/*! \file level.c * \brief Playable Level code. */ #include #include #include "pause.h" #include "level.h" 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); al_set_sample_instance_position(game->level.music, game->level.music_pos); } 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_walkcycle,al_get_bitmap_width(game->level.derpy)*(game->level.derpy_frame%6),al_get_bitmap_height(game->level.derpy)*(game->level.derpy_frame/6),al_get_bitmap_width(game->level.derpy), al_get_bitmap_height(game->level.derpy),0,0,0); //al_set_target_bitmap(game->level.derpy); //al_clear_to_color(al_map_rgba(0,0,0,0)); //al_draw_scaled_bitmap(game->level.derpytmp, 0, 0, al_get_bitmap_width(game->level.derpytmp),al_get_bitmap_height(game->level.derpytmp), 0, 0, al_get_bitmap_width(game->level.derpy),al_get_bitmap_height(game->level.derpy), 0); al_set_target_bitmap(al_get_backbuffer(game->display)); game->level.derpy_pos=game->level.derpy_pos+tps(game, 60*0.00092); if (game->level.derpy_pos>1) { UnloadGameState(game); game->loadstate = GAMESTATE_MENU; LoadGameState(game); return; } int i; for (i = 0; i < tps(game, 60); i++ ) { game->level.derpy_frame_tmp++; if (game->level.derpy_frame_tmp%3==0) { if (game->level.derpy_frame_tmp%5==0) game->level.derpy_frame++; game->level.derpy_frame++; if (game->level.derpy_frame>=24) game->level.derpy_frame=0; } } al_draw_scaled_bitmap(game->level.image,0,0,al_get_bitmap_width(game->level.image),al_get_bitmap_height(game->level.image),0,0,al_get_display_width(game->display), al_get_display_height(game->display),0); al_draw_bitmap(game->level.derpy, game->level.derpy_pos*al_get_display_width(game->display), al_get_display_height(game->display)-al_get_bitmap_height(game->level.derpy), ALLEGRO_FLIP_HORIZONTAL); al_draw_textf(game->font, al_map_rgb(255,255,255), al_get_display_width(game->display)/2, al_get_display_height(game->display)/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), al_get_display_width(game->display)/2, al_get_display_height(game->display)/1.8, ALLEGRO_ALIGN_CENTRE, "Have some moonwalk instead."); } void Level_Load(struct Game *game) { if (game->music) al_play_sample_instance(game->level.music); //al_play_sample(game->level.sample, 0.75, 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->level.fade_bitmap,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),0,0,0); DrawConsole(game); al_flip_display(); } al_destroy_bitmap(game->level.fade_bitmap); Level_Draw(game); } int Level_Keydown(struct Game *game, ALLEGRO_EVENT *ev) { if (ev->keyboard.keycode == ALLEGRO_KEY_ESCAPE) { UnloadGameState(game); game->loadstate = GAMESTATE_MENU; LoadGameState(game); } else if (ev->keyboard.keycode==ALLEGRO_KEY_P) { game->level.music_pos = al_get_sample_instance_position(game->level.music); al_set_sample_instance_playing(game->level.music, false); game->gamestate = GAMESTATE_PAUSE; game->loadstate = GAMESTATE_LEVEL; Pause_Load(game); } return 0; } void Level_Preload(struct Game *game) { game->level.derpy_frame = 0; game->level.derpy_frame_tmp = 0; game->level.derpy_pos = -0.2; PrintConsole(game, "Initializing level %d...", game->level.current_level); //game->level.image = al_load_bitmap( "data/table.png" ); game->level.image =LoadFromCache(game, "table.png", al_get_display_width(game->display), al_get_display_height(game->display)); game->level.sample = al_load_sample( "data/moonwalk.flac" ); //game->level.derpy_walkcycle = al_load_bitmap( "data/derpcycle.png" ); game->level.derpy_walkcycle =LoadFromCache(game, "derpcycle.png", al_get_display_width(game->display)*0.1953125*6, al_get_display_height(game->display)*0.25*4); if (!game->level.sample){ fprintf(stderr, "Audio clip sample not loaded!\n" ); exit(-1); } game->level.music = al_create_sample_instance(game->level.sample); al_attach_sample_instance_to_mixer(game->level.music, al_get_default_mixer()); al_set_sample_instance_playmode(game->level.music, ALLEGRO_PLAYMODE_LOOP); game->level.derpy = al_create_bitmap(al_get_display_width(game->display)*0.1953125, al_get_display_height(game->display)*0.25); //game->level.derpytmp = al_create_bitmap(500, 400); game->level.fade_bitmap = al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display)); al_set_target_bitmap(game->level.fade_bitmap); al_draw_bitmap(game->level.image,0,0,0); al_draw_textf(game->font, al_map_rgb(255,255,255), al_get_display_width(game->display)/2, al_get_display_height(game->display)/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), al_get_display_width(game->display)/2, al_get_display_height(game->display)/1.8, ALLEGRO_ALIGN_CENTRE, "Have some moonwalk instead."); al_set_target_bitmap(al_get_backbuffer(game->display)); } void Level_Unload(struct Game *game) { ALLEGRO_EVENT ev; game->level.fade_bitmap = al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display)); al_set_target_bitmap(game->level.fade_bitmap); al_draw_scaled_bitmap(game->level.image,0,0,al_get_bitmap_width(game->level.image),al_get_bitmap_height(game->level.image),0,0,al_get_display_width(game->display), al_get_display_height(game->display),0); al_draw_bitmap(game->level.derpy, game->level.derpy_pos*al_get_display_width(game->display), al_get_display_height(game->display)-al_get_bitmap_height(game->level.derpy), ALLEGRO_FLIP_HORIZONTAL); al_draw_textf(game->font, al_map_rgb(255,255,255), al_get_display_width(game->display)/2, al_get_display_height(game->display)/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), al_get_display_width(game->display)/2, al_get_display_height(game->display)/1.8, ALLEGRO_ALIGN_CENTRE, "Have some moonwalk instead."); al_set_target_bitmap(al_get_backbuffer(game->display)); int fadeloop; for(fadeloop=255; fadeloop>=0; fadeloop-=tps(game, 600)){ al_wait_for_event(game->event_queue, &ev); al_draw_tinted_bitmap(game->level.fade_bitmap, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), 0, 0, 0); DrawConsole(game); al_flip_display(); } al_destroy_bitmap(game->level.image); al_destroy_bitmap(game->level.derpy); al_destroy_bitmap(game->level.derpy_walkcycle); al_destroy_bitmap(game->level.fade_bitmap); al_destroy_sample(game->level.sample); }