#include #include #include #include #include #include "setlevel.h" #include "drawlevel.h" #include "collide.h" #include "menu.h" #include "times.h" #include "define.h" #define ACCELERATION 0.2 #define MAX_VSPD 9.0 int main(void); int callback(volatile int *frame_elapsed) { *frame_elapsed = 1; return TIMER_CONTINUE; } void game(int *id_level, char mode) { volatile int frame_elapsed = 1; int timer = timer_setup(TIMER_ANY, 1000000/FPS, callback, &frame_elapsed); timer_start(timer); char game_loop = 1; unsigned int frame = 0; int framelevel = 0; int player_x = 20, player_y = 20; char level[351]; char gravity = 0; //0 down 1 up char check = 0; char blackout = 0; int start_x; int start_y; unsigned int coin = 0; char check_coin = 0; int appear = 10; int disappear = 13; float vspd = 1.0; int vert_spd = 1; extern bopti_image_t img_speedrun; set_level(*id_level, level, &start_x, &start_y, &gravity, &appear, &disappear); player_x = start_x; player_y = start_y; draw_level(level); while(game_loop) { while(!frame_elapsed) sleep(); frame_elapsed = 0; frame++; framelevel++; if(!(frame%2)) { draw_level(level); if(blackout) draw_blackout(player_x, player_y); draw_player(player_x,player_y); if(!mode) draw_timer(frame); else draw_timer(framelevel); if(*id_level==1 && !mode) { dprint(85,180,C_RGB(245,245,0),"SHIFT"); dprint(167,19,C_RGB(110,110,110),"Ne touchez pas ces blocs !"); dprint(162,160,C_RGB(110,110,110),"Les clefs agissent"); dprint(162,173,C_RGB(110,110,110),"sur certains blocs"); dprint(315,115,C_RGB(110,110,110),"Bravo !"); } dprint(150,100,C_GREEN,"%d",player_x); dprint(150,120,C_GREEN,"%d",player_y); if(!mode) dprint_opt(340, 0, C_RGB(255,190,0), C_BLACK, DTEXT_LEFT, DTEXT_TOP, "Coin : %d", coin); /*dprint(320,120,C_GREEN,"%d",collide_solid(player_x+1, player_y, level, gravity)); dprint(320,140,C_GREEN,"%d",collide_solid(player_x-1, player_y, level, gravity)); dprint(320,160,C_GREEN,"%d",collide_solid(player_x, player_y+1, level, gravity)); dprint(320,180,C_GREEN,"%d",collide_solid(player_x, player_y-1, level, gravity));*/ /*dprint(300,100,C_GREEN,"%d",collide_dead(player_x, player_y, level)); dprint(300,120,C_GREEN,"%c",level[(int)((player_x-1)/16)+(int)((player_y-1)/16*25)]); //top left dprint(300,140,C_GREEN,"%c",level[(int)((player_x+PLAYER_HEIGHT+1)/16)+(int)((player_y-1)/16*25)]); //top right dprint(300,160,C_GREEN,"%c",level[(int)((player_x-1)/16)+(int)((player_y+PLAYER_HEIGHT+1)/16*25)]); //bottom left dprint(300,180,C_GREEN,"%c",level[(int)((player_x+PLAYER_HEIGHT+1)/16)+(int)((player_y+PLAYER_HEIGHT+1)/16*25)]); //bottom right*/ dupdate(); } pollevent(); //Right collision if(keydown(KEY_RIGHT)) { if(!collide_solid(player_x+PLAYER_SPEED, player_y, level, gravity)) player_x+=PLAYER_SPEED; else if(!collide_solid(player_x+1, player_y, level, gravity)) player_x+=1; if(player_x>=388) player_x=-4; } //Left collision else if(keydown(KEY_LEFT)) { if(!collide_solid(player_x-PLAYER_SPEED, player_y, level, gravity)) player_x-=PLAYER_SPEED; else if(!collide_solid(player_x-1, player_y, level, gravity)) player_x-=1; if(player_x<-9) player_x=384; } //Action key if(keydown(KEY_SHIFT) && !check && ((collide_solid(player_x, player_y-1, level, gravity) && gravity) || (collide_solid(player_x, player_y+1, level, gravity) && !gravity))) { if(!gravity) gravity=1; else gravity=0; check=1; } else if(!keydown(KEY_SHIFT) && check) check=0; //Gravity if(!gravity) { if(!collide_solid(player_x, player_y+vert_spd+1, level, gravity)) { if (vspd=5.0) //Damaged block { if(level[((player_x)/16)+((player_y+25)/16)*25]=='B') level[((player_x)/16)+((player_y+25)/16)*25]='0'; if(level[((player_x+17)/16)+((player_y+25)/16)*25]=='B' && collide_point(player_x+15, player_y+22, level, 'B')) level[((player_x+17)/16)+((player_y+25)/16)*25]='0'; vspd=1.0; } if(collide(player_x, player_y-vert_spd-2, level, gravity, 'B') && vspd>=5.0) //Damaged block { if(level[((player_x)/16)+((player_y-vert_spd-2)/16)*25]=='B') level[((player_x)/16)+((player_y-vert_spd-2)/16)*25]='0'; if(level[((player_x+17)/16)+((player_y-vert_spd-2)/16)*25]=='B' && collide_point(player_x+15, player_y-12, level, 'B')) level[((player_x+17)/16)+((player_y-vert_spd-2)/16)*25]='0'; vspd=1.0; } if((framelevel/FPS)>disappear) for (int i = 0; level[i]!='\0' ; i++) if(level[i]=='c') level[i]='0'; //after x seconds blocks disappear if((framelevel/FPS)>appear) for (int i = 0; level[i]!='\0' ; i++) if(level[i]=='m') level[i]='C'; //after x seconds blocks appear if(player_y>=212) player_y=-4; if(player_y<-6) player_y=212; //Menu if(keydown_any(KEY_EXIT, KEY_MENU, 0)) { char menu_loop = 1; char selected = 0; int Y_POS = 18; while(menu_loop) { clearevents(); dclear(C_WHITE); draw_level(level); draw_player(player_x,player_y); dimage(0,0,&img_speedrun); selected += keydown(KEY_DOWN) - keydown(KEY_UP); if (selected == 2) selected = 0; else if (selected == -1) selected = 1; dtext(32, Y_POS, C_BLACK, "CONTINUE"); if(!mode) dtext(32, Y_POS + 12, C_BLACK, "MENU"); else dtext(32, Y_POS + 12, C_BLACK, "SPEEDRUN MENU"); dtext(16, Y_POS + (selected * 12), C_BLACK, ">"); dprint(180, 45, C_RGB(83,255,0), "LEVEL : %d", *id_level); dprint(320, 8, C_RGB(255,178,0), "COIN : %d", coin); dupdate(); if (keydown_any(KEY_SHIFT, KEY_EXE, 0)) { switch (selected) { case 0: menu_loop = 0; break; case 1: menu_loop = 0; game_loop = 0; break; } } while (keydown_any(KEY_UP, KEY_DOWN, 0)) clearevents(); } } } timer_stop(timer); //when a level is quit if(mode) { if(*id_level==0) *id_level=1; if(game_loop) { dclear(C_WHITE); float framefloat = framelevel; dprint_opt(198, 90, C_WHITE, C_BLACK, DTEXT_LEFT, DTEXT_TOP, "%d", framelevel); dprint_opt(198, 112, C_WHITE, C_BLACK, DTEXT_LEFT, DTEXT_TOP, "%u.%02u",(framelevel)/FPS, (int)((framefloat)/FPS*100-framelevel/FPS*100)); check_medal(framelevel, *id_level); dupdate(); sleep_ms(5000); } if(!speed_menu(id_level)) { mode = 1; game(id_level, mode); } else main(); } if(!mode) main(); } int main(void) { char mode = 0; int valeur = start_menu(); if(!valeur) //normal game (level selection) { int id_level = 1; if(!speed_menu(&id_level)) { mode = 1; game(&id_level, mode); } else main(); } else if(valeur==1) { int id_level = 1; mode = 0; game(&id_level, mode); } return 0; }