orton_runner/src/game/game.c

87 lines
1.9 KiB
C

/*
** EPITECH PROJECT, 2018
** task01
** File description:
** I do task
*/
#include "lib/my_graphics.h"
#include "game/kinematic.h"
#include "game/message.h"
#include "game/ascii.h"
#include "game/game.h"
#include "game/core.h"
#include "game/draw.h"
#include "game/menu.h"
#include "game/memory.h"
#include <stdlib.h>
static void show_hud(sfml_t *sfml, int nb_dead)
{
uint32_t *option;
int pos[2];
option = my_print_set_option(3, 0x000000ff, 0xffffffff, ASCII_REVERSE);
pos[0] = 8;
pos[1] = 8;
my_print(sfml, pos, "Dead:", option);
pos[0] = 168;
pos[1] = 8;
if (!nb_dead)
my_print(sfml, pos, "0", option);
else
my_print_nbr(sfml, nb_dead, option, pos);
free(option);
}
static void rendering(sfml_t *sfml, int *fade_active)
{
my_clear_vram(sfml, 0xffffffff);
map_rendering(sfml);
player_rendering(sfml);
wall_rendering(sfml);
draw_thrower_object(sfml);
collision_show(sfml);
check_message(sfml, sfml->scene->message);
show_hud(sfml, sfml->scene->player->nb_dead);
if (!*fade_active){
fade(sfml, FADE_OPEN);
*fade_active = 1;
}
else
my_display_vram(sfml);
}
static void game_update_object(sfml_t *sfml)
{
get_key(sfml);
if (!(sfml->scene->player->action & PLAYER_DEAD))
update_player(sfml);
#ifndef NO_WALL_MOVE
update_wall(sfml);
#endif
update_thrower(sfml, sfml->scene->thrower, sfml->scene->level);
}
void game_main(sfml_t *sfml, char *map_name)
{
int fade_active;
int exit = 1;
fade_active = 0;
sfml->scene = new_scene(map_name, SCENE_LOAD_ALL_GAME);
if (sfml->scene == NULL)
return;
while (sfRenderWindow_isOpen(sfml->window)
&& !(sfml->scene->player->action & PLAYER_WIN) && exit){
game_camera_update(sfml->scene, sfml->width, sfml->height);
rendering(sfml, &fade_active);
game_update_object(sfml);
exit = check_pause(sfml);
set_exit(sfml);
}
free_scene(sfml->scene);
fade(sfml, FADE_CLOSE);
if (exit)
end(sfml, sfml->scene->player->nb_dead);
}