Duet/src/main.c

367 lines
10 KiB
C

#include <gint/display.h>
#include <gint/keyboard.h>
#include <gint/timer.h>
#include <gint/gint.h>
#include <gint/cpu.h>
#include <gint/dma.h>
#include <gint/drivers/r61524.h>
#include <fxlibc/printf.h>
#include <string.h>
#include <stdlib.h>
#include "duet.h"
/* Game state */
typedef enum {
State_Playing,
State_Dead,
State_Rewind,
State_Transition,
State_EpisodeTransition,
State_Finale,
} state_t;
/* All levels, classified by episode */
episode_t episodes[] = {
{
.name = "ignorance",
.level_count = 5,
.levels = (level_t *[]){
&level1_1, &level1_2, &level1_3, &level1_4, &level1_5
},
},
{
.name = "denial",
.level_count = 6,
.levels = (level_t *[]){
&level2_1, &level2_2, &level2_3, &level2_4, &level2_5, &level2_6
},
},
{
.name = "anger",
.level_count = 5,
.levels = (level_t *[]){
&level3_1, &level3_2, &level3_3, &level3_4, &level3_5
},
},
{
.name = "bargaining",
.level_count = 6,
.levels = (level_t *[]){
&level4_1, &level4_2, &level4_3, &level4_4, &level4_5, &level4_6
},
},
{
.name = "guilt",
.level_count = 6,
.levels = (level_t *[]) {
&level5_1, &level5_2, &level5_3, &level5_4, &level5_5, &level5_6
},
},
{
.name = "depression",
.level_count = 6,
.levels = (level_t *[]){
&level6_1, &level6_2, &level6_3, &level6_4, &level6_5, &level6_6
},
},
{
.name = "hope",
.level_count = 6,
.levels = (level_t *[]){
&level7_1, &level7_2, &level7_3, &level7_4, &level7_5, &level7_6
},
},
{
.name = "acceptance",
.level_count = 9,
.levels = (level_t *[]){
&level8_1, &level8_2, &level8_3, &level8_4, &level8_5, &level8_6,
&level8_7, &level8_8, &level8_9
},
},
};
int episode_count = sizeof(episodes) / sizeof(episodes[0]);
void load_level(game_t *game, level_t const *lv)
{
game->level = lv;
game->time = -11.0;
game->rects = realloc(game->rects, lv->block_count * sizeof *game->rects);
if(!game->rects)
exit(1);
for(int i = 0; i < lv->block_count; i++) {
game->rects[i].meta = &lv->blocks[i];
rect_load(&game->rects[i], &lv->blocks[i]);
}
game->rect_count = lv->block_count;
}
int strcount(char const *str, int c)
{
int count = 0;
for(int i = 0; str[i]; i++)
count += (str[i] == c);
return count;
}
/* Round player rotation to closest multiple of M_PI */
float rpr(float rota)
{
if(fabs(rota) <= M_PI_2)
return 0;
return (rota < 0) ? -M_PI : M_PI;
}
/* Forced player rotation to go back to an even position */
float fpr(float rota, float duration)
{
return (rpr(rota) - rota) / duration;
}
void game_loop(int current_episode, int current_level)
{
game_t game;
memset(&game, 0x00, sizeof game);
load_level(&game, episodes[current_episode].levels[current_level]);
state_t state = State_Playing;
/* Direction of time (with a factor regulating game speed) */
float const time_direction_forward = 2.7;
float const time_direction_rewind = -25;
/* Level time to start (negative to leave time before blocks arrive) */
float const LEVEL_START = -14.0;
/* Level time until which message is shown */
float const MESSAGE_END = -5.0;
/* Duration of death pause (seconds) */
float const DEATH_PAUSE_DURATION = 0.7;
/* Level time to restarting playing at after rewind */
float const REWIND_END = -5.0;
/* Duration of level transitions (seconds) */
float const TRANSITION_DURATION = 1.0;
/* Duration of episode transitions (seconds)
Warning: overlaps with pre-level, will lock player if too long x_x */
float const EPISODE_TRANSITION_DURATION = 3.0;
volatile int need_frame = 1;
int timer = timer_configure(TIMER_ANY, 33000, GINT_CALL_SET(&need_frame));
if(timer >= 0) timer_start(timer);
/* Frame duration in real time */
float const FRAME_DURATION = 1.0 / 30;
if(current_level == 0) {
state = State_EpisodeTransition;
game.time_episode_transition = 0;
game.time = LEVEL_START;
}
while (1) {
level_t const *lv = game.level;
while (need_frame == 0) sleep();
need_frame = 0;
/* Time management */
float time_direction = time_direction_forward;
if(state == State_Rewind)
time_direction = time_direction_rewind;
if(state == State_Playing)
time_direction *= lv->speed_factor;
if(state == State_Dead) {
game.time_dead += FRAME_DURATION;
if(game.time_dead >= DEATH_PAUSE_DURATION) {
game.time_dead = 0;
game.forced_player_rota = fpr(game.player_rota,
REWIND_END - game.time);
state = State_Rewind;
}
continue; /* Pause effect */
}
if(state == State_Transition) {
time_direction = 1.0;
game.time_transition += FRAME_DURATION;
if(game.time_transition >= TRANSITION_DURATION) {
game.time_transition = 0;
game.forced_player_rota = 0;
game.player_rota = rpr(game.player_rota);
state = State_Playing;
}
}
if(state == State_EpisodeTransition) {
time_direction = 1.0;
game.time_episode_transition += FRAME_DURATION;
if(game.time_episode_transition >= TRANSITION_DURATION) {
game.forced_player_rota = 0;
game.player_rota = rpr(game.player_rota);
}
if(game.time_episode_transition >= EPISODE_TRANSITION_DURATION) {
game.time_episode_transition = 0;
state = State_Playing;
}
}
float dt = FRAME_DURATION * time_direction;
game.time += dt;
/* Input analysis */
bool rotate_left=false, rotate_right=false;
key_event_t e;
bool stop_playing=false;
while ((e = pollevent()).type != KEYEV_NONE) {
if (e.type == KEYEV_DOWN && e.key == KEY_MENU)
gint_osmenu();
if (e.type == KEYEV_DOWN && e.key == KEY_EXIT)
stop_playing = true;
}
if (keydown(KEY_7)) {
rotate_left = true;
}
if (keydown(KEY_0)) {
rotate_right = true;
}
if (stop_playing)
break;
/* Level transitions */
// End of level
if(state == State_Playing &&
game.time >= lv->blocks[lv->block_count-1].time + 5) {
bool changed_episode = false;
current_level++;
if(current_level >= episodes[current_episode].level_count) {
current_episode++;
current_level = 0;
changed_episode = true;
}
if(current_episode >= episode_count)
break;
load_level(&game, episodes[current_episode].levels[current_level]);
if(changed_episode) {
state = State_EpisodeTransition;
game.time_episode_transition = 0;
game.forced_player_rota = fpr(game.player_rota,
TRANSITION_DURATION);
game.time = LEVEL_START;
continue;
}
else {
state = State_Transition;
game.time_transition = 0;
game.forced_player_rota = fpr(game.player_rota,
TRANSITION_DURATION);
continue;
}
}
// End of rewind
if(state == State_Rewind && game.time <= REWIND_END) {
game.time = REWIND_END;
game.forced_player_rota = 0;
game.player_rota = rpr(game.player_rota);
state = State_Playing;
continue;
}
/* Physics */
if(state == State_Playing && player_collision(&game)) {
state = State_Dead;
game.time_dead = 0;
continue;
}
for(int i = 0; i < game.rect_count; i++) {
rect_physics(&game.rects[i], game.rects[i].meta, game.time);
}
if(game.forced_player_rota)
game.player_rota += game.forced_player_rota * dt;
else {
if(state == State_Playing && rotate_left)
game.player_rota += 1.57 * dt;
if(state == State_Playing && rotate_right)
game.player_rota -= 1.57 * dt;
}
if(game.player_rota > M_PI)
game.player_rota -= 2 * M_PI;
if(game.player_rota < -M_PI)
game.player_rota += 2 * M_PI;
/* Rendering */
dclear(C_BLACK);
// Cool animated background
for(int i = 0; i < 10; i++) {
int x=DWIDTH+2-40*i-20, y=20;
rect_t rect = { .x=x, .y=y, .w=20, .h=20, .r=1.0*game.time,
.opacity=256 };
drectoid(&rect, 0, C_RGB(4, 4, 4));
}
for(int j = 1; j < 6; j++) {
int lines = (j == 5) ? 24 : 40;
dma_memcpy(gint_vram + 396*(40*j), gint_vram, 396*2*lines);
}
if(state == State_Playing && game.time < MESSAGE_END && lv->message) {
int x = DWIDTH/2 + 8 * (strcount(lv->message, '\n') + 1);
/* Split at newlines */
char const *str = lv->message;
while(*str) {
char const *end = strchrnul(str, '\n');
duet_text_opt(x, DHEIGHT/2, C_WHITE, C_NONE, DTEXT_CENTER,
DTEXT_MIDDLE, str, end - str);
x -= 16;
str = end + (*end != 0);
}
}
if(state == State_EpisodeTransition) {
duet_text_opt(DWIDTH/2, DHEIGHT/2, C_WHITE, C_NONE, DTEXT_CENTER,
DTEXT_MIDDLE, episodes[current_episode].name, -1);
}
render_player(PLAYER_X, DHEIGHT/2, game.player_rota);
float extra_size = 1 + sinf(6 * game.time);
for(int i = 0; i < game.rect_count; i++)
drectoid(&game.rects[i], extra_size, C_WHITE);
dupdate();
}
timer_stop(timer);
}
int main(void)
{
__printf_enable_fp();
/* Azur trickz for less tearing */
r61524_set(0x010, 0x0010);
int current_episode = 0;
int current_level = 0;
while(1) {
main_menu(&current_episode, &current_level);
game_loop(current_episode, current_level);
}
return 1;
}