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uxn-sketches/flappy.tal
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| ( flappy thing ) | |
| ( released under unlicense.org ) | |
| ( coding convention: roughly follows the standard forth and uxn conventions | |
| but uses the Captal Letters to express short values ) | |
| ( we use special representations to express y-axis values ) | |
| ( player: 4-bit fixed point numbers ) | |
| ( wall: sprite row numbers [divided by 8] ) | |
| ( macros ) | |
| %+ { ADD } %- { SUB } %* { MUL } %/ { DIV } | |
| %< { LTH } %> { GTH } %= { EQU } %! { NEQ } | |
| %++ { ADD2 } %-- { SUB2 } %** { MUL2 } %// { DIV2 } | |
| %<< { LTH2 } %>> { GTH2 } %== { EQU2 } %!! { NEQ2 } | |
| %NOT { #00 EQU } | |
| %DEC { #01 SUB } %DEC2 { #0001 SUB2 } | |
| %2* { #10 SFT } %4* { #20 SFT } %8* { #30 SFT } | |
| %2/ { #01 SFT } %4/ { #02 SFT } %8/ { #03 SFT } | |
| %2** { #10 SFT2 } %4** { #20 SFT2 } %8** { #30 SFT2 } | |
| %2// { #01 SFT2 } %4// { #02 SFT2 } %8// { #03 SFT2 } | |
| %RTN { JMP2r } | |
| ( devices ) | |
| |00 @system [ &Vector $2 &pad $6 &R $2 &G $2 &B $2 ] | |
| |20 @screen [ &Vector $2 &Width $2 &Height $2 &auto $1 &pad $1 | |
| &X $2 &Y $2 &Addr $2 &pixel $1 &sprite $1 ] | |
| |80 @controller [ &Vector $2 &button $1 &key $1 ] | |
| ( constants ) | |
| %Gravity { #0004 } | |
| %Thrust { #0040 } | |
| %Player-x { #0100 } | |
| %Start-y { #0800 } | |
| %Scroll { #0004 } | |
| ( variables ) | |
| |0000 | |
| @player [ &Y $2 &V $2 ] | |
| @wall [ &X $2 &y $1 &h $1 ] | |
| |0080 @score $2 | |
| ( program ) | |
| |0100 ( -> ) | |
| ( theme ) | |
| #07ff .system/R DEO2 | |
| #0e4f .system/G DEO2 | |
| #0c4f .system/B DEO2 | |
| ( random seed ) | |
| #03 ;rand/a STA | |
| ( vector ) | |
| ;step-game .screen/Vector DEO2 | |
| ( game reset ) | |
| ;reset-game JSR2 | |
| BRK | |
| @reset-game ( -> ) | |
| ;clear-screen JSR2 | |
| ( player reset ) | |
| #40 ;draw-player JSR2 | |
| Start-y .player/Y STZ2 | |
| Thrust .player/V STZ2 | |
| ( 1st wall ) | |
| ;init-wall JSR2 | |
| #01 ;save-wall JSR2 | |
| ( 2nd wall ) | |
| ;init-wall JSR2 | |
| .wall/X LDZ2 #00c0 ++ .wall/X STZ2 | |
| #02 ;save-wall JSR2 | |
| ( 3rd wall ) | |
| ;init-wall JSR2 | |
| .wall/X LDZ2 #0180 ++ .wall/X STZ2 | |
| #03 ;save-wall JSR2 | |
| ( reset score ) | |
| #0000 .score STZ2 | |
| RTN | |
| @step-game ( -> ) | |
| ( player update ) | |
| [ #40 ;draw-player JSR2 ] [ ;update-player JSR2 ] | |
| ( 1st wall update ) | |
| [ #01 ;load-wall JSR2 ] [ ;update-wall JSR2 ] [ #01 ;save-wall JSR2 ] | |
| [ ;check-collision JSR2 ,&kill JCN ] [ ;draw-wall JSR2 ] | |
| ( 2nd wall update ) | |
| [ #02 ;load-wall JSR2 ] [ ;update-wall JSR2 ] [ #02 ;save-wall JSR2 ] | |
| [ ;check-collision JSR2 ,&kill JCN ] [ ;draw-wall JSR2 ] | |
| ( 3rd wall update ) | |
| [ #03 ;load-wall JSR2 ] [ ;update-wall JSR2 ] [ #03 ;save-wall JSR2 ] | |
| [ ;check-collision JSR2 ,&kill JCN ] [ ;draw-wall JSR2 ] | |
| ( player draw ) | |
| #4a ;draw-player JSR2 | |
| ( score ) | |
| .score LDZ2 INC2 .score STZ2 | |
| ;score LDZ2 #01 ;draw-score JSR2 | |
| BRK | |
| &kill | |
| ( replace screen vector ) | |
| ;step-kill .screen/Vector DEO2 | |
| .score LDZ2 #02 ;draw-score JSR2 | |
| BRK | |
| @step-kill ( -> ) | |
| ( increment count until 32 ) | |
| ,&count LDR INC | |
| DUP #20 > ,&term JCN | |
| DUP ,&count STR | |
| ( blinking player with count&2 ) | |
| #01 AND #41 ADD ;draw-player JSR2 | |
| BRK | |
| &term ( count -- ) | |
| ( reset all ) | |
| POP | |
| #00 ,&count STR | |
| ;reset-game JSR2 | |
| ;step-game .screen/Vector DEO2 | |
| BRK | |
| &count $1 | |
| ( wall ) | |
| @init-wall ( -- ) | |
| ( X = Width ) | |
| .screen/Width DEI2 .wall/X STZ2 | |
| ( y = [rand & 0x1f] + 1 ) | |
| ;rand JSR2 #1f AND #01 + .wall/y STZ | |
| ( h = 8 ) | |
| #08 .wall/h STZ | |
| RTN | |
| @update-wall ( -- ) | |
| ( jump to init-wall if X < -32 ) | |
| .wall/X LDZ2 #0020 ++ #8000 >> ;init-wall JCN2 | |
| ( X -= Scroll ) | |
| .wall/X LDZ2 Scroll -- .wall/X STZ2 | |
| RTN | |
| @draw-wall ( -- ) | |
| ( pipe from 0 to [y - 1] ) | |
| [ .wall/X LDZ2 ] [ #00 ] [ .wall/y LDZ DEC ] ;draw-pipe JSR2 | |
| ( ring at [y - 1] ) | |
| [ .wall/X LDZ2 ] [ .wall/y LDZ DEC ] ;draw-ring JSR2 | |
| ( ring at [y + h] ) | |
| [ .wall/X LDZ2 ] [ .wall/y LDZ .wall/h LDZ + ] ;draw-ring JSR2 | |
| ( pipe from [y + h] to [height / 8 - y - h] ) | |
| ( X ) .wall/X LDZ2 | |
| ( y ) .wall/y LDZ .wall/h LDZ + INC | |
| ( h ) .screen/Height DEI2 8// NIP .wall/y LDZ - .wall/h LDZ - | |
| ;draw-pipe JSR2 | |
| RTN | |
| @draw-ring ( X y -- ) | |
| ( sprite position = X, y * 8 ) | |
| [ #00 SWP 8** .screen/Y DEO2 ] [ .screen/X DEO2 ] | |
| ( sprite pattern and auto increment ) | |
| [ ;&sprite .screen/Addr DEO2 ] [ #05 .screen/auto DEO ] | |
| ( draw sprites ) | |
| #01 .screen/sprite DEOk DEOk DEOk DEOk DEO | |
| RTN | |
| &sprite | |
| ffef efef efef ff00 | |
| ffb9 bab9 bab9 ff00 | |
| ff40 9040 a840 ff00 | |
| ff01 0101 0101 ff00 | |
| 0000 0000 0000 0000 | |
| @draw-pipe ( X y h -- ) | |
| ( rs = h, &X = X, ws = Y * 8 ) | |
| [ STH ] [ ROT ROT ,&X STR2 ] [ #00 SWP 8** ] | |
| ( sprite auto increment ) | |
| #05 .screen/auto DEO | |
| &yloop | |
| ( set position ) | |
| [ ,&X LDR2 .screen/X DEO2 ] [ DUP2 .screen/Y DEO2 ] | |
| ( draw sprites with auto increment ) | |
| ;&sprite .screen/Addr DEO2 | |
| #01 .screen/sprite DEOk DEOk DEOk DEOk DEO | |
| #0008 ++ ( next row ) | |
| STHr DEC STHk ,&yloop JCN ( loop until --h == 0 ) | |
| POP2 POPr | |
| RTN | |
| &X $2 | |
| &sprite | |
| 3737 3737 3737 3737 | |
| dcdd dcdd dcdd dcdd | |
| a054 a048 a054 a048 | |
| 0404 0404 0404 0404 | |
| 0000 0000 0000 0000 | |
| ( wall multiplexer ) | |
| @save-wall ( idx -- ) | |
| 4* .wall/X + ( address of wall[idx] ) | |
| DUP .wall/X LDZ2 ROT STZ2 ( copy first word ) | |
| INC INC .wall/y LDZ2 ROT STZ2 ( copy second word ) | |
| RTN | |
| @load-wall ( idx -- ) | |
| 4* .wall/X + ( address of wall[idx] ) | |
| LDZ2k .wall/X STZ2 ( copy first word ) | |
| INC INC LDZ2 .wall/y STZ2 ( copy second word ) | |
| RTN | |
| ( player ) | |
| @update-player ( -- ) | |
| ( reset V on up-key press ) | |
| ;get-up-key JSR2 NOT ,&no-up JCN | |
| Thrust .player/V STZ2 | |
| &no-up | |
| ( V += Gravity ) | |
| .player/V LDZ2 Gravity ++ .player/V STZ2 | |
| ( Y += V - 0080 ) | |
| .player/Y LDZ2 .player/V LDZ2 ++ #0080 -- .player/Y STZ2 | |
| RTN | |
| @check-collision ( -- hit ) | |
| ( x-check ) | |
| ( check: wall/X - player/X + 24 < 32 ) | |
| .wall/X LDZ2 Player-x -- #0018 ++ #0020 << | |
| ( return 0 on false ) | |
| ,&x-ok JCN | |
| #00 RTN | |
| &x-ok | |
| ( y-check ) | |
| ( temp = player/Y / 8 / 16 + 1 ) | |
| .player/Y LDZ2 #07 SFT2 NIP INC | |
| ( check: temp+1 > wall/y ) | |
| DUP INC .wall/y LDZ > | |
| ( return 1 on false ) | |
| ,&y-gth JCN | |
| POP #01 RTN | |
| &y-gth | |
| ( check: temp > wall/y + wall/h ) | |
| .wall/y LDZ .wall/h LDZ + > | |
| ( use result as return value ) | |
| RTN | |
| @draw-player ( color -- ) | |
| STH ( use return stack to store color ) | |
| ( sprite settings: pattern address and auto increment ) | |
| [ ;&sprite #00 .player/V LDZ2 #0080 >> #50 SFT2 ADD2 .screen/Addr DEO2 ] [ #05 .screen/auto DEO ] | |
| ( y-axis position ) | |
| .player/Y LDZ2 #04 SFT2 | |
| ( first row ) | |
| [ Player-x .screen/X DEO2 ] [ DUP2 .screen/Y DEO2 ] | |
| STHrk .screen/sprite DEOk DEO | |
| ( second row ) | |
| [ Player-x .screen/X DEO2 ] [ #0008 ++ .screen/Y DEO2 ] | |
| STHr .screen/sprite DEOk DEO | |
| RTN | |
| &sprite | |
| 0000 0000 0001 0307 | |
| 0010 3874 fec0 c0c0 | |
| 0f1c 3870 0000 0000 | |
| a070 7070 7030 1000 | |
| ( down ) | |
| 1018 1c1e 0e05 0307 | |
| 0010 3874 fec0 c0e0 | |
| 0f1c 3870 0000 0000 | |
| e000 0000 0000 0000 | |
| ( misc ) | |
| @clear-screen ( -- ) | |
| ( sprite pattern and auto increment ) | |
| [ ;&sprite .screen/Addr DEO2 ] [ #01 .screen/auto DEO ] | |
| ( col = screen/Width / 8 ) | |
| .screen/Width DEI2 8// NIP ,&col STR | |
| ( ws: row count ) | |
| .screen/Height DEI2 8// NIP | |
| &y-loop | |
| DEC ( next row ) | |
| ( sprite position = 0, row * 8 ) | |
| [ #0000 .screen/X DEO2 ] [ DUP #00 SWP 8** .screen/Y DEO2 ] | |
| ( ws: DEO params, rs: column count ) | |
| [ #00 .screen/sprite ] [ ,&col LDR STH ] | |
| ( row fill ) | |
| &x-loop DEOk STHr DEC STHk ,&x-loop JCN | |
| POP2 POPr ( stack restore ) | |
| DUP ,&y-loop JCN ( loop until row == 0 ) | |
| POP | |
| RTN | |
| &col $1 | |
| &sprite 0000 0000 0000 0000 | |
| @get-up-key ( -- up ) | |
| .controller/button DEI #04 SFT #01 AND | |
| RTN | |
| @rand ( -- number ) | |
| ( 8-bit PRNG https://github.com/edrosten/8bit_rng ) | |
| ( t = x ^ (x << 4) ) | |
| ,&x LDR DUP #40 SFT EOR | |
| ( x = y ) | |
| ,&y LDR ,&x STR | |
| ( y = z ) | |
| ,&z LDR ,&y STR | |
| ( z = a ) | |
| ,&a LDR DUP ,&z STR | |
| ( a = z ^ t ^ (z >> 1) ^ (t << 1) ) | |
| DUP #10 SFT EOR SWP DUP #01 SFT EOR EOR | |
| DUP ,&a STR | |
| RTN | |
| &x $1 &y $1 &z $1 &a $1 | |
| @draw-score ( short* color -- ) | |
| #0010 .screen/X DEO2 | |
| #0010 .screen/Y DEO2 | |
| STH SWP | |
| DUP #04 SFT #00 SWP 8** ;font-hex ++ .screen/Addr DEO2 | |
| ( draw ) STHkr .screen/sprite DEO | |
| #0f AND #00 SWP 8** ;font-hex ++ .screen/Addr DEO2 | |
| #0018 .screen/X DEO2 | |
| ( draw ) STHkr .screen/sprite DEO | |
| DUP #04 SFT #00 SWP 8** ;font-hex ++ .screen/Addr DEO2 | |
| #0020 .screen/X DEO2 | |
| ( draw ) STHkr .screen/sprite DEO | |
| #0f AND #00 SWP 8** ;font-hex ++ .screen/Addr DEO2 | |
| #0028 .screen/X DEO2 | |
| ( draw ) STHr .screen/sprite DEO | |
| RTN | |
| @font-hex | |
| 007c 8282 8282 827c 0030 1010 1010 1010 | |
| 007c 8202 7c80 80fe 007c 8202 1c02 827c | |
| 000c 1424 4484 fe04 00fe 8080 7c02 827c | |
| 007c 8280 fc82 827c 007c 8202 1e02 0202 | |
| 007c 8282 7c82 827c 007c 8282 7e02 827c | |
| 007c 8202 7e82 827e 00fc 8282 fc82 82fc | |
| 007c 8280 8080 827c 00fc 8282 8282 82fc | |
| 007c 8280 f080 827c 007c 8280 f080 8080 |