Le nouveau Super Mario Bros pour la gamme des fx9860g https://www.planet-casio.com/Fr/forums/topic15994-1-[addin]-SuperCasioBros-v0.1.html
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supercasiobros/src/mario.c

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6.0 KiB

#include <mario.h>
#include "tile.h"
#include "world.h"
#include <gint/display.h>
#include <keyboard.h>
#include "box.h"
#include "score.h"
#include "bonus.h"
#include <bullets.h>
#include <camera.h>
#include <base.h>
pnj mario=
{
{26,17,6,8,0,0,0,1},
M_SMALL,
M_RIGHT1, M_WALK,
0
};
// if mario is able to throw fire bullets
int mario_has_bullets=0;
// If mario is dead
int mario_dead=0;
// Used to draw mario (mario direction)
int last_vx_sign=1;
// After he becomes little
int mario_immunity=0;
// Time during mario is invincible
int mario_starMode=0;
void marioBigger()
{
mario.p.h=16;
mario.size=M_BIG;
mario_has_bullets=0;
}
void marioSmaller()
{
mario.p.h=8;
mario.size=M_SMALL;
mario_has_bullets=0;
if (mario_immunity==0)
mario_immunity=1;
}
void marioDraw()
{
if ( (mario_immunity==0 || (mario_immunity/7)%2==0) && (mario_starMode/2)%2==0)
{
const int mx=mario.p.x-cameraX(mario.p.x)-1;
const int my=mario.p.y-cameraY(mario.p.y);
if (mario.size==M_SMALL)
{
if (abs(mario.p.vx)>=3) tileDraw(mx, my, &mario_small, 2*last_vx_sign+(time_id/4)%2, 0);
else if (abs(mario.p.vx)>=1) tileDraw(mx, my, &mario_small, 2*last_vx_sign+(time_id/8)%2, 0);
else tileDraw(mx, my, &mario_small, 2*last_vx_sign, 0);
}
else
{
if (abs(mario.p.vx)>=3) tileDraw(mx, my, &mario_big, 1+3*last_vx_sign+(time_id/4)%2, mario_has_bullets);
else if (abs(mario.p.vx)>=1) tileDraw(mx, my, &mario_big, 1+3*last_vx_sign+(time_id/8)%2, mario_has_bullets);
else tileDraw(mx, my, &mario_big, 3*last_vx_sign, mario_has_bullets);
}
}
}
static int jump_buffering=0;
static int coyote_time=5;
void marioResetJump()
{ // disables jump buffering & coyote time until the next time mario hits the ground
jump_buffering=0;
coyote_time=5;
}
int global_quit=0;
void marioMove()
{
{ // Mario star mode & immunity counters
if (mario_starMode==200) mario_starMode=0;
else if (mario_starMode) mario_starMode++;
if (mario_immunity==60) mario_immunity=0;
else if (mario_immunity) mario_immunity++;
}
if (mario_has_bullets==1 && MKB_getKeyState(MK_RUN)==2) bulletThrow();
{ // Jump (with coyote time & jump buffering)
if (MKB_getKeyState(MK_JUMP)==2 || jump_buffering) //|| keys[MK_JUMP2]==2)
{
if (mario.p.vx*sgn(mario.p.vx)>=6) boxJump(&mario.p, 9);
else boxJump(&mario.p, 8);
if (mario.p.vy<=0 && MKB_getKeyState(MK_JUMP)==2 && coyote_time<4) // n'a pas sauté alors que la touche était enfoncée et coyote time =4 frames = 0.2 sec
{
if (mario.p.vx*sgn(mario.p.vx)>=6) mario.p.vy=9;
else mario.p.vy=8;
}
// n'a pas sauté alors que la touche était enfoncée
else if (mario.p.vy<=0 && MKB_getKeyState(MK_JUMP)==2) jump_buffering=5; // Jump buffering during 5-1 frames = 0.2 sec
}
if (jump_buffering) jump_buffering--;
for (int i=0; i<mario.p.w; i++)
{
if (worldGetCellCategory(mario.p.x+i, mario.p.y-1)==CTG_SOIL)
{
coyote_time=0;
break;
}
}
coyote_time++;
if (mario.p.vy>=2 && MKB_getKeyState(MK_JUMP)==0) mario.p.vy-=2; // Custom jump height
}
{ // Lateral move
int vx=sgn(MKB_getKeyState(MK_RIGHT)-MKB_getKeyState(MK_LEFT)); // Mario wanted dir (arrows)
// cells next to mario
int c1=worldGetCellCategory(mario.p.x, mario.p.y-1/*+mario.p.h*/);
int c2=worldGetCellCategory(mario.p.x+mario.p.w-1, mario.p.y-1/*+mario.p.h*/);
static int mario_timeAccel=0;
mario_timeAccel=1-mario_timeAccel; // increments & %2
if (vx!=sgn(mario.p.vx)) mario_timeAccel=1; // reverse direction means deceleration which is 2 times faster
if (mario_timeAccel)
{
if (vx)
{
// sprinte et est sur le sol
if (MKB_getKeyState(MK_RUN) && (c1==CTG_SOIL || c2==CTG_SOIL) && (abs(mario.p.vx)<=7 || sgn(mario.p.vx)!=vx)) mario.p.vx+=vx;
else if (abs(mario.p.vx+vx) <= 4) mario.p.vx+=vx;
// ralentissement si au dela de la vitesse sans sprint
else if (MKB_getKeyState(MK_RUN)==0 && abs(mario.p.vx)>4) mario.p.vx-=sgn(mario.p.vx);
}
else mario.p.vx-=sgn(mario.p.vx);
}
{ // last vx sign determination
if (vx>0 && (c1==CTG_SOIL || c2==CTG_SOIL)) last_vx_sign=1;
if (vx<0 && (c1==CTG_SOIL || c2==CTG_SOIL)) last_vx_sign=0;
}
if (mario.p.x+mario.p.vx<cameraX(mario.p.x)) // security: avoid mario to go to the left of the screen
{
mario.p.vx=0;
mario.p.x=cameraX(mario.p.x);
}
}
boxMove(&mario.p); // apply gravity
if (mario.p.y<0) mario_dead=1; // die if out of the map
{// take coins that mario touchs
coin_t* c;
c=(coin_t*)worldGetCell(mario.p.x, mario.p.y);
if (c->type==COIN && c->taken==0) {coinAdd();c->taken=1;}
c=(coin_t*)worldGetCell(mario.p.x+mario.p.w-1, mario.p.y);
if (c->type==COIN && c->taken==0) {coinAdd();c->taken=1;}
c=(coin_t*)worldGetCell(mario.p.x, mario.p.y+mario.p.h-1);
if (c->type==COIN && c->taken==0) {coinAdd();c->taken=1;}
c=(coin_t*)worldGetCell(mario.p.x+mario.p.w-1, mario.p.y+mario.p.h-1);
if (c->type==COIN && c->taken==0) {coinAdd();c->taken=1;}
}
{// End level flag detection
end_level_t *e1=(end_level_t*)worldGetCell(mario.p.x, mario.p.y), *e2=(end_level_t*)worldGetCell(mario.p.x+mario.p.w-1, mario.p.y);
if (e1->type==END_LEVEL)
{
finish_level=1;
scoreAdd(400*e1->bonus);
}
if (e2->type==END_LEVEL)
{
finish_level=1;
scoreAdd(400*e2->bonus);
}
}
{// mario box auto hit
gift_t* c=(gift_t*)worldGetCell((mario.p.x+mario.p.w/2),mario.p.y+mario.p.h);
if ((c->type==GIFT || c->type==BRICK) && (c->time_hit_id==0 && mario.p.last_vy>0))
{
c->hidden=0;
mario.p.last_vy=0;
if (c->number)
{
c->time_hit_id=1;
switch (c->content)
{
case 1: c->number--; coinAdd(); break;
case 2: c->number--; bonusSet(BONUS_CHAMPI,((mario.p.x+mario.p.w/2)/8)*8,mario.p.y+mario.p.h+8); break;
case 3: c->number--; bonusSet(BONUS_1UP,((mario.p.x+mario.p.w/2)/8)*8,mario.p.y+mario.p.h+8); break;
case 4: c->number--; bonusSet(BONUS_STAR,((mario.p.x+mario.p.w/2)/8)*8,mario.p.y+mario.p.h+8); break;
}
}
else if (c->content==0 && mario.size==M_BIG && c->type==BRICK) c->state=c->time_hit_id=1;
else if (c->content==0 && c->type==BRICK) c->time_hit_id=1;
}
}
}