refactor Level gamestate and introduce level modules

This commit is contained in:
Sebastian Krzyszkowiak 2012-09-27 02:48:45 +02:00
parent 2a80a3382f
commit c5e37bf9d5
15 changed files with 735 additions and 587 deletions

View file

@ -9,11 +9,13 @@ SET(SRC_LIST
main.c
map.c
menu.c
moonwalk.c
pause.c
timeline.c
levels/moonwalk.c
levels/dodger.c
levels/actions.c
levels/callbacks.c
levels/dodger/actions.c
levels/dodger/callbacks.c
)
find_package(Allegro5 REQUIRED)

View file

@ -21,14 +21,14 @@
#include <stdio.h>
#include <math.h>
#include "levels/actions.h"
#include "moonwalk.h"
#include "levels/dodger/actions.h"
#include "levels/moonwalk.h"
#include "levels/dodger.h"
#include "config.h"
#include "pause.h"
#include "level.h"
#include "timeline.h"
/* TODO: check if spritesheet speed still depends on FPS */
void SelectDerpySpritesheet(struct Game *game, char* name) {
struct Spritesheet *tmp = game->level.derpy_sheets;
PrintConsole(game, "Selecting Derpy spritesheet: %s", name);
@ -100,131 +100,39 @@ void Level_Passed(struct Game *game) {
}
void Level_Logic(struct Game *game) {
if (game->level.current_level!=1) {
Moonwalk_Logic(game);
if (game->level.current_level==1) {
Dodger_Logic(game);
} else {
struct ALLEGRO_KEYBOARD_STATE keyboard;
al_get_keyboard_state(&keyboard);
if (game->level.handle_input) {
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 (al_key_down(&keyboard, ALLEGRO_KEY_UP)) {
game->level.derpy_y -= 0.005;
game->level.derpy_angle -= 0.03;
if (game->level.derpy_angle < -0.15) game->level.derpy_angle = -0.15;
/*PrintConsole(game, "Derpy Y position: %f", game->level.derpy_y);*/
}
if (al_key_down(&keyboard, ALLEGRO_KEY_DOWN)) {
game->level.derpy_y += 0.005;
game->level.derpy_angle += 0.03;
if (game->level.derpy_angle > 0.15) game->level.derpy_angle = 0.15;
/*PrintConsole(game, "Derpy Y position: %f", game->level.derpy_y);*/
}
/*if ((game->level.derpy_y > 0.6) && (game->level.flying)) {
SelectDerpySpritesheet(game, "run");
game->level.flying = false;
game->level.sheet_speed = tps(game, 60*0.0020/game->level.speed);
}
else if ((game->level.derpy_y <= 0.6) && (!game->level.flying)) {
SelectDerpySpritesheet(game, "fly");
game->level.flying = true;
game->level.sheet_speed = tps(game, 60*2.4);
}
if (!game->level.flying) game->level.sheet_speed = tps(game, 60*0.0020/game->level.speed); */
if (game->level.derpy_y < 0) game->level.derpy_y=0;
else if (game->level.derpy_y > 0.8) game->level.derpy_y=0.8;
game->level.derpy_y += game->level.derpy_angle / 30;
}
int derpyx = game->level.derpy_x*game->viewportWidth;
int derpyy = game->level.derpy_y*game->viewportHeight;
int derpyw = al_get_bitmap_width(game->level.derpy);
int derpyh = al_get_bitmap_height(game->level.derpy);
int derpyo = game->viewportWidth*0.1953125-al_get_bitmap_width(game->level.derpy); /* offset */
struct Obstacle *tmp = game->level.obstacles;
while (tmp) {
/*PrintConsole(game, "DRAWING %f %f", tmp->x, tmp->y);*/
int x = (tmp->x/100.0)*game->viewportWidth;
int y = (tmp->y/100.0)*game->viewportHeight;
int w = 0, h = 0;
if (tmp->bitmap) {
w = al_get_bitmap_width(*(tmp->bitmap))/tmp->cols;
h = al_get_bitmap_height(*(tmp->bitmap))/tmp->rows;
}
if (x > -w) {
/*if (!tmp->hit)*/
if ((((x>=derpyx+0.38*derpyw+derpyo) && (x<=derpyx+0.94*derpyw+derpyo)) || ((x+w>=derpyx+0.38*derpyw+derpyo) && (x+w<=derpyx+0.94*derpyw+derpyo)) || ((x<=derpyx+0.38*derpyw+derpyo) && (x+w>=derpyx+0.94*derpyw+derpyo))) &&
(((y>=derpyy+0.26*derpyh) && (y<=derpyy+0.76*derpyh)) || ((y+h>=derpyy+0.26*derpyh) && (y+h<=derpyy+0.76*derpyh)) || ((y<=derpyy+0.26*derpyh) && (y+h>=derpyy+0.76*derpyh)))) {
tmp->hit=true;
}
if (tmp->anim_speed) {
tmp->tmp_pos+=1;
if (tmp->tmp_pos >= tmp->anim_speed) {
tmp->pos++;
tmp->tmp_pos = 0;
}
if (tmp->pos>=tmp->cols*tmp->rows-tmp->blanks) tmp->pos=0;
}
if (tmp->hit) {
if (tmp->points>=0) tmp->bitmap = NULL;
game->level.hp+=0.0002*tmp->points*(((1-game->level.speed_modifier)/2.0)+1);
if (game->level.hp>1) game->level.hp=1;
//PrintConsole(game, "POINTS: %d, %f", tmp->points, tps(game, 60*0.0002*tmp->points*game->level.speed_modifier));
if ((game->level.hp<=0) && (!game->level.failed)) {
game->level.failed = true;
game->level.handle_input = false;
game->level.speed_modifier = 1;
TM_AddBackgroundAction(&LevelFailed, NULL, 0, "levelfailed");
}
}
tmp->x -= game->level.speed*game->level.speed_modifier*tmp->speed*100*al_get_bitmap_width(game->level.stage)/(float)game->viewportWidth;
if (tmp->callback) tmp->callback(game, tmp);
tmp = tmp->next;
} else {
if (tmp->next)
tmp->next->prev = tmp->prev;
if (tmp->prev)
tmp->prev->next = tmp->next;
else
game->level.obstacles = tmp->next;
struct Obstacle *t = tmp;
tmp = tmp->next;
free(t);
}
}
/*if (colision) game->level.hp-=tps(game, 60*0.002);*/
if ((game->level.sheet_speed) && (game->level.sheet_speed_modifier)) {
game->level.sheet_tmp+=1;
if (game->level.sheet_tmp >= (game->level.sheet_speed/game->level.speed_modifier)/game->level.sheet_speed_modifier) {
game->level.sheet_pos++;
game->level.sheet_tmp = 0;
}
if (game->level.sheet_pos>=game->level.sheet_cols*game->level.sheet_rows-game->level.sheet_blanks) {
game->level.sheet_pos=0;
if (game->level.sheet_successor) {
SelectDerpySpritesheet(game, game->level.sheet_successor);
}
}
}
if (game->level.speed > 0) {
game->level.cl_pos += game->level.speed*game->level.speed_modifier * 0.2;
game->level.bg_pos += game->level.speed*game->level.speed_modifier * 0.6;
game->level.st_pos += game->level.speed*game->level.speed_modifier * 1;
game->level.fg_pos += game->level.speed*game->level.speed_modifier * 1.75;
if (game->level.bg_pos >= 1) game->level.bg_pos=game->level.bg_pos-1;
if (game->level.st_pos >= 1) game->level.st_pos=game->level.st_pos-1;
if (game->level.fg_pos >= 1) game->level.fg_pos=game->level.fg_pos-1;
}
game->level.cl_pos += 0.00005;
if (game->level.cl_pos >= 1) game->level.cl_pos=game->level.cl_pos-1;
TM_Process();
Moonwalk_Logic(game);
}
if ((game->level.sheet_speed) && (game->level.sheet_speed_modifier)) {
game->level.sheet_tmp+=1;
if (game->level.sheet_tmp >= (game->level.sheet_speed/game->level.speed_modifier)/game->level.sheet_speed_modifier) {
game->level.sheet_pos++;
game->level.sheet_tmp = 0;
}
if (game->level.sheet_pos>=game->level.sheet_cols*game->level.sheet_rows-game->level.sheet_blanks) {
game->level.sheet_pos=0;
if (game->level.sheet_successor) {
SelectDerpySpritesheet(game, game->level.sheet_successor);
}
}
}
if (game->level.speed > 0) {
game->level.cl_pos += game->level.speed*game->level.speed_modifier * 0.2;
game->level.bg_pos += game->level.speed*game->level.speed_modifier * 0.6;
game->level.st_pos += game->level.speed*game->level.speed_modifier * 1;
game->level.fg_pos += game->level.speed*game->level.speed_modifier * 1.75;
if (game->level.bg_pos >= 1) game->level.bg_pos=game->level.bg_pos-1;
if (game->level.st_pos >= 1) game->level.st_pos=game->level.st_pos-1;
if (game->level.fg_pos >= 1) game->level.fg_pos=game->level.fg_pos-1;
}
game->level.cl_pos += 0.00005;
if (game->level.cl_pos >= 1) game->level.cl_pos=game->level.cl_pos-1;
TM_Process();
}
void Level_Resume(struct Game *game) {
@ -244,93 +152,33 @@ void Level_Pause(struct Game *game) {
}
void Level_Draw(struct Game *game) {
if (game->level.current_level!=1) Moonwalk_Draw(game);
else {
al_draw_bitmap(game->level.clouds, (-game->level.cl_pos)*al_get_bitmap_width(game->level.clouds), 0, 0);
al_draw_bitmap(game->level.clouds, (1+(-game->level.cl_pos))*al_get_bitmap_width(game->level.clouds), 0, 0);
al_draw_bitmap(game->level.background, (-game->level.bg_pos)*al_get_bitmap_width(game->level.background), 0, 0);
al_draw_bitmap(game->level.background, (1+(-game->level.bg_pos))*al_get_bitmap_width(game->level.background), 0, 0);
al_draw_bitmap(game->level.stage, (-game->level.st_pos)*al_get_bitmap_width(game->level.stage), 0 ,0);
al_draw_bitmap(game->level.stage, (1+(-game->level.st_pos))*al_get_bitmap_width(game->level.stage), 0 ,0);
al_draw_bitmap(game->level.clouds, (-game->level.cl_pos)*al_get_bitmap_width(game->level.clouds), 0, 0);
al_draw_bitmap(game->level.clouds, (1+(-game->level.cl_pos))*al_get_bitmap_width(game->level.clouds), 0, 0);
al_draw_bitmap(game->level.background, (-game->level.bg_pos)*al_get_bitmap_width(game->level.background), 0, 0);
al_draw_bitmap(game->level.background, (1+(-game->level.bg_pos))*al_get_bitmap_width(game->level.background), 0, 0);
al_draw_bitmap(game->level.stage, (-game->level.st_pos)*al_get_bitmap_width(game->level.stage), 0 ,0);
al_draw_bitmap(game->level.stage, (1+(-game->level.st_pos))*al_get_bitmap_width(game->level.stage), 0 ,0);
if (game->level.current_level==1) Dodger_Draw(game);
else Moonwalk_Draw(game);
int derpyx = game->level.derpy_x*game->viewportWidth;
int derpyy = game->level.derpy_y*game->viewportHeight;
int derpyw = al_get_bitmap_width(game->level.derpy);
int derpyh = al_get_bitmap_height(game->level.derpy);
int derpyo = game->viewportWidth*0.1953125-al_get_bitmap_width(game->level.derpy); /* offset */
bool colision = false;
struct Obstacle *tmp = game->level.obstacles;
while (tmp) {
/*PrintConsole(game, "DRAWING %f %f", tmp->x, tmp->y);*/
int x = (tmp->x/100.0)*game->viewportWidth;
int y = (tmp->y/100.0)*game->viewportHeight;
int w = 0, h = 0;
if (tmp->bitmap) {
w = al_get_bitmap_width(*(tmp->bitmap))/tmp->cols;
h = al_get_bitmap_height(*(tmp->bitmap))/tmp->rows;
}
if (x > -w) {
if ((tmp->hit) && (tmp->points<0)) {
colision = true;
}
if (game->level.unloading) return;
if (tmp->bitmap) {
ALLEGRO_BITMAP* subbitmap = al_create_sub_bitmap(*(tmp->bitmap),w*(tmp->pos%tmp->cols), h*(tmp->pos/tmp->cols),w,h);
al_draw_rotated_bitmap(subbitmap,w/2.0, h/2.0, x+w/2.0,y+h/2.0, tmp->angle, 0);
al_destroy_bitmap(subbitmap);
}
al_draw_bitmap(game->level.foreground, (-game->level.fg_pos)*al_get_bitmap_width(game->level.foreground), 0 ,0);
al_draw_bitmap(game->level.foreground, (1+(-game->level.fg_pos))*al_get_bitmap_width(game->level.foreground), 0 ,0);
/*al_draw_bitmap(*(tmp->bitmap), x, y, 0);*/
if (game->level.debug_show_sprite_frames) al_draw_rectangle(x, y, x+w, y+h, al_map_rgba(255,0,0,255), 3);
al_set_target_bitmap(game->level.meter_bmp);
al_clear_to_color(al_map_rgba(0,0,0,0));
al_draw_filled_rounded_rectangle(al_get_bitmap_width(game->level.meter_bmp)*0.1, al_get_bitmap_height(game->level.meter_bmp)*0.34, al_get_bitmap_width(game->level.meter_bmp)*0.993, al_get_bitmap_height(game->level.meter_bmp)*0.66,
6,6, al_map_rgb(232,234,239));
al_draw_horizontal_gradient_rect(al_get_bitmap_width(game->level.meter_bmp)-game->viewportWidth*0.215, (al_get_bitmap_height(game->level.meter_bmp)-game->viewportHeight*0.025)/2, game->viewportWidth*0.215*0.975, game->viewportHeight*0.025, al_map_rgb(150,159,182), al_map_rgb(130,139,162));
al_draw_filled_rectangle(al_get_bitmap_width(game->level.meter_bmp)-game->viewportWidth*0.215, (al_get_bitmap_height(game->level.meter_bmp)-game->viewportHeight*0.025)/2, al_get_bitmap_width(game->level.meter_bmp)-game->viewportWidth*0.215+(game->viewportWidth*0.215*0.975)*game->level.hp, (al_get_bitmap_height(game->level.meter_bmp)-game->viewportHeight*0.025)/2+game->viewportHeight*0.025, al_map_rgb(214,172,55));
al_draw_bitmap(game->level.meter_image, 0, 0, 0);
al_set_target_bitmap(al_get_backbuffer(game->display));
tmp = tmp->next;
} else {
if (tmp->next)
tmp->next->prev = tmp->prev;
if (tmp->prev)
tmp->prev->next = tmp->next;
else
game->level.obstacles = tmp->next;
struct Obstacle *t = tmp;
tmp = tmp->next;
free(t);
}
}
/*if (colision) game->level.hp-=tps(game, 60*0.002);*/
al_draw_tinted_bitmap(game->level.meter_bmp, al_map_rgba(game->level.meter_alpha,game->level.meter_alpha,game->level.meter_alpha,game->level.meter_alpha), game->viewportWidth*0.95-al_get_bitmap_width(game->level.meter_bmp), game->viewportHeight*0.975-al_get_bitmap_height(game->level.meter_bmp), 0);
al_set_target_bitmap(game->level.derpy);
al_clear_to_color(al_map_rgba(0,0,0,0));
al_draw_bitmap_region(*(game->level.derpy_sheet),al_get_bitmap_width(game->level.derpy)*(game->level.sheet_pos%game->level.sheet_cols),al_get_bitmap_height(game->level.derpy)*(game->level.sheet_pos/game->level.sheet_cols),al_get_bitmap_width(game->level.derpy), al_get_bitmap_height(game->level.derpy),0,0,0);
al_set_target_bitmap(al_get_backbuffer(game->display));
al_draw_tinted_rotated_bitmap(game->level.derpy, al_map_rgba(255,255-colision*255,255-colision*255,255), al_get_bitmap_width(game->level.derpy), al_get_bitmap_height(game->level.derpy)/2, derpyx+game->viewportWidth*0.1953125, derpyy + al_get_bitmap_height(game->level.derpy)/2, game->level.derpy_angle, 0);
/* if ((((x>=derpyx+0.36*derpyw) && (x<=derpyx+0.94*derpyw)) || ((x+w>=derpyx+0.36*derpyw) && (x+w<=derpyx+0.94*derpyw))) &&
(((y>=derpyy+0.26*derpyh) && (y<=derpyy+0.76*derpyh)) || ((y+h>=derpyy+0.26*derpyh) && (y+h<=derpyy+0.76*derpyh)))) {
*/
if (game->level.debug_show_sprite_frames) {
al_draw_rectangle(derpyx+derpyo, derpyy, derpyx+derpyw+derpyo, derpyy+derpyh, al_map_rgba(0,255,0,255), 3);
al_draw_rectangle(derpyx+0.38*derpyw+derpyo, derpyy+0.26*derpyh, derpyx+0.94*derpyw+derpyo, derpyy+0.76*derpyh, al_map_rgba(0,0,255,255), 3);
}
al_draw_bitmap(game->level.foreground, (-game->level.fg_pos)*al_get_bitmap_width(game->level.foreground), 0 ,0);
al_draw_bitmap(game->level.foreground, (1+(-game->level.fg_pos))*al_get_bitmap_width(game->level.foreground), 0 ,0);
al_set_target_bitmap(game->level.meter_bmp);
al_clear_to_color(al_map_rgba(0,0,0,0));
al_draw_filled_rounded_rectangle(al_get_bitmap_width(game->level.meter_bmp)*0.1, al_get_bitmap_height(game->level.meter_bmp)*0.34, al_get_bitmap_width(game->level.meter_bmp)*0.993, al_get_bitmap_height(game->level.meter_bmp)*0.66,
6,6, al_map_rgb(232,234,239));
al_draw_horizontal_gradient_rect(al_get_bitmap_width(game->level.meter_bmp)-game->viewportWidth*0.215, (al_get_bitmap_height(game->level.meter_bmp)-game->viewportHeight*0.025)/2, game->viewportWidth*0.215*0.975, game->viewportHeight*0.025, al_map_rgb(150,159,182), al_map_rgb(130,139,162));
al_draw_filled_rectangle(al_get_bitmap_width(game->level.meter_bmp)-game->viewportWidth*0.215, (al_get_bitmap_height(game->level.meter_bmp)-game->viewportHeight*0.025)/2, al_get_bitmap_width(game->level.meter_bmp)-game->viewportWidth*0.215+(game->viewportWidth*0.215*0.975)*game->level.hp, (al_get_bitmap_height(game->level.meter_bmp)-game->viewportHeight*0.025)/2+game->viewportHeight*0.025, al_map_rgb(214,172,55));
al_draw_bitmap(game->level.meter_image, 0, 0, 0);
al_set_target_bitmap(al_get_backbuffer(game->display));
al_draw_tinted_bitmap(game->level.meter_bmp, al_map_rgba(game->level.meter_alpha,game->level.meter_alpha,game->level.meter_alpha,game->level.meter_alpha), game->viewportWidth*0.95-al_get_bitmap_width(game->level.meter_bmp), game->viewportHeight*0.975-al_get_bitmap_height(game->level.meter_bmp), 0);
TM_Draw();
}
TM_Draw();
}
void Level_Load(struct Game *game) {
@ -345,16 +193,16 @@ void Level_Load(struct Game *game) {
game->level.derpy_x = -0.2;
game->level.derpy_y = 0.6;
game->level.derpy_angle = 0;
game->level.sheet_speed = tps(game, 60*2.4);
game->level.sheet_speed = 2.4;
game->level.sheet_tmp = 0;
game->level.handle_input = false;
game->level.obstacles = NULL;
game->level.meter_alpha=0;
game->level.debug_show_sprite_frames=false;
al_clear_to_color(al_map_rgb(0,0,0));
TM_Init(game);
if (game->level.current_level!=1) Moonwalk_Load(game);
else {
TM_Init(game);
Dodger_Load(game);
TM_AddBackgroundAction(&FadeIn, NULL, 0, "fadein");
TM_AddDelay(1000);
TM_AddQueuedBackgroundAction(&Welcome, NULL, 0, "welcome");
@ -385,6 +233,7 @@ void Level_Load(struct Game *game) {
// cutscene goes here */
TM_AddAction(&PassLevel, NULL, "passlevel");
// init level specific obstacle for Dodger module
struct Obstacle *obst = malloc(sizeof(struct Obstacle));
obst->prev = NULL;
obst->next = NULL;
@ -403,7 +252,7 @@ void Level_Load(struct Game *game) {
obst->callback = NULL;
obst->data = NULL;
obst->bitmap = &(game->level.owl);
game->level.obstacles = obst;
game->level.dodger.obstacles = obst;
}
}
@ -417,14 +266,8 @@ int Level_Keydown(struct Game *game, ALLEGRO_EVENT *ev) {
} else if ((game->debug) && (ev->keyboard.keycode==ALLEGRO_KEY_F4)) {
game->level.debug_show_sprite_frames = !game->level.debug_show_sprite_frames;
}
if (game->level.current_level!=1) Moonwalk_Keydown(game, ev);
else if (game->level.handle_input) {
if (ev->keyboard.keycode==ALLEGRO_KEY_LEFT) {
game->level.speed_modifier = 0.75;
} else if (ev->keyboard.keycode==ALLEGRO_KEY_RIGHT) {
game->level.speed_modifier = 1.3;
}
}
if (game->level.current_level==1) Dodger_Keydown(game, ev);
else Moonwalk_Keydown(game, ev);
if (ev->keyboard.keycode==ALLEGRO_KEY_ESCAPE) {
game->gamestate = GAMESTATE_PAUSE;
game->loadstate = GAMESTATE_LEVEL;
@ -434,24 +277,9 @@ int Level_Keydown(struct Game *game, ALLEGRO_EVENT *ev) {
}
void Level_ProcessEvent(struct Game *game, ALLEGRO_EVENT *ev) {
if (game->level.handle_input) {
if ((ev->type==ALLEGRO_EVENT_KEY_UP) && (ev->keyboard.keycode==ALLEGRO_KEY_LEFT)) {
game->level.speed_modifier = 1;
struct ALLEGRO_KEYBOARD_STATE keyboard;
al_get_keyboard_state(&keyboard);
if (al_key_down(&keyboard, ALLEGRO_KEY_RIGHT)) {
game->level.speed_modifier = 1.3;
}
} else if ((ev->type==ALLEGRO_EVENT_KEY_UP) && (ev->keyboard.keycode==ALLEGRO_KEY_RIGHT)) {
game->level.speed_modifier = 1;
struct ALLEGRO_KEYBOARD_STATE keyboard;
al_get_keyboard_state(&keyboard);
if (al_key_down(&keyboard, ALLEGRO_KEY_LEFT)) {
game->level.speed_modifier = 0.75;
}
}
}
if (game->level.current_level==1) TM_HandleEvent(ev);
if (game->level.current_level==1) Dodger_ProcessEvent(game, ev);
else Moonwalk_ProcessEvent(game, ev);
TM_HandleEvent(ev);
}
void Level_Preload(struct Game *game, void (*progress)(struct Game*, float)) {
@ -460,12 +288,18 @@ void Level_Preload(struct Game *game, void (*progress)(struct Game*, float)) {
game->level.derpy = NULL;
game->level.unloading = false;
Pause_Preload(game);
RegisterDerpySpritesheet(game, "walk");
RegisterDerpySpritesheet(game, "fly");
RegisterDerpySpritesheet(game, "run");
RegisterDerpySpritesheet(game, "stand");
if (game->level.current_level!=1) Moonwalk_Preload(game);
if (game->level.current_level!=1) {
RegisterDerpySpritesheet(game, "walk");
Moonwalk_Preload(game, progress);
}
else {
RegisterDerpySpritesheet(game, "walk");
RegisterDerpySpritesheet(game, "fly");
RegisterDerpySpritesheet(game, "run");
Dodger_Preload(game, progress);
game->level.sample = al_load_sample( GetDataFilePath("levels/1/music.flac") );
game->level.music = al_create_sample_instance(game->level.sample);
al_attach_sample_instance_to_mixer(game->level.music, game->audio.music);
@ -484,28 +318,12 @@ void Level_Unload(struct Game *game) {
game->level.unloading = true;
Pause_Unload_Real(game);
FadeGameState(game, false);
if (game->level.current_level!=1) Moonwalk_Unload(game);
else {
TM_Destroy();
}
al_destroy_sample_instance(game->level.music);
al_destroy_sample(game->level.sample);
struct Obstacle *t = game->level.obstacles;
if (t) {
while (t->next) {
if (t->prev) free(t->prev);
t = t->next;
}
free(t);
}
Level_UnloadBitmaps(game);
struct Spritesheet *tmp, *s = game->level.derpy_sheets;
tmp = s;
while (s) {
tmp = s;
s = s->next;
free(tmp);
}
if (game->level.current_level!=1) Moonwalk_Unload(game);
else Dodger_Unload(game);
TM_Destroy();
}
void Level_UnloadBitmaps(struct Game *game) {
@ -517,24 +335,18 @@ void Level_UnloadBitmaps(struct Game *game) {
}
if (game->level.current_level!=1) Moonwalk_UnloadBitmaps(game);
else {
Dodger_UnloadBitmaps(game);
al_destroy_font(game->level.letter_font);
al_destroy_bitmap(game->level.foreground);
al_destroy_bitmap(game->level.background);
al_destroy_bitmap(game->level.stage);
al_destroy_bitmap(game->level.clouds);
al_destroy_bitmap(game->level.welcome);
al_destroy_bitmap(game->level.letter);
al_destroy_bitmap(game->level.owl);
al_destroy_bitmap(game->level.obst_bmps.pie1);
al_destroy_bitmap(game->level.obst_bmps.pie2);
al_destroy_bitmap(game->level.obst_bmps.pig);
al_destroy_bitmap(game->level.obst_bmps.cherry);
al_destroy_bitmap(game->level.obst_bmps.muffin);
al_destroy_bitmap(game->level.obst_bmps.badmuffin);
al_destroy_bitmap(game->level.obst_bmps.screwball);
al_destroy_bitmap(game->level.meter_bmp);
al_destroy_bitmap(game->level.meter_image);
}
al_destroy_bitmap(game->level.foreground);
al_destroy_bitmap(game->level.background);
al_destroy_bitmap(game->level.clouds);
al_destroy_bitmap(game->level.stage);
al_destroy_bitmap(game->level.meter_bmp);
al_destroy_bitmap(game->level.meter_image);
al_destroy_bitmap(game->level.welcome);
}
void Level_PreloadBitmaps(struct Game *game, void (*progress)(struct Game*, float)) {
@ -546,7 +358,7 @@ void Level_PreloadBitmaps(struct Game *game, void (*progress)(struct Game*, floa
tmp = tmp->next;
}
if (game->level.current_level==1) load_a+=x;
else load_a=2+x;
else load_a=9+x;
tmp = game->level.derpy_sheets;
while (tmp) {
@ -561,31 +373,30 @@ void Level_PreloadBitmaps(struct Game *game, void (*progress)(struct Game*, floa
game->level.derpy = al_create_bitmap(al_get_bitmap_width(*(game->level.derpy_sheet))/game->level.sheet_cols, al_get_bitmap_height(*(game->level.derpy_sheet))/game->level.sheet_rows);
if (game->level.current_level!=1) Moonwalk_PreloadBitmaps(game);
/* TODO: maybe handle strange display aspects */
game->level.clouds = LoadScaledBitmap("levels/1/clouds.png", game->viewportHeight*4.73307291666666666667, game->viewportHeight);
PROGRESS;
game->level.foreground = LoadScaledBitmap("levels/1/foreground.png", game->viewportHeight*4.73307291666666666667, game->viewportHeight);
PROGRESS;
game->level.background = LoadScaledBitmap("levels/1/background.png", game->viewportHeight*4.73307291666666666667, game->viewportHeight);
PROGRESS;
game->level.stage = LoadScaledBitmap("levels/1/stage.png", game->viewportHeight*4.73307291666666666667, game->viewportHeight);
PROGRESS;
game->level.meter_image = LoadScaledBitmap("levels/meter.png", game->viewportWidth*0.075, game->viewportWidth*0.075*0.96470588235294117647);
PROGRESS;
game->level.meter_bmp = al_create_bitmap(game->viewportWidth*0.2+al_get_bitmap_width(game->level.meter_image), al_get_bitmap_height(game->level.meter_image));
PROGRESS;
game->level.welcome = al_create_bitmap(game->viewportWidth, game->viewportHeight/2);
PROGRESS;
al_set_target_bitmap(game->level.welcome);
al_clear_to_color(al_map_rgba(0,0,0,0));
al_draw_text_with_shadow(game->menu.font_title, al_map_rgb(255,255,255), game->viewportWidth*0.5, game->viewportHeight*0.1, ALLEGRO_ALIGN_CENTRE, "Level 1");
al_draw_text_with_shadow(game->menu.font_subtitle, al_map_rgb(255,255,255), game->viewportWidth*0.5, game->viewportHeight*0.275, ALLEGRO_ALIGN_CENTRE, "Fluttershy");
PROGRESS;
if (game->level.current_level!=1) Moonwalk_PreloadBitmaps(game, progress);
else {
/* TODO: handle strange display aspects */
game->level.clouds = LoadScaledBitmap("levels/1/clouds.png", game->viewportHeight*4.73307291666666666667, game->viewportHeight);
PROGRESS;
game->level.foreground = LoadScaledBitmap("levels/1/foreground.png", game->viewportHeight*4.73307291666666666667, game->viewportHeight);
PROGRESS;
game->level.background = LoadScaledBitmap("levels/1/background.png", game->viewportHeight*4.73307291666666666667, game->viewportHeight);
PROGRESS;
game->level.stage = LoadScaledBitmap("levels/1/stage.png", game->viewportHeight*4.73307291666666666667, game->viewportHeight);
PROGRESS;
game->level.obst_bmps.pie1 = LoadScaledBitmap("levels/pie1.png", game->viewportWidth*0.1, game->viewportHeight*0.08);
PROGRESS;
game->level.obst_bmps.pie2 = LoadScaledBitmap("levels/pie2.png", game->viewportWidth*0.1, game->viewportHeight*0.08);
PROGRESS;
game->level.obst_bmps.pig = LoadScaledBitmap("levels/pig.png", (int)(game->viewportWidth*0.15)*3, (int)(game->viewportHeight*0.2)*3);
PROGRESS;
game->level.obst_bmps.screwball = LoadScaledBitmap("levels/screwball.png", (int)(game->viewportHeight*0.2)*4*1.4, (int)(game->viewportHeight*0.2)*4);
PROGRESS;
game->level.obst_bmps.muffin = LoadScaledBitmap("levels/muffin.png", game->viewportWidth*0.07, game->viewportHeight*0.1);
PROGRESS;
game->level.obst_bmps.cherry = LoadScaledBitmap("levels/cherry.png", game->viewportWidth*0.03, game->viewportHeight*0.08);
PROGRESS;
game->level.obst_bmps.badmuffin = LoadScaledBitmap("levels/badmuffin.png", game->viewportWidth*0.07, game->viewportHeight*0.1);
PROGRESS;
game->level.owl = LoadScaledBitmap("levels/owl.png", game->viewportWidth*0.08, game->viewportWidth*0.08);
PROGRESS;
game->level.letter_font = al_load_ttf_font(GetDataFilePath("fonts/DejaVuSans.ttf"),game->viewportHeight*0.0225,0 );
@ -632,19 +443,8 @@ void Level_PreloadBitmaps(struct Game *game, void (*progress)(struct Game*, floa
al_draw_text_with_shadow(game->menu.font, al_map_rgb(255,255,255), al_get_bitmap_width(game->level.letter)*0.5, al_get_bitmap_height(game->level.letter)*0.8, ALLEGRO_ALIGN_CENTRE, "Press enter to continue...");
al_set_target_bitmap(al_get_backbuffer(game->display));
PROGRESS;
game->level.welcome = al_create_bitmap(game->viewportWidth, game->viewportHeight/2);
PROGRESS;
al_set_target_bitmap(game->level.welcome);
al_clear_to_color(al_map_rgba(0,0,0,0));
al_draw_text_with_shadow(game->menu.font_title, al_map_rgb(255,255,255), game->viewportWidth*0.5, game->viewportHeight*0.1, ALLEGRO_ALIGN_CENTRE, "Level 1");
al_draw_text_with_shadow(game->menu.font_subtitle, al_map_rgb(255,255,255), game->viewportWidth*0.5, game->viewportHeight*0.275, ALLEGRO_ALIGN_CENTRE, "Fluttershy");
PROGRESS;
game->level.meter_image = LoadScaledBitmap("levels/meter.png", game->viewportWidth*0.075, game->viewportWidth*0.075*0.96470588235294117647);
PROGRESS;
game->level.meter_bmp = al_create_bitmap(game->viewportWidth*0.2+al_get_bitmap_width(game->level.meter_image), al_get_bitmap_height(game->level.meter_image));
Dodger_PreloadBitmaps(game, progress);
al_set_target_bitmap(al_get_backbuffer(game->display));
}
PROGRESS;
}

View file

@ -20,7 +20,6 @@
*/
#include "actions.h"
#include "callbacks.h"
#include "../level.h"
bool LevelFailed(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
@ -36,30 +35,6 @@ bool LevelFailed(struct Game *game, struct TM_Action *action, enum TM_ActionStat
return true;
}
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;
}
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++;
game->level.derpy_x+=0.001;
if (game->level.derpy_x<0.05) return false;
return true;
}
bool Move(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (state != TM_ACTIONSTATE_RUNNING) return false;
game->level.speed=0.00035;
if (game->level.st_pos<0.275) return false;
return true;
}
bool ShowMeter(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (state != TM_ACTIONSTATE_RUNNING) return false;
game->level.meter_alpha+=4;
@ -70,137 +45,6 @@ bool ShowMeter(struct Game *game, struct TM_Action *action, enum TM_ActionState
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)) {
SelectDerpySpritesheet(game, "fly");
game->level.derpy_angle = -0.15;
/*game->level.gg = true;*/
TM_AddBackgroundAction(&ShowMeter, NULL, 0, "showmeter");
action->arguments++;
}
game->level.derpy_y-=0.004;
if (game->level.derpy_y>0.2) return false;
game->level.handle_input=true;
return true;
}
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)) {
game->level.handle_input=false;
game->level.speed_modifier=1;
action->arguments++;
}
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;
}
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) {
PrintConsole(game, "OBSTACLE %d", *count);
(*count)++;
struct Obstacle *obst = malloc(sizeof(struct Obstacle));
obst->prev = NULL;
obst->x = 100;
obst->y = (rand()%91)-1;
obst->speed = 1;
obst->points = -10;
obst->hit = false;
obst->rows = 1;
obst->cols = 1;
obst->pos = 0;
obst->blanks = 0;
obst->anim_speed = 0;
obst->tmp_pos = 0;
obst->angle = 0;
if (rand()%100<=50) {
obst->callback= NULL;
obst->data = NULL;
obst->points = -5;
obst->bitmap = &(game->level.obst_bmps.badmuffin);
} else if (rand()%100<=12) {
obst->callback= &Obst_RotateSin;
obst->data = malloc(sizeof(float));
*((float*)obst->data) = 0;
obst->points = 8;
obst->bitmap = &(game->level.obst_bmps.muffin);
} else if (rand()%100<=12) {
obst->callback= &Obst_RotateSin;
obst->data = malloc(sizeof(float));
*((float*)obst->data) = 0;
obst->points = 4;
obst->bitmap = &(game->level.obst_bmps.cherry);
} else if (rand()%100<=65) {
obst->callback= &Obst_MoveUp;
if (rand()%100<=80) obst->bitmap = &(game->level.obst_bmps.pie1);
else {
obst->bitmap = &(game->level.obst_bmps.pie2);
obst->points = -12;
}
obst->data = malloc(sizeof(float));
*((float*)obst->data) = 0.25+(rand()%50/100.0);
obst->y*=1.8;
obst->angle = ((rand()%50)/100.0)-0.25;
} else if (rand()%100<=80) {
obst->callback = &Obst_MoveSin;
obst->data = malloc(sizeof(float));
*((float*)obst->data) = 0;
obst->bitmap = &(game->level.obst_bmps.pig);
obst->rows = 3;
obst->cols = 3;
obst->speed = 1.2;
obst->anim_speed = 2;
obst->points = -20;
} else {
obst->callback = &Obst_MoveUpDown;
obst->bitmap = &(game->level.obst_bmps.screwball);
obst->data = (void*)(rand()%2);
obst->rows = 4;
obst->cols = 4;
obst->speed = 1.1;
obst->anim_speed = 2;
obst->points = -25;
}
if (game->level.obstacles) {
game->level.obstacles->prev = obst;
obst->next = game->level.obstacles;
} else {
obst->next = NULL;
}
game->level.obstacles = obst;
if (*count > 128) return true;
}
} else if (state == TM_ACTIONSTATE_DESTROY) {
free(action->arguments->value);
TM_DestroyArgs(action->arguments);
action->arguments = NULL;
}
return false;
}
bool Stop(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (state != TM_ACTIONSTATE_RUNNING) return false;
game->level.speed=0;
@ -208,53 +52,6 @@ bool Stop(struct Game *game, struct TM_Action *action, enum TM_ActionState state
return true;
}
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) {
ALLEGRO_AUDIO_STREAM** stream = (ALLEGRO_AUDIO_STREAM**)action->arguments->next->value;
al_set_audio_stream_playing(*stream, false);
al_destroy_audio_stream(*stream);
free(action->arguments->next->value);
free(action->arguments->value);
TM_DestroyArgs(action->arguments);
}
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;
}
else if (state == TM_ACTIONSTATE_PAUSE) {
ALLEGRO_AUDIO_STREAM** stream = (ALLEGRO_AUDIO_STREAM**)action->arguments->next->value;
al_set_audio_stream_playing(*stream, false);
} else if (state == TM_ACTIONSTATE_RESUME) {
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*)));
ALLEGRO_AUDIO_STREAM** stream = (ALLEGRO_AUDIO_STREAM**)action->arguments->next->value;
*stream = al_load_audio_stream(GetDataFilePath("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;
}
float* f = (float*)action->arguments->value;
*f+=5;
if (*f>255) *f=255;
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);
struct ALLEGRO_KEYBOARD_STATE keyboard;
al_get_keyboard_state(&keyboard);
if (al_key_down(&keyboard, ALLEGRO_KEY_ENTER)) {
return true;
}
return false;
}
bool FadeIn(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (!action->arguments) {
action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float)));

View file

@ -25,33 +25,12 @@
/*! \brief Display level failed screen and set fade-out to be run after few seconds. */
bool LevelFailed(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
/*! \brief Accelerate current speed game until threshold is reached */
bool Accelerate(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
/*! \brief Set Derpy to walk and move her position on screen. */
bool Walk(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
/*! \brief Move screen until some position is reached. */
bool Move(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
/*! \brief Fade-in HP meter. */
bool ShowMeter(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
/*! \brief Fly Derpy, fly! */
bool Fly(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
/*! \brief Run Derpy, run! */
bool Run(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
/*! \brief Generates obstacles. */
bool GenerateObstacles(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
/*! \brief Stops Derpy. */
bool Stop(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
/*! \brief Shows letter from Twilight on screen. */
bool Letter(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
/*! \brief Fade-in screen. */
bool FadeIn(struct Game *game, struct TM_Action *action, enum TM_ActionState state);

269
src/levels/dodger.c Normal file
View file

@ -0,0 +1,269 @@
/*! \file dodger.c
* \brief Dodger Level module code.
*/
/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include <stdio.h>
#include <math.h>
#include "../level.h"
#include "dodger.h"
#include "actions.h"
#include "dodger/actions.h"
void Dodger_Logic(struct Game *game) {
struct ALLEGRO_KEYBOARD_STATE keyboard;
al_get_keyboard_state(&keyboard);
if (game->level.handle_input) {
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 (al_key_down(&keyboard, ALLEGRO_KEY_UP)) {
game->level.derpy_y -= 0.005;
game->level.derpy_angle -= 0.03;
if (game->level.derpy_angle < -0.15) game->level.derpy_angle = -0.15;
/*PrintConsole(game, "Derpy Y position: %f", game->level.derpy_y);*/
}
if (al_key_down(&keyboard, ALLEGRO_KEY_DOWN)) {
game->level.derpy_y += 0.005;
game->level.derpy_angle += 0.03;
if (game->level.derpy_angle > 0.15) game->level.derpy_angle = 0.15;
/*PrintConsole(game, "Derpy Y position: %f", game->level.derpy_y);*/
}
/*if ((game->level.derpy_y > 0.6) && (game->level.flying)) {
SelectDerpySpritesheet(game, "run");
game->level.flying = false;
game->level.sheet_speed = tps(game, 60*0.0020/game->level.speed);
}
else if ((game->level.derpy_y <= 0.6) && (!game->level.flying)) {
SelectDerpySpritesheet(game, "fly");
game->level.flying = true;
game->level.sheet_speed = tps(game, 60*2.4);
}
if (!game->level.flying) game->level.sheet_speed = tps(game, 60*0.0020/game->level.speed); */
if (game->level.derpy_y < 0) game->level.derpy_y=0;
else if (game->level.derpy_y > 0.8) game->level.derpy_y=0.8;
game->level.derpy_y += game->level.derpy_angle / 30;
}
int derpyx = game->level.derpy_x*game->viewportWidth;
int derpyy = game->level.derpy_y*game->viewportHeight;
int derpyw = al_get_bitmap_width(game->level.derpy);
int derpyh = al_get_bitmap_height(game->level.derpy);
int derpyo = game->viewportWidth*0.1953125-al_get_bitmap_width(game->level.derpy); /* offset */
struct Obstacle *tmp = game->level.dodger.obstacles;
while (tmp) {
/*PrintConsole(game, "DRAWING %f %f", tmp->x, tmp->y);*/
int x = (tmp->x/100.0)*game->viewportWidth;
int y = (tmp->y/100.0)*game->viewportHeight;
int w = 0, h = 0;
if (tmp->bitmap) {
w = al_get_bitmap_width(*(tmp->bitmap))/tmp->cols;
h = al_get_bitmap_height(*(tmp->bitmap))/tmp->rows;
}
if (x > -w) {
/*if (!tmp->hit)*/
if ((((x>=derpyx+0.38*derpyw+derpyo) && (x<=derpyx+0.94*derpyw+derpyo)) || ((x+w>=derpyx+0.38*derpyw+derpyo) && (x+w<=derpyx+0.94*derpyw+derpyo)) || ((x<=derpyx+0.38*derpyw+derpyo) && (x+w>=derpyx+0.94*derpyw+derpyo))) &&
(((y>=derpyy+0.26*derpyh) && (y<=derpyy+0.76*derpyh)) || ((y+h>=derpyy+0.26*derpyh) && (y+h<=derpyy+0.76*derpyh)) || ((y<=derpyy+0.26*derpyh) && (y+h>=derpyy+0.76*derpyh)))) {
tmp->hit=true;
}
if (tmp->anim_speed) {
tmp->tmp_pos+=1;
if (tmp->tmp_pos >= tmp->anim_speed) {
tmp->pos++;
tmp->tmp_pos = 0;
}
if (tmp->pos>=tmp->cols*tmp->rows-tmp->blanks) tmp->pos=0;
}
if (tmp->hit) {
if (tmp->points>=0) tmp->bitmap = NULL;
game->level.hp+=0.0002*tmp->points*(((1-game->level.speed_modifier)/2.0)+1);
if (game->level.hp>1) game->level.hp=1;
//PrintConsole(game, "POINTS: %d, %f", tmp->points, tps(game, 60*0.0002*tmp->points*game->level.speed_modifier));
if ((game->level.hp<=0) && (!game->level.failed)) {
game->level.failed = true;
game->level.handle_input = false;
game->level.speed_modifier = 1;
TM_AddBackgroundAction(&LevelFailed, NULL, 0, "levelfailed");
}
}
tmp->x -= game->level.speed*game->level.speed_modifier*tmp->speed*100*al_get_bitmap_width(game->level.stage)/(float)game->viewportWidth;
if (tmp->callback) tmp->callback(game, tmp);
tmp = tmp->next;
} else {
if (tmp->next)
tmp->next->prev = tmp->prev;
if (tmp->prev)
tmp->prev->next = tmp->next;
else
game->level.dodger.obstacles = tmp->next;
struct Obstacle *t = tmp;
tmp = tmp->next;
free(t);
}
}
/*if (colision) game->level.hp-=tps(game, 60*0.002);*/
}
void Dodger_Draw(struct Game *game) {
int derpyx = game->level.derpy_x*game->viewportWidth;
int derpyy = game->level.derpy_y*game->viewportHeight;
int derpyw = al_get_bitmap_width(game->level.derpy);
int derpyh = al_get_bitmap_height(game->level.derpy);
int derpyo = game->viewportWidth*0.1953125-al_get_bitmap_width(game->level.derpy); /* offset */
bool colision = false;
struct Obstacle *tmp = game->level.dodger.obstacles;
while (tmp) {
/*PrintConsole(game, "DRAWING %f %f", tmp->x, tmp->y);*/
int x = (tmp->x/100.0)*game->viewportWidth;
int y = (tmp->y/100.0)*game->viewportHeight;
int w = 0, h = 0;
if (tmp->bitmap) {
w = al_get_bitmap_width(*(tmp->bitmap))/tmp->cols;
h = al_get_bitmap_height(*(tmp->bitmap))/tmp->rows;
}
if (x > -w) {
if ((tmp->hit) && (tmp->points<0)) {
colision = true;
}
if (tmp->bitmap) {
ALLEGRO_BITMAP* subbitmap = al_create_sub_bitmap(*(tmp->bitmap),w*(tmp->pos%tmp->cols), h*(tmp->pos/tmp->cols),w,h);
al_draw_rotated_bitmap(subbitmap,w/2.0, h/2.0, x+w/2.0,y+h/2.0, tmp->angle, 0);
al_destroy_bitmap(subbitmap);
}
/*al_draw_bitmap(*(tmp->bitmap), x, y, 0);*/
if (game->level.debug_show_sprite_frames) al_draw_rectangle(x, y, x+w, y+h, al_map_rgba(255,0,0,255), 3);
tmp = tmp->next;
} else {
if (tmp->next)
tmp->next->prev = tmp->prev;
if (tmp->prev)
tmp->prev->next = tmp->next;
else
game->level.dodger.obstacles = tmp->next;
struct Obstacle *t = tmp;
tmp = tmp->next;
free(t);
}
}
/*if (colision) game->level.hp-=tps(game, 60*0.002);*/
al_set_target_bitmap(game->level.derpy);
al_clear_to_color(al_map_rgba(0,0,0,0));
al_draw_bitmap_region(*(game->level.derpy_sheet),al_get_bitmap_width(game->level.derpy)*(game->level.sheet_pos%game->level.sheet_cols),al_get_bitmap_height(game->level.derpy)*(game->level.sheet_pos/game->level.sheet_cols),al_get_bitmap_width(game->level.derpy), al_get_bitmap_height(game->level.derpy),0,0,0);
al_set_target_bitmap(al_get_backbuffer(game->display));
al_draw_tinted_rotated_bitmap(game->level.derpy, al_map_rgba(255,255-colision*255,255-colision*255,255), al_get_bitmap_width(game->level.derpy), al_get_bitmap_height(game->level.derpy)/2, derpyx+game->viewportWidth*0.1953125, derpyy + al_get_bitmap_height(game->level.derpy)/2, game->level.derpy_angle, 0);
/* if ((((x>=derpyx+0.36*derpyw) && (x<=derpyx+0.94*derpyw)) || ((x+w>=derpyx+0.36*derpyw) && (x+w<=derpyx+0.94*derpyw))) &&
(((y>=derpyy+0.26*derpyh) && (y<=derpyy+0.76*derpyh)) || ((y+h>=derpyy+0.26*derpyh) && (y+h<=derpyy+0.76*derpyh)))) {
*/
if (game->level.debug_show_sprite_frames) {
al_draw_rectangle(derpyx+derpyo, derpyy, derpyx+derpyw+derpyo, derpyy+derpyh, al_map_rgba(0,255,0,255), 3);
al_draw_rectangle(derpyx+0.38*derpyw+derpyo, derpyy+0.26*derpyh, derpyx+0.94*derpyw+derpyo, derpyy+0.76*derpyh, al_map_rgba(0,0,255,255), 3);
}
}
void Dodger_Load(struct Game *game) {
game->level.dodger.obstacles = NULL;
}
int Dodger_Keydown(struct Game *game, ALLEGRO_EVENT *ev) {
if (game->level.handle_input) {
if (ev->keyboard.keycode==ALLEGRO_KEY_LEFT) {
game->level.speed_modifier = 0.75;
} else if (ev->keyboard.keycode==ALLEGRO_KEY_RIGHT) {
game->level.speed_modifier = 1.3;
}
}
return 0;
}
void Dodger_ProcessEvent(struct Game *game, ALLEGRO_EVENT *ev) {
if (game->level.handle_input) {
if ((ev->type==ALLEGRO_EVENT_KEY_UP) && (ev->keyboard.keycode==ALLEGRO_KEY_LEFT)) {
game->level.speed_modifier = 1;
struct ALLEGRO_KEYBOARD_STATE keyboard;
al_get_keyboard_state(&keyboard);
if (al_key_down(&keyboard, ALLEGRO_KEY_RIGHT)) {
game->level.speed_modifier = 1.3;
}
} else if ((ev->type==ALLEGRO_EVENT_KEY_UP) && (ev->keyboard.keycode==ALLEGRO_KEY_RIGHT)) {
game->level.speed_modifier = 1;
struct ALLEGRO_KEYBOARD_STATE keyboard;
al_get_keyboard_state(&keyboard);
if (al_key_down(&keyboard, ALLEGRO_KEY_LEFT)) {
game->level.speed_modifier = 0.75;
}
}
}
}
void Dodger_PreloadBitmaps(struct Game *game, void (*progress)(struct Game*, float)) {
float load_p = 12/19.0, load_a = 19; // TODO: FIXME!
game->level.dodger.obst_bmps.pie1 = LoadScaledBitmap("levels/pie1.png", game->viewportWidth*0.1, game->viewportHeight*0.08);
PROGRESS;
game->level.dodger.obst_bmps.pie2 = LoadScaledBitmap("levels/pie2.png", game->viewportWidth*0.1, game->viewportHeight*0.08);
PROGRESS;
game->level.dodger.obst_bmps.pig = LoadScaledBitmap("levels/pig.png", (int)(game->viewportWidth*0.15)*3, (int)(game->viewportHeight*0.2)*3);
PROGRESS;
game->level.dodger.obst_bmps.screwball = LoadScaledBitmap("levels/screwball.png", (int)(game->viewportHeight*0.2)*4*1.4, (int)(game->viewportHeight*0.2)*4);
PROGRESS;
game->level.dodger.obst_bmps.muffin = LoadScaledBitmap("levels/muffin.png", game->viewportWidth*0.07, game->viewportHeight*0.1);
PROGRESS;
game->level.dodger.obst_bmps.cherry = LoadScaledBitmap("levels/cherry.png", game->viewportWidth*0.03, game->viewportHeight*0.08);
PROGRESS;
game->level.dodger.obst_bmps.badmuffin = LoadScaledBitmap("levels/badmuffin.png", game->viewportWidth*0.07, game->viewportHeight*0.1);
PROGRESS;
}
void Dodger_Preload(struct Game *game, void (*progress)(struct Game*, float)) {
}
void Dodger_UnloadBitmaps(struct Game *game) {
al_destroy_bitmap(game->level.dodger.obst_bmps.pie1);
al_destroy_bitmap(game->level.dodger.obst_bmps.pie2);
al_destroy_bitmap(game->level.dodger.obst_bmps.pig);
al_destroy_bitmap(game->level.dodger.obst_bmps.cherry);
al_destroy_bitmap(game->level.dodger.obst_bmps.muffin);
al_destroy_bitmap(game->level.dodger.obst_bmps.badmuffin);
al_destroy_bitmap(game->level.dodger.obst_bmps.screwball);
}
void Dodger_Unload(struct Game *game) {
struct Obstacle *t = game->level.dodger.obstacles;
if (t) {
while (t->next) {
if (t->prev) free(t->prev);
t = t->next;
}
free(t);
}
struct Spritesheet *tmp, *s = game->level.derpy_sheets;
tmp = s;
while (s) {
tmp = s;
s = s->next;
free(tmp);
}
}

31
src/levels/dodger.h Normal file
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@ -0,0 +1,31 @@
/*! \file dodger.h
* \brief Dodger Level module headers.
*/
/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "../main.h"
void Dodger_Draw(struct Game *game);
void Dodger_Logic(struct Game *game);
void Dodger_Preload(struct Game *game, void (*progress)(struct Game*, float));
void Dodger_Unload(struct Game *game);
void Dodger_Load(struct Game *game);
int Dodger_Keydown(struct Game *game, ALLEGRO_EVENT *ev);
void Dodger_UnloadBitmaps(struct Game *game);
void Dodger_PreloadBitmaps(struct Game *game, void (*progress)(struct Game*, float));
void Dodger_ProcessEvent(struct Game *game, ALLEGRO_EVENT *ev);

228
src/levels/dodger/actions.c Normal file
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@ -0,0 +1,228 @@
/*! \file actions.c
* \brief Dodger Level module actions for Timeline Manager.
*/
/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "actions.h"
#include "callbacks.h"
#include "../actions.h"
#include "../../level.h"
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;
}
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++;
game->level.derpy_x+=0.001;
if (game->level.derpy_x<0.05) return false;
return true;
}
bool Move(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (state != TM_ACTIONSTATE_RUNNING) return false;
game->level.speed=0.00035;
if (game->level.st_pos<0.275) return false;
return true;
}
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)) {
SelectDerpySpritesheet(game, "fly");
game->level.derpy_angle = -0.15;
/*game->level.gg = true;*/
TM_AddBackgroundAction(&ShowMeter, NULL, 0, "showmeter");
action->arguments++;
}
game->level.derpy_y-=0.004;
if (game->level.derpy_y>0.2) return false;
game->level.handle_input=true;
return true;
}
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)) {
game->level.handle_input=false;
game->level.speed_modifier=1;
action->arguments++;
}
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;
}
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) {
PrintConsole(game, "OBSTACLE %d", *count);
(*count)++;
struct Obstacle *obst = malloc(sizeof(struct Obstacle));
obst->prev = NULL;
obst->x = 100;
obst->y = (rand()%91)-1;
obst->speed = 1;
obst->points = -10;
obst->hit = false;
obst->rows = 1;
obst->cols = 1;
obst->pos = 0;
obst->blanks = 0;
obst->anim_speed = 0;
obst->tmp_pos = 0;
obst->angle = 0;
if (rand()%100<=50) {
obst->callback= NULL;
obst->data = NULL;
obst->points = -5;
obst->bitmap = &(game->level.dodger.obst_bmps.badmuffin);
} else if (rand()%100<=12) {
obst->callback= &Obst_RotateSin;
obst->data = malloc(sizeof(float));
*((float*)obst->data) = 0;
obst->points = 8;
obst->bitmap = &(game->level.dodger.obst_bmps.muffin);
} else if (rand()%100<=12) {
obst->callback= &Obst_RotateSin;
obst->data = malloc(sizeof(float));
*((float*)obst->data) = 0;
obst->points = 4;
obst->bitmap = &(game->level.dodger.obst_bmps.cherry);
} else if (rand()%100<=65) {
obst->callback= &Obst_MoveUp;
if (rand()%100<=80) obst->bitmap = &(game->level.dodger.obst_bmps.pie1);
else {
obst->bitmap = &(game->level.dodger.obst_bmps.pie2);
obst->points = -12;
}
obst->data = malloc(sizeof(float));
*((float*)obst->data) = 0.25+(rand()%50/100.0);
obst->y*=1.8;
obst->angle = ((rand()%50)/100.0)-0.25;
} else if (rand()%100<=80) {
obst->callback = &Obst_MoveSin;
obst->data = malloc(sizeof(float));
*((float*)obst->data) = 0;
obst->bitmap = &(game->level.dodger.obst_bmps.pig);
obst->rows = 3;
obst->cols = 3;
obst->speed = 1.2;
obst->anim_speed = 2;
obst->points = -20;
} else {
obst->callback = &Obst_MoveUpDown;
obst->bitmap = &(game->level.dodger.obst_bmps.screwball);
obst->data = (void*)(rand()%2);
obst->rows = 4;
obst->cols = 4;
obst->speed = 1.1;
obst->anim_speed = 2;
obst->points = -25;
}
if (game->level.dodger.obstacles) {
game->level.dodger.obstacles->prev = obst;
obst->next = game->level.dodger.obstacles;
} else {
obst->next = NULL;
}
game->level.dodger.obstacles = obst;
if (*count > 128) return true;
}
} else if (state == TM_ACTIONSTATE_DESTROY) {
free(action->arguments->value);
TM_DestroyArgs(action->arguments);
action->arguments = NULL;
}
return false;
}
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) {
ALLEGRO_AUDIO_STREAM** stream = (ALLEGRO_AUDIO_STREAM**)action->arguments->next->value;
al_set_audio_stream_playing(*stream, false);
al_destroy_audio_stream(*stream);
free(action->arguments->next->value);
free(action->arguments->value);
TM_DestroyArgs(action->arguments);
}
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;
}
else if (state == TM_ACTIONSTATE_PAUSE) {
ALLEGRO_AUDIO_STREAM** stream = (ALLEGRO_AUDIO_STREAM**)action->arguments->next->value;
al_set_audio_stream_playing(*stream, false);
} else if (state == TM_ACTIONSTATE_RESUME) {
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*)));
ALLEGRO_AUDIO_STREAM** stream = (ALLEGRO_AUDIO_STREAM**)action->arguments->next->value;
*stream = al_load_audio_stream(GetDataFilePath("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;
}
float* f = (float*)action->arguments->value;
*f+=5;
if (*f>255) *f=255;
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);
struct ALLEGRO_KEYBOARD_STATE keyboard;
al_get_keyboard_state(&keyboard);
if (al_key_down(&keyboard, ALLEGRO_KEY_ENTER)) {
return true;
}
return false;
}

View file

@ -0,0 +1,44 @@
/*! \file actions.h
* \brief Header file with Dodger Level module actions for Timeline Manager.
*/
/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "../../main.h"
#include "../../timeline.h"
/*! \brief Accelerate current speed game until threshold is reached */
bool Accelerate(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
/*! \brief Set Derpy to walk and move her position on screen. */
bool Walk(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
/*! \brief Move screen until some position is reached. */
bool Move(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
/*! \brief Fly Derpy, fly! */
bool Fly(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
/*! \brief Run Derpy, run! */
bool Run(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
/*! \brief Generates obstacles. */
bool GenerateObstacles(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
/*! \brief Shows letter from Twilight on screen. */
bool Letter(struct Game *game, struct TM_Action *action, enum TM_ActionState state);

View file

@ -1,5 +1,5 @@
/*! \file callbacks.c
* \brief Obstacle callbacks for Level.
* \brief Obstacle callbacks for Dodger Level module.
*/
/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>

View file

@ -1,5 +1,5 @@
/*! \file callbacks.h
* \brief Headers with Obstacle callbacks for Level.
* \brief Headers with Obstacle callbacks for Dodger Level module.
*/
/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
@ -19,7 +19,7 @@
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "../main.h"
#include "../../main.h"
/*! \brief Move up or down until reaching the edge of the screen. After that - change direction. */
void Obst_MoveUpDown(struct Game *game, struct Obstacle *obstacle);

View file

@ -1,5 +1,5 @@
/*! \file moonwalk.c
* \brief Moonwalk Level placeholder code.
* \brief Moonwalk Level module code.
*/
/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
@ -20,7 +20,7 @@
*/
#include <stdio.h>
#include <math.h>
#include "level.h"
#include "../level.h"
#include "moonwalk.h"
void Moonwalk_Logic(struct Game *game) {
@ -53,7 +53,7 @@ void Moonwalk_Draw(struct Game *game) {
}
return;
}
al_draw_scaled_bitmap(game->level.moonwalk.image,0,0,al_get_bitmap_width(game->level.moonwalk.image),al_get_bitmap_height(game->level.moonwalk.image),0,0,game->viewportWidth, game->viewportHeight,0);
al_draw_scaled_bitmap(game->level.stage,0,0,al_get_bitmap_width(game->level.stage),al_get_bitmap_height(game->level.stage),0,0,game->viewportWidth, game->viewportHeight,0);
al_draw_bitmap(game->level.derpy, game->level.moonwalk.derpy_pos*game->viewportWidth, game->viewportHeight*0.95-al_get_bitmap_height(game->level.derpy), ALLEGRO_FLIP_HORIZONTAL);
al_draw_textf(game->font, al_map_rgb(255,255,255), game->viewportWidth/2, game->viewportHeight/2.2, ALLEGRO_ALIGN_CENTRE, "Level %d: Not implemented yet!", game->level.current_level);
al_draw_text(game->font, al_map_rgb(255,255,255), game->viewportWidth/2, game->viewportHeight/1.8, ALLEGRO_ALIGN_CENTRE, "Have some moonwalk instead.");
@ -72,16 +72,23 @@ int Moonwalk_Keydown(struct Game *game, ALLEGRO_EVENT *ev) {
return 0;
}
void Moonwalk_PreloadBitmaps(struct Game *game) {
game->level.moonwalk.image =LoadScaledBitmap("levels/disco.jpg", game->viewportWidth, game->viewportHeight);
void Moonwalk_PreloadBitmaps(struct Game *game, void (*progress)(struct Game*, float)) {
/*game->level.derpy_sheet = LoadScaledBitmap("levels/derpcycle.png", game->viewportWidth*0.1953125*6, game->viewportHeight*0.25*4);*/
game->level.derpy = al_create_bitmap(game->viewportWidth*0.1953125, game->viewportHeight*0.25);
// nasty hack: overwrite level backgrounds
al_destroy_bitmap(game->level.background);
al_destroy_bitmap(game->level.foreground);
al_destroy_bitmap(game->level.stage);
al_destroy_bitmap(game->level.clouds);
game->level.background=al_create_bitmap(0,0);
game->level.foreground=al_create_bitmap(0,0);
game->level.clouds=al_create_bitmap(0,0);
game->level.stage = LoadScaledBitmap("levels/disco.jpg", game->viewportWidth, game->viewportHeight);
al_set_target_bitmap(al_get_backbuffer(game->display));
}
void Moonwalk_Preload(struct Game *game) {
void Moonwalk_Preload(struct Game *game, void (*progress)(struct Game*, float)) {
PrintConsole(game, "Initializing level %d...", game->level.current_level);
game->level.sample = al_load_sample( GetDataFilePath("levels/moonwalk.flac") );
game->level.music = al_create_sample_instance(game->level.sample);
@ -95,9 +102,11 @@ void Moonwalk_Preload(struct Game *game) {
}
void Moonwalk_UnloadBitmaps(struct Game *game) {
al_destroy_bitmap(game->level.moonwalk.image);
}
void Moonwalk_Unload(struct Game *game) {
//FadeGameState(game, false);
}
void Moonwalk_ProcessEvent(struct Game *game, ALLEGRO_EVENT *ev) {
}

View file

@ -1,5 +1,5 @@
/*! \file moonwalk.h
* \brief Moonwalk Level placeholder headers.
* \brief Moonwalk Level module headers.
*/
/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
@ -18,13 +18,14 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "main.h"
#include "../main.h"
void Moonwalk_Draw(struct Game *game);
void Moonwalk_Logic(struct Game *game);
void Moonwalk_Preload(struct Game *game);
void Moonwalk_Preload(struct Game *game, void (*progress)(struct Game*, float));
void Moonwalk_Unload(struct Game *game);
void Moonwalk_Load(struct Game *game);
int Moonwalk_Keydown(struct Game *game, ALLEGRO_EVENT *ev);
void Moonwalk_UnloadBitmaps(struct Game *game);
void Moonwalk_PreloadBitmaps(struct Game *game);
void Moonwalk_PreloadBitmaps(struct Game *game, void (*progress)(struct Game*, float));
void Moonwalk_ProcessEvent(struct Game *game, ALLEGRO_EVENT *ev);

View file

@ -374,10 +374,6 @@ ALLEGRO_BITMAP* LoadScaledBitmap(char* filename, int width, int height) {
return target;*/
}
float tps(struct Game *game, float t) {
return t/60;
}
void SetupViewport(struct Game *game) {
game->viewportWidth = al_get_display_width(game->display);
game->viewportHeight = al_get_display_height(game->display);

View file

@ -52,8 +52,6 @@ enum gamestate_enum {
GAMESTATE_DISCLAIMER
};
/* TODO: move Obstacle and Spritesheet to level.h if possible */
/*! \brief Structure representing obstacles and power-ups flying through the level. */
struct Obstacle {
ALLEGRO_BITMAP **bitmap; /*!< Pointer to bitmap used by obstacle. */
@ -93,15 +91,28 @@ struct Spritesheet {
/* Gamestate structs */
/*! \brief Resources used by moonwalk level placeholder. */
/*! \brief Resources used by Moonwalk level module. */
struct Moonwalk {
ALLEGRO_BITMAP *image; /*!< Background texture. */
int derpy_frame; /*!< Current frame of Derpy animation. */
int derpy_frame_tmp; /*!< Counter used to slow down Derpy animation. */
double derpy_pos; /*!< Position of Derpy on screen. */
};
/*! \brief Resources used by Level state. */
/*! \brief Resources used by Dodger level module. */
struct Dodger {
struct {
ALLEGRO_BITMAP *pie1; /*!< Pie bitmap. */
ALLEGRO_BITMAP *pie2; /*!< Pie bitmap (crossed). */
ALLEGRO_BITMAP *muffin; /*!< Good muffin bitmap. */
ALLEGRO_BITMAP *badmuffin; /*!< Bad muffin bitmap. */
ALLEGRO_BITMAP *cherry; /*!< Cherry bitmap. */
ALLEGRO_BITMAP *pig; /*!< Pig spritesheet bitmap. */
ALLEGRO_BITMAP *screwball; /*!< Screwball spritesheet bitmap. */
} obst_bmps; /*!< Obstacle bitmaps. */
struct Obstacle *obstacles; /*!< List of obstacles being currently rendered. */
};
/*! \brief Resources used by Level state and shared between level modules. */
struct Level {
struct {
int current_level; /*!< Level number. */
@ -146,19 +157,10 @@ struct Level {
ALLEGRO_BITMAP *meter_image; /*!< Derpy image used in the HP meter. */
ALLEGRO_BITMAP *letter; /*!< Bitmap with letter from Twilight. */
bool debug_show_sprite_frames; /*!< When true, displays colorful borders around spritesheets and their active areas. */
struct Spritesheet* derpy_sheets; /*!< List of sprite sheets of Derpy character. */
struct Spritesheet* pony_sheets; /*!< List of sprite sheets of character rescued by Derpy. */
struct {
ALLEGRO_BITMAP *pie1; /*!< Pie bitmap. */
ALLEGRO_BITMAP *pie2; /*!< Pie bitmap (crossed). */
ALLEGRO_BITMAP *muffin; /*!< Good muffin bitmap. */
ALLEGRO_BITMAP *badmuffin; /*!< Bad muffin bitmap. */
ALLEGRO_BITMAP *cherry; /*!< Cherry bitmap. */
ALLEGRO_BITMAP *pig; /*!< Pig spritesheet bitmap. */
ALLEGRO_BITMAP *screwball; /*!< Screwball spritesheet bitmap. */
} obst_bmps; /*!< Obstacle bitmaps. */
struct Obstacle *obstacles; /*!< List of obstacles being currently rendered. */
struct Moonwalk moonwalk; /*!< Moonwalk placeholder data. */
struct Spritesheet* derpy_sheets; /*!< List of spritesheets of Derpy character. */
//struct Spritesheet* pony_sheets; /*!< List of spritesheets of character rescued by Derpy. */
struct Moonwalk moonwalk; /*!< Moonwalk module data. */
struct Dodger dodger; /*!< Dodger module data. */
};
/*! \brief Enum of menu states in Menu and Pause game states. */
@ -339,9 +341,6 @@ void DrawConsole(struct Game *game);
/*! \brief Loads bitmap into memory and scales it with software linear filtering. */
ALLEGRO_BITMAP* LoadScaledBitmap(char* filename, int width, int height);
/*! \brief Draws console bitmap on screen. */
float tps(struct Game *game, float t);
/*! \brief Draws frame from current gamestate. */
void DrawGameState(struct Game *game);

View file

@ -25,7 +25,7 @@
unsigned int lastid;
struct Game* game = NULL;
struct TM_Action *queue, *background;
bool paused;
// TODO: consider moving globals to structure
void TM_Init(struct Game* g) {
PrintConsole(g, "Timeline Manager: init");
@ -33,16 +33,12 @@ void TM_Init(struct Game* g) {
lastid = 0;
queue = NULL;
background = NULL;
paused = false;
}
void TM_Process() {
if (!game) return;
if (paused) return;
/*
process first element from queue
if returns true, then delete it
*/
/* process first element from queue
if returns true, delete it */
if (queue) {
if (*queue->function) {
queue->active = true;
@ -152,14 +148,12 @@ void TM_Draw() {
void TM_Pause() {
PrintConsole(game, "Timeline Manager: Pause.");
paused = true;
PauseTimers(true);
Propagate(TM_ACTIONSTATE_PAUSE);
}
void TM_Resume() {
PrintConsole(game, "Timeline Manager: Resume.");
paused = false;
Propagate(TM_ACTIONSTATE_RESUME);
PauseTimers(false);
}
@ -167,7 +161,6 @@ void TM_Resume() {
void TM_HandleEvent(ALLEGRO_EVENT *ev) {
if (ev->type != ALLEGRO_EVENT_TIMER) return;
if (!game) return;
if (paused) return;
if (queue) {
if (ev->timer.source == queue->timer) {
queue->active=true;