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gameLoop.s
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gameLoop.s
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;; 2. Init background drawing
init_game:
ld hl, $030f
ld (trex1), hl
ld hl, $040f
ld (trex2), hl
ld hl, $0310
ld (trex3), hl
ld hl, $0410
ld (trex4), hl
;; running the left leg
ld a, $0E
ld (trex3+8), a
ld a, $00
ld (trex3+9), a
ld a, $00
ld (trex3+10), a
ld hl, $02ff
ld (cactus_rng), hl
ld a, $1f
ld (bigCactus1_1+1), a
ld (bigCactus2_1+1), a
ld (bigCactus1_2+1), a
ld (bigCactus2_2+1), a
ld (bigCactus1_3+1), a
ld (bigCactus2_3+1), a
ld (bigCactus1_4+1), a
ld (bigCactus2_4+1), a
ld (bigCactus1_5+1), a
ld (bigCactus2_5+1), a
ld hl, $1100 ; h = row l = col
init_loop_sand:
ld bc, sand+1 ; bc = address of sand char cell
ld (charCellAddress), bc
ld (charCellCoord), hl
ld bc, sand
ld (attrByteAddress), bc
push hl
call copyCharCellAndAttrByteToScreen
pop hl
ld a, $1f ; check if last col, reset if needed
cp l
jr nz, init_loop_sand_noresetcol
ld l, $00
inc h ; inc row if hit last col
jr init_loop_sand_checkrow
init_loop_sand_noresetcol:
inc l ; inc col if not reseting col
init_loop_sand_checkrow:
ld a, $18 ; check if last row, reset if needed
cp h
jr z, init_loop_sand_done
jp init_loop_sand
init_loop_sand_done:
;; sky
ld hl, $0000 ; h = row l = col
init_loop_sky:
ld bc, sky+1 ; bc = address of sand char cell
ld (charCellAddress), bc
ld (charCellCoord), hl
ld bc, sky
ld (attrByteAddress), bc
push hl
call copyCharCellAndAttrByteToScreen
pop hl
ld a, $1f ; check if last col, reset if needed
cp l
jr nz, init_loop_sky_noresetcol
ld l, $00
inc h ; inc row if hit last col
jr init_loop_sky_checkrow
init_loop_sky_noresetcol:
inc l ; inc col if not reseting col
init_loop_sky_checkrow:
ld a, $11 ; check if last row, reset if needed
cp h
jr z, init_loop_sky_done
jp init_loop_sky
init_loop_sky_done:
;; clouds
ld hl, cloud1+3
ld (charCellAddress), hl
ld hl, (cloud1)
ld (charCellCoord), hl
ld hl, cloud1+2
ld (attrByteAddress), hl
call copyCharCellAndAttrByteToScreen
ld hl, cloud2+3
ld (charCellAddress), hl
ld hl, (cloud2)
ld (charCellCoord), hl
ld hl, cloud2+2
ld (attrByteAddress), hl
call copyCharCellAndAttrByteToScreen
ld hl, cloud3+3
ld (charCellAddress), hl
ld hl, (cloud3)
ld (charCellCoord), hl
ld hl, cloud3+2
ld (attrByteAddress), hl
call copyCharCellAndAttrByteToScreen
ld hl, cloud4+3
ld (charCellAddress), hl
ld hl, (cloud4)
ld (charCellCoord), hl
ld hl, cloud4+2
ld (attrByteAddress), hl
call copyCharCellAndAttrByteToScreen
ld hl, cloud5+3
ld (charCellAddress), hl
ld hl, (cloud5)
ld (charCellCoord), hl
ld hl, cloud5+2
ld (attrByteAddress), hl
call copyCharCellAndAttrByteToScreen
ld hl, cloud6+3
ld (charCellAddress), hl
ld hl, (cloud6)
ld (charCellCoord), hl
ld hl, cloud6+2
ld (attrByteAddress), hl
call copyCharCellAndAttrByteToScreen
ld hl, cloud7+3
ld (charCellAddress), hl
ld hl, (cloud7)
ld (charCellCoord), hl
ld hl, cloud7+2
ld (attrByteAddress), hl
call copyCharCellAndAttrByteToScreen
ld hl, cloud8+3
ld (charCellAddress), hl
ld hl, (cloud8)
ld (charCellCoord), hl
ld hl, cloud8+2
ld (attrByteAddress), hl
call copyCharCellAndAttrByteToScreen
;; 3. draw inital trex and cactus
call drawTrex
;call drawCactuses
call drawScore
gameLoop:
;; 1. Listen for keys
ld bc, 32766 ; space key
in a, (c) ; see if space key is pressed
rra ; outermost bit = key space
;; 1a. If space is down, set the space_down field and jump the trex
jr c, gameLoop_nospace
ld a, 1
ld (trex_space_down), a
call jumpTrex ; it's being pressed, then jump t-rex
jr gameLoop_endcheckjump
gameLoop_nospace:
ld a, 0
ld (trex_space_down), a
gameLoop_endcheckjump:
;; 2. Loop through all your sprites, and update them (hard coded logic for trex, cactus, etc...)
call updateTrex
call updateCactuses
;;call checkCollision
call TrexCollision
cp 0
jr z, GameOver
call updateScore
ei
halt ; wait for interrupt to print our shit
jp gameLoop
GameOver:
call deathNoise
call setHighScore
call resetScore
GameOver_loop:
call drawGameOver
;; 1. Listen for keys
ld bc, 32766 ; space key
in a, (c) ; see if space key is pressed
rra ; outermost bit = key space
jr c, GameOver_end
ld b, 30
loophalt:
halt
djnz loophalt
call init_game ; it's being pressed, then jump t-rex
ret
GameOver_end:
;di
halt
jp GameOver_loop
deathNoise:
ld e,250 ; repeat 250 times.
ld hl,0 ; start pointer in ROM.
noise2:
push de
ld b,32 ; length of step.
noise0:
push bc
ld a,(hl) ; next "random" number.
inc hl ; pointer.
and 248 ; we want a black border.
out (254),a ; write to speaker.
ld a,e ; as e gets smaller...
cpl ; ...we increase the delay.
noise1:
dec a ; decrement loop counter.
jr nz,noise1 ; delay loop.
pop bc
djnz noise0 ; next step.
pop de
ld a,e
sub 24 ; size of step.
cp 30 ; end of range.
ret z
ret c
ld e,a
cpl
noise3:
ld b,40 ; silent period.
noise4:
djnz noise4
dec a
jr nz,noise3
jr noise2
include "trex.s"
include "cactus.s"
;include "collision.s" ;; Uncomment to enable no-clip
include "score.s"
include "random.s"
include "collisionCheck.s"
include "gameOver.s"