[673] | 1 | #include "game.h" |
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| 2 | #include "disp.h" |
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| 3 | #include "ctrl.h" |
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| 4 | #include <math.h> |
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| 5 | |
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| 6 | // Globals |
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| 7 | |
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| 8 | static Map map[] = |
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| 9 | { |
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| 10 | { // map0 |
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| 11 | .tile = |
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| 12 | { |
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| 13 | {1, 0, 0, 0, 0, 1, 0, 0, 1, 1}, |
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| 14 | {0, 0, 0, 0, 0, 1, 0, 0, 0, 2}, |
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| 15 | {0, 0, 0, 0, 1, 0, 0, 0, 1, 1}, |
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| 16 | {0, 0, 0, 1, 3, 0, 3, 0, 0, 0}, |
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| 17 | {0, 0, 0, 1, 3, 0, 3, 0, 0, 1}, |
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| 18 | {0, 0, 0, 1, 3, 0, 3, 0, 0, 0}, |
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| 19 | {0, 0, 0, 1, 1, 0, 3, 0, 0, 1}, |
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| 20 | {4, 0, 0, 0, 0, 0, 1, 0, 0, 0}, |
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| 21 | {4, 0, 0, 0, 0, 0, 1, 0, 0, 1}, |
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| 22 | {0, 4, 4, 4, 4, 0, 0, 0, 1, 0} |
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| 23 | }, |
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| 24 | .w = 10, |
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| 25 | .h = 10, |
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| 26 | .startX = 2.f, |
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| 27 | .startY = 3.f, |
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| 28 | .startDir = 70.f * M_PI / 180.f |
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| 29 | }, |
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| 30 | { // map1 |
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| 31 | .tile = |
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| 32 | { |
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| 33 | {0, 1, 0, 1, 0, 3, 0, 0, 0, 0}, |
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| 34 | {0, 1, 0, 0, 0, 3, 0, 0, 0, 0}, |
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| 35 | {0, 0, 0, 1, 0, 3, 0, 0, 0, 0}, |
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| 36 | {1, 1, 1, 1, 0, 0, 0, 0, 0, 0}, |
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| 37 | {4, 2, 4, 1, 3, 0, 3, 3, 3, 0}, |
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| 38 | {4, 0, 0, 1, 3, 3, 3, 0, 0, 0}, |
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| 39 | {4, 0, 0, 1, 3, 0, 0, 0, 3, 3}, |
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| 40 | {4, 0, 0, 0, 0, 0, 4, 0, 0, 3}, |
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| 41 | {4, 0, 0, 0, 0, 0, 4, 0, 0, 0}, |
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| 42 | {4, 4, 4, 4, 4, 4, 4, 0, 1, 0} |
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| 43 | }, |
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| 44 | .w = 10, |
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| 45 | .h = 10, |
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| 46 | .startX = 0.5f, |
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| 47 | .startY = 0.5f, |
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| 48 | .startDir = 90.f * M_PI / 180.f |
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| 49 | }, |
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| 50 | { // map2 |
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| 51 | .tile = |
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| 52 | { |
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| 53 | {4, 4, 4, 4, 4, 4, 4, 0, 0, 0}, |
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| 54 | {0, 0, 0, 0, 0, 0, 0, 0, 3, 0}, |
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| 55 | {3, 0, 0, 0, 4, 4, 4, 0, 0, 0}, |
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| 56 | {3, 0, 0, 4, 0, 0, 0, 1, 1, 0}, |
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| 57 | {3, 0, 4, 2, 0, 0, 0, 0, 0, 0}, |
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| 58 | {3, 0, 4, 2, 0, 0, 0, 0, 0, 0}, |
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| 59 | {3, 0, 0, 4, 0, 0, 0, 1, 1, 0}, |
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| 60 | {3, 0, 0, 0, 4, 4, 4, 0, 0, 0}, |
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| 61 | {0, 0, 0, 0, 0, 0, 0, 0, 3, 0}, |
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| 62 | {4, 4, 4, 4, 4, 4, 4, 0, 0, 0} |
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| 63 | }, |
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| 64 | .w = 10, |
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| 65 | .h = 10, |
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| 66 | .startX = 4.5f, |
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| 67 | .startY = 5.f, |
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| 68 | .startDir = 0.f * M_PI / 180.f |
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| 69 | }, |
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| 70 | }; |
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| 71 | |
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| 72 | static Game game = |
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| 73 | { |
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| 74 | .mapId = 0 |
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| 75 | }; |
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| 76 | |
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| 77 | static bool g_exit; |
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| 78 | |
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| 79 | // Local functions |
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| 80 | |
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| 81 | static void gameOnBlockHit(int type) |
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| 82 | { |
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[683] | 83 | g_exit = true; |
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[673] | 84 | } |
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| 85 | |
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| 86 | static void gameCollision(float opx, float opy) |
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| 87 | { |
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| 88 | static bool collided_x = false; |
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| 89 | static bool collided_y = false; |
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| 90 | |
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| 91 | float px = game.player.x; |
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| 92 | float py = game.player.y; |
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| 93 | int fpx = floor(px); |
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| 94 | int fpy = floor(py); |
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| 95 | bool colliding_x = false; |
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| 96 | bool colliding_y = false; |
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| 97 | int collide_type_x = 0; |
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| 98 | int collide_type_y = 0; |
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| 99 | int type; |
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| 100 | |
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| 101 | // Check for x axis collisions |
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| 102 | if ((type = gameLocate(floor(px + COLLIDE_GAP), fpy))) { |
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| 103 | colliding_x = true, collide_type_x = type; |
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| 104 | game.player.x = fpx - COLLIDE_GAP + 1; |
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| 105 | } |
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| 106 | else if ((type = gameLocate(floor(px - COLLIDE_GAP), fpy))) { |
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| 107 | colliding_x = true, collide_type_x = type; |
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| 108 | game.player.x = fpx + COLLIDE_GAP; |
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| 109 | } |
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| 110 | |
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| 111 | // Check for y axis collisions |
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| 112 | if ((type = gameLocate(fpx, floor(py + COLLIDE_GAP)))) { |
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| 113 | colliding_y = true, collide_type_y = type; |
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| 114 | game.player.y = fpy - COLLIDE_GAP + 1; |
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| 115 | } |
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| 116 | else if ((type = gameLocate(fpx, floor(py - COLLIDE_GAP)))) { |
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| 117 | colliding_y = true, collide_type_y = type; |
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| 118 | game.player.y = fpy + COLLIDE_GAP; |
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| 119 | } |
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| 120 | |
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| 121 | // Check if we're inside a wall |
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| 122 | if ((type = gameLocate(fpx, fpy))) { |
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| 123 | colliding_x = true, collide_type_x = type; |
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| 124 | colliding_y = true, collide_type_y = type; |
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| 125 | game.player.x = opx, game.player.y = opy; |
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| 126 | } |
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| 127 | |
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| 128 | // Take action when the player hits a block |
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| 129 | if (colliding_x && !collided_x) |
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| 130 | gameOnBlockHit(collide_type_x); |
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| 131 | if (colliding_y && !collided_y) |
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| 132 | gameOnBlockHit(collide_type_y); |
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| 133 | |
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| 134 | collided_x = colliding_x; |
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| 135 | collided_y = colliding_y; |
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| 136 | } |
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| 137 | |
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| 138 | static void gameLogic() |
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| 139 | { |
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| 140 | float opx = game.player.x; |
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| 141 | float opy = game.player.y; |
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| 142 | |
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| 143 | ctrlLogic(&game); |
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| 144 | gameCollision(opx, opy); |
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| 145 | } |
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| 146 | |
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| 147 | static void gameInitMap() |
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| 148 | { |
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| 149 | game.map = &map[game.mapId]; |
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| 150 | game.player.x = game.map->startX; |
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| 151 | game.player.y = game.map->startY; |
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| 152 | game.player.dir = game.map->startDir; |
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| 153 | game.timeLeft = TIME_TOTAL; |
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| 154 | } |
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| 155 | |
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| 156 | // Exported functions |
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| 157 | |
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| 158 | int gameLocate(int x, int y) |
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| 159 | { |
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| 160 | if ((x < 0 || x >= game.map->w) || |
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| 161 | (y < 0 || y >= game.map->h)) { |
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| 162 | // Outside the map bounds |
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| 163 | return 1; |
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| 164 | } |
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| 165 | |
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| 166 | return game.map->tile[y][x]; |
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| 167 | } |
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| 168 | |
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| 169 | void gameRun() |
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| 170 | { |
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| 171 | gameInitMap(); |
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| 172 | |
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| 173 | g_exit = false; |
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| 174 | |
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| 175 | // Game loop |
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| 176 | while (!g_exit) { |
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| 177 | gameLogic(); |
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| 178 | dispRender(&game); |
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| 179 | } |
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| 180 | |
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| 181 | if (game.timeLeft == 0) { |
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| 182 | // Time's up! |
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| 183 | game.mapId = 0; |
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| 184 | } |
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| 185 | else { |
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| 186 | // Go to next map |
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| 187 | game.mapId++; |
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| 188 | } |
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| 189 | } |
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| 190 | |
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| 191 | void gameTick() |
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| 192 | { |
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| 193 | game.timeLeft--; |
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| 194 | |
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| 195 | if (game.timeLeft == 0) { |
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| 196 | g_exit = true; |
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| 197 | } |
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| 198 | } |
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[683] | 199 | |
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| 200 | Game *gameInstance() |
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| 201 | { |
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| 202 | return &game; |
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| 203 | } |
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