-
Notifications
You must be signed in to change notification settings - Fork 20
Expand file tree
/
Copy pathmaze.wat
More file actions
816 lines (740 loc) · 30.4 KB
/
maze.wat
File metadata and controls
816 lines (740 loc) · 30.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
(import "Math" "random" (func $random (result f32)))
(import "Math" "sin" (func $sin (param f32) (result f32)))
(import "env" "t" (func $timer (param i32))) ;; 1:start, 0:stop
;; The current game mode. 0: init, 1: wait, 2: reset, 3:game, 4:winning
(global $mode (mut i32) (i32.const 0))
;; The mode timer, in frames.
(global $mode-timer (mut i32) (i32.const 90))
;; The maximum wall to render or collide against. Used to clear the maze.
(global $max-wall-addr (mut i32) (i32.const 0x0ddc))
;; Position and direction vectors. Direction is updated from angle, which is
;; expressed in radians.
(global $Px (mut f32) (f32.const 21))
(global $Py (mut f32) (f32.const 21))
(global $angle (mut f32) (f32.const 0.7853981633974483))
(global $ray-x (mut f32) (f32.const 0))
(global $ray-y (mut f32) (f32.const 0))
;; Common constants. Cheap way to reduce the binary size.
(global $half-screen-height f32 (f32.const 120))
(global $zero f32 (f32.const 0))
(global $one-half f32 (f32.const 0.5))
(global $one f32 (f32.const 1))
;; The "time" of the ray-line collision along the wall in the range [0,1].
(global $min-t2 (mut f32) (f32.const 0))
;; The address of the wall hit by the most recent raycast.
(global $min-wall (mut i32) (i32.const 0))
;; Color: u32 ; ABGR
;; Cell2: u8*2 ; left/up cell, right/down cell
;; Wall: s8*4,u8*4 ; (x0,y0),(dx, dy), scale/texture/palette/dummy
;; [0x0000, 0x0004) u8[4] left/right/forward/back keys
;; [0x0004, 0x0008) f32 rotation speed
;; [0x0008, 0x000c) f32 speed
;; [0x0010, 0x00a0) u8[12*12] maze cells for Kruskal's algo
;; [0x00a0, 0x0192) Cell2[11*11] walls for Kruskal's algo
;; [0x0192, 0x02b0) Cell2[120] extra walls that are removed to make maze
;; [0x02b0, 0x06b0) u8[32*32] 8bpp brick texture
;; [0x06b0, 0x0ab0) u8[32*32] 8bpp spot texture
;; [0x0ab0, 0x0c90) f32[120] Table of 120/(120-y)
;; [0x0c90, 0x0d90) u8[32*32] RLE compressed 2bpp textures
;; [0x0d90, 0x0dac) u8[28] color index (into Palette table @0x11b0)
;; [0x0dac, 0x0ddc) Wall[6] constant walls
;; [0x0ddc, 0x11a4) Wall[11*11] generated walls
;; [0x11b0, 0x2fb0) Color[120][16] Palette table (120 levels of darkness)
;; [0x3000, 0x4e000) Color[320*240] canvas
(memory (export "mem") 5)
(data (i32.const 0x0c90)
;; brick texture 2bpp RLE compressed
"\08\aa\04\00\ff\02\03\00\03\55\fe\d5\52\06\55\fe\d5\52\06\55\fe\d5\52\06"
"\55\fe\d5\52\06\55\fe\d5\52\06\55\fe\d5\52\06\55\fe\d5\52\06\55\fe\d5\52"
"\06\55\fe\d5\52\06\55\fe\d5\52\06\55\fe\d5\52\06\55\fe\d5\52\06\55\fe\d5"
"\52\03\55\04\ff\ff\f2\03\ff\08\aa\ff\02\07\00\ff\52\06\55\fe\d5\52\06\55"
"\fe\d5\52\06\55\fe\d5\52\06\55\fe\d5\52\06\55\fe\d5\52\06\55\fe\d5\52\06"
"\55\fe\d5\52\06\55\fe\d5\52\06\55\fe\d5\52\06\55\fe\d5\52\06\55\fe\d5\52"
"\06\55\fe\d5\52\06\55\fe\d5\f2\07\ff"
;; floor and ceiling texture 2bpp RLE compressed
"\fe\00\56\05\55\fd\02\80\56\05\55\fe\0a\a0\06\55\fe\29\68\06\55\fe\a5\5a"
"\06\55\ff\95\3b\55\fe\95\5a\06\55\fe\a5\68\06\55\fe\29\a0\06\55\fd\0a\80"
"\56\05\55\fd\02\00\56\05\55\fd\0a\80\56\05\55\fe\29\a0\06\55\fe\a5\68\06"
"\55\fe\95\5a\3b\55\ff\5a\06\55\fe\95\68\06\55\fe\a5\a0\06\55\fd\29\80\56"
"\05\55\ff\0a"
;; 0xd90
;; left-right brick palette
"\00\04\08\0c"
;; top-bottom brick palette
"\10\14\18\1c"
;; ceiling palette
"\20\20\24\24"
;; floor palette
"\28\2c\2c\2c"
;; goal palette
"\30\34\38\3c"
;; left-right spot palette
"\04\00\08\0c"
;; top-bottom spot palette
"\14\10\18\1c"
;; 0xdac
;; bottom wall
"\00\00\18\00" ;; (0,0),(24,0)
"\18\00\00\00" ;; scale:24, tex:0, pal:0
;; right wall (minus goal)
"\18\00\00\16" ;; (24,0),(0,22)
"\16\00\04\00" ;; scale:22, tex:0, pal:1<<2
;; right goal
"\18\16\00\02" ;; (24,22),(0,2)
"\02\00\10\00" ;; scale:2, tex:0, pal:4<<2
;; top goal
"\18\18\fe\00" ;; (24,24),(-2,0)
"\02\00\10\00" ;; scale:2, tex:0, pal:4<<2
;; top wall (minus goal)
"\16\18\ea\00" ;; (22,24),(-22,0)
"\16\00\00\00" ;; scale:22, tex:0, pal:0
;; left wall
"\00\18\00\e8" ;; (0,24),(0,-24)
"\18\00\04\00" ;; scale:24, tex:0, pal:1<<2
)
(data (i32.const 0x11b0)
;; brightest versions of all 16 colors
"\f3\5f\5f\ff\9f\25\25\ff\51\0a\0a\ff\79\0e\0e\ff"
"\c2\4c\4c\ff\7f\1d\1d\ff\51\0a\0a\ff\60\0b\0b\ff"
"\cb\c8\b8\ff\9b\97\81\ff\81\95\af\ff\b5\b5\b5\ff"
"\10\ff\10\ff\10\ef\10\ff\10\df\10\ff\10\cf\10\ff")
;; Shoot a ray against all walls in the scene, and return the minimum distance
;; (or inf if no wall was hit).
;; This function also sets $min-t2 and $min-wall.
(func $ray-walls (result f32)
(local $wall i32)
(local $min-t1 f32)
(local $v1x f32)
(local $v1y f32)
(local $v2x f32)
(local $v2y f32)
(local $v2-dot-ray-perp f32)
(local $t1 f32)
(local $t2 f32)
(local.set $min-t1 (f32.const inf))
(local.set $wall (i32.const 0x0dac))
(loop $wall-loop
;; Ray/line segment intersection.
;; see https://rootllama.wordpress.com/2014/06/20/ray-line-segment-intersection-test-in-2d/
(if
(i32.and (i32.and (i32.and
;; $t2 must be between [0, 1].
(f32.ge
;; $t2 = intersection "time" between s and e.
;; = dot($v1, perp(ray)) / dot($v2, perp(ray))
(local.tee $t2
(f32.div
(f32.add
(f32.mul
;; $v1 = P - wall.P
(local.tee $v1x
(f32.sub
(global.get $Px)
(f32.convert_i32_s (i32.load8_s (local.get $wall)))))
(f32.neg (global.get $ray-y)))
(f32.mul
(local.tee $v1y
(f32.sub
(global.get $Py)
(f32.convert_i32_s (i32.load8_s offset=1 (local.get $wall)))))
(global.get $ray-x)))
;; $v2 = wall.dP
;; $v2-dot-ray-perp = dot($v2, perp(ray))
(local.tee $v2-dot-ray-perp
(f32.add
(f32.mul
(local.tee $v2x
(f32.convert_i32_s (i32.load8_s offset=2 (local.get $wall))))
(f32.neg (global.get $ray-y)))
(f32.mul
(local.tee $v2y
(f32.convert_i32_s (i32.load8_s offset=3 (local.get $wall))))
(global.get $ray-x))))))
(global.get $zero))
(f32.le (local.get $t2) (global.get $one)))
;; $t1 is distance along ray, which must be >= 0.
(f32.ge
(local.tee $t1
(f32.div
(f32.sub
(f32.mul (local.get $v2x) (local.get $v1y))
(f32.mul (local.get $v1x) (local.get $v2y)))
(local.get $v2-dot-ray-perp)))
(global.get $zero)))
;; If the ray was a closer hit, update the min values.
(f32.lt (local.get $t1) (local.get $min-t1)))
(then
(local.set $min-t1 (local.get $t1))
;; Scale t2 by the wall's scale value.
(global.set $min-t2
(f32.mul
(local.get $t2)
(f32.convert_i32_u
(i32.load8_u offset=4 (local.get $wall)))))
(global.set $min-wall (local.get $wall))))
(br_if $wall-loop
(i32.lt_s
(local.tee $wall (i32.add (local.get $wall) (i32.const 8)))
(global.get $max-wall-addr))))
(local.get $min-t1))
;; Takes an f32, doubles it, then take the fractional part of that and scales
;; it to [0, 32). Used to index into a 32x32 texture.
(func $scale-frac-i32 (param $x f32) (result f32)
(f32.mul
(f32.sub
(local.tee $x (f32.add (local.get $x) (local.get $x)))
(f32.floor (local.get $x)))
(f32.convert_i32_s (i32.const 32))))
;; Returns a color from a 32x32 8bpp texture, using a two-level palette.
;; The texture contains a palette index [0, 4).
;; Each palette entry has a color index [0, 16).
;; The color index can be combined with a distance value [0, 120) to get the
;; actual 32-bit color.
(func $texture
(param $tex i32) (param $pal-addr i32) (param $dist i32)
(param $u f32) (param $v f32)
(result i32)
;; Read color from color-distance table.
(i32.load offset=0x11b0
(i32.add
(i32.shl (local.get $dist) (i32.const 6))
;; Read palette entry from palette.
(i32.load8_u offset=0x0d90
(i32.add
(local.get $pal-addr)
;; Read from 32x32 texture.
(i32.load8_u offset=0x02b0
(i32.add
(i32.shl (local.get $tex) (i32.const 10))
(i32.add
;; wrap v coordinate to [0, 32), then multiply by 32.
(i32.shl
(i32.trunc_f32_s (call $scale-frac-i32 (local.get $v)))
(i32.const 5))
;; wrap u coordinate to [0, 32).
(i32.trunc_f32_s (call $scale-frac-i32 (local.get $u)))))))))))
;; Changes the rotation speed or movement speed fluidly given an input value.
;; $input-addr: Address of 2 bytes of input (either left/right or up/down)
;; $value-addr: The value to modify (either rotation or movement speed)
;; Returns the new value.
(func $move (param $input-addr i32) (param $value-addr i32) (result f32)
(local $result f32)
(f32.store (local.get $value-addr)
(local.tee $result
(f32.mul
(f32.add
(f32.load (local.get $value-addr))
(f32.mul
(f32.convert_i32_s
(i32.sub
(i32.load8_u (local.get $input-addr))
(i32.load8_u offset=1 (local.get $input-addr))))
(f32.const 0.0078125)))
(f32.const 0.875))))
(local.get $result))
(func (export "run")
(local $color i32)
(local $src i32)
(local $dst i32)
(local $count i32)
(local $d-src i32)
(local $byte i32)
(local $cells i32)
(local $i i32)
(local $cell0 i32)
(local $cell1 i32)
(local $wall-addr i32)
(local $dest-wall-addr i32)
(local $walls i32)
(local $x i32)
(local $y i32)
(local $1280y i32)
(local $x-mid-addr i32)
(local $top-tex i32)
(local $top-pal i32)
(local $bot-tex i32)
(local $bot-pal i32)
(local $ihalf-height i32)
(local $dist-index i32)
(local $factor f32)
(local $xproj f32)
(local $Dx f32)
(local $Dy f32)
(local $dist f32)
(local $speed f32)
(local $normal-x f32)
(local $normal-y f32)
(local $wall-scale f32)
(local $dot-product f32)
(local $half-height f32)
(local $u f32)
(local $top-v f32)
(local $bot-v f32)
(local $dv f32)
(local $ydv f32)
;; Set both $ray-x/$Dx and $ray-y $Dy.
;; $Dx/$Dy is used for the view direction, and $ray-x/$ray-y is used for
;; the movement vector.
(global.set $ray-x
(local.tee $Dx
(call $sin (global.get $angle))))
(global.set $ray-y
(local.tee $Dy
(call $sin (f32.add (global.get $angle) (f32.const 1.5707963267948966)))))
;; Always decrement the mode timer.
(global.set $mode-timer (i32.sub (global.get $mode-timer) (i32.const 1)))
(block $done
(block $winning
(block $game
(block $reset
(block $wait
(block $init
(br_table $init $wait $reset $game $winning (global.get $mode)))
;; MODE: $init
(loop $loop
;; initialize distance table:
;; 120 / (y + 1) for y in [0, 120)
(f32.store offset=0x0ab0
(i32.shl (local.get $y) (i32.const 2))
(local.tee $factor
(f32.div
(global.get $half-screen-height)
(f32.add
(f32.convert_i32_s (local.get $y))
(global.get $one)))))
;; Make the brightness falloff more slowly.
(local.set $factor (f32.sqrt (local.get $factor)))
;; Initialize the palette tables with darker versions of all 16
;; colors, for each of the 120 distance values.
(loop $color-loop
;; Skip the original 64 colors when writing.
(i32.store8 offset=0x11f0 ;; 0x11b0 + 0x40
(local.get $color)
;; Set $channel to 0xff by default (for alpha). Only adjust
;; brightness for RGB channels.
(select
;; non-alpha channel
(i32.trunc_f32_s
(f32.div
(f32.convert_i32_s
;; Mask off the low 6 bits to get the original color.
(i32.load8_u offset=0x11b0
(i32.and (local.get $color) (i32.const 63))))
(local.get $factor)))
;; alpha channel
(i32.const 0xff)
(i32.ne (i32.and (local.get $color) (i32.const 3)) (i32.const 3))))
(br_if $color-loop
(i32.and
(local.tee $color (i32.add (local.get $color) (i32.const 1)))
(i32.const 63))))
(br_if $loop
(i32.lt_s
(local.tee $y (i32.add (local.get $y) (i32.const 1)))
(i32.const 120))))
;; Decompress RLE-encoded 2bpp textures
;; RLE is encoded as:
;; v**n => (+n, v)
;; v1,v2,..,vn => (-n, v1, v2,..,vn)
;;
;; Where each cell is one byte.
(local.set $dst (i32.const 0x02ac)) ;; 0x02b0 - 4
(loop $src-loop
(if (local.tee $d-src
(i32.le_s
(local.tee $count (i32.load8_s offset=0x0c90 (local.get $src)))
(i32.const 0)))
(then
;; -$count singleton elements.
(local.set $count (i32.sub (i32.const 0) (local.get $count))))
(else
;; Run of length $count.
(local.set $src (i32.add (local.get $src) (i32.const 1)))))
;; Write the run.
(loop $dst-loop
;; Each byte is 2bpp, unpack into 8bpp palette index.
(i32.store
(local.tee $dst (i32.add (local.get $dst) (i32.const 4)))
(i32.and
(i32.or
(i32.or
(i32.or
(local.tee $byte
(i32.load8_u offset=0x0c90
(local.tee $src
(i32.add (local.get $src) (local.get $d-src)))))
(i32.shl (local.get $byte) (i32.const 6)))
(i32.shl (local.get $byte) (i32.const 12)))
(i32.shl (local.get $byte) (i32.const 18)))
(i32.const 0x03030303)))
(br_if $dst-loop
(local.tee $count (i32.sub (local.get $count) (i32.const 1)))))
(br_if $src-loop
(i32.lt_s
(local.tee $src (i32.add (local.get $src) (i32.const 1)))
(i32.const 0x100))))
(global.set $mode (i32.const 1)) ;; wait
(br $done))
;; MODE: $wait
(if (i32.eqz (global.get $mode-timer))
(then
(global.set $mode (i32.const 4)) ;; winning
(global.set $mode-timer (i32.const 120)))) ;; reset position over time
(br $done))
;; MODE: $reset
;; clear rotation and movement speed
(i64.store align=4 (i32.const 0x0004) (i64.const 0))
;; Generate maze using Kruskal's algorithm.
;; See http://weblog.jamisbuck.org/2011/1/3/maze-generation-kruskal-s-algorithm
;; Pack the following values: (i, i + 1, i, i + 12)
;; This allows us to use i32.store16 below to write a horizontal or
;; vertical wall.
(local.set $cells (i32.const 0x0c_00_01_00))
;; start at 0x00a0 - 2 and pre-increment before storing
(local.set $wall-addr (i32.const 0x009e))
(loop $loop
;; Each cell is "owned" by itself at the start.
(i32.store8 offset=0x0010
(i32.and (local.get $cells) (i32.const 0xff)) (local.get $cells))
;; Add horizontal edge, connecting cell i and i + 1.
(if (i32.lt_s (i32.rem_s (local.get $i) (i32.const 12)) (i32.const 11))
(then
(i32.store16
(local.tee $wall-addr (i32.add (local.get $wall-addr) (i32.const 2)))
(local.get $cells))))
;; add vertical edge, connecting cell i and i + 12.
(if (i32.lt_s (i32.div_s (local.get $i) (i32.const 12)) (i32.const 11))
(then
(i32.store16
(local.tee $wall-addr (i32.add (local.get $wall-addr) (i32.const 2)))
(i32.shr_u (local.get $cells) (i32.const 16)))))
;; increment cell indexes.
(local.set $cells (i32.add (local.get $cells) (i32.const 0x01_01_01_01)))
(br_if $loop
(i32.lt_s
(local.tee $i (i32.add (local.get $i) (i32.const 1)))
(i32.const 144)))) ;; 12 * 12
(local.set $walls (i32.const 264)) ;; 12 * 11 * 2
(loop $wall-loop
;; if each side of the wall is not part of the same set:
(if
(i32.ne
;; $cell0 is the left/up cell.
(local.tee $cell0
(i32.load8_u offset=0x0010
(i32.load8_u offset=0x00a0
;; randomly choose a wall
(local.tee $wall-addr
(i32.shl
(i32.trunc_f32_s
(f32.mul
(call $random)
(f32.convert_i32_s (local.get $walls))))
(i32.const 1))))))
;; $cell1 is the right/down cell
(local.tee $cell1
(i32.load8_u offset=0x0010
(i32.load8_u offset=0x00a1 (local.get $wall-addr)))))
(then
;; remove this wall by copying the last wall over it.
(i32.store16 offset=0x00a0
(local.get $wall-addr)
(i32.load16_u offset=0x00a0
(i32.shl
(local.tee $walls (i32.sub (local.get $walls) (i32.const 1)))
(i32.const 1))))
;; replace all cells that contain $cell1 with $cell0.
;; loop over range [0x0090,0x0000), so use an offset of 0xf so the
;; stored addresses are in the range (0x00a0,0x0010].
(local.set $i (i32.const 0x0090))
(loop $remove-loop
(if (i32.eq
(i32.load8_u offset=0xf (local.get $i))
(local.get $cell1))
(then
(i32.store8 offset=0xf (local.get $i) (local.get $cell0))))
(br_if $remove-loop
(local.tee $i (i32.sub (local.get $i) (i32.const 1)))))))
;; loop until there are exactly 11 * 11 walls.
(br_if $wall-loop (i32.gt_s (local.get $walls) (i32.const 121))))
;; generate walls for use in-game.
(local.set $wall-addr (i32.const 0x00a0))
(local.set $dest-wall-addr (i32.const 0x0dd4)) ;; 0x0ddc - 8
(loop $wall-loop
;; Store the x,y coordinate of the wall, given the cell index.
;; Multiply by 2 so each cell is 2x2 units.
(i32.store16
;; Increment $dest-wall-addr early, so we can use local.tee instead of
;; local.set. To do allow this, we have to start at 0x0ddc - 8 (see
;; above).
(local.tee $dest-wall-addr
(i32.add (local.get $dest-wall-addr) (i32.const 8)))
(i32.shl
(i32.or
(i32.shl
(i32.div_s
;; Save the right/bottom cell of the wall as $i.
(local.tee $i (i32.load8_u offset=1 (local.get $wall-addr)))
(i32.const 12))
(i32.const 8))
(i32.rem_s (local.get $i) (i32.const 12)))
(i32.const 1)))
(i64.store offset=2 align=2
(local.get $dest-wall-addr)
(select
;; left-right wall
;; Write dx=0, dy=2. We can use an unaligned write to combine this with
;; updating pal, tex, and scale too.
;; This ends up writing:
;; \00 ;; dx
;; \02 ;; dy
;; \02\01\18\00 ;; scale:2, tex:1, pal:6<<2
(i64.const 0x18_01_02_02_00)
;; top-bottom wall
;; \02 ;; dx
;; \00 ;; dy
;; \02\01\14\00 ;; scale:2, tex:1, pal:5<<2
(i64.const 0x14_01_02_00_02)
;; Get the two cells of the wall. If the difference is 1, it must be
;; left/right.
(i32.eq
(i32.sub (local.get $i) (i32.load8_u (local.get $wall-addr)))
(i32.const 1))))
(br_if $wall-loop
(i32.lt_s
(local.tee $wall-addr (i32.add (local.get $wall-addr) (i32.const 2)))
(i32.const 0x0192)))) ;; 0x00a0 + 11 * 11 * 2
(global.set $max-wall-addr (i32.const 0x11a4))
(global.set $mode (i32.const 3)) ;; game
(call $timer (i32.const 1)) ;; start timer
(br $done))
;; MODE: $game
;; Rotate if left or right is pressed.
(global.set $angle
(f32.add
(global.get $angle)
(call $move (i32.const 0x0000) (i32.const 0x0004))))
;; angle = fmod(angle, 2 * pi)
(global.set $angle
(f32.sub
(global.get $angle)
(f32.mul
(f32.trunc
(f32.div
(global.get $angle)
(f32.const 6.283185307179586)))
(f32.const 6.283185307179586))))
;; Move forward if up is pressed.
;; If the speed is negative, flip the movement vector
(if (f32.lt
(local.tee $speed (call $move (i32.const 0x0002) (i32.const 0x0008)))
(global.get $zero))
(then
(local.set $speed (f32.neg (local.get $speed)))
(global.set $ray-x (f32.neg (global.get $ray-x)))
(global.set $ray-y (f32.neg (global.get $ray-y)))))
;; Move if the speed is non-zero.
(if (f32.gt (local.get $speed) (global.get $zero))
(then
;; Try to move, but stop at the nearest wall.
;; Afterward, $dist is the distance to the wall.
(global.set $Px
(f32.add
(global.get $Px)
(f32.mul
(global.get $ray-x)
(local.tee $dist
(f32.min
;; Epsilon to prevent landing on the wall.
(f32.add (call $ray-walls) (f32.const 0.001953125))
(local.get $speed))))))
(global.set $Py
(f32.add
(global.get $Py)
(f32.mul (global.get $ray-y) (local.get $dist))))
;; Store the dot product of the normal and the vector to P, to see if
;; the normal is pointing in the right direction.
(local.set $dot-product
(f32.add
(f32.mul
;; Store the normal of the nearest wall.
;; Wall is stored as (x,y),(dx,dy),scale.
;; Since we want the normal, store (-dy/scale, dx/scale).
(local.tee $normal-x
(f32.neg
(f32.div
(f32.convert_i32_s
(i32.load8_s offset=3 (global.get $min-wall)))
(local.tee $wall-scale
(f32.convert_i32_u
(i32.load8_u offset=4 (global.get $min-wall)))))))
(f32.sub
(global.get $Px)
(f32.convert_i32_s
(i32.load8_s (global.get $min-wall)))))
(f32.mul
(local.tee $normal-y
(f32.div
(f32.convert_i32_s
(i32.load8_s offset=2 (global.get $min-wall)))
(local.get $wall-scale)))
(f32.sub
(global.get $Py)
(f32.convert_i32_s
(i32.load8_s offset=1 (global.get $min-wall)))))))
;; Push the player away from the wall if they're too close. Since the
;; $dot-product is signed, we need to use the absolute value to find
;; the actual distance.
(if (f32.gt
(local.tee $dist
(f32.sub (f32.const 0.25) (f32.abs (local.get $dot-product))))
(global.get $zero))
(then
(global.set $Px
(f32.add
(global.get $Px)
(f32.mul
(local.get $normal-x)
(local.tee $dist
;; Use the sign of the $dot-product on the positive value
;; $dist to push in the proper direction.
(f32.copysign (local.get $dist) (local.get $dot-product))))))
(global.set $Py
(f32.add
(global.get $Py)
(f32.mul (local.get $normal-y) (local.get $dist))))))))
;; If the player reaches the goal, generate a new maze, and reset their
;; position.
(if (i32.and
(f32.gt (global.get $Px) (f32.convert_i32_s (i32.const 22)))
(f32.gt (global.get $Py) (f32.convert_i32_s (i32.const 22))))
(then
(call $timer (i32.const 0)) ;; stop timer
(global.set $mode (i32.const 4)) ;; winning
(global.set $mode-timer (i32.const 120)) ;; reset position over time
(global.set $max-wall-addr (i32.const 0x0ddc))))
(br $done))
;; MODE: $winning
;; Move the player back to the beginning.
(global.set $Px
(f32.add
(global.get $one-half)
(f32.mul
(f32.sub (global.get $Px) (global.get $one-half))
(local.tee $dist
(f32.div
(f32.convert_i32_s (global.get $mode-timer))
(global.get $half-screen-height))))))
(global.set $Py
(f32.add
(global.get $one-half)
(f32.mul
(f32.sub (global.get $Py) (global.get $one-half)) (local.get $dist))))
(global.set $angle
(f32.add
(f32.const 0.7853981633974483)
(f32.mul
(f32.sub (global.get $angle) (f32.const 0.7853981633974483))
(local.get $dist))))
(if (i32.eqz (global.get $mode-timer))
(then
(global.set $mode (i32.const 2)) ;; reset
(global.set $mode-timer (i32.const 15))))) ;; shorter wait
;; DRAWING:
;; Loop for each column.
(loop $x-loop
;; Shoot a ray against a wall. Use rays projected onto screen plane.
(global.set $ray-x
(f32.add
(local.get $Dx)
(f32.mul
(local.tee $xproj
(f32.div
(f32.convert_i32_s (i32.sub (local.get $x) (i32.const 160)))
(f32.convert_i32_s (i32.const 160))))
(f32.neg (local.get $Dy)))))
(global.set $ray-y
(f32.add (local.get $Dy) (f32.mul (local.get $xproj) (local.get $Dx))))
;; Draw a vertical strip of the scene, including ceiling, wall, and floor.
;; Fire the ray, and find the closest wall that is hit. Divide the
;; half-screen-height (120 pixels) by this distance to produce the
;; half-height for this wall, but clamp it so 120 we don't access
;; out-of-bounds.
(if (i32.ge_s
(local.tee $ihalf-height
(i32.trunc_f32_s
(local.tee $half-height
(f32.div (global.get $half-screen-height) (call $ray-walls)))))
(i32.const 120))
(then
(local.set $ihalf-height (i32.const 120))))
;; $x-mid-addr is address of the pixel at (x, 219).
(local.set $x-mid-addr
(i32.add (i32.const 0x28300) (i32.shl (local.get $x) (i32.const 2))))
;; Set the initial values for drawing a wall. These will be changed when
;; drawing the floor/ceiling.
(local.set $dist-index (local.get $ihalf-height))
(local.set $u (global.get $min-t2))
(local.set $dv (f32.div (global.get $one-half) (local.get $half-height)))
(local.set $bot-tex
(local.tee $top-tex (i32.load8_u offset=5 (global.get $min-wall))))
(local.set $bot-pal
(local.tee $top-pal (i32.load8_u offset=6 (global.get $min-wall))))
;; Loop over all pixels in this column.
(local.set $y (i32.const 0))
(loop $y-loop
(if (i32.lt_s (local.get $y) (local.get $ihalf-height))
(then
;; Draw wall.
;; Start at the center of the texture and move up for $top-v and
;; down for $bot-v.
(local.set $top-v
(f32.sub
(global.get $one-half)
(local.tee $ydv
(f32.mul (f32.convert_i32_s (local.get $y)) (local.get $dv)))))
(local.set $bot-v
(f32.add (global.get $one-half) (local.get $ydv))))
(else
;; Drawing ceiling/floor
;; Find UV using distance table
(local.set $u
(f32.add
(global.get $Px)
(f32.mul
(global.get $ray-x)
(local.tee $dist
(f32.load offset=0x0ab0 (i32.shl (local.get $y) (i32.const 2)))))))
(local.set $bot-v
(local.tee $top-v
(f32.add
(global.get $Py)
(f32.mul (global.get $ray-y) (local.get $dist)))))
(local.set $dist-index (local.get $y))
(local.set $top-tex (i32.const 0))
(local.set $top-pal (i32.const 0x8))
(local.set $bot-tex (i32.const 1))
(local.set $bot-pal (i32.const 0xc))))
;; Draw ceiling or wall top.
(i32.store
(i32.sub
(local.get $x-mid-addr)
(local.tee $1280y (i32.mul (local.get $y) (i32.const 1280))))
(call $texture
(local.get $top-tex) (local.get $top-pal) (local.get $dist-index)
(local.get $u) (local.get $top-v)))
;; Draw floor or wall bottom.
(i32.store offset=1280
(i32.add (local.get $x-mid-addr) (local.get $1280y))
(call $texture
(local.get $bot-tex) (local.get $bot-pal) (local.get $dist-index)
(local.get $u) (local.get $bot-v)))
(br_if $y-loop
(i32.lt_s
(local.tee $y (i32.add (local.get $y) (i32.const 1)))
(i32.const 120))))
;; loop on x
(br_if $x-loop
(i32.lt_s
(local.tee $x (i32.add (local.get $x) (i32.const 1)))
(i32.const 320)))))