add start event to timeline manager

This commit is contained in:
Sebastian Krzyszkowiak 2012-09-29 02:34:42 +02:00
parent 85ae970597
commit 986378ec53
6 changed files with 72 additions and 66 deletions

View file

@ -169,8 +169,19 @@ bool PassLevel(struct Game *game, struct TM_Action *action, enum TM_ActionState
}
bool Letter(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (state == TM_ACTIONSTATE_INIT) action->arguments = NULL;
if (state == TM_ACTIONSTATE_DESTROY) {
if (state == TM_ACTIONSTATE_INIT) {
action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float)));
float* f = (float*)action->arguments->value;
*f = 0;
action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(ALLEGRO_AUDIO_STREAM*)));
ALLEGRO_AUDIO_STREAM** stream = (ALLEGRO_AUDIO_STREAM**)action->arguments->next->value;
*stream = al_load_audio_stream(GetDataFilePath(GetLevelFilename(game, "levels/?/letter.flac")), 4, 1024);
al_attach_audio_stream_to_mixer(*stream, game->audio.voice);
al_set_audio_stream_playing(*stream, false);
al_set_audio_stream_gain(*stream, 2.00);
action->arguments->next->next = NULL;
}
else if (state == TM_ACTIONSTATE_DESTROY) {
ALLEGRO_AUDIO_STREAM** stream = (ALLEGRO_AUDIO_STREAM**)action->arguments->next->value;
al_set_audio_stream_playing(*stream, false);
al_destroy_audio_stream(*stream);
@ -178,7 +189,7 @@ bool Letter(struct Game *game, struct TM_Action *action, enum TM_ActionState sta
free(action->arguments->value);
TM_DestroyArgs(action->arguments);
}
if (state == TM_ACTIONSTATE_DRAW) {
else if (state == TM_ACTIONSTATE_DRAW) {
float* f = (float*)action->arguments->value;
al_draw_tinted_bitmap(game->level.letter, al_map_rgba(*f,*f,*f,*f), (game->viewportWidth-al_get_bitmap_width(game->level.letter))/2.0, al_get_bitmap_height(game->level.letter)*-0.05, 0);
return false;
@ -190,19 +201,11 @@ bool Letter(struct Game *game, struct TM_Action *action, enum TM_ActionState sta
ALLEGRO_AUDIO_STREAM** stream = (ALLEGRO_AUDIO_STREAM**)action->arguments->next->value;
al_set_audio_stream_playing(*stream, true);
}
if (state != TM_ACTIONSTATE_RUNNING) return false;
if (!action->arguments) {
action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float)));
float* f = (float*)action->arguments->value;
*f = 0;
action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(ALLEGRO_AUDIO_STREAM*)));
else if (state == TM_ACTIONSTATE_START) {
ALLEGRO_AUDIO_STREAM** stream = (ALLEGRO_AUDIO_STREAM**)action->arguments->next->value;
*stream = al_load_audio_stream(GetDataFilePath(GetLevelFilename(game, "levels/?/letter.flac")), 4, 1024);
al_attach_audio_stream_to_mixer(*stream, game->audio.voice);
al_set_audio_stream_playing(*stream, true);
al_set_audio_stream_gain(*stream, 2.00);
action->arguments->next->next = NULL;
}
else if (state != TM_ACTIONSTATE_RUNNING) return false;
float* f = (float*)action->arguments->value;
*f+=5;
if (*f>255) *f=255;

View file

@ -27,7 +27,9 @@
void Level6_Load(struct Game *game) {
Moonwalk_Load(game);
TM_AddBackgroundAction(&PassLevel, NULL, 5000, "passlevel");
TM_AddAction(&DoMoonwalk, NULL, "moonwalk");
TM_AddBackgroundAction(&DoMoonwalk, NULL, 5000, "moonwalkDerp");
TM_AddBackgroundAction(&PassLevel, NULL, 10000, "passlevel");
FadeGameState(game, true);
}

View file

@ -28,76 +28,67 @@
bool Accelerate(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (state != TM_ACTIONSTATE_RUNNING) return false;
game->level.speed+=0.000015;
if (game->level.speed<0.0025) return false;
return true;
if (game->level.speed>=0.0025) return true;
return false;
}
// TODO: make it configurable and move to generic actions
bool Walk(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (state == TM_ACTIONSTATE_INIT) action->arguments = NULL;
if (state != TM_ACTIONSTATE_RUNNING) return false;
if (!(action->arguments)) SelectDerpySpritesheet(game, "walk");
action->arguments++;
if (state == TM_ACTIONSTATE_START) SelectDerpySpritesheet(game, "walk");
else if (state != TM_ACTIONSTATE_RUNNING) return false;
game->level.derpy_x+=0.001;
if (game->level.derpy_x<0.05) return false;
return true;
if (game->level.derpy_x>=0.05) return true;
return false;
}
// TODO: make it configurable and move to generic actions
bool Move(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (state != TM_ACTIONSTATE_RUNNING) return false;
game->level.speed=0.000345;
if (game->level.st_pos<0.275) return false;
return true;
if (game->level.st_pos>=0.275) return true;
return false;
}
bool Fly(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (state == TM_ACTIONSTATE_INIT) action->arguments = NULL;
if (state != TM_ACTIONSTATE_RUNNING) return false;
if (!(action->arguments)) {
if (state == TM_ACTIONSTATE_START) {
SelectDerpySpritesheet(game, "fly");
game->level.derpy_angle = -0.15;
/*game->level.gg = true;*/
TM_AddBackgroundAction(&ShowMeter, NULL, 0, "showmeter");
action->arguments++;
}
else if (state == TM_ACTIONSTATE_DESTROY) {
game->level.handle_input = true;
}
else if (state != TM_ACTIONSTATE_RUNNING) return false;
game->level.derpy_y-=0.004;
if (game->level.derpy_y>0.2) return false;
game->level.handle_input=true;
return true;
if (game->level.derpy_y<=0.2) return true;
return false;
}
bool Run(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (state == TM_ACTIONSTATE_INIT) action->arguments = NULL;
if (state != TM_ACTIONSTATE_RUNNING) return false;
if (!(action->arguments)) {
if (state == TM_ACTIONSTATE_START) {
game->level.handle_input=false;
game->level.speed_modifier=1;
action->arguments++;
}
else if (state == TM_ACTIONSTATE_DESTROY) {
game->level.derpy_angle = 0;
SelectDerpySpritesheet(game, "run");
}
else if (state != TM_ACTIONSTATE_RUNNING) return false;
game->level.derpy_y+=0.0042;
if (game->level.derpy_angle > 0) { game->level.derpy_angle -= 0.02; if (game->level.derpy_angle < 0) game->level.derpy_angle = 0; }
if (game->level.derpy_angle < 0) { game->level.derpy_angle += 0.02; if (game->level.derpy_angle > 0) game->level.derpy_angle = 0; }
if (game->level.derpy_y<0.65) return false;
game->level.derpy_angle = 0;
SelectDerpySpritesheet(game, "run");
return true;
if (game->level.derpy_y>=0.65) return true;
return false;
}
bool GenerateObstacles(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
/*float* tmp; bool* in;*/
int* count;
if (!action->arguments) {
action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(int)));
/* action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(bool))); */
}
count = (int*)action->arguments->value;
/*tmp = (float*)action->arguments->value;
in = (bool*)action->arguments->next->value;*/
if (state == TM_ACTIONSTATE_INIT) {
*count = 0;
/* *tmp = 0;
*in = true;*/
}
else if (state == TM_ACTIONSTATE_RUNNING) {
if (rand()%(10000/(int)(85*game->level.speed_modifier))<=3) {

View file

@ -25,7 +25,7 @@
// TODO: use Walk action instead
bool DoMoonwalk(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (state == TM_ACTIONSTATE_INIT) {
if (state == TM_ACTIONSTATE_START) {
SelectDerpySpritesheet(game, "walk");
game->level.sheet_speed_modifier = 0.94;
game->level.moonwalk.derpy_pos = -0.2;

View file

@ -41,6 +41,10 @@ void TM_Process() {
if returns true, delete it */
if (queue) {
if (*queue->function) {
if (!queue->active) {
PrintConsole(game, "Timeline Manager: queue: run action (%d - %s)", queue->id, queue->name);
(*queue->function)(game, queue, TM_ACTIONSTATE_START);
}
queue->active = true;
if ((*queue->function)(game, queue, TM_ACTIONSTATE_RUNNING)) {
PrintConsole(game, "Timeline Manager: queue: destroy action (%d - %s)", queue->id, queue->name);
@ -50,7 +54,6 @@ void TM_Process() {
(*tmp->function)(game, tmp, TM_ACTIONSTATE_DESTROY);
free(tmp->name);
free(tmp);
if (queue) PrintConsole(game, "Timeline Manager: queue: run action (%d - %s)", queue->id, queue->name);
}
} else {
/* delay handling */
@ -59,12 +62,14 @@ void TM_Process() {
queue = queue->next;
free(tmp->name);
free(tmp);
if (queue) PrintConsole(game, "Timeline Manager: queue: run action (%d - %s)", queue->id, queue->name);
} else {
if (!al_get_timer_started(queue->timer)) {
PrintConsole(game, "Timeline Manager: queue: delay started %d ms (%d - %s)", queue->delay, queue->id, queue->name);
al_start_timer(queue->timer);
}
}
}
}
/* process all elements from background marked as active */
struct TM_Action *tmp, *tmp2, *pom = background;
tmp = NULL;
@ -167,8 +172,8 @@ void TM_HandleEvent(ALLEGRO_EVENT *ev) {
al_destroy_timer(queue->timer);
queue->timer = NULL;
if (queue->function) {
PrintConsole(game, "Timeline Manager: queue: init action (%d - %s)", queue->id, queue->name);
(*queue->function)(game, queue, TM_ACTIONSTATE_INIT);
PrintConsole(game, "Timeline Manager: queue: run action (%d - %s)", queue->id, queue->name);
(*queue->function)(game, queue, TM_ACTIONSTATE_START);
} else {
PrintConsole(game, "Timeline Manager: queue: delay reached (%d - %s)", queue->id, queue->name);
}
@ -178,11 +183,11 @@ void TM_HandleEvent(ALLEGRO_EVENT *ev) {
struct TM_Action *pom = background;
while (pom) {
if (ev->timer.source == pom->timer) {
PrintConsole(game, "Timeline Manager: background: delay reached, init and run action (%d - %s)", pom->id, pom->name);
PrintConsole(game, "Timeline Manager: background: delay reached, run action (%d - %s)", pom->id, pom->name);
pom->active=true;
al_destroy_timer(pom->timer);
pom->timer = NULL;
(*pom->function)(game, pom, TM_ACTIONSTATE_INIT);
(*pom->function)(game, pom, TM_ACTIONSTATE_START);
return;
}
pom=pom->next;
@ -216,7 +221,7 @@ struct TM_Action* TM_AddAction(bool (*func)(struct Game*, struct TM_Action*, enu
return action;
}
struct TM_Action* TM_AddBackgroundAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, float delay, char* name) {
struct TM_Action* TM_AddBackgroundAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, int delay, char* name) {
struct TM_Action *action = malloc(sizeof(struct TM_Action));
if (background) {
struct TM_Action *pom = background;
@ -235,15 +240,19 @@ struct TM_Action* TM_AddBackgroundAction(bool (*func)(struct Game*, struct TM_Ac
action->delay = delay;
action->id = ++lastid;
if (delay) {
PrintConsole(game, "Timeline Manager: background: init action with delay %d ms (%d - %s)", delay, action->id, action->name);
(*action->function)(game, action, TM_ACTIONSTATE_INIT);
action->active = false;
action->timer = al_create_timer(delay/1000.0);
al_register_event_source(game->event_queue, al_get_timer_event_source(action->timer));
al_start_timer(action->timer);
} else {
PrintConsole(game, "Timeline Manager: background: init action (%d - %s)", action->id, action->name);
(*action->function)(game, action, TM_ACTIONSTATE_INIT);
action->timer = NULL;
action->active = true;
PrintConsole(game, "Timeline Manager: background: init and run action (%d - %s)", action->id, action->name);
(*action->function)(game, action, TM_ACTIONSTATE_INIT);
PrintConsole(game, "Timeline Manager: background: run action (%d - %s)", action->id, action->name);
(*action->function)(game, action, TM_ACTIONSTATE_START);
}
return action;
}
@ -251,18 +260,18 @@ struct TM_Action* TM_AddBackgroundAction(bool (*func)(struct Game*, struct TM_Ac
/*! \brief Predefined action used by TM_AddQueuedBackgroundAction */
bool runinbackground(struct Game* game, struct TM_Action* action, enum TM_ActionState state) {
if (state != TM_ACTIONSTATE_RUNNING) return false;
float* delay = (float*) action->arguments->next->value;
int* delay = (int*) action->arguments->next->value;
char* name = (char*) action->arguments->next->next->value;
TM_AddBackgroundAction(action->arguments->value, action->arguments->next->next->next, *delay, name);
free(name);
return true;
}
struct TM_Action* TM_AddQueuedBackgroundAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, float delay, char* name) {
struct TM_Action* TM_AddQueuedBackgroundAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, int delay, char* name) {
struct TM_Arguments* arguments = TM_AddToArgs(NULL, (void*) func);
arguments = TM_AddToArgs(arguments, malloc(sizeof(float)));
arguments = TM_AddToArgs(arguments, malloc(sizeof(int)));
arguments = TM_AddToArgs(arguments, NULL);
*(float*)(arguments->next->value) = delay;
*(int*)(arguments->next->value) = delay;
arguments->next->next->value = malloc((strlen(name)+1)*sizeof(char));
strcpy(arguments->next->next->value, name);
@ -270,13 +279,13 @@ struct TM_Action* TM_AddQueuedBackgroundAction(bool (*func)(struct Game*, struct
return TM_AddAction(*runinbackground, arguments, "TM_BackgroundAction");
}
void TM_AddDelay(float delay) {
void TM_AddDelay(int delay) {
/*int *tmp;
tmp = malloc(sizeof(int));
*tmp = delay;
TM_AddAction(NULL, TM_AddToArgs(NULL, tmp));*/
struct TM_Action* tmp = TM_AddAction(NULL, NULL, "TM_Delay");
PrintConsole(game, "Timeline Manager: queue: adding delay %f ms (%d)", delay, tmp->id);
PrintConsole(game, "Timeline Manager: queue: adding delay %d ms (%d)", delay, tmp->id);
tmp->delay = delay;
tmp->timer = al_create_timer(delay/1000.0);
al_register_event_source(game->event_queue, al_get_timer_event_source(tmp->timer));

View file

@ -26,6 +26,7 @@
/*! \brief State of the TM_Action. */
enum TM_ActionState {
TM_ACTIONSTATE_INIT,
TM_ACTIONSTATE_START,
TM_ACTIONSTATE_RUNNING,
TM_ACTIONSTATE_DRAW,
TM_ACTIONSTATE_DESTROY,
@ -66,11 +67,11 @@ void TM_HandleEvent(ALLEGRO_EVENT *ev);
/*! \brief Add new action to main queue. */
struct TM_Action* TM_AddAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, char* name);
/*! \brief Add new action to background queue. */
struct TM_Action* TM_AddBackgroundAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, float delay, char* name);
struct TM_Action* TM_AddBackgroundAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, int delay, char* name);
/*! \brief Add new action to main queue, which adds specified action into background queue. */
struct TM_Action* TM_AddQueuedBackgroundAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, float delay, char* name);
struct TM_Action* TM_AddQueuedBackgroundAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, int delay, char* name);
/*! \brief Add delay to main queue. */
void TM_AddDelay(float delay);
void TM_AddDelay(int delay);
/*! \brief Destroy timeline. */
void TM_Destroy();
/*! \brief Add data to TM_Arguments queue. */