/*! \file intro.c * \brief Intro view with plot description. */ #include #include #include "intro.h" #include "map.h" void FillPage(struct Game *game, int page) { al_set_target_bitmap(game->intro.table); float y = 0.2; float oldx = -1; void draw_text(int page, char* text) { float x = 0.45; if (page!=oldx) { y=0.2; oldx=page; } al_draw_text_with_shadow(game->intro.font, al_map_rgb(255,255,255), al_get_display_width(game->display)*x, al_get_display_height(game->display)*y, ALLEGRO_ALIGN_LEFT, text); y+=0.07; } void DrawPage(int p) { switch (p) { case 1: al_draw_bitmap(game->intro.table_bitmap, 0, 0, 0); draw_text(1, "Since Twilight Sparkle and her five best"); draw_text(1, "friends defeated Discord and imprisoned"); draw_text(1, "him in a stone using the Elements of"); draw_text(1, "Harmony, Equestia has been a peaceful"); draw_text(1, "place for a quite long time."); break; case 2: al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0, 0, 0); al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0.5, 0, 0); draw_text(2, "Suddenly, one day some reckless pony"); draw_text(2, "accidentally introduced a tiny little"); draw_text(2, "bit of chaos near Discords figure."); break; case 3: al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0, 0, 0); al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0.5, 0, 0); draw_text(3, "A tiny little bit of chaos turned not to"); draw_text(3, "be enough for Discord to escape from rock,"); draw_text(3, "but enough to turn nearly dropped muffins"); draw_text(3, "into muffinzombies, with aim to destroy all"); draw_text(3, "the harmony in Equestria."); break; case 4: al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0, 0, 0); al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0.5, 0, 0); draw_text(4, "Discord, who has learned his lession after"); draw_text(4, "last failure, turned his muffinzombie-gang"); draw_text(4, "against the same mares who previously"); draw_text(4, "defeated him, prisoning them in their own"); draw_text(4, "houses. Thanks to that, he's now able to"); draw_text(4, "wait until the world is again chaotic enough"); draw_text(4, "for him to escape and rule Equestria"); draw_text(4, "once again."); break; case 5: al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0, 0, 0); al_draw_bitmap_region(game->intro.table_bitmap, al_get_bitmap_width(game->intro.table_bitmap)/2, 0, al_get_bitmap_width(game->intro.table_bitmap)/2, al_get_bitmap_height(game->intro.table_bitmap), al_get_display_width(game->display)*0.5, 0, 0); draw_text(5, "Who is able to defeat Discord when the"); draw_text(5, "Elements of Harmony are unavailable?"); draw_text(5, ""); draw_text(5, "Well... There is somepony who knows"); draw_text(5, "everything about muffins..."); break; } } DrawPage(page); ALLEGRO_BITMAP* second = al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display)); al_set_target_bitmap(second); DrawPage(page+1); al_set_target_bitmap(game->intro.table); al_draw_bitmap(second, al_get_display_width(game->display), 0, 0); al_set_target_bitmap(al_get_backbuffer(game->display)); al_destroy_bitmap(second); } void Intro_Draw(struct Game *game) { al_clear_to_color(al_map_rgb(0,0,0)); //printf("%f\n", ((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display))); /* if (game->intro.in_animation) al_draw_bitmap(game->intro.table, -1*(game->intro.page)*al_get_display_width(game->display) + (cos(((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display))*(ALLEGRO_PI))/2.0)*al_get_display_width(game->display) + al_get_display_width(game->display)/2.0, 0, 0);//al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0); else al_draw_bitmap(game->intro.table, -1*(game->intro.page)*al_get_display_width(game->display), 0, 0); //al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0); */ if (game->intro.in_animation) al_draw_bitmap(game->intro.table, -1*al_get_display_width(game->display) + (cos(((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display))*(ALLEGRO_PI))/2.0)*al_get_display_width(game->display) + al_get_display_width(game->display)/2.0, 0, 0);//al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0); else al_draw_bitmap(game->intro.table, 0, 0, 0); //al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0); //al_draw_text(game->font, al_map_rgb(255,255,255), al_get_display_width(game->display)/2, al_get_display_height(game->display)/2, ALLEGRO_ALIGN_CENTRE, "Not implemented yet!"); al_draw_text_with_shadow(game->intro.font, al_map_rgb(255,255,255), al_get_display_width(game->display)/2, al_get_display_height(game->display)*0.90, ALLEGRO_ALIGN_CENTRE, "Press any key to continue or escape to skip..."); //PrintConsole(game, "drawing"); if (game->intro.in_animation) { //PrintConsole(game, "animating"); int old = game->intro.position%al_get_display_width(game->display); game->intro.position -= tps(game, 600); //PrintConsole(game, "%d", game->intro.position%al_get_display_width(game->display)); if (game->intro.position%al_get_display_width(game->display)>old) { //DrawConsole(game); //al_flip_display(); game->intro.in_animation = false; //al_set_target_bitmap(game->intro.table); //al_draw_bitmap(game->intro.table_whole, (-1)*game->intro.page*al_get_display_width(game->display), 0, 0); //al_set_target_bitmap(al_get_backbuffer(game->display)); FillPage(game, game->intro.page+1); PrintConsole(game, "Animation finished."); //al_draw_bitmap(game->intro.table, 0, 0, 0); } else if (game->intro.position<=-4*al_get_display_width(game->display)) { PrintConsole(game, "This was the last page."); UnloadGameState(game); game->loadstate = GAMESTATE_MAP; PrintConsole(game, "Chainloading GAMESTATE_MAP..."); LoadGameState(game); } } } void Intro_Load(struct Game *game) { if (game->music) al_play_sample(game->intro.sample, 1.0, 0.0, 1.0, ALLEGRO_PLAYMODE_LOOP, NULL); ALLEGRO_EVENT ev; int fadeloop; for(fadeloop=0; fadeloop<256; fadeloop+=tps(game, 600)){ al_wait_for_event(game->event_queue, &ev); al_draw_tinted_bitmap(game->intro.table,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),0,0,0); DrawConsole(game); al_flip_display(); } Intro_Draw(game); } int Intro_Keydown(struct Game *game, ALLEGRO_EVENT *ev) { if (ev->keyboard.keycode == ALLEGRO_KEY_ESCAPE) { UnloadGameState(game); game->loadstate = GAMESTATE_MAP; PrintConsole(game, "Chainloading GAMESTATE_MAP..."); LoadGameState(game); return 0; } if (!game->intro.in_animation) { PrintConsole(game, "Animate page (was on %d)...", ++game->intro.page); game->intro.in_animation = true; } return 0; } void Intro_Preload(struct Game *game) { game->intro.position = 0; game->intro.page = 0; game->intro.in_animation = false; game->intro.table_bitmap =LoadFromCache(game, "paper.png", al_get_display_width(game->display), al_get_display_height(game->display)); //game->intro.table_bitmap = al_load_bitmap( "data/paper.png" ); game->intro.sample = al_load_sample( "data/intro.flac" ); if (!game->intro.sample){ fprintf(stderr, "Audio clip sample not loaded!\n" ); exit(-1); } //al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP); //game->intro.table_whole = al_create_bitmap(al_get_display_width(game->display)*5, al_get_display_height(game->display)); //al_set_new_bitmap_flags(ALLEGRO_MAG_LINEAR | ALLEGRO_MIN_LINEAR); game->intro.table = al_create_bitmap(al_get_display_width(game->display)*2, al_get_display_height(game->display)); game->intro.font = al_load_ttf_font("data/ShadowsIntoLight.ttf",al_get_display_height(game->display)*0.04,0 ); FillPage(game, 1); //al_set_target_bitmap(game->intro.table); //al_draw_bitmap(game->intro.table, 0, 0, 0); al_set_target_bitmap(al_get_backbuffer(game->display)); PrintConsole(game, "Chainpreloading GAMESTATE_MAP..."); Map_Preload(game); } void Intro_Unload(struct Game *game) { ALLEGRO_EVENT ev; int fadeloop; for(fadeloop=255; fadeloop>=0; fadeloop-=tps(game, 600)){ al_wait_for_event(game->event_queue, &ev); if (game->intro.in_animation) al_draw_tinted_bitmap(game->intro.table, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), -1*al_get_display_width(game->display) + (cos(((-1*((game->intro.position)%al_get_display_width(game->display)))/(float)al_get_display_width(game->display))*(3.1415))/2.0)*al_get_display_width(game->display) + al_get_display_width(game->display)/2.0, 0, 0); //al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0); else al_draw_tinted_bitmap(game->intro.table, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), 0, 0, 0); //al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)), 0); //al_draw_tinted_bitmap(game->intro.table_bitmap,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),-1*(game->intro.page)*al_get_display_width(game->display), al_get_display_height(game->display)*((game->intro.position/3.0)/(float)al_get_display_width(game->display)),0); DrawConsole(game); al_flip_display(); } al_destroy_bitmap(game->intro.table); al_destroy_font(game->intro.font); al_destroy_sample(game->intro.sample); al_destroy_bitmap(game->intro.table_bitmap); }