Duet/src/duet.h

183 lines
4.2 KiB
C

#pragma once
#include <gint/defs/types.h>
#include <stdint.h>
#include <stdbool.h>
#include <gint/display.h>
#define __BSD_VISIBLE 1
#include <math.h>
//---
// Level structures
//---
typedef enum {
Shape_Square = 0,
Shape_SmallBar = 2,
Shape_MediumBar = 3,
Shape_NormalBar = 4,
Shape_LongBar = 5,
Shape_HugeBar = 6,
Shape_LongVertical = 7,
} shape_t;
typedef enum {
Action_Normal = 0,
Action_RotateLeft = 1,
Action_RotateRight = 2,
Action_Speed1 = 3,
Action__4 = 4,
Action_OuterRotateLeft = 5,
Action_OuterRotateRight = 6,
Action_Slide = 7,
Action_Speed2 = 8,
Action_Speed3 = 9,
Action_Slow = 10,
} action_t;
typedef enum {
Fadeout_None = 0,
Fadeout_1 = 1,
Fadeout_2 = 2,
Fadeout_3 = 3,
} fadeout_t;
typedef enum {
Position_Left = 0,
Position_Right = 1,
Position_Middle = 2
} position_t;
typedef struct {
int time;
shape_t shape;
position_t position;
action_t action;
fadeout_t fadeout;
} rectmeta_t;
typedef struct {
float speed_factor;
const char *message;
int block_count;
rectmeta_t *blocks;
} level_t;
typedef struct {
char const *name;
int level_count;
level_t **levels;
} episode_t;
//---
// Game
//---
#define PLAYER_X 60
#define PLAYER_R 40
#define PLAYER_SIZE 8
#define CORRIDOR_SIZE 156
#define RECT_SPEED 50 /* px/tempo */
typedef struct {
float w, h; /* px */
float y_init; /* px */
float x, y; /* px */
float r; /* rad */
int opacity; /* 0..256 */
rectmeta_t const *meta;
} rect_t;
typedef struct game {
/* Current level */
level_t const *level;
/* List of rectangles (same amount as lv->block_count) */
rect_t *rects;
int rect_count;
/* Current player rotation */
float player_rota;
/* Current level time (determines the position of all objects) */
float time;
/* Time spent during the death freeze animation */
float time_dead;
/* Time spent during level transition */
float time_transition;
/* Time spent during episode transition */
float time_episode_transition;
/* Time sent during finale */
float time_finale;
/* Forced rotation speed for level transitions and death rewind */
float forced_player_rota;
} game_t;
//---
// Rendering
//---
void dcircle(int x, int y, int r, int color, bool fill, int rep1, int rep2);
void dtriangle(int x1, int y1, int x2, int y2, int x3, int y3, int color,
int opacity);
void drectoid(rect_t const *r, float extra_size, int color);
void render_player(int x, int y, float angle, int r, float opacity);
void render_glow(int x, int y, int r1, int r2, int c1, int c2, float angle,
float opacity);
void radial_fadeout(int x, int y, int r1, int r2, int c);
//---
// Duet Text
//---
/* (x,y) is screen as usual, but align is relative to rotated text */
void duet_text_opt(int x, int y, int fg, int bg, int halign, int valign,
char const *str, int size);
//---
// Physics
//---
void player_position(float angle,
float *x1, float *y1, float *x2, float *y2, int r);
bool player_collision(game_t const *game);
bool rect_circle_collide(rect_t const *r, int cx, int cy, int cr);
void rect_load(rect_t *r, rectmeta_t const *meta);
void rect_physics(rect_t *r, rectmeta_t const *meta, float time);
//---
// Levels
//---
extern level_t level1_1, level1_2, level1_3, level1_4, level1_5;
extern level_t level2_1, level2_2, level2_3, level2_4, level2_5, level2_6;
extern level_t level3_1, level3_2, level3_3, level3_4, level3_5;
extern level_t level4_1, level4_2, level4_3, level4_4, level4_5, level4_6;
extern level_t level5_1, level5_2, level5_3, level5_4, level5_5, level5_6;
extern level_t level6_1, level6_2, level6_3, level6_4, level6_5, level6_6;
extern level_t level7_1, level7_2, level7_3, level7_4, level7_5, level7_6;
extern level_t level8_1, level8_2, level8_3, level8_4, level8_5, level8_6,
level8_7, level8_8, level8_9;
extern episode_t episodes[];
extern int episode_count;
//---
// Menu
//---
/* Main menu, sets selected level */
int main_menu(int *episode, int *level);