/*! \file level.c * \brief Playable Level code. */ /* * Copyright (c) Sebastian Krzyszkowiak * * 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 #include "moonwalk.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; if (!tmp) { PrintConsole(game, "ERROR: No spritesheets registered for Derpy!"); return; } while (tmp) { if (!strcmp(tmp->name, name)) { PrintConsole(game, "Selecting Derpy spritesheet: %s", name); game->level.derpy_sheet = &(tmp->bitmap); game->level.sheet_rows = tmp->rows; game->level.sheet_cols = tmp->cols; game->level.sheet_blanks = tmp->blanks; game->level.sheet_speed_modifier = tmp->speed; game->level.sheet_pos = 0; game->level.sheet_scale = tmp->scale; if (game->level.derpy) al_destroy_bitmap(game->level.derpy); game->level.derpy = al_create_bitmap(al_get_display_height(game->display)*0.25*tmp->aspect*tmp->scale, al_get_display_height(game->display)*0.25*tmp->scale); return; } tmp = tmp->next; } PrintConsole(game, "ERROR: No spritesheets registered for Derpy with given name: %s", name); return; } void RegisterDerpySpritesheet(struct Game *game, char* name) { char filename[255] = { }; sprintf(filename, "data/levels/derpy/%s.ini", name); ALLEGRO_CONFIG *config = al_load_config_file(filename); struct Spritesheet *s = malloc(sizeof(struct Spritesheet)); s->name = malloc((strlen(name)+1)*sizeof(char)); strcpy(s->name, name); s->bitmap = NULL; s->cols = atoi(al_get_config_value(config, "", "cols")); s->rows = atoi(al_get_config_value(config, "", "rows")); s->blanks = atoi(al_get_config_value(config, "", "blanks")); s->speed = atof(al_get_config_value(config, "", "speed")); s->aspect = atof(al_get_config_value(config, "", "aspect")); s->scale = atof(al_get_config_value(config, "", "scale")); s->next = game->level.derpy_sheets; game->level.derpy_sheets = s; al_destroy_config(config); } void Level_Passed(struct Game *game) { if (game->level.current_level<6) { int available = atoi(GetConfigOptionDefault("MuffinAttack", "level", "1")); available++; if ((available<2) || (available>7)) available=1; if (available==(game->level.current_level+1)) { char* text = malloc(2*sizeof(char)); sprintf(text, "%d", available); SetConfigOption("MuffinAttack", "level", text); free(text); } } else { SetConfigOption("MuffinAttack", "completed", "1"); } } 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.flying = 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 Obstracle *obstracle) { if (obstracle->data) { obstracle->y -= 0.5; if (obstracle->y<=0) { obstracle->data=NULL; } } else { obstracle->y += 0.5; if (obstracle->y>=100) { obstracle->data++; } } } bool GenerateObstracles(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, "OBSTRACLE %d", *count); (*count)++; struct Obstracle *obst = malloc(sizeof(struct Obstracle)); obst->prev = NULL; obst->x = 100; obst->y = (rand()%91)-1; obst->speed = 0; obst->points = -10; obst->hit = false; if (rand()%100<=50) { obst->callback=Obst_MoveUpDown; obst->bitmap = &(game->level.obst_bmps.pie); } else { obst->callback = NULL; obst->bitmap = &(game->level.obst_bmps.muffin); } obst->data = (void*)(rand()%2); if (game->level.obstracles) { game->level.obstracles->prev = obst; obst->next = game->level.obstracles; } else { obst->next = NULL; } game->level.obstracles = 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"); /*game->level.sheet_speed = 0;*/ 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); al_set_sample_instance_position(game->level.music, game->level.music_pos); } if (game->level.current_level!=1) Moonwalk_Draw(game); else { struct ALLEGRO_KEYBOARD_STATE keyboard; al_get_keyboard_state(&keyboard); if (game->level.handle_input) { if (al_key_down(&keyboard, ALLEGRO_KEY_UP)) { game->level.derpy_y -= tps(game, 60*0.0075); /*PrintConsole(game, "Derpy Y position: %f", game->level.derpy_y);*/ } if (al_key_down(&keyboard, ALLEGRO_KEY_DOWN)) { game->level.derpy_y += tps(game, 60*0.0075); /*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; } 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); int derpyx = game->level.derpy_x*al_get_display_width(game->display); int derpyy = game->level.derpy_y*al_get_display_height(game->display); int derpyw = al_get_bitmap_width(game->level.derpy); int derpyh = al_get_bitmap_height(game->level.derpy); bool colision = false; struct Obstracle *tmp = game->level.obstracles; while (tmp) { /*PrintConsole(game, "DRAWING %f %f", tmp->x, tmp->y);*/ if (tmp->x > -10) { int x = (tmp->x/100.0)*al_get_display_width(game->display); int y = (tmp->y/100.0)*al_get_display_height(game->display); int w = al_get_bitmap_width(*(tmp->bitmap)); int h = al_get_bitmap_height(*(tmp->bitmap)); if (!tmp->hit) 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)))) { 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(*(tmp->bitmap), x, y, 0); if (tmp->hit) colision = true; tmp->x -= tps(game, game->level.speed*60)*310; 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.obstracles = tmp->next; struct Obstracle *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); if ((game->level.sheet_speed) && (game->level.sheet_speed_modifier)) { game->level.sheet_tmp+=tps(game, 60); if (game->level.sheet_tmp >= game->level.sheet_speed/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; } al_set_target_bitmap(al_get_backbuffer(game->display)); al_draw_tinted_bitmap(game->level.derpy, al_map_rgba(255,255-colision*255,255-colision*255,255), derpyx+al_get_display_width(game->display)*0.1953125-al_get_bitmap_width(game->level.derpy), derpyy, 0); 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); if (game->level.speed > 0) { game->level.cl_pos += tps(game, 60*game->level.speed) * 0.2; game->level.bg_pos += tps(game, 60*game->level.speed) * 0.6; game->level.st_pos += tps(game, 60*game->level.speed) * 1; game->level.fg_pos += tps(game, 60*game->level.speed) * 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 += tps(game, 60*0.00005); if (game->level.cl_pos >= 1) game->level.cl_pos=game->level.cl_pos-1; 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)-al_get_display_width(game->display)*0.215, (al_get_bitmap_height(game->level.meter_bmp)-al_get_display_height(game->display)*0.025)/2, al_get_display_width(game->display)*0.215*0.975, al_get_display_height(game->display)*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)-al_get_display_width(game->display)*0.215, (al_get_bitmap_height(game->level.meter_bmp)-al_get_display_height(game->display)*0.025)/2, al_get_bitmap_width(game->level.meter_bmp)-al_get_display_width(game->display)*0.215+(al_get_display_width(game->display)*0.215*0.975)*game->level.hp, (al_get_bitmap_height(game->level.meter_bmp)-al_get_display_height(game->display)*0.025)/2+al_get_display_height(game->display)*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), al_get_display_width(game->display)*0.95-al_get_bitmap_width(game->level.meter_bmp), al_get_display_height(game->display)*0.975-al_get_bitmap_height(game->level.meter_bmp), 0); TM_Process(); } } 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 { 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.hp=1; game->level.cl_pos=0; game->level.bg_pos=0; game->level.fg_pos=0.2; game->level.st_pos=0.1; game->level.speed = 0; game->level.derpy_x = -0.2; game->level.derpy_y = 0.6; game->level.sheet_speed = tps(game, 60*2.4); game->level.sheet_tmp = 0; game->level.handle_input = false; game->level.obstracles = NULL; game->level.flying = false; game->level.meter_alpha=0; al_clear_to_color(al_map_rgb(0,0,0)); if (game->level.current_level!=1) Moonwalk_Load(game); else { TM_Init(game); TM_AddBackgroundAction(&FadeIn, NULL, 0, "fadein"); TM_AddDelay(1000); TM_AddQueuedBackgroundAction(&Welcome, NULL, 0, "welcome"); TM_AddDelay(1000); TM_AddAction(&Walk, NULL, "walk"); TM_AddAction(&Move, NULL, "move"); TM_AddAction(&Stop, NULL, "stop"); TM_AddDelay(1000); TM_AddAction(&Letter, NULL, "letter"); TM_AddDelay(200); TM_AddQueuedBackgroundAction(&Accelerate, NULL, 0, "accelerate"); TM_AddAction(&Fly, NULL, "fly"); /*TM_AddDelay(2*1000);*/ /* first part gameplay goes here */ /* actions for generating obstracles should go here * probably as regular actions. When one ends, harder one * begins. After last one part with muffins starts. * Should obstracles themselves be handled as objects * on timeline? (probably not). Hmm... */ TM_AddAction(&GenerateObstracles, NULL, "obstracles"); TM_AddDelay(5*1000); /* // wings disappear, deccelerate, fall down // run // show Fluttershy's house // second part gameplay goes here // // cutscene goes here // */ TM_AddAction(&PassLevel, NULL, "passlevel"); } } int Level_Keydown(struct Game *game, ALLEGRO_EVENT *ev) { if (ev->keyboard.keycode==ALLEGRO_KEY_ESCAPE) { game->level.music_pos = al_get_sample_instance_position(game->level.music); al_set_sample_instance_playing(game->level.music, false); } else if ((game->debug) && (ev->keyboard.keycode==ALLEGRO_KEY_F2)) { game->level.hp -= 0.1; if (game->level.hp <= 0) game->level.hp=0.001; } else if ((game->debug) && (ev->keyboard.keycode==ALLEGRO_KEY_F3)) { game->level.hp += 0.1; if (game->level.hp > 1) game->level.hp=1; } if (game->level.current_level!=1) Moonwalk_Keydown(game, ev); if (ev->keyboard.keycode==ALLEGRO_KEY_ESCAPE) { game->gamestate = GAMESTATE_PAUSE; game->loadstate = GAMESTATE_LEVEL; Pause_Load(game); } return 0; } void Level_ProcessLogic(struct Game *game, ALLEGRO_EVENT *ev) { if (game->level.current_level==1) TM_HandleEvent(ev); } void Level_Preload(struct Game *game, void (*progress)(struct Game*, float)) { game->level.derpy_sheets = NULL; game->level.derpy = NULL; Pause_Preload(game); RegisterDerpySpritesheet(game, "walk"); RegisterDerpySpritesheet(game, "fly"); RegisterDerpySpritesheet(game, "run"); RegisterDerpySpritesheet(game, "stand"); if (game->level.current_level!=1) Moonwalk_Preload(game); else { game->level.sample = al_load_sample( "data/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); al_set_sample_instance_playmode(game->level.music, ALLEGRO_PLAYMODE_LOOP); if (!game->level.sample){ fprintf(stderr, "Audio clip sample not loaded!\n" ); exit(-1); } } Level_PreloadBitmaps(game, progress); } void Level_Unload(struct Game *game) { Pause_Unload_Real(game); al_destroy_sample_instance(game->level.music); al_destroy_sample(game->level.sample); if (game->level.current_level!=1) Moonwalk_Unload(game); else { TM_Destroy(); } struct Obstracle *t = game->level.obstracles; 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); } } void Level_UnloadBitmaps(struct Game *game) { al_destroy_bitmap(game->level.derpy); struct Spritesheet *tmp = game->level.derpy_sheets; while (tmp) { al_destroy_bitmap(tmp->bitmap); tmp = tmp->next; } if (game->level.current_level!=1) Moonwalk_UnloadBitmaps(game); else { 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.obst_bmps.pie); al_destroy_bitmap(game->level.meter_bmp); al_destroy_bitmap(game->level.meter_image); } } void Level_PreloadBitmaps(struct Game *game, void (*progress)(struct Game*, float)) { PROGRESS_INIT(11); int x = 0; struct Spritesheet *tmp = game->level.derpy_sheets; while (tmp) { x++; tmp = tmp->next; } if (game->level.current_level==1) load_a+=x; else load_a=2+x; tmp = game->level.derpy_sheets; while (tmp) { char filename[255] = { }; sprintf(filename, "levels/derpy/%s.png", tmp->name); tmp->bitmap = LoadScaledBitmap(filename, al_get_display_height(game->display)*0.25*tmp->aspect*tmp->cols*tmp->scale, al_get_display_height(game->display)*0.25*tmp->rows*tmp->scale); PROGRESS; tmp = tmp->next; } PROGRESS; if (!game->level.derpy) SelectDerpySpritesheet(game, "stand"); 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); else { /* TODO: handle strange display aspects */ game->level.clouds = LoadScaledBitmap("levels/1/clouds.png", al_get_display_height(game->display)*4.73307291666666666667, al_get_display_height(game->display)); PROGRESS; game->level.foreground = LoadScaledBitmap("levels/1/foreground.png", al_get_display_height(game->display)*4.73307291666666666667, al_get_display_height(game->display)); PROGRESS; game->level.background = LoadScaledBitmap("levels/1/background.png", al_get_display_height(game->display)*4.73307291666666666667, al_get_display_height(game->display)); PROGRESS; game->level.stage = LoadScaledBitmap("levels/1/stage.png", al_get_display_height(game->display)*4.73307291666666666667, al_get_display_height(game->display)); PROGRESS; game->level.obst_bmps.pie = LoadScaledBitmap("menu/pie.png", al_get_display_width(game->display)*0.1, al_get_display_height(game->display)*0.1); PROGRESS; game->level.obst_bmps.muffin = LoadScaledBitmap("levels/muffin.png", al_get_display_width(game->display)*0.07, al_get_display_height(game->display)*0.1); PROGRESS; game->level.welcome = al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display)/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), al_get_display_width(game->display)*0.5, al_get_display_height(game->display)*0.1, ALLEGRO_ALIGN_CENTRE, "Level 1"); al_draw_text_with_shadow(game->menu.font_subtitle, al_map_rgb(255,255,255), al_get_display_width(game->display)*0.5, al_get_display_height(game->display)*0.275, ALLEGRO_ALIGN_CENTRE, "Fluttershy"); PROGRESS; game->level.meter_image = LoadScaledBitmap("levels/meter.png", al_get_display_width(game->display)*0.075, al_get_display_width(game->display)*0.075*0.96470588235294117647); PROGRESS; game->level.meter_bmp = al_create_bitmap(al_get_display_width(game->display)*0.2+al_get_bitmap_width(game->level.meter_image), al_get_bitmap_height(game->level.meter_image)); al_set_target_bitmap(al_get_backbuffer(game->display)); } PROGRESS; }