mirror of
https://gitlab.com/dosowisko.net/libsuperderpy.git
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396 lines
15 KiB
C
396 lines
15 KiB
C
/*! \file level.c
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* \brief Playable Level code.
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*/
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/*
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* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include <stdio.h>
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#include "moonwalk.h"
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#include "config.h"
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#include "pause.h"
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#include "level.h"
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#include "timeline.h"
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// TODO: fix spritesheet speed to not depend on FPS
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void Level_Passed(struct Game *game) {
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if (game->level.current_level<6) {
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int available = atoi(GetConfigOptionDefault("MuffinAttack", "level", "1"));
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available++;
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if ((available<2) || (available>7)) available=1;
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if (available==(game->level.current_level+1)) {
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char* text = malloc(2*sizeof(char));
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sprintf(text, "%d", available);
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SetConfigOption("MuffinAttack", "level", text);
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free(text);
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}
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} else {
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SetConfigOption("MuffinAttack", "completed", "1");
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}
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}
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bool Accelerate(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
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if (state != TM_ACTIONSTATE_RUNNING) return false;
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game->level.speed+=tps(game, 0.000005*60);
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if (game->level.speed<tps(game, 0.0020*60)) return false;
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return true;
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}
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bool Walk(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
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if (state != TM_ACTIONSTATE_RUNNING) return false;
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game->level.derpy_x+=tps(game, 60*0.001);
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if (game->level.derpy_x<0.05) return false;
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return true;
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}
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bool Move(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
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if (state != TM_ACTIONSTATE_RUNNING) return false;
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game->level.speed=tps(game, 60*0.00035);
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if (game->level.st_pos<0.275) return false;
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return true;
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}
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bool Fly(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
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if (state != TM_ACTIONSTATE_RUNNING) return false;
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game->level.derpy_y-=tps(game, 60*0.004);
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if (game->level.derpy_y>0.2) return false;
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game->level.handle_input=true;
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return true;
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}
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bool Stop(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
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if (state != TM_ACTIONSTATE_RUNNING) return false;
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game->level.speed=0;
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game->level.sheet_speed = 0;
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//game->level.sheet_pos = 0;
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return true;
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}
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bool Letter(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
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if (state != TM_ACTIONSTATE_RUNNING) return false;
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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");
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struct ALLEGRO_KEYBOARD_STATE keyboard;
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al_get_keyboard_state(&keyboard);
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if (al_key_down(&keyboard, ALLEGRO_KEY_ENTER)) {
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return true;
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}
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return false;
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}
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void Level_Draw(struct Game *game) {
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if (!al_get_sample_instance_playing(game->level.music) && (game->loadstate==GAMESTATE_LEVEL)) {
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al_set_sample_instance_playing(game->level.music, true);
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al_set_sample_instance_position(game->level.music, game->level.music_pos);
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}
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if (game->level.current_level!=1) Moonwalk_Draw(game);
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else {
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struct ALLEGRO_KEYBOARD_STATE keyboard;
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al_get_keyboard_state(&keyboard);
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if (game->level.handle_input) {
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if (al_key_down(&keyboard, ALLEGRO_KEY_UP)) {
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game->level.derpy_y -= 0.005;
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//PrintConsole(game, "Derpy Y position: %f", game->level.derpy_y);
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}
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if (al_key_down(&keyboard, ALLEGRO_KEY_DOWN)) {
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game->level.derpy_y += 0.005;
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//PrintConsole(game, "Derpy Y position: %f", game->level.derpy_y);
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}
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if (game->level.derpy_y > 0.5) game->level.sheet_speed=1;
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else game->level.sheet_speed=0;
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if (game->level.derpy_y < 0) game->level.derpy_y=0;
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else if (game->level.derpy_y > 0.75) game->level.derpy_y=0.75;
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}
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al_clear_to_color(al_map_rgb(0,0,0));
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al_draw_bitmap(game->level.clouds, (-game->level.cl_pos)*al_get_bitmap_width(game->level.clouds), 0, 0);
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al_draw_bitmap(game->level.clouds, (1+(-game->level.cl_pos))*al_get_bitmap_width(game->level.clouds), 0, 0);
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al_draw_bitmap(game->level.background, (-game->level.bg_pos)*al_get_bitmap_width(game->level.background), 0, 0);
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al_draw_bitmap(game->level.background, (1+(-game->level.bg_pos))*al_get_bitmap_width(game->level.background), 0, 0);
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al_draw_bitmap(game->level.stage, (-game->level.st_pos)*al_get_bitmap_width(game->level.stage), 0 ,0);
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al_draw_bitmap(game->level.stage, (1+(-game->level.st_pos))*al_get_bitmap_width(game->level.stage), 0 ,0);
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al_set_target_bitmap(game->level.derpy);
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al_clear_to_color(al_map_rgba(0,0,0,0));
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al_draw_bitmap_region(game->level.derpy_walkcycle,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);
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if (game->level.sheet_speed) {
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//int i;
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//for (i = 0; i < tps(game, 60); i++ ) {
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game->level.sheet_tmp+=tps(game, 60);
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//if (game->level.sheet_speed==1) game->level.sheet_pos++;
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if (game->level.sheet_tmp >= game->level.sheet_speed) {
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game->level.sheet_pos++;
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game->level.sheet_tmp = 0;
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//game->level.sheet_tmp -= game->level.sheet_speed;
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}
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if (game->level.sheet_pos>=game->level.sheet_cols*game->level.sheet_rows) game->level.sheet_pos=0;
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//}
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}
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al_set_target_bitmap(al_get_backbuffer(game->display));
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al_draw_bitmap(game->level.derpy, game->level.derpy_x*al_get_display_width(game->display), game->level.derpy_y*al_get_display_height(game->display), 0);
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al_draw_bitmap(game->level.foreground, (-game->level.fg_pos)*al_get_bitmap_width(game->level.foreground), 0 ,0);
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al_draw_bitmap(game->level.foreground, (1+(-game->level.fg_pos))*al_get_bitmap_width(game->level.foreground), 0 ,0);
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if (game->level.speed > 0) {
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game->level.cl_pos += game->level.speed * 0.2;
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game->level.bg_pos += game->level.speed * 0.6;
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game->level.st_pos += game->level.speed * 1;
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game->level.fg_pos += game->level.speed * 1.75;
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if (game->level.bg_pos >= 1) game->level.bg_pos=game->level.bg_pos-1;
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if (game->level.st_pos >= 1) game->level.st_pos=game->level.st_pos-1;
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if (game->level.fg_pos >= 1) game->level.fg_pos=game->level.fg_pos-1;
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}
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game->level.cl_pos += tps(game, 60*0.00005);
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if (game->level.cl_pos >= 1) game->level.cl_pos=game->level.cl_pos-1;
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TM_Process();
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}
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}
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bool FadeIn(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
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if (!action->arguments) {
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action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float)));
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action->arguments = TM_AddToArgs(action->arguments, (void*)al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display)));
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}
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float* fadeloop;
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ALLEGRO_BITMAP* fade_bitmap;
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fadeloop = (float*)action->arguments->value;
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fade_bitmap = (ALLEGRO_BITMAP*)action->arguments->next->value;
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if (state == TM_ACTIONSTATE_INIT) {
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*fadeloop = 255;
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al_set_target_bitmap(fade_bitmap);
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al_clear_to_color(al_map_rgb(0,0,0));
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al_set_target_bitmap(al_get_backbuffer(game->display));
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} else if (state == TM_ACTIONSTATE_RUNNING) {
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al_draw_tinted_bitmap(fade_bitmap,al_map_rgba_f(1,1,1,*fadeloop/255.0),0,0,0);
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*fadeloop-=tps(game, 600);
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if (*fadeloop<=0) return true;
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} else {
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al_destroy_bitmap(fade_bitmap);
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free(fadeloop);
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TM_DestroyArgs(action->arguments);
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action->arguments = NULL;
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al_play_sample_instance(game->level.music);
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}
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return false;
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}
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bool FadeOut(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
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if (!action->arguments) {
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action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float)));
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action->arguments = TM_AddToArgs(action->arguments, (void*)al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display)));
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}
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float* fadeloop;
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ALLEGRO_BITMAP* fade_bitmap;
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fadeloop = (float*)action->arguments->value;
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fade_bitmap = (ALLEGRO_BITMAP*)action->arguments->next->value;
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if (state == TM_ACTIONSTATE_INIT) {
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*fadeloop = 0;
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al_set_target_bitmap(fade_bitmap);
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al_clear_to_color(al_map_rgb(0,0,0));
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al_set_target_bitmap(al_get_backbuffer(game->display));
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} else if (state == TM_ACTIONSTATE_RUNNING) {
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al_draw_tinted_bitmap(fade_bitmap,al_map_rgba_f(1,1,1,*fadeloop/255.0),0,0,0);
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*fadeloop+=tps(game, 600);
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if (*fadeloop>=256) return true;
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} else {
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al_destroy_bitmap(fade_bitmap);
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free(fadeloop);
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Level_Unload(game);
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game->gamestate = GAMESTATE_LOADING;
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game->loadstate = GAMESTATE_MAP;
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TM_DestroyArgs(action->arguments);
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action->arguments = NULL;
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}
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return false;
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}
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bool Welcome(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
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float* tmp; bool* in;
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if (!action->arguments) {
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action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float)));
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action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(bool)));
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}
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tmp = (float*)action->arguments->value;
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in = (bool*)action->arguments->next->value;
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if (state == TM_ACTIONSTATE_INIT) {
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*tmp = 0;
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*in = true;
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//PrintConsole(game, "WELCOME INIT");
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}
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else if (state == TM_ACTIONSTATE_RUNNING) {
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//al_draw_text_with_shadow(game->font, al_map_rgb(255,255,255), *tmp, 20, 0, "Level 1");
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//PrintConsole(game, "WELCOME RUNNING FADE=%f, IN=%d", *in);
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int fade = *tmp;
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if (fade>255) fade=255;
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if (*tmp > 2048) { *tmp=255; *in=false; }
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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);
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if (*in) {
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*tmp+=tps(game, 600);
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//if (*tmp>=256) { return false; }
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} else {
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*tmp-=tps(game, 600);
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if (*tmp<=0) { return true; }
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}
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} else {
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free(action->arguments->value);
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free(action->arguments->next->value);
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TM_DestroyArgs(action->arguments);
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action->arguments = NULL;
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}
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return false;
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}
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bool PassLevel(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
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if (state == TM_ACTIONSTATE_DESTROY) {
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Level_Passed(game);
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TM_AddBackgroundAction(&FadeOut, NULL, 0, "fadeout");
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}
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return true;
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}
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void Level_Load(struct Game *game) {
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game->level.cl_pos=0;
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game->level.bg_pos=0;
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game->level.fg_pos=0.2;
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game->level.st_pos=0.1;
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game->level.speed = 0;
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game->level.derpy_x = -0.2;
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game->level.derpy_y = 0.6;
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game->level.sheet_rows = 4;
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game->level.sheet_cols = 6;
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game->level.sheet_pos = 0;
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game->level.sheet_speed = 2.5;
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game->level.sheet_tmp = 0;
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game->level.handle_input = false;
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al_clear_to_color(al_map_rgb(0,0,0));
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if (game->level.current_level!=1) Moonwalk_Load(game);
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else {
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TM_Init(game);
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TM_AddBackgroundAction(&FadeIn, NULL, 0, "fadein");
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TM_AddDelay(1000);
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TM_AddQueuedBackgroundAction(&Welcome, NULL, 0, "welcome");
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TM_AddDelay(1000);
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TM_AddAction(&Walk, NULL, "walk");
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TM_AddAction(&Move, NULL, "move");
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TM_AddAction(&Stop, NULL, "stop");
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TM_AddDelay(1000);
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TM_AddAction(&Letter, NULL, "letter");
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TM_AddDelay(500);
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TM_AddQueuedBackgroundAction(&Accelerate, NULL, 0, "accelerate");
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TM_AddAction(&Fly, NULL, "fly");
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// Derpy walks in... (background - owl)
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// Derpy reads a letter
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// Letter on screen
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// Derpy: fly! (background - accelerate)
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// first part gameplay goes here
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TM_AddDelay(60*1000);
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// wings disappear, deccelerate, fall down
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// run
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// show Fluttershy's house
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// second part gameplay goes here
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//
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// cutscene goes here
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//
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TM_AddAction(&PassLevel, NULL, "passlevel");
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}
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}
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int Level_Keydown(struct Game *game, ALLEGRO_EVENT *ev) {
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if (ev->keyboard.keycode==ALLEGRO_KEY_ESCAPE) {
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game->level.music_pos = al_get_sample_instance_position(game->level.music);
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al_set_sample_instance_playing(game->level.music, false);
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}
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if (game->level.current_level!=1) Moonwalk_Keydown(game, ev);
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if (ev->keyboard.keycode==ALLEGRO_KEY_ESCAPE) {
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game->gamestate = GAMESTATE_PAUSE;
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game->loadstate = GAMESTATE_LEVEL;
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Pause_Load(game);
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}
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return 0;
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}
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void Level_ProcessLogic(struct Game *game, ALLEGRO_EVENT *ev) {
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if (game->level.current_level==1) TM_HandleEvent(ev);
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}
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void Level_Preload(struct Game *game) {
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Pause_Preload(game);
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if (game->level.current_level!=1) Moonwalk_Preload(game);
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else {
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game->level.sample = al_load_sample( "data/levels/1/music.flac" );
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game->level.music = al_create_sample_instance(game->level.sample);
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al_attach_sample_instance_to_mixer(game->level.music, game->audio.music);
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al_set_sample_instance_playmode(game->level.music, ALLEGRO_PLAYMODE_LOOP);
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if (!game->level.sample){
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fprintf(stderr, "Audio clip sample not loaded!\n" );
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exit(-1);
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}
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}
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Level_PreloadBitmaps(game);
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}
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void Level_Unload(struct Game *game) {
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Pause_Unload_Real(game);
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al_destroy_sample_instance(game->level.music);
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al_destroy_sample(game->level.sample);
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if (game->level.current_level!=1) Moonwalk_Unload(game);
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else {
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TM_Destroy();
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}
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Level_UnloadBitmaps(game);
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}
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void Level_UnloadBitmaps(struct Game *game) {
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al_destroy_bitmap(game->level.derpy);
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al_destroy_bitmap(game->level.derpy_walkcycle);
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if (game->level.current_level!=1) Moonwalk_UnloadBitmaps(game);
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else {
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al_destroy_bitmap(game->level.foreground);
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al_destroy_bitmap(game->level.background);
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al_destroy_bitmap(game->level.stage);
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al_destroy_bitmap(game->level.clouds);
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al_destroy_bitmap(game->level.welcome);
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}
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}
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void Level_PreloadBitmaps(struct Game *game) {
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game->level.derpy_walkcycle = LoadScaledBitmap("derpcycle.png", al_get_display_width(game->display)*0.1953125*6, al_get_display_height(game->display)*0.25*4);
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game->level.derpy = al_create_bitmap(al_get_display_width(game->display)*0.1953125, al_get_display_height(game->display)*0.25);
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if (game->level.current_level!=1) Moonwalk_PreloadBitmaps(game);
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else {
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// TODO: handle strange display aspects
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game->level.clouds = LoadScaledBitmap("levels/1/clouds.png", al_get_display_height(game->display)*4.73307291666666666667, al_get_display_height(game->display));
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game->level.foreground = LoadScaledBitmap("levels/1/foreground.png", al_get_display_height(game->display)*4.73307291666666666667, al_get_display_height(game->display));
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game->level.background = LoadScaledBitmap("levels/1/background.png", al_get_display_height(game->display)*4.73307291666666666667, al_get_display_height(game->display));
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game->level.stage = LoadScaledBitmap("levels/1/stage.png", al_get_display_height(game->display)*4.73307291666666666667, al_get_display_height(game->display));
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game->level.welcome = al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display));
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al_set_target_bitmap(game->level.welcome);
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al_clear_to_color(al_map_rgba(0,0,0,0));
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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");
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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");
|
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al_set_target_bitmap(al_get_backbuffer(game->display));
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}
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}
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