orton_runner/src/kinematic/end.c

82 lines
2.2 KiB
C

/*
** EPITECH PROJECT, 2018
** task01
** File description:
** I do task
*/
#include <stdlib.h>
#include "lib/my_graphics.h"
#include "game/kinematic.h"
#include "game/end_data.h"
#include "lib/my_memory.h"
#include "game/message.h"
#include "game/memory.h"
#include "game/ascii.h"
#include "game/draw.h"
#include "game/menu.h"
#include "game/core.h"
#include "game/game.h"
static void end_dialog(sfml_t *sfml, int *dialog_cursor)
{
uint32_t *option;
int pos[2];
option = my_print_set_option(3, 0x000000ff, 0xffffffff, ASCII_REVERSE);
my_print_set_position(pos, dialog_pos_x[*dialog_cursor],
dialog_pos_y[*dialog_cursor]);
my_print(sfml, pos, dialog[*dialog_cursor], option);
free(option);
if ((!(sfml->key & PRES_LSHIFT) && sfml->key & KEY_LSHIFT)
|| (!(sfml->key & PRES_RSHIFT) && sfml->key & KEY_RSHIFT)
|| (!(sfml->key & PRES_RIGHT) && sfml->key & KEY_RIGHT)
|| (!(sfml->key & PRES_ENTER) && sfml->key & KEY_ENTER)
|| (!(sfml->key & PRES_LEFT) && sfml->key & KEY_LEFT)
|| (!(sfml->key & PRES_ESC) && sfml->key & KEY_ESC)
|| (!(sfml->key & PRES_UP) && sfml->key & KEY_UP)
|| (!(sfml->key & PRES_A) && sfml->key & KEY_A)
|| (!(sfml->key & PRES_SPACE) && sfml->key & KEY_SPACE)){
(*dialog_cursor)++;
sfml->key &= ~(KEY_LSHIFT | KEY_RSHIFT | KEY_RIGHT | KEY_LEFT |
KEY_UP | KEY_A | KEY_SPACE | KEY_ESC | KEY_ENTER);
}
}
static void end_main(sfml_t *sfml, int nb_dead)
{
int fade_active = 0;
int dialog_cursor = (nb_dead) ? 0 : 5;
int dialog_end = (nb_dead) ? 5 : 9;
while (sfRenderWindow_isOpen(sfml->window)
&& dialog_cursor < dialog_end){
get_key(sfml);
game_camera_update(sfml->scene, sfml->width, sfml->height);
my_clear_vram(sfml, 0xffffffff);
map_rendering(sfml);
player_rendering(sfml);
end_dialog(sfml, &dialog_cursor);
if (!fade_active)
fade(sfml, FADE_OPEN);
else
my_display_vram(sfml);
fade_active = 1;
set_exit(sfml);
}
}
void end(sfml_t *sfml, int nb_dead)
{
sfml->scene = new_scene("src/scene_map/map_end.txt", SCENE_LOAD_PLAYER);
if (sfml == NULL)
return;
sfml->key = 0x00;
end_main(sfml, nb_dead);
fade(sfml, FADE_CLOSE);
free_scene(sfml->scene);
if (nb_dead)
suicide(sfml, nb_dead);
else
text_end(sfml, nb_dead);
}