AST3_C/src/main.c

449 lines
11 KiB
C

#include <gint/display.h>
#include <gint/keyboard.h>
#include <gint/clock.h>
#include <gint/timer.h>
#include <gint/gint.h>
#include <gint/std/string.h>
#include "setlevel.h"
#include "drawlevel.h"
#include "collide.h"
#include "menu.h"
#include "times.h"
#include "save.h"
#include "define.h"
#define VACCELERATION 0.2
#define HACCELERATION 0.4
#define MAX_VSPD 9.0
#define FRICTION 0.2
int main(void);
void end(unsigned int frame);
int callback(volatile int *frame_elapsed)
{
*frame_elapsed = 1;
return TIMER_CONTINUE;
}
void game(int *id_level, char mode, char *type)
{
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 = 1;
char blackout = 0;
int start_x;
int start_y;
int death_count = 0;
int coin = 0;
char check_coin = 0;
char double_check = 1;
int appear = 10;
int disappear = 13;
float vspd = 1.0;
float hspd = 0;
if(*id_level==10 && *type!=3) *type = 2;
else if(*type!=3) *type = 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, *type);
if(!mode) draw_timer(frame);
else draw_timer(framelevel);
if(*id_level==0 && !mode)
{
dprint(85,180,C_RGB(245,245,0),"SHIFT");
dprint(120,3,C_RGB(220,220,220),"Keys has effects on blocks");
dprint(15,67,C_RGB(220,220,220),"Red blocks = death");
dprint(30,211,C_RGB(220,220,220),"^ special blocks");
dprint(290,131,C_RGB(110,110,110),"Well done !");
}
if(!mode) dprint_opt(330, 0, C_RGB(255,190,0), C_BLACK, DTEXT_LEFT, DTEXT_TOP, "Coin : %d", coin);
dupdate();
}
pollevent();
if(keydown(KEY_OPTN))
{
level[((player_x+6)/16)+((player_y+6)/16)*25] = 'd';
death_count--;
}
//Right collision
if(keydown(KEY_RIGHT))
{
hspd *= 1 - FRICTION;
hspd += (keydown(KEY_RIGHT)-keydown(KEY_LEFT)) * HACCELERATION;
if(!collide_solid(player_x+round(hspd)+1, player_y, level)) player_x += round(hspd);
else if(!collide_solid(player_x+1, player_y, level)) player_x+=1;
if(player_x>=388) player_x=-4;
}
//Left collision
else if(keydown(KEY_LEFT))
{
hspd *= 1 - FRICTION;
hspd += (keydown(KEY_RIGHT)-keydown(KEY_LEFT)) * HACCELERATION;
if(!collide_solid(player_x+round(hspd)-1, player_y, level)) player_x += round(hspd);
else if(!collide_solid(player_x-1, player_y, level)) player_x-=1;
if(player_x<-9) player_x=384;
}
else hspd=0;
//Action key
if(keydown(KEY_SHIFT) && !check && ((collide_solid(player_x, player_y-1, level) && gravity) || (collide_solid(player_x, player_y+1, level) && !gravity)))
{
vspd = 1;
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+(int)vspd+1, level))
{
if (vspd<MAX_VSPD) vspd+=VACCELERATION;
if(collide(player_x+1, player_y, level, 'i')) vspd+=0.15;
if(collide(player_x-1, player_y, level, 'i')) vspd+=0.15;
player_y+=(int)vspd;
}
else if(!collide_solid(player_x, player_y+(int)vspd, level))
{
vspd-=VACCELERATION;
player_y+=(int)vspd;
}
else if(!collide_solid(player_x, player_y+1, level))
{
vspd = 1;
player_y+=1;
}
else vspd = 1;
}
else
{
if(!collide_solid(player_x, player_y-(int)vspd-1, level))
{
if (vspd<MAX_VSPD) vspd+=VACCELERATION;
if(collide(player_x+1, player_y, level, 'i')) vspd+=0.15;
if(collide(player_x-1, player_y, level, 'i')) vspd+=0.15;
player_y-=(int)vspd;
}
else if(!collide_solid(player_x, player_y-(int)vspd, level))
{
vspd-=VACCELERATION;
player_y-=(int)vspd;
}
else if(!collide_solid(player_x, player_y-1, level))
{
vspd = 1;
player_y-=1;
}
else vspd = 1;
}
//Collide with red block
if(collide_dead(player_x, player_y, level))
{
vspd = 1;
player_x = start_x;
player_y = start_y;
if(check_coin) coin--;
check_coin = 0;
set_level(*id_level, level, &start_x, &start_y, &gravity, &appear, &disappear);
blackout = 0;
death_count++;
double_check = 1;
framelevel = 0;
}
//Collide with the end
if(collide_end(player_x, player_y, level))
{
if(!mode && *id_level !=0) *id_level+=1;
else break;
check_coin = 0;
set_level(*id_level, level, &start_x, &start_y, &gravity, &appear, &disappear);
player_x = start_x;
player_y = start_y;
blackout = 0;
double_check = 1;
framelevel=0;
if(*id_level==10 && *type==1) *type = 2;
else if(*type!=3) *type = 1;
if(*id_level==LEVEL_MAX+1)
{
timer_stop(timer);
end(frame);
}
}
if(collide(player_x, player_y, level, 'k')) //Collide with key1 = disappearance of blocks
{
for (int i = 0; level[i]!='\0' ; i++)
{
if(level[i]=='3') level[i]='0';
if(level[i]=='k') level[i]='0';
}
}
if(collide(player_x, player_y, level, 'K')) //Collide with key2 = appearance of blocks
{
for (int i = 0; level[i]!='\0' ; i++)
{
if(level[i]=='a') level[i]='4';
if(level[i]=='K') level[i]='0';
}
}
if(collide(player_x, player_y, level, 't') && !check_coin) //Collide with coin
{
for (int i = 0; level[i]!='\0' ; i++)
{
if(level[i]=='t')
{
level[i]='0';
break;
}
}
check_coin=1;
coin++;
}
if(collide(player_x, player_y, level, 'b')) //Collide with blackout block
{
for (int i = 0; level[i]!='\0' ; i++)
{
if(level[i]=='b')
{
level[i]='0';
break;
}
}
blackout=1;
}
if(level[((player_x+6)/16)+((player_y+6)/16)*25] == 'l') //Collide with change block
{
int x = 0;
int y = 0;
char level2[351] = { 0 };
int j = 0;
level[((player_x+6)/16)+((player_y+6)/16)*25] = 'P';
for (int i = 349; i!=-1 ; i--)
{
level2[j]=level[i];
j++;
}
del_level(level);
strncpy(level,level2,351);
del_level(level2);
int i = 0;
while (i!=350)
{
switch(level[i])
{
case 'P':
player_x = x;
player_y = y;
level[i]='0';
break;
}
x+=16;
if(x==16*25)
{
x=0;
y+=16;
}
i++;
}
if(!gravity) gravity=1;
else gravity=0;
}
if(collide(player_x, player_y+(int)vspd+2, level, 'B') && vspd>=5) //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+12)/16)+((player_y+25)/16)*25]=='B' && collide_point(player_x+12, player_y+22, level, 'B')) level[((player_x+12)/16)+((player_y+25)/16)*25]='0';
vspd=1.0;
}
if(collide(player_x, player_y-(int)vspd-2, level, 'B') && vspd>=5) //Damaged block
{
if(level[((player_x)/16)+((player_y-(int)vspd-2)/16)*25]=='B') level[((player_x)/16)+((player_y-(int)vspd-2)/16)*25]='0';
if(level[((player_x+12)/16)+((player_y-(int)vspd-2)/16)*25]=='B' && collide_point(player_x+12, player_y-12, level, 'B')) level[((player_x+12)/16)+((player_y-(int)vspd-2)/16)*25]='0';
vspd=1.0;
}
collide_replace(player_x, player_y, level, 'h', 'y'); //Appear block
if(!collide(player_x, player_y, level, 'y') && double_check) //Appear block
{
for (int i = 0; level[i]!='\0' ; i++)
{
if(level[i]=='y')
{
double_check = 1;
break;
}
else if(level[i]=='h')
{
double_check = 1;
break;
}
else double_check = 0; //This loop is executed only when an h or y is on the level
}
for (int i = 0; level[i]!='\0'; ++i)
{
if(level[i]=='y')
{
level[i]='H';
}
}
}
if(level[((player_x+6)/16)+((player_y+6)/16)*25] == 'S') //Switch block
{
level[((player_x+6)/16)+((player_y+6)/16)*25] = '0';
vspd=1.0;
if(!gravity) gravity=1;
else gravity=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;
char buffer = 1;
while(menu_loop)
{
clearevents();
dclear(C_WHITE);
draw_level(level);
draw_player(player_x,player_y, *type);
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, 3, C_RGB(255,178,0), "COIN : %d", coin);
dprint(311, 17, C_RGB(150,16,16), "DEATH : %d", death_count);
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;
}
}
if(keydown_any(KEY_EXIT, KEY_MENU, 0))
{
if(!buffer)
{
menu_loop = 0;
game_loop = 0;
break;
}
}
else buffer = 0;
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) //end of a level with level selection
{
float framefloat = framelevel;
draw_end(framelevel, *id_level, 0);
savetimes(framefloat, *id_level);
sleep_ms(5000);
}
if(!speed_menu(id_level))
{
mode = 1;
death_count = 0;
game(id_level, mode, type);
}
else main();
}
else main();
}
void end(unsigned int frame)
{
draw_end((int)frame, 15, 2);
sleep_ms(7000);
main();
}
int main(void)
{
char mode = 0;
char type = 1;
char valeur = start_menu(&type);
if(!valeur) //normal game (level selection)
{
int id_level = 1;
if(!speed_menu(&id_level))
{
mode = 1;
game(&id_level, mode, &type);
}
else main();
}
else if(valeur==1)
{
int id_level = 1;
mode = 0;
game(&id_level, mode, &type);
}
else if(valeur==2)
{
int id_level = 0;
game(&id_level, mode, &type);
}
gint_setrestart(1);
gint_osmenu();
main();
return 0;
}