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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83 | g_exit = true; |
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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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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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