines.h"
#define TONES_END 0x8000
class Sounds
{
public:
static const uint16_t Attack[];
static const uint16_t Kill[];
static const uint16_t Hit[];
static const uint16_t PlayerDeath[];
static const uint16_t SpotPlayer[];
static const uint16_t Shoot[];
static const uint16_t Pickup[];
static const uint16_t Ouch[];
};
@@ -0,0 +1,56 @@
#pragma once
#include "game/Defines.h"
// Tech-base wall panel: top/bottom seams with vertical panel gaps
const uint8_t vectorTexture0[] PROGMEM =
{
6,
0, 18, 128, 18,
0, 110, 128, 110,
32, 18, 32, 110,
64, 18, 64, 110,
96, 18, 96, 110,
48, 64, 80, 64,
};
const uint8_t vectorTexture1[] PROGMEM =
{
6,
0, 16, 128, 16 ,
0, 112, 128, 112 ,
0, 16, 0, 112,
0, 16, 128, 112,
0, 112, 128, 16,
128, 16, 128, 112,
/* 16, 16, 112, 16 ,
16, 16, 16, 128,
48, 16, 48, 128,
80, 16, 80, 128,
112, 16, 112, 128,*/
};
const uint8_t vectorTexture2[] PROGMEM =
{
12,
38,13,90,13,
38,13,64,38,
64,38,90,13,
13,38,38,64,
13,38,13,90,
13,90,38,64,
38,115,90,115,
38,115,64,90,
64,90,90,115,
90,64,115,38,
90,64,115,90,
115,38,115,90,
};
const uint8_t* const textures[] PROGMEM =
{
vectorTexture0,
vectorTexture1,
vectorTexture2,
};
@@ -0,0 +1,235 @@
#pragma once
#include <stdint.h>
#include <stddef.h>
#include <string.h>
#include <furi.h>
#include <storage/storage.h>
#define EEPROM_LIB_PATH APP_DATA_PATH("eeprom.bin")
class EEPROMClass {
public:
static constexpr int kSize = 16;
static constexpr size_t kPathSize = 128;
EEPROMClass()
: loaded_(false)
, dirty_(false)
, path_resolved_(false) {
memset(mem_, 0x00, kSize);
memset(file_path_, 0x00, kPathSize);
strncpy(file_path_, EEPROM_LIB_PATH, kPathSize - 1);
}
void begin() {
ensureLoaded_();
}
int length() const {
return kSize;
}
uint8_t read(int addr) const {
ensureLoaded_();
if(addr < 0 || addr >= kSize) return 0;
return mem_[addr];
}
void write(int addr, uint8_t value) {
ensureLoaded_();
if(addr < 0 || addr >= kSize) return;
mem_[addr] = value;
dirty_ = true;
}
void update(int addr, uint8_t value) {
ensureLoaded_();
if(addr < 0 || addr >= kSize) return;
if(mem_[addr] != value) {
mem_[addr] = value;
dirty_ = true;
}
}
template <typename T>
T& get(int addr, T& out) const {
ensureLoaded_();
if(addr < 0 || addr + (int)sizeof(T) > kSize) return out;
memcpy(&out, mem_ + addr, sizeof(T));
return out;
}
template <typename T>
const T& put(int addr, const T& in) {
ensureLoaded_();
if(addr < 0 || addr + (int)sizeof(T) > kSize) return in;
bool changed = false;
const uint8_t* src = reinterpret_cast<const uint8_t*>(&in);
for(size_t i = 0; i < sizeof(T); i++) {
int a = addr + (int)i;
if(mem_[a] != src[i]) {
mem_[a] = src[i];
changed = true;
}
}
if(changed) dirty_ = true;
return in;
}
void clear(uint8_t value = 0) {
ensureLoaded_();
memset(mem_, value, kSize);
dirty_ = true;
}
bool commit() {
ensureLoaded_();
if(!dirty_) return true;
const bool ok = writeFile_();
if(ok) dirty_ = false;
return ok;
}
bool isDirty() const {
return dirty_;
}
private:
bool resolvePathIfNeeded_(Storage* storage) const {
if(path_resolved_) return true;
if(!storage) return false;
FuriString* path = furi_string_alloc_set_str(file_path_);
if(!path) return false;
storage_common_resolve_path_and_ensure_app_directory(storage, path);
const char* resolved = furi_string_get_cstr(path);
bool ok = false;
if(resolved && resolved[0]) {
const size_t len = strlen(resolved);
if(len < kPathSize) {
memcpy(file_path_, resolved, len + 1);
path_resolved_ = true;
ok = true;
}
}
furi_string_free(path);
return ok;
}
static void ensureDefaultDir_(Storage* storage) {
if(!storage) return;
(void)storage_common_mkdir(storage, STORAGE_APP_DATA_PATH_PREFIX);
}
void ensureLoaded_() const {
if(loaded_) return;
Storage* storage = (Storage*)furi_record_open(RECORD_STORAGE);
if(!storage) {
return;
}
(void)resolvePathIfNeeded_(storage);
ensureDefaultDir_(storage);
File* file = storage_file_alloc(storage);
if(!file) {
furi_record_close(RECORD_STORAGE);
return;
}
memset(mem_, 0x00, kSize);
bool ok = storage_file_open(file, file_path_, FSAM_READ_WRITE, FSOM_OPEN_ALWAYS);
if(ok) {
const uint64_t file_size = storage_file_size(file);
bool need_rewrite = false;
(void)storage_file_seek(file, 0, true);
const size_t rd = storage_file_read(file, mem_, kSize);
if(rd < (size_t)kSize) {
need_rewrite = true;
}
if(file_size != (uint64_t)kSize) {
need_rewrite = true;
}
if(need_rewrite) {
(void)storage_file_seek(file, 0, true);
const size_t wr = storage_file_write(file, mem_, kSize);
if(wr == (size_t)kSize) {
(void)storage_file_truncate(file);
(void)storage_file_sync(file);
}
}
(void)storage_file_close(file);
} else {
(void)storage_file_close(file);
}
storage_file_free(file);
furi_record_close(RECORD_STORAGE);
loaded_ = true;
dirty_ = false;
}
bool writeFile_() const {
Storage* storage = (Storage*)furi_record_open(RECORD_STORAGE);
if(!storage) return false;
if(!path_resolved_ && !resolvePathIfNeeded_(storage)) {
furi_record_close(RECORD_STORAGE);
return false;
}
ensureDefaultDir_(storage);
File* file = storage_file_alloc(storage);
if(!file) {
furi_record_close(RECORD_STORAGE);
return false;
}
bool ok = storage_file_open(file, file_path_, FSAM_READ_WRITE, FSOM_OPEN_ALWAYS);
bool success = false;
if(ok) {
(void)storage_file_seek(file, 0, true);
size_t wr = storage_file_write(file, mem_, kSize);
(void)storage_file_truncate(file);
(void)storage_file_sync(file);
(void)storage_file_close(file);
success = (wr == (size_t)kSize);
} else {
(void)storage_file_close(file);
}
storage_file_free(file);
furi_record_close(RECORD_STORAGE);
return success;
}
private:
mutable uint8_t mem_[kSize];
mutable bool loaded_;
mutable bool dirty_;
mutable bool path_resolved_;
mutable char file_path_[kPathSize];
};
#if (__cplusplus >= 201703L)
inline EEPROMClass EEPROM;
#else
extern EEPROMClass EEPROM;
#ifdef EEPROM_DEFINE_INSTANCE
EEPROMClass EEPROM;
#endif
#endif
@@ -0,0 +1,36 @@
//lib/flipper.h
#pragma once
#include <furi.h>
#include <gui/gui.h>
#include <input/input.h>
#include <stdbool.h>
#include <stdint.h>
#define DISPLAY_WIDTH 128
#define DISPLAY_HEIGHT 64
#define BUFFER_SIZE (DISPLAY_WIDTH * DISPLAY_HEIGHT / 8)
typedef struct {
uint8_t back_buffer[BUFFER_SIZE];
uint8_t front_buffer[BUFFER_SIZE];
Gui* gui;
Canvas* canvas;
FuriMutex* fb_mutex;
volatile uint8_t input_state;
volatile bool exit_requested;
volatile bool audio_enabled;
// back-hold логика
bool back_hold_active;
uint16_t back_hold_start;
bool back_hold_handled;
// input pubsub
FuriPubSub* input_events;
FuriPubSubSubscription* input_sub;
} FlipperState;
extern FlipperState* g_state;
+261
View File
@@ -0,0 +1,261 @@
#include <furi.h>
#include <furi_hal.h>
#include <gui/gui.h>
#include <input/input.h>
#include <stdlib.h>
#include <string.h>
#include "lib/flipper.h"
#include "lib/EEPROM.h"
#include "game/Game.h"
#include "game/Platform.h"
#define TARGET_FRAMERATE 30
#define HOLD_TIME_MS 300
FlipperState* g_state = NULL;
static volatile uint32_t s_input_cb_inflight = 0;
static volatile uint32_t s_fb_cb_inflight = 0;
static volatile uint8_t s_back_pressed = 0;
static inline void wait_inflight_zero(volatile uint32_t* counter) {
while(__atomic_load_n(counter, __ATOMIC_ACQUIRE) != 0) {
furi_delay_ms(1);
}
}
inline bool audio_enable(){
return !furi_hal_rtc_is_flag_set(FuriHalRtcFlagStealthMode);
}
static void framebuffer_commit_callback(
uint8_t* data,
size_t size,
CanvasOrientation orientation,
void* context) {
__atomic_fetch_add(&s_fb_cb_inflight, 1, __ATOMIC_RELAXED);
FlipperState* state = (FlipperState*)context;
if(!state || !data || size < BUFFER_SIZE) {
__atomic_fetch_sub(&s_fb_cb_inflight, 1, __ATOMIC_RELAXED);
return;
}
(void)orientation;
if(furi_mutex_acquire(state->fb_mutex, 0) != FuriStatusOk) {
__atomic_fetch_sub(&s_fb_cb_inflight, 1, __ATOMIC_RELAXED);
return;
}
const uint8_t* src = state->front_buffer;
for(size_t i = 0; i < BUFFER_SIZE; i++) {
data[i] = (uint8_t)(src[i] ^ 0xFF);
}
furi_mutex_release(state->fb_mutex);
__atomic_fetch_sub(&s_fb_cb_inflight, 1, __ATOMIC_RELAXED);
}
static void input_events_callback(const void* value, void* ctx) {
if(!value || !ctx) return;
__atomic_fetch_add(&s_input_cb_inflight, 1, __ATOMIC_RELAXED);
FlipperState* state = (FlipperState*)ctx;
const InputEvent* event = (const InputEvent*)value;
uint8_t bit = 0;
switch(event->key) {
case InputKeyUp:
bit = INPUT_UP;
break;
case InputKeyDown:
bit = INPUT_DOWN;
break;
case InputKeyLeft:
bit = INPUT_LEFT;
break;
case InputKeyRight:
bit = INPUT_RIGHT;
break;
case InputKeyOk:
bit = INPUT_B;
break;
case InputKeyBack:
if((event->type == InputTypePress) || (event->type == InputTypeRepeat)) {
(void)__atomic_store_n(&s_back_pressed, 1, __ATOMIC_RELAXED);
} else if(event->type == InputTypeRelease) {
(void)__atomic_store_n(&s_back_pressed, 0, __ATOMIC_RELAXED);
}
break;
default:
break;
}
if(state && bit) {
if((event->type == InputTypePress) || (event->type == InputTypeRepeat)) {
(void)__atomic_fetch_or((uint8_t*)&state->input_state, bit, __ATOMIC_RELAXED);
} else if(event->type == InputTypeRelease) {
(void)__atomic_fetch_and(
(uint8_t*)&state->input_state, (uint8_t)~bit, __ATOMIC_RELAXED);
}
}
__atomic_fetch_sub(&s_input_cb_inflight, 1, __ATOMIC_RELAXED);
}
extern "C" int32_t flipdoom_app(void* p) {
UNUSED(p);
Gui* gui = NULL;
Canvas* canvas = NULL;
FuriPubSub* input_events = NULL;
FuriPubSubSubscription* input_sub = NULL;
FlipperState* st = (FlipperState*)malloc(sizeof(FlipperState));
if(!st) return -1;
memset(st, 0, sizeof(FlipperState));
g_state = st;
do {
st->fb_mutex = furi_mutex_alloc(FuriMutexTypeNormal);
if(!st->fb_mutex) break;
memset(st->back_buffer, 0x00, BUFFER_SIZE);
memset(st->front_buffer, 0x00, BUFFER_SIZE);
EEPROM.begin();
furi_delay_ms(50);
Platform::SetAudioEnabled(audio_enable());
Game::menu.ReadSave();
gui = (Gui*)furi_record_open(RECORD_GUI);
if(!gui) break;
st->gui = gui;
gui_add_framebuffer_callback(gui, framebuffer_commit_callback, st);
canvas = gui_direct_draw_acquire(gui);
if(!canvas) break;
st->canvas = canvas;
input_events = (FuriPubSub*)furi_record_open(RECORD_INPUT_EVENTS);
if(!input_events) break;
st->input_events = input_events;
input_sub = furi_pubsub_subscribe(input_events, input_events_callback, st);
if(!input_sub) break;
st->input_sub = input_sub;
const uint32_t tick_hz = furi_kernel_get_tick_frequency();
uint32_t period_ticks = (tick_hz + (TARGET_FRAMERATE / 2)) / TARGET_FRAMERATE;
if(period_ticks == 0) period_ticks = 1;
const uint32_t hold_ticks = (uint32_t)((HOLD_TIME_MS * tick_hz + 999u) / 1000u);
uint32_t next_tick = furi_get_tick();
bool back_was_pressed = false;
bool back_hold_fired = false;
uint32_t back_press_tick = 0;
while(!st->exit_requested) {
uint32_t now = furi_get_tick();
// frame pacing
if((int32_t)(now - next_tick) < 0) {
uint32_t dt_ticks = next_tick - now;
uint32_t dt_ms = (dt_ticks * 1000u) / tick_hz;
furi_delay_ms(dt_ms ? dt_ms : 1);
continue;
}
if((int32_t)(now - next_tick) > (int32_t)(period_ticks * 2)) {
next_tick = now;
}
next_tick += period_ticks;
const bool back_pressed = (__atomic_load_n(&s_back_pressed, __ATOMIC_RELAXED) != 0);
// BACK hold logic
if(!back_pressed) {
back_was_pressed = false;
back_hold_fired = false;
} else {
if(!back_was_pressed) {
back_was_pressed = true;
back_press_tick = now;
back_hold_fired = false;
}
if(!back_hold_fired && ((uint32_t)(now - back_press_tick) >= hold_ticks)) {
back_hold_fired = true;
if(Game::InMenu())
st->exit_requested = true;
else
Game::GoToMenu();
}
}
if(st->exit_requested) break;
Game::Tick();
Game::Draw();
// swap for framebuffer callback
furi_mutex_acquire(st->fb_mutex, FuriWaitForever);
memcpy(st->front_buffer, st->back_buffer, BUFFER_SIZE);
furi_mutex_release(st->fb_mutex);
canvas_commit(canvas);
}
} while(false);
Game::menu.WriteSave();
if(input_sub && input_events) {
furi_pubsub_unsubscribe(input_events, input_sub);
input_sub = NULL;
}
st->input_sub = NULL;
wait_inflight_zero(&s_input_cb_inflight);
(void)__atomic_store_n(&s_back_pressed, 0, __ATOMIC_RELAXED);
if(input_events) {
furi_record_close(RECORD_INPUT_EVENTS);
input_events = NULL;
}
st->input_events = NULL;
if(gui) {
gui_remove_framebuffer_callback(gui, framebuffer_commit_callback, st);
}
wait_inflight_zero(&s_fb_cb_inflight);
if(gui) {
if(canvas) {
gui_direct_draw_release(gui);
canvas = NULL;
}
furi_record_close(RECORD_GUI);
gui = NULL;
}
st->gui = NULL;
st->canvas = NULL;
if(st->fb_mutex) {
furi_mutex_free(st->fb_mutex);
st->fb_mutex = NULL;
}
Platform::SetAudioEnabled(false);
free(st);
g_state = NULL;
return 0;
}
@@ -0,0 +1,521 @@
#!/usr/bin/env python3
"""
extract_doom_assets.py
Reads the user's own Doom shareware IWAD (Doom1.WAAD is freely distributable
as a whole) and converts a selection of its sprites into 1-bit assets in the
FlipperCatacombs engine formats. Nothing from the WAD is stored in this
repository: the header is generated locally at build time from the WAD the
user already has.
Usage:
python3 tools/extract_doom_assets.py <path/to/Doom1.WAD> [output_header]
Output (default): game/Generated/DoomSprites.inc.h
Engine formats
--------------
1) Scaled sprite (16x16), uint16_t array, per frame:
16 columns x 2 words: [transparency mask, colour], bit v = row v (bit0=top)
2) Page sprite (Platform::DrawSprite): uint8_t array:
w, h, then per page (8 rows), per column: [colour byte, mask byte]
(bit0 = top row of the page)
3) Solid bitmap (Platform::DrawSolidBitmap): uint8_t array:
w, h, then per page, per column: colour byte where bit=1 means BLACK
(DrawSolidBitmap writes fill = ~src)
4) HUD icon: 8 raw page bytes (bit=1 -> white pixel)
"""
import struct
import sys
import os
# ---------------------------------------------------------------- WAD parsing
class Wad:
def __init__(self, path):
self.data = open(path, "rb").read()
ident, numlumps, diroff = struct.unpack_from("<4sII", self.data, 0)
if ident not in (b"IWAD", b"PWAD"):
raise ValueError("Not a WAD file")
self.lumps = {}
for i in range(numlumps):
off, size, name = struct.unpack_from("<II8s", self.data, diroff + 16 * i)
name = name.rstrip(b"\0").decode("ascii", "replace")
# keep first occurrence (IWAD order)
if name not in self.lumps:
self.lumps[name] = (off, size)
def lump(self, name):
off, size = self.lumps[name]
return self.data[off : off + size]
def has(self, name):
return name in self.lumps
def load_palette(wad):
pal = wad.lump("PLAYPAL")[:768]
grays = []
for i in range(256):
r, g, b = pal[i * 3], pal[i * 3 + 1], pal[i * 3 + 2]
grays.append(0.299 * r + 0.587 * g + 0.114 * b)
return grays
def decode_picture(wad, name, grays):
"""Decode Doom picture format -> (w, h, pixels) where pixels is a list of
rows; each entry is None (transparent) or gray 0..255."""
raw = wad.lump(name)
w, h, _lo, _to = struct.unpack_from("<hhhh", raw, 0)
colofs = struct.unpack_from("<%di" % w, raw, 8)
pix = [[None] * w for _ in range(h)]
for x in range(w):
p = colofs[x]
while raw[p] != 0xFF:
topdelta = raw[p]
length = raw[p + 1]
p += 3 # topdelta, length, pad
for i in range(length):
y = topdelta + i
if 0 <= y < h:
pix[y][x] = grays[raw[p]]
p += 1
p += 1 # trailing pad
return w, h, pix
# ------------------------------------------------------------- image helpers
BAYER4 = [
[0, 8, 2, 10],
[12, 4, 14, 6],
[3, 11, 1, 9],
[15, 7, 13, 5],
]
def bbox(pix):
xs, ys = [], []
for y, row in enumerate(pix):
for x, v in enumerate(row):
if v is not None:
xs.append(x)
ys.append(y)
return min(xs), min(ys), max(xs) + 1, max(ys) + 1
def crop(pix, x0, y0, x1, y1):
return [row[x0:x1] for row in pix[y0:y1]]
def box_resize(pix, nw, nh):
"""Box-filter resize of (gray|None) grid; alpha = coverage."""
h = len(pix)
w = len(pix[0])
out_gray = [[0.0] * nw for _ in range(nh)]
out_alpha = [[0.0] * nw for _ in range(nh)]
for ny in range(nh):
sy0 = ny * h / nh
sy1 = (ny + 1) * h / nh
for nx in range(nw):
sx0 = nx * w / nw
sx1 = (nx + 1) * w / nw
acc_g = acc_a = acc_w = 0.0
y = int(sy0)
while y < sy1 and y < h:
wy = min(sy1, y + 1) - max(sy0, y)
x = int(sx0)
while x < sx1 and x < w:
wx = min(sx1, x + 1) - max(sx0, x)
weight = wx * wy
acc_w += weight
v = pix[y][x]
if v is not None:
acc_a += weight
acc_g += weight * v
x += 1
y += 1
if acc_w > 0 and acc_a > 0:
out_gray[ny][nx] = acc_g / acc_a
out_alpha[ny][nx] = acc_a / acc_w
return out_gray, out_alpha
def normalize(gray, alpha, thresh=0.5):
"""Per-sprite contrast stretch over opaque pixels."""
vals = [
gray[y][x]
for y in range(len(gray))
for x in range(len(gray[0]))
if alpha[y][x] >= thresh
]
if not vals:
return gray
lo, hi = min(vals), max(vals)
if hi - lo < 1e-6:
hi = lo + 1.0
return [
[(v - lo) * 255.0 / (hi - lo) for v in row]
for row in gray
]
def to_1bit(gray, alpha, bias=0.0):
"""3-tone quantization (black / 50% checker / white) for clean tiny
sprites. Returns (colour, mask) row-major bools."""
h, w = len(gray), len(gray[0])
colour = [[False] * w for _ in range(h)]
mask = [[False] * w for _ in range(h)]
for y in range(h):
for x in range(w):
if alpha[y][x] >= 0.5:
mask[y][x] = True
v = gray[y][x] + bias
if v < 80:
colour[y][x] = False
elif v < 175:
colour[y][x] = ((x + y) & 1) == 0
else:
colour[y][x] = True
return colour, mask
def fit_grid(pix, size, valign, hpad=0):
"""Crop to bbox, keep aspect, fit into size x size grid.
valign: 'bottom' or 'center'."""
x0, y0, x1, y1 = bbox(pix)
pix = crop(pix, x0, y0, x1, y1)
w = x1 - x0
h = y1 - y0
avail = size - hpad * 2
if w >= h:
nw = avail
nh = max(1, round(h * avail / w))
else:
nh = avail
nw = max(1, round(w * avail / h))
gray, alpha = box_resize(pix, nw, nh)
# paste into size x size
g = [[0.0] * size for _ in range(size)]
a = [[0.0] * size for _ in range(size)]
ox = (size - nw) // 2
oy = (size - nh) if valign == "bottom" else (size - nh) // 2
for y in range(nh):
for x in range(nw):
g[oy + y][ox + x] = gray[y][x]
a[oy + y][ox + x] = alpha[y][x]
return g, a
# ------------------------------------------------------------ format emitters
def emit_scaled16(frames):
"""frames: list of (colour, mask) 16x16 row-major -> list of uint16 words."""
words = []
for colour, mask in frames:
for x in range(16):
t = c = 0
for y in range(16):
if mask[y][x]:
t |= 1 << y
if colour[y][x]:
c |= 1 << y
words.append(t)
words.append(c)
return words
def emit_page_sprite(colour, mask):
"""-> list of bytes: w, h, then per page per column [colour, mask]."""
h, w = len(colour), len(colour[0])
pages = (h + 7) // 8
out = [w, h]
for page in range(pages):
for x in range(w):
cb = mb = 0
for bit in range(8):
y = page * 8 + bit
if y < h and mask[y][x]:
mb |= 1 << bit
if colour[y][x]:
cb |= 1 << bit
out.append(cb)
out.append(mb)
return out
def emit_solid_bitmap(colour):
"""DrawSolidBitmap: bit=1 -> black. colour True = white pixel."""
h, w = len(colour), len(colour[0])
pages = (h + 7) // 8
out = [w, h]
for page in range(pages):
for x in range(w):
b = 0
for bit in range(8):
y = page * 8 + bit
if y < h and not colour[y][x]:
b |= 1 << bit
out.append(b)
return out
def fmt_words(words, per_line=16):
lines = []
for i in range(0, len(words), per_line):
lines.append(",".join("0x%x" % v for v in words[i : i + per_line]))
return ",\n\t".join(lines)
# ------------------------------------------------------------------ pipeline
def sprite16(wad, grays, names, valign, bias=0.0):
frames = []
for n in names:
w, h, pix = decode_picture(wad, n, grays)
g, a = fit_grid(pix, 16, valign)
g = normalize(g, a)
frames.append(to_1bit(g, a, bias))
return emit_scaled16(frames)
def first_present(wad, *names):
for n in names:
if wad.has(n):
return n
raise KeyError("none of %s in WAD" % (names,))
def build_weapon(wad, grays, target_w=46):
"""Idle shotgun + firing frame (shotgun with muzzle flash composited)."""
w, h, gun = decode_picture(wad, "SHTGA0", grays)
x0, y0, x1, y1 = bbox(gun)
gun = crop(gun, x0, y0, x1, y1)
gw, gh = x1 - x0, y1 - y0
nw = target_w
nh = max(1, round(gh * nw / gw))
g, a = box_resize(gun, nw, nh)
g = normalize(g, a)
# limit height so it doesn't cover too much of the 64px screen: keep the
# top rows (barrel); the grip sticks out of the screen bottom like in Doom
max_h = 28
if nh > max_h:
g = g[:max_h]
a = a[:max_h]
nh = max_h
idle = to_1bit(g, a)
# firing frame: muzzle flash above the barrel
fname = first_present(wad, "SHTFB0", "SHTFA0")
fw, fh, fl = decode_picture(wad, fname, grays)
fx0, fy0, fx1, fy1 = bbox(fl)
fl = crop(fl, fx0, fy0, fx1, fy1)
fsw = max(1, round((fx1 - fx0) * nw / gw))
fsh = max(1, round((fy1 - fy0) * nw / gw))
fg, fa = box_resize(fl, fsw, fsh)
fg = normalize(fg, fa)
# keep total height reasonable: crop the top of the flash if needed
max_total = 38
if nh + fsh > max_total:
cut = nh + fsh - max_total
fg = fg[cut:]
fa = fa[cut:]
fsh -= cut
# find barrel top-center of scaled gun: centroid of top opaque row
top_row = 0
for y in range(nh):
if any(a[y][x] >= 0.5 for x in range(nw)):
top_row = y
break
cols = [x for x in range(nw) if a[top_row][x] >= 0.5]
cx = sum(cols) // len(cols) if cols else nw // 2
fire_h = nh + fsh
FG = [[0.0] * nw for _ in range(fire_h)]
FA = [[0.0] * nw for _ in range(fire_h)]
for y in range(nh):
for x in range(nw):
FG[fsh + y][x] = g[y][x]
FA[fsh + y][x] = a[y][x]
ox = cx - fsw // 2
for y in range(fsh):
for x in range(fsw):
dx = ox + x
if 0 <= dx < nw and fa[y][x] >= 0.5:
FG[y][dx] = fg[y][x]
FA[y][dx] = fa[y][x]
fire = to_1bit(FG, FA, bias=40.0) # flash reads brighter
return emit_page_sprite(*idle), emit_page_sprite(*fire)
TITLE_LETTERS = {
"D": [
"######.",
"##..##.",
"##..###",
"##...##",
"##...##",
"##..###",
"##..##.",
"######.",
],
"O": [
".#####.",
"##...##",
"##...##",
"##...##",
"##...##",
"##...##",
"##...##",
".#####.",
],
"M": [
"##...##",
"###.###",
"#######",
"##.#.##",
"##...##",
"##...##",
"##...##",
"##...##",
],
}
def build_title(wad, grays):
"""Original blocky 'DOOM' pixel title with dithered gradient, 128x64."""
W, H = 128, 64
colour = [[False] * W for _ in range(H)]
scale = 4 # each letter 7x8 -> 28x32
lw, lh = 7 * scale, 8 * scale
gap = 4
total = 4 * lw + 3 * gap
x0 = (W - total) // 2
y0 = (H - lh) // 2
for i, ch in enumerate("DOOM"):
gl = TITLE_LETTERS[ch]
ox = x0 + i * (lw + gap)
for gy in range(8):
for gx in range(7):
if gl[gy][gx] != "#":
continue
for sy in range(scale):
for sx in range(scale):
x = ox + gx * scale + sx
y = y0 + gy * scale + sy
# metallic gradient: solid on top, dithered below
if y - y0 < lh * 5 // 8:
colour[y][x] = True
else:
colour[y][x] = ((x + y) & 1) == 0
return emit_solid_bitmap(colour)
def icon_from_pixmap(rows):
"""8x8 pixmap ('#'=white) -> 8 page bytes, bit0 = top row."""
out = []
for x in range(8):
b = 0
for y in range(8):
if rows[y][x] == "#":
b |= 1 << y
out.append(b)
return out
HEALTH_ICON = [
"..###...",
"..#.#...",
"###.###.",
"#.....#.",
"###.###.",
"..#.#...",
"..###...",
"........",
]
AMMO_ICON = [
".#..#...",
"###.###.",
"###.###.",
"###.###.",
"###.###.",
"###.###.",
"###.###.",
"........",
]
def main():
wad_path = sys.argv[1] if len(sys.argv) > 1 else "../doomgeneric/Doom1.WAD"
root = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
out_path = (
sys.argv[2]
if len(sys.argv) > 2
else os.path.join(root, "game", "Generated", "DoomSprites.inc.h")
)
wad = Wad(wad_path)
grays = load_palette(wad)
scaled = [] # (symbol, numFrames, words)
def add16(symbol, names, valign, bias=0.0):
scaled.append((symbol, len(names), sprite16(wad, grays, names, valign, bias)))
# enemies (2 walk frames each)
add16("skeletonSpriteData", ["SARGA1", "SARGB1"], "bottom") # pinky demon
add16("mageSpriteData", ["TROOA1", "TROOB1"], "bottom") # imp
add16("batSpriteData", ["SPOSA1", "SPOSB1"], "bottom") # shotgun sergeant
add16("spiderSpriteData", ["POSSA1", "POSSB1"], "bottom") # zombieman
# projectiles
ball = first_present(wad, "BAL1A0")
ball2 = first_present(wad, "BAL1B0", "BAL1A0")
add16("projectileSpriteData", [ball], "center", bias=60.0)
add16("enemyProjectileSpriteData", [ball2], "center", bias=60.0)
# decorations / pickups
torch1 = first_present(wad, "TREDA0", "CANDA0")
torch2 = first_present(wad, "TREDC0", "TREDB0", "CANDA0")
add16("torchSpriteData1", [torch1], "center", bias=40.0)
add16("torchSpriteData2", [torch2], "center", bias=40.0)
add16("urnSpriteData", ["BAR1A0"], "bottom") # barrel
add16("potionSpriteData", ["STIMA0"], "bottom", bias=30.0) # stimpack
add16("chestSpriteData", ["BPAKA0"], "bottom", bias=30.0) # backpack
add16("chestOpenSpriteData", ["CLIPA0"], "bottom", bias=30.0)
add16("scrollSpriteData", ["BON2A0"], "bottom", bias=30.0) # armor helmet
add16("coinsSpriteData", ["BON1A0"], "bottom", bias=30.0) # potion bottle
add16("crownSpriteData", ["ARM1A0"], "bottom", bias=30.0) # green armor
add16("signSpriteData", ["POL5A0"], "bottom", bias=20.0) # skull pile
weapon_idle, weapon_fire = build_weapon(wad, grays)
title = build_title(wad, grays)
health = icon_from_pixmap(HEALTH_ICON)
ammo = icon_from_pixmap(AMMO_ICON)
with open(out_path, "w") as f:
f.write("// Auto-generated by tools/extract_doom_assets.py\n")
f.write("// Derived at build time from the user's local Doom shareware WAD.\n")
f.write("// Do not commit WAD-derived data to public repositories.\n\n")
for symbol, nframes, words in scaled:
f.write("constexpr uint8_t %s_numFrames = %d;\n" % (symbol, nframes))
f.write("extern const uint16_t %s[] PROGMEM =\n{\n\t%s\n};\n" % (symbol, fmt_words(words)))
f.write("extern const uint8_t handSpriteData1[] PROGMEM =\n{\n\t%s\n};\n" % fmt_words(weapon_idle, 24))
f.write("extern const uint8_t handSpriteData2[] PROGMEM =\n{\n\t%s\n};\n" % fmt_words(weapon_fire, 24))
f.write("extern const uint8_t titleBitmapData[] PROGMEM =\n{\n\t%s\n};\n" % fmt_words(title, 24))
f.write("extern const uint8_t heartSpriteData[] PROGMEM =\n{\n%s\n};\n" % fmt_words(health))
f.write("extern const uint8_t manaSpriteData[] PROGMEM =\n{\n%s\n};\n" % fmt_words(ammo))
total = sum(len(w) * 2 for _, _, w in scaled) + len(weapon_idle) + len(weapon_fire) + len(title) + 16
print("Wrote %s (%d bytes of asset data)" % (out_path, total))
if __name__ == "__main__":
main()
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