libsuperderpy/src/intro.c

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/*! \file intro.c
* \brief Intro view with plot description.
*/
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#include <math.h>
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#include <stdio.h>
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#include "intro.h"
#include "map.h"
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void Intro_Draw(struct Game *game) {
al_clear_to_color(al_map_rgb(0,0,0));
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//printf("%f\n", ((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display)));
if (game->intro.in_animation)
al_draw_bitmap(game->intro.table, -1*(game->intro.page)*al_get_display_width(game->display) + (cos(((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display))*(ALLEGRO_PI))/2.0)*al_get_display_width(game->display) + al_get_display_width(game->display)/2.0, 0, 0);//al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);
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else
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al_draw_bitmap(game->intro.table, -1*(game->intro.page)*al_get_display_width(game->display), 0, 0); //al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);
//al_draw_text(game->font, al_map_rgb(255,255,255), al_get_display_width(game->display)/2, al_get_display_height(game->display)/2, ALLEGRO_ALIGN_CENTRE, "Not implemented yet!");
al_draw_text_with_shadow(game->intro.font, al_map_rgb(255,255,255), al_get_display_width(game->display)/2, al_get_display_height(game->display)*0.90, ALLEGRO_ALIGN_CENTRE, "Press any key to continue or escape to skip...");
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//PrintConsole(game, "drawing");
if (game->intro.in_animation) {
//PrintConsole(game, "animating");
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game->intro.position -= 10;
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if (game->intro.position%al_get_display_width(game->display)==0) {
game->intro.in_animation = false;
PrintConsole(game, "Animation finished.");
}
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else if (game->intro.position<=-4*al_get_display_width(game->display)) {
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PrintConsole(game, "This was the last page.");
UnloadGameState(game);
game->loadstate = GAMESTATE_MAP;
PrintConsole(game, "Chainloading GAMESTATE_MAP...");
LoadGameState(game);
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}
}
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}
void Intro_Load(struct Game *game) {
if (game->music) al_play_sample(game->intro.sample, 1.0, 0.0, 1.0, ALLEGRO_PLAYMODE_LOOP, NULL);
ALLEGRO_EVENT ev;
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int fadeloop;
for(fadeloop=0; fadeloop<256; fadeloop+=10){
al_wait_for_event(game->event_queue, &ev);
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al_draw_tinted_bitmap(game->intro.table,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),0,0,0);
DrawConsole(game);
al_flip_display();
}
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Intro_Draw(game);
}
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int Intro_Keydown(struct Game *game, ALLEGRO_EVENT *ev) {
if (ev->keyboard.keycode == ALLEGRO_KEY_ESCAPE) {
UnloadGameState(game);
game->loadstate = GAMESTATE_MAP;
PrintConsole(game, "Chainloading GAMESTATE_MAP...");
LoadGameState(game);
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return 0;
}
if (!game->intro.in_animation) {
PrintConsole(game, "Animate page (was on %d)...", ++game->intro.page);
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game->intro.in_animation = true;
}
return 0;
}
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void Intro_Preload(struct Game *game) {
game->intro.position = 0;
game->intro.page = 0;
game->intro.in_animation = false;
game->intro.table_bitmap = al_load_bitmap( "data/paper.png" );
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game->intro.sample = al_load_sample( "data/intro.flac" );
if (!game->intro.sample){
fprintf(stderr, "Audio clip sample not loaded!\n" );
exit(-1);
}
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game->intro.table = al_create_bitmap(al_get_display_width(game->display)*5, al_get_display_height(game->display));
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game->intro.font = al_load_ttf_font("data/ShadowsIntoLight.ttf",al_get_display_height(game->display)*0.04,0 );
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al_set_target_bitmap(game->intro.table);
al_draw_scaled_bitmap(game->intro.table_bitmap, 0, 0, al_get_bitmap_width(game->intro.table_bitmap), al_get_bitmap_height(game->intro.table_bitmap), 0, 0, al_get_display_width(game->display), al_get_display_height(game->display), 0);
al_draw_scaled_bitmap(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*1, 0, al_get_display_width(game->display)/2, al_get_display_height(game->display), 0);
al_draw_scaled_bitmap(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*1.5, 0, al_get_display_width(game->display)/2, al_get_display_height(game->display), 0);
al_draw_scaled_bitmap(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*2, 0, al_get_display_width(game->display)/2, al_get_display_height(game->display), 0);
al_draw_scaled_bitmap(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*2.5, 0, al_get_display_width(game->display)/2, al_get_display_height(game->display), 0);
al_draw_scaled_bitmap(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*3, 0, al_get_display_width(game->display)/2, al_get_display_height(game->display), 0);
al_draw_scaled_bitmap(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*3.5, 0, al_get_display_width(game->display)/2, al_get_display_height(game->display), 0);
al_draw_scaled_bitmap(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*4, 0, al_get_display_width(game->display)/2, al_get_display_height(game->display), 0);
al_draw_scaled_bitmap(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*4.5, 0, al_get_display_width(game->display)/2, al_get_display_height(game->display), 0);
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float y;
float oldx = -1;
void draw_text(int page, char* text) {
float x = page - 1 + 0.45;
if (x!=oldx) { y=0.2; oldx=x; }
al_draw_text_with_shadow(game->intro.font, al_map_rgb(255,255,255), al_get_display_width(game->display)*x, al_get_display_height(game->display)*y, ALLEGRO_ALIGN_LEFT, text);
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y+=0.07;
}
draw_text(1, "Since Twilight Sparkle and her five best");
draw_text(1, "friends defeated Discord and imprisoned");
draw_text(1, "him in a stone using the Elements of");
draw_text(1, "Harmony, Equestia has been a peaceful");
draw_text(1, "place for a quite long time.");
draw_text(2, "Suddenly, one day some reckless pony");
draw_text(2, "accidentally introduced a tiny little");
draw_text(2, "bit of chaos near Discords figure.");
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draw_text(3, "A tiny little bit of chaos turned not to");
draw_text(3, "be enough for Discord to escape from rock,");
draw_text(3, "but enough to turn nearly dropped muffins");
draw_text(3, "into muffinzombies, with aim to destroy all");
draw_text(3, "the harmony in Equestria.");
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draw_text(4, "Discord, who has learned his lession after");
draw_text(4, "last failure, turned his muffinzombie-gang");
draw_text(4, "against the same mares who previously");
draw_text(4, "defeated him, prisoning them in their own");
draw_text(4, "houses. Thanks to that, he's now able to");
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draw_text(4, "wait until the world is again chaotic enough");
draw_text(4, "for him to escape and rule Equestria");
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draw_text(4, "once again.");
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draw_text(5, "Who is able to defeat Discord when the");
draw_text(5, "Elements of Harmony are unavailable?");
draw_text(5, "");
draw_text(5, "Well... There is somepony who knows");
draw_text(5, "everything about muffins...");
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al_set_target_bitmap(al_get_backbuffer(game->display));
PrintConsole(game, "Chainpreloading GAMESTATE_MAP...");
Map_Preload(game);
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}
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void Intro_Unload(struct Game *game) {
ALLEGRO_EVENT ev;
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int fadeloop;
for(fadeloop=255; fadeloop>=0; fadeloop-=10){
al_wait_for_event(game->event_queue, &ev);
if (game->intro.in_animation)
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al_draw_tinted_bitmap(game->intro.table, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), -1*(game->intro.page)*al_get_display_width(game->display) + (cos(((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display))*(3.1415))/2.0)*al_get_display_width(game->display) + al_get_display_width(game->display)/2.0, 0, 0); //al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);
else
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al_draw_tinted_bitmap(game->intro.table, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), -1*(game->intro.page)*al_get_display_width(game->display), 0, 0); //al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0);
//al_draw_tinted_bitmap(game->intro.table_bitmap,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),-1*(game->intro.page)*al_get_display_width(game->display), al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)),0);
DrawConsole(game);
al_flip_display();
}
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al_destroy_bitmap(game->intro.table_bitmap);
al_destroy_bitmap(game->intro.table);
al_destroy_font(game->intro.font);
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al_destroy_sample(game->intro.sample);
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}