move timeline actions and obstacle callbacks to separate files

This commit is contained in:
Sebastian Krzyszkowiak 2012-05-20 18:07:24 +02:00
parent c1aceaa473
commit fe8fbcb425
9 changed files with 419 additions and 284 deletions

View file

@ -6,7 +6,7 @@ SRCDIR=src
ODIR=obj
LIBS=-lallegro -lallegro_audio -lallegro_acodec -lallegro_image -lallegro_font -lallegro_main -lallegro_ttf -lallegro_primitives -lm
_OBJ = config.o main.o about.o intro.o loading.o map.o menu.o level.o moonwalk.o pause.o timeline.o allegro_utils.o
_OBJ = config.o main.o about.o intro.o loading.o map.o menu.o level.o moonwalk.o pause.o timeline.o allegro_utils.o levels/callbacks.o levels/actions.o
OBJ = $(patsubst %,$(ODIR)/%,$(_OBJ))
OUTPUTDIR = bin
@ -22,4 +22,4 @@ all: $(OUTPUTDIR)/superderpy
.PHONY: clean
clean:
rm -f $(ODIR)/*.o *~ allegro.log $(SRCDIR)/*~ $(OUTPUTDIR)/*
rm -f $(ODIR)/*.o $(ODIR)/levels/*.o *~ allegro.log $(SRCDIR)/*~ $(OUTPUTDIR)/*

View file

@ -21,4 +21,9 @@ src/moonwalk.h
src/pause.c
src/pause.h
src/timeline.c
src/timeline.h
src/timeline.h
src/levels/callbacks.h
src/levels/actions.h
src/levels/callbacks.c
src/levels/actions.c
Makefile

1
obj/levels/.gitignore vendored Normal file
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@ -0,0 +1 @@
*.o

View file

@ -20,6 +20,7 @@
*/
#include <stdio.h>
#include <math.h>
#include "levels/actions.h"
#include "moonwalk.h"
#include "config.h"
#include "pause.h"
@ -91,177 +92,6 @@ void Level_Passed(struct Game *game) {
}
}
bool FadeOut(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
bool LevelFailed(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (state == TM_ACTIONSTATE_INIT) {
TM_AddBackgroundAction(&FadeOut, NULL, 3000, "fadeout");
} else if (state == TM_ACTIONSTATE_RUNNING) {
al_draw_filled_rectangle(0, 0, al_get_display_width(game->display), al_get_display_height(game->display), al_map_rgba(0,0,0,100));
al_draw_text_with_shadow(game->menu.font_title, al_map_rgb(255,255,255), al_get_display_width(game->display)*0.5, al_get_display_height(game->display)*0.4, ALLEGRO_ALIGN_CENTRE, "Failed!");
game->level.speed-=0.00001;
return false;
}
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+=tps(game, 60*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+=tps(game, 60*4);
if (game->level.meter_alpha>=255) {
game->level.meter_alpha=255;
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)) {
SelectDerpySpritesheet(game, "fly");
/*game->level.gg = true;*/
TM_AddBackgroundAction(&ShowMeter, NULL, 0, "showmeter");
}
action->arguments++;
game->level.derpy_y-=tps(game, 60*0.004);
if (game->level.derpy_y>0.2) return false;
game->level.handle_input=true;
return true;
}
void Obst_MoveUpDown(struct Game *game, struct Obstacle *obstacle) {
if (obstacle->data) {
obstacle->y -= 0.5;
if (obstacle->y<=0) {
obstacle->data=NULL;
}
} else {
obstacle->y += 0.5;
if (obstacle->y>=100) {
obstacle->data++;
}
}
}
void Obst_MoveSin(struct Game *game, struct Obstacle *obstacle) {
float* a = (float*)obstacle->data;
/*PrintConsole(game, "%p - %f", obstacle, obstacle->y);*/
obstacle->y -= sin(*a)*4;
*a+=tps(game, 4.5);
obstacle->y += sin(*a)*4;
}
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)tps(game, 60*100))<=1) {
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;
if (rand()%100<=33) {
obst->callback= &Obst_MoveUpDown;
obst->bitmap = &(game->level.obst_bmps.pie);
obst->data = (void*)(rand()%2);
} else if (rand()%100<=50) {
obst->callback = NULL;
obst->data = NULL;
obst->bitmap = &(game->level.obst_bmps.muffin);
} else {
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;
}
if (game->level.obstacles) {
game->level.obstacles->prev = obst;
obst->next = game->level.obstacles;
} else {
obst->next = NULL;
}
game->level.obstacles = obst;
if (*count > 64) return true;
}
} else {
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;
SelectDerpySpritesheet(game, "stand");
return true;
}
bool Letter(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (state != TM_ACTIONSTATE_RUNNING) return false;
al_draw_text_with_shadow(game->menu.font_title, al_map_rgb(255,255,255), al_get_display_width(game->display)*0.5, al_get_display_height(game->display)*0.45, ALLEGRO_ALIGN_CENTRE, "Letter from Twilight");
struct ALLEGRO_KEYBOARD_STATE keyboard;
al_get_keyboard_state(&keyboard);
if (al_key_down(&keyboard, ALLEGRO_KEY_ENTER)) {
return true;
}
return false;
}
void Level_Draw(struct Game *game) {
if (!al_get_sample_instance_playing(game->level.music) && (game->loadstate==GAMESTATE_LEVEL)) {
al_set_sample_instance_playing(game->level.music, true);
@ -317,15 +147,10 @@ void Level_Draw(struct Game *game) {
int w = al_get_bitmap_width(*(tmp->bitmap))/tmp->cols;
int h = al_get_bitmap_height(*(tmp->bitmap))/tmp->rows;
if (x > -w) {
if (!tmp->hit)
/*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))) &&
(((y>=derpyy+0.26*derpyh) && (y<=derpyy+0.76*derpyh)) || ((y+h>=derpyy+0.26*derpyh) && (y+h<=derpyy+0.76*derpyh)))) {
tmp->hit=true;
game->level.hp+=tps(game, 60*0.0002*tmp->points);
if ((game->level.hp<=0) && (!game->level.failed)) {
game->level.failed = true;
TM_AddBackgroundAction(&LevelFailed, NULL, 0, "levelfailed");
}
}
al_draw_bitmap_region(*(tmp->bitmap),w*(tmp->pos%tmp->cols), h*(tmp->pos/tmp->cols),w,h,x,y,0);
@ -342,7 +167,15 @@ void Level_Draw(struct Game *game) {
/*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);
if (tmp->hit) colision = true;
if (tmp->hit) {
colision = true;
game->level.hp+=tps(game, 60*0.0002*tmp->points*(((1-game->level.speed_modifier)/2.0)+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;
TM_AddBackgroundAction(&LevelFailed, NULL, 0, "levelfailed");
}
}
tmp->x -= tps(game, game->level.speed*game->level.speed_modifier*60*tmp->speed)*310;
if (tmp->callback) tmp->callback(game, tmp);
tmp = tmp->next;
@ -358,7 +191,7 @@ void Level_Draw(struct Game *game) {
free(t);
}
}
if (colision) game->level.hp-=tps(game, 60*0.002);
/*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));
@ -413,107 +246,6 @@ void Level_Draw(struct Game *game) {
}
}
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)));
action->arguments = TM_AddToArgs(action->arguments, (void*)al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display)));
}
float* fadeloop;
ALLEGRO_BITMAP* fade_bitmap;
fadeloop = (float*)action->arguments->value;
fade_bitmap = (ALLEGRO_BITMAP*)action->arguments->next->value;
if (state == TM_ACTIONSTATE_INIT) {
*fadeloop = 255;
al_set_target_bitmap(fade_bitmap);
al_clear_to_color(al_map_rgb(0,0,0));
al_set_target_bitmap(al_get_backbuffer(game->display));
} else if (state == TM_ACTIONSTATE_RUNNING) {
al_draw_tinted_bitmap(fade_bitmap,al_map_rgba_f(1,1,1,*fadeloop/255.0),0,0,0);
*fadeloop-=tps(game, 600);
if (*fadeloop<=0) return true;
} else {
al_destroy_bitmap(fade_bitmap);
free(fadeloop);
TM_DestroyArgs(action->arguments);
action->arguments = NULL;
al_play_sample_instance(game->level.music);
}
return false;
}
bool FadeOut(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (!action->arguments) {
action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float)));
action->arguments = TM_AddToArgs(action->arguments, (void*)al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display)));
}
float* fadeloop;
ALLEGRO_BITMAP* fade_bitmap;
fadeloop = (float*)action->arguments->value;
fade_bitmap = (ALLEGRO_BITMAP*)action->arguments->next->value;
if (state == TM_ACTIONSTATE_INIT) {
*fadeloop = 0;
al_set_target_bitmap(fade_bitmap);
al_clear_to_color(al_map_rgb(0,0,0));
al_set_target_bitmap(al_get_backbuffer(game->display));
} else if (state == TM_ACTIONSTATE_RUNNING) {
al_draw_tinted_bitmap(fade_bitmap,al_map_rgba_f(1,1,1,*fadeloop/255.0),0,0,0);
*fadeloop+=tps(game, 600);
if (*fadeloop>=256) return true;
} else {
PrintConsole(game, "Leaving level with %d HP", (int)(game->level.hp*100));
al_destroy_bitmap(fade_bitmap);
free(fadeloop);
Level_Unload(game);
game->gamestate = GAMESTATE_LOADING;
game->loadstate = GAMESTATE_MAP;
TM_DestroyArgs(action->arguments);
action->arguments = NULL;
}
return false;
}
bool Welcome(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
float* tmp; bool* in;
if (!action->arguments) {
action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float)));
action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(bool)));
}
tmp = (float*)action->arguments->value;
in = (bool*)action->arguments->next->value;
if (state == TM_ACTIONSTATE_INIT) {
*tmp = 0;
*in = true;
/*PrintConsole(game, "WELCOME INIT");*/
}
else if (state == TM_ACTIONSTATE_RUNNING) {
/*PrintConsole(game, "WELCOME RUNNING FADE=%f, IN=%d", *in); */
float fade = *tmp;
if (fade>255) fade=255;
if (*tmp > 2048) { *tmp=255; *in=false; }
al_draw_tinted_bitmap(game->level.welcome, al_map_rgba_f(fade/255.0,fade/255.0,fade/255.0,fade/255.0), 0, 0, 0);
if (*in) {
*tmp+=tps(game, 600);
} else {
*tmp-=tps(game, 600);
if (*tmp<=0) { return true; }
}
} else {
free(action->arguments->value);
free(action->arguments->next->value);
TM_DestroyArgs(action->arguments);
action->arguments = NULL;
}
return false;
}
bool PassLevel(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (state == TM_ACTIONSTATE_DESTROY) {
Level_Passed(game);
TM_AddBackgroundAction(&FadeOut, NULL, 0, "fadeout");
}
return true;
}
void Level_Load(struct Game *game) {
game->level.failed=false;
game->level.hp=1;
@ -556,7 +288,7 @@ void Level_Load(struct Game *game) {
* Should obstacles themselves be handled as objects
* on timeline? (probably not). Hmm... */
TM_AddAction(&GenerateObstacles, NULL, "obstacles");
TM_AddDelay(5*1000);
TM_AddDelay(4*1000);
/*
// wings disappear, deccelerate, fall down

273
src/levels/actions.c Normal file
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@ -0,0 +1,273 @@
/*! \file actions.c
* \brief Level 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 "../level.h"
bool LevelFailed(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (state == TM_ACTIONSTATE_INIT) {
TM_AddBackgroundAction(&FadeOut, NULL, 3000, "fadeout");
} else if (state == TM_ACTIONSTATE_RUNNING) {
al_draw_filled_rectangle(0, 0, al_get_display_width(game->display), al_get_display_height(game->display), al_map_rgba(0,0,0,100));
al_draw_text_with_shadow(game->menu.font_title, al_map_rgb(255,255,255), al_get_display_width(game->display)*0.5, al_get_display_height(game->display)*0.4, ALLEGRO_ALIGN_CENTRE, "Failed!");
game->level.speed-=0.00001;
return false;
}
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+=tps(game, 60*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+=tps(game, 60*4);
if (game->level.meter_alpha>=255) {
game->level.meter_alpha=255;
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)) {
SelectDerpySpritesheet(game, "fly");
/*game->level.gg = true;*/
TM_AddBackgroundAction(&ShowMeter, NULL, 0, "showmeter");
}
action->arguments++;
game->level.derpy_y-=tps(game, 60*0.004);
if (game->level.derpy_y>0.2) return false;
game->level.handle_input=true;
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)tps(game, 60*85))<=2) {
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;
if (rand()%100<=10) {
obst->callback = NULL;
obst->data = NULL;
obst->points = 5;
obst->bitmap = &(game->level.obst_bmps.muffin);
} else if (rand()%100<=75) {
obst->callback= &Obst_MoveUpDown;
obst->bitmap = &(game->level.obst_bmps.pie);
obst->data = (void*)(rand()%2);
} else {
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;
}
if (game->level.obstacles) {
game->level.obstacles->prev = obst;
obst->next = game->level.obstacles;
} else {
obst->next = NULL;
}
game->level.obstacles = obst;
if (*count > 64) return true;
}
} else {
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;
SelectDerpySpritesheet(game, "stand");
return true;
}
bool Letter(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (state != TM_ACTIONSTATE_RUNNING) return false;
al_draw_text_with_shadow(game->menu.font_title, al_map_rgb(255,255,255), al_get_display_width(game->display)*0.5, al_get_display_height(game->display)*0.45, ALLEGRO_ALIGN_CENTRE, "Letter from Twilight");
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)));
action->arguments = TM_AddToArgs(action->arguments, (void*)al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display)));
}
float* fadeloop;
ALLEGRO_BITMAP* fade_bitmap;
fadeloop = (float*)action->arguments->value;
fade_bitmap = (ALLEGRO_BITMAP*)action->arguments->next->value;
if (state == TM_ACTIONSTATE_INIT) {
*fadeloop = 255;
al_set_target_bitmap(fade_bitmap);
al_clear_to_color(al_map_rgb(0,0,0));
al_set_target_bitmap(al_get_backbuffer(game->display));
} else if (state == TM_ACTIONSTATE_RUNNING) {
al_draw_tinted_bitmap(fade_bitmap,al_map_rgba_f(1,1,1,*fadeloop/255.0),0,0,0);
*fadeloop-=tps(game, 600);
if (*fadeloop<=0) return true;
} else {
al_destroy_bitmap(fade_bitmap);
free(fadeloop);
TM_DestroyArgs(action->arguments);
action->arguments = NULL;
al_play_sample_instance(game->level.music);
}
return false;
}
bool FadeOut(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (!action->arguments) {
action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float)));
action->arguments = TM_AddToArgs(action->arguments, (void*)al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display)));
}
float* fadeloop;
ALLEGRO_BITMAP* fade_bitmap;
fadeloop = (float*)action->arguments->value;
fade_bitmap = (ALLEGRO_BITMAP*)action->arguments->next->value;
if (state == TM_ACTIONSTATE_INIT) {
*fadeloop = 0;
al_set_target_bitmap(fade_bitmap);
al_clear_to_color(al_map_rgb(0,0,0));
al_set_target_bitmap(al_get_backbuffer(game->display));
} else if (state == TM_ACTIONSTATE_RUNNING) {
al_draw_tinted_bitmap(fade_bitmap,al_map_rgba_f(1,1,1,*fadeloop/255.0),0,0,0);
*fadeloop+=tps(game, 600);
if (*fadeloop>=256) return true;
} else {
PrintConsole(game, "Leaving level with %d HP", (int)(game->level.hp*100));
al_destroy_bitmap(fade_bitmap);
free(fadeloop);
Level_Unload(game);
game->gamestate = GAMESTATE_LOADING;
game->loadstate = GAMESTATE_MAP;
TM_DestroyArgs(action->arguments);
action->arguments = NULL;
}
return false;
}
bool Welcome(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
float* tmp; bool* in;
if (!action->arguments) {
action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float)));
action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(bool)));
}
tmp = (float*)action->arguments->value;
in = (bool*)action->arguments->next->value;
if (state == TM_ACTIONSTATE_INIT) {
*tmp = 0;
*in = true;
/*PrintConsole(game, "WELCOME INIT");*/
}
else if (state == TM_ACTIONSTATE_RUNNING) {
/*PrintConsole(game, "WELCOME RUNNING FADE=%f, IN=%d", *in); */
float fade = *tmp;
if (fade>255) fade=255;
if (*tmp > 2048) { *tmp=255; *in=false; }
al_draw_tinted_bitmap(game->level.welcome, al_map_rgba_f(fade/255.0,fade/255.0,fade/255.0,fade/255.0), 0, 0, 0);
if (*in) {
*tmp+=tps(game, 600);
} else {
*tmp-=tps(game, 600);
if (*tmp<=0) { return true; }
}
} else {
free(action->arguments->value);
free(action->arguments->next->value);
TM_DestroyArgs(action->arguments);
action->arguments = NULL;
}
return false;
}
bool PassLevel(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (state == TM_ACTIONSTATE_DESTROY) {
Level_Passed(game);
TM_AddBackgroundAction(&FadeOut, NULL, 0, "fadeout");
}
return true;
}

49
src/levels/actions.h Normal file
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@ -0,0 +1,49 @@
/*! \file actions.h
* \brief Header file with Level 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"
bool LevelFailed(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
bool Accelerate(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
bool Walk(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
bool Move(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
bool ShowMeter(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
bool Fly(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
bool GenerateObstacles(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
bool Stop(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
bool Letter(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
bool FadeIn(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
bool FadeOut(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
bool Welcome(struct Game *game, struct TM_Action *action, enum TM_ActionState state);
bool PassLevel(struct Game *game, struct TM_Action *action, enum TM_ActionState state);

45
src/levels/callbacks.c Normal file
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@ -0,0 +1,45 @@
/*! \file callbacks.c
* \brief Obstacle callbacks for Level.
*/
/*
* 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 <math.h>
#include "callbacks.h"
void Obst_MoveUpDown(struct Game *game, struct Obstacle *obstacle) {
if (obstacle->data) {
obstacle->y -= 0.5;
if (obstacle->y<=0) {
obstacle->data=NULL;
}
} else {
obstacle->y += 0.5;
if (obstacle->y>=100) {
obstacle->data++;
}
}
}
void Obst_MoveSin(struct Game *game, struct Obstacle *obstacle) {
float* a = (float*)obstacle->data;
/*PrintConsole(game, "%p - %f", obstacle, obstacle->y);*/
obstacle->y -= sin(*a)*4;
*a+=tps(game, 4.5);
obstacle->y += sin(*a)*4;
}

26
src/levels/callbacks.h Normal file
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@ -0,0 +1,26 @@
/*! \file callbacks.h
* \brief Headers with Obstacle callbacks for Level.
*/
/*
* 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 Obst_MoveUpDown(struct Game *game, struct Obstacle *obstacle);
void Obst_MoveSin(struct Game *game, struct Obstacle *obstacle);

View file

@ -18,6 +18,8 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef TIMELINE_H
#define TIMELINE_H
#include "main.h"
@ -70,3 +72,5 @@ struct TM_Arguments* TM_AddToArgs(struct TM_Arguments* args, void* arg);
void TM_DestroyArgs(struct TM_Arguments* args);
/*! \brief Check if timeline is initialised. */
bool TM_Initialized();
#endif