procedure MainScreen();

procedure drawBurger(db_type:byte);
var 
	drawBurgerCount: byte = 0;
	currentBurger,dbx, dby : byte = 0;
begin

	dbx:=34;
	dby:=0;
	if (db_type=1) then begin
		dbx:=0;
		dby:=3;
	end;
	if (db_type=2) then begin
		dbx:=6;
		dby:=3;
	end;
	if (db_type=3) then begin
		dbx:=0;
		dby:=3;
	end;

	dby:=dby*40;
	for i:=0 to 6 do begin
		k:=dbx + dby + i;
		screenmemory[i]:=k;
		screenmemory[i+40]:=k+40;
		screenmemory[i+80]:=k+80;
		screenmemory[i+120]:=k+120;
	end;

end;



procedure InitSprites();


procedure InitMainScreen();
begin
	poke(VIC_DATA_LOC, 0, @charmapText);
	poke(SCREEN_BG_COL, 0, 0);
	poke(SCREEN_FG_COL, 0, 0);
	SetBank(VIC_BANK1);
	setregularcolormode();
	ClearScreen(@clearchar, ^$0400);
	ClearScreen(@clearchar, ^$4400);
	call(SIDFILE_1_PLAY);
	ClearScreen(@clearchar, ^$8400);
	ClearScreen(11, SCREEN_COL_LOC);
	joystickbutton:=0;
	moveto(5, 10, $D8);
	fill(^$D800 + ^5*^40, LIGHT_GREY, 80);
	//fill(^$D800 + ^0, LIGHT_GREEN, 160);

	zeropage4:=CreditsText;
	zeropage5:=screenmemory;
	zeropage1:=IntroText;
	moveto(5, 10, $44);
	j:=10;

	// Draw side stuff
	moveto(0, 00, $44);
	zeropage2:=$D800;
	call(SIDFILE_1_PLAY);
	for i:=0 to 25 do begin

		if (i<5 or i>=7) then begin
			for j:=0 to 5 do begin
				screenmemory[j]:=58;
				zeropage2[j]:=BLUE;
				screenmemory[j+35]:=58;
				zeropage2[j+35]:=BLUE;
			end;
			screenmemory[3]:=59;
			screenmemory[4]:=60;
			screenmemory[35]:=61;
			screenmemory[36]:=62;
		end;

		inczp(screenmemory, 40);	
		inczp(zeropage2, 40);	
	end;
	// Set up main colors
	call(SIDFILE_1_PLAY);
	moveto(0,14,$D8);
	for j:=0 to 10 do begin
		for i:=6 to 34 do begin
			screenmemory[i]:=@CreditsColors;
		end;
		inczp(screenmemory, 40);
	end;

	tmp:=275;
	spritepos(tmp, 190, 0);
	tmp:=70;
	spritepos(tmp, 190, 1);
//	InitSprites();
	SPRITE_COLOR[0]:=RED;
	SPRITE_COLOR[1]:=RED;
	SPRITE_MULTICOLOR:=$FF;

	SPRITE_STRETCH_X:=0;
	SPRITE_STRETCH_Y:=0;
	InitSprites();
	call(SIDFILE_1_PLAY);

	player_health:=20;
	val:=1;
	hideborderx(1);	
end;

@define y_start "3"

procedure Plasma();
var
	c,c2x, c2y,ax, ay,x,y : byte;
	siny : array[25] of byte;
	sinx : array[40] of byte;
	
begin
	c2x:=ax;
	c2y:=ay;
	
	
	for x:=2 to 9 do begin
		siny[x]:=  sine[c2x] + sine[c2y];// + shiftx;
		c2x:=c2x+4;
		c2y:=c2y+9;
	end;
	
	ax:=ax+3;
	ay:=ay-5;
	
	
	for x:=0 to 40 do begin
		sinx[x] := sine[c2x] + sine[c2y];
		c2x:=c2x+3;
		c2y:=c2y+7;
		
	end;
	moveto(0,9, $44);
	
	for y:=3 to 8 do begin
		val:=siny[y];
		for x:=6 to 34 do begin
			//k:=screenmemory[x];
			screenmemory[x]:=(sinx[x] +val)/8 + 80;
			
		end;
		inczp(screenmemory,40);
	end;
	
	
	
	
end;


procedure InitSprites();
begin
	
	// Black and yellow are our colors
	poke(SPRITE_MULTICOLOR_REG1, 0, BLACK);
	poke(SPRITE_MULTICOLOR_REG2, 0, YELLOW);
	
	poke(SPRITE_BITMASK,0, %00000001);
	
	poke(SPRITE_COLOR,0, RED);
	
	poke(SPRITE_MULTICOLOR, 0, $FF); // ALL multicolor
end;



interrupt MainScreen();


interrupt MainScreenScrollerEnds();
begin
	startirq(@usekernal);
	wait(5);
/*	asm(" 
		ldx #4
		dex
		bne *-1
	");*/
	SCREEN_FG_COL:=BLUE;
	scrollx(0);
	waitnoraster(1);
	wait(10);
/*	asm(" 
		ldx #9
		dex
		bne *-1
	");*/
	SCREEN_FG_COL:=BLACK;
	poke(VIC_DATA_LOC, 0, @charmapText);
	setbank(VIC_BANK1);
	RasterIRQ(MainScreen(),130, @usekernal);
	if (ms_scroll=1) then begin
		memcpy(^$8400 + ^40*^5, 1, ^$8400 + ^40*^5, 39);
		memcpy(^$8400 + ^40*^6, 1, ^$8400 + ^40*^6, 39);
	end;
	closeirq();
	
end;


interrupt MainScreenScroller();
begin
	startirq(@usekernal);
	asm(" 
		ldx #4
		dex
		bne *-1
	");
	SCREEN_FG_COL:=BLUE;
	poke(VIC_DATA_LOC, 0, @highCharMemoryPos);
	setbank(VIC_BANK2);
	waitnoraster(1);
	wait(12);
/*	asm(" 
		ldx #13
		dex
		bne *-1
	");*/
	SCREEN_FG_COL:=BLACK;
	
	dec(ms_scroll);
	dec(ms_scroll);
	scrollx(ms_scroll);
	MULTICOLOR_CHAR_COL[1]:=LIGHT_RED;
	MULTICOLOR_CHAR_COL[2]:=BROWN;
	
	RenderScrollerText(5);
	if (zeropage1[0]=0) then zeropage1:=IntroText;

	RasterIRQ(MainScreenScrollerEnds(),110, @usekernal);

	closeirq();
end;



procedure UpdateCredits();
begin
	k:=$44; 
	moveto(creditsX, creditsY, k);
	val:=zeropage4[0];

	if val=@cclear then creditsCounter:=0;
	if (creditsCounter<>0) then begin
		l:=creditsCounter&7;
		screenmemory[1]:=138 + l;
		dec(creditsCounter);
		return();
	end;
	screenmemory[1]:=$20;


	creditsCounter := @creditsCMax;


	val:=zeropage4[0];
	inczp(zeropage4,1);

	if val=128 then begin
		SPRITE_BITMASK:=0;
		return();
	end;
	if (val>129 and val<160) then begin 
		SPRITE_BITMASK:=%00000011;
		val2:=entity_sprites[val-129];
		setspriteloc(0,val2,1);
		setspriteloc(1,val2,1);
		//inczp(zeropage4,1);
		return();
	end;

	if val=@cpause then begin
		creditsCounter := @creditsCMax*8;
		return();
	end;

	if val=0 then begin
		zeropage4:=CreditsText;
		return();
	end;
	if val=@cclear then begin
		creditsX:=@creditsStartX;
		creditsY:=@creditsStartY;

		moveto(creditsX, creditsY, k);
		// Clear screen
		for j:=0 to 5 do begin
			for i:=0 to 24 do begin
				screenmemory[i]:=$20;
			end;
			inczp(screenmemory,40);
		end;
		return();
	end;
	if val=@newline then begin
		creditsX:=@creditsStartX;
		inc(creditsY);
		return();
	end;
	inc(creditsX);

	moveto(creditsX, creditsY, k);
	if (val>=64 and val<128) then val:=val-64;
	screenmemory[0]:=val;
	screenmemory[1]:=$20;
	dec(creditsCounter);
	
end;



interrupt MainScreen();

begin
	startirq(@usekernal);
	Joystick(2);
	//	if val=1 then
	call(SIDFILE_1_PLAY);
	
	if player_health<>0 then
		player_health:=player_health-1;

	val:=zeropage4[0];	
	if val<>@cclear then
		Plasma();

	UpdateCredits();

	inc(drawBurgerCount);
	if (drawBurgerCount=11) then begin
		drawBurgerCount:= 0;
		moveto(17,0,$44);
		drawBurger(currentBurger);
		inc(currentBurger);
		if (currentBurger=4) then currentBurger:=0;
		
	end
	else

	
	SCREEN_FG_COL:=BLACK;

	if (joystickbutton=1 and player_health=0) then begin
		val:=0;
		clearscreen(BLACK,^$D800);
		setregularcolormode();
//		setbank(VIC_BANK0);
	//	ClearScreen($20,$0400);
		ClearScreen($20,^$4400);
		clearsound();
		InitSprites();
		PrintText();
		InitNewGame();
		// My VIC of chosing
		setbank(VIC_BANK1);
		//disableciainterrupts();
		setmulticolormode();
		RasterIRQ(rasterUpdateGame(), 0,@usekernal);
		//enablerasterirq();
		//enableirq();
		
	end
	else // 87 works
		RasterIRQ(MainScreenScroller(), 79, @usekernal);


	closeirq();	
end;


