mirror of
https://gitlab.com/dosowisko.net/libsuperderpy.git
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569 lines
21 KiB
C
569 lines
21 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: check if spritesheet speed still depends on FPS */
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void SelectDerpySpritesheet(struct Game *game, char* name) {
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struct Spritesheet *tmp = game->level.derpy_sheets;
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if (!tmp) {
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PrintConsole(game, "ERROR: No spritesheets registered for Derpy!");
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return;
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}
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while (tmp) {
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if (!strcmp(tmp->name, name)) {
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PrintConsole(game, "Selecting Derpy spritesheet: %s", name);
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game->level.derpy_sheet = &(tmp->bitmap);
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game->level.sheet_rows = tmp->rows;
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game->level.sheet_cols = tmp->cols;
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game->level.sheet_speed_modifier = tmp->speed;
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game->level.sheet_pos = 0;
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return;
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}
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tmp = tmp->next;
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}
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PrintConsole(game, "ERROR: No spritesheets registered for Derpy with given name: %s", name);
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return;
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}
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void RegisterDerpySpritesheet(struct Game *game, char* name) {
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char filename[255] = { };
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sprintf(filename, "data/levels/derpy/%s.ini", name);
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ALLEGRO_CONFIG *config = al_load_config_file(filename);
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struct Spritesheet *s = malloc(sizeof(struct Spritesheet));
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s->name = malloc((strlen(name)+1)*sizeof(char));
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strcpy(s->name, name);
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s->bitmap = NULL;
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s->cols = atoi(al_get_config_value(config, "", "cols"));
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s->rows = atoi(al_get_config_value(config, "", "rows"));
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s->speed = atof(al_get_config_value(config, "", "speed"));
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s->next = game->level.derpy_sheets;
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game->level.derpy_sheets = s;
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al_destroy_config(config);
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}
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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+=0.000005;
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if (game->level.speed<0.0020) 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_INIT) action->arguments = NULL;
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if (state != TM_ACTIONSTATE_RUNNING) return false;
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if (!(action->arguments)) SelectDerpySpritesheet(game, "walk");
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action->arguments++;
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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=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_INIT) action->arguments = NULL;
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if (state != TM_ACTIONSTATE_RUNNING) return false;
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if (!(action->arguments)) SelectDerpySpritesheet(game, "fly");
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action->arguments++;
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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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void Obst_MoveUpDown(struct Game *game, struct Obstracle *obstracle) {
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if (obstracle->data) {
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obstracle->y -= 0.5;
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if (obstracle->y<=0) {
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obstracle->data=NULL;
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}
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} else {
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obstracle->y += 0.5;
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if (obstracle->y>=100) {
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obstracle->data++;
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}
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}
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}
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bool GenerateObstracles(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
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/*float* tmp; bool* in;*/
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int* count;
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if (!action->arguments) {
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action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(int)));
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/* action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(bool))); */
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}
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count = (int*)action->arguments->value;
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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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*count = 0;
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/* *tmp = 0;
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*in = true;*/
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}
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else if (state == TM_ACTIONSTATE_RUNNING) {
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if (rand()%(10000/(int)tps(game, 60*100))<=2) {
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PrintConsole(game, "OBSTRACLE %d", *count);
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(*count)++;
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struct Obstracle *obst = malloc(sizeof(struct Obstracle));
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obst->prev = NULL;
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obst->x = 100;
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obst->y = (rand()%91)-1;
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obst->speed = 0;
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obst->bitmap = &(game->level.obst_bmps.pie);
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obst->callback = NULL;
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obst->data = rand()%2;
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if (rand()%100<=50) obst->callback=Obst_MoveUpDown;
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if (game->level.obstracles) {
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game->level.obstracles->prev = obst;
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obst->next = game->level.obstracles;
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} else {
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obst->next = NULL;
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}
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game->level.obstracles = obst;
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if (*count > 64) return true;
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}
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} else {
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free(action->arguments->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 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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SelectDerpySpritesheet(game, "stand");
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/*game->level.sheet_speed = 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 -= tps(game, 60*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 += tps(game, 60*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)) { SelectDerpySpritesheet(game, "run"); }
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else if ((game->level.derpy_y <= 0.5) && (game->level.sheet_speed)) { SelectDerpySpritesheet(game, "fly"); game->level.sheet_speed=0; }
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if (game->level.derpy_y > 0.5) game->level.sheet_speed = tps(game, 60*0.0020/game->level.speed);
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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_hold_bitmap_drawing(true);
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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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int derpyx = game->level.derpy_x*al_get_display_width(game->display);
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int derpyy = game->level.derpy_y*al_get_display_height(game->display);
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int derpyw = al_get_bitmap_width(game->level.derpy);
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int derpyh = al_get_bitmap_height(game->level.derpy);
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bool colision = false;
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struct Obstracle *tmp = game->level.obstracles;
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while (tmp) {
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/*PrintConsole(game, "DRAWING %f %f", tmp->x, tmp->y);*/
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if (tmp->x > -10) {
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bool col = false;
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int x = (tmp->x/100.0)*al_get_display_width(game->display);
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int y = (tmp->y/100.0)*al_get_display_height(game->display);
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int w = al_get_bitmap_width(*(tmp->bitmap));
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int h = al_get_bitmap_height(*(tmp->bitmap));
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if ((((x>=derpyx) && (x<=derpyx+derpyw)) || ((x+w>=derpyx) && (x+w<=derpyx+derpyw))) &&
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(((y>=derpyy) && (y<=derpyy+derpyh)) || ((y+h>=derpyy) && (y+h<=derpyy+derpyh))))
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col = true;
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al_draw_tinted_bitmap(*(tmp->bitmap), al_map_rgba(255,255-col*255,255-col*255,255), x, y, 0);
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if (col) colision = true;
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tmp->x -= tps(game, game->level.speed*60)*310;
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if (tmp->callback) tmp->callback(game, tmp);
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tmp = tmp->next;
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} else {
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if (tmp->next)
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tmp->next->prev = tmp->prev;
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if (tmp->prev)
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tmp->prev->next = tmp->next;
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else
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game->level.obstracles = tmp->next;
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struct Obstracle *t = tmp;
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tmp = tmp->next;
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free(t);
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}
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}
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al_hold_bitmap_drawing(false);
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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_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);
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if ((game->level.sheet_speed) && (game->level.sheet_speed_modifier)) {
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game->level.sheet_tmp+=tps(game, 60);
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if (game->level.sheet_tmp >= game->level.sheet_speed/game->level.sheet_speed_modifier) {
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game->level.sheet_pos++;
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game->level.sheet_tmp = 0;
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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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al_set_target_bitmap(al_get_backbuffer(game->display));
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al_hold_bitmap_drawing(true);
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al_draw_tinted_bitmap(game->level.derpy, al_map_rgba(255,255-colision*255,255-colision*255,255), derpyx, derpyy, 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 += tps(game, 60*game->level.speed) * 0.2;
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game->level.bg_pos += tps(game, 60*game->level.speed) * 0.6;
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game->level.st_pos += tps(game, 60*game->level.speed) * 1;
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game->level.fg_pos += tps(game, 60*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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al_hold_bitmap_drawing(false);
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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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/*PrintConsole(game, "WELCOME RUNNING FADE=%f, IN=%d", *in); */
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float 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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} 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;
|
|
}
|
|
|
|
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.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;
|
|
SelectDerpySpritesheet(game, "stand");
|
|
game->level.sheet_speed = 2.4;
|
|
game->level.sheet_tmp = 0;
|
|
game->level.handle_input = false;
|
|
game->level.obstracles = NULL;
|
|
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(500);
|
|
TM_AddQueuedBackgroundAction(&Accelerate, NULL, 0, "accelerate");
|
|
TM_AddAction(&Fly, NULL, "fly");
|
|
TM_AddDelay(5*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);
|
|
}
|
|
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) {
|
|
game->level.derpy_sheets = 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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
void Level_PreloadBitmaps(struct Game *game) {
|
|
struct Spritesheet *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_width(game->display)*0.1953125*tmp->cols, al_get_display_height(game->display)*0.25*tmp->rows);
|
|
tmp = tmp->next;
|
|
}
|
|
|
|
game->level.derpy = al_create_bitmap(al_get_display_width(game->display)*0.1953125, al_get_display_height(game->display)*0.25);
|
|
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));
|
|
game->level.foreground = LoadScaledBitmap("levels/1/foreground.png", al_get_display_height(game->display)*4.73307291666666666667, al_get_display_height(game->display));
|
|
game->level.background = LoadScaledBitmap("levels/1/background.png", al_get_display_height(game->display)*4.73307291666666666667, al_get_display_height(game->display));
|
|
game->level.stage = LoadScaledBitmap("levels/1/stage.png", al_get_display_height(game->display)*4.73307291666666666667, al_get_display_height(game->display));
|
|
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);
|
|
game->level.welcome = al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display)/2);
|
|
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");
|
|
al_set_target_bitmap(al_get_backbuffer(game->display));
|
|
}
|
|
}
|