jtmm/src/main.c

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C
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#include <gint/gint.h>
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#include <gint/keyboard.h>
#include <gint/timer.h>
#include <gint/clock.h>
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#include <gint/display.h>
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#include "draw.h"
#include "collide.h"
#include "levels.h"
#include "player.h"
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#include "menu.h"
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#include "shared_define.h"
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#define MAX_HSPD 2.5
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#define DRILL_HSPD 6.0
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#define ACCELERATION 1.0
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#define DECELERATION 0.5
#define MIN_VSPD -12.0
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#define MAX_VSPD 6.0
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#define JUMP_SPD -3.99
#define GRAV 0.4
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#define JUMP_SCALE 8
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#define JUMP_REDUCTION -0.41
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#define DRAW_LEVEL() draw_level(level, step, polarity, &start_x, &start_y, tp_positions)
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void dupdate(); //gint function
//test if jump pressed
int sgn(int number); //return the sign of input double
int callback(volatile void *arg)
{
volatile int *has_ticked = arg;
*has_ticked = 1;
return 0;
}
int main(void)
{
volatile int has_ticked = 1; //fps cap
char level[477];
int level_id = 5050;
char jump_pressed = 1; //avoid holding jump
char jump_buffer = 0; //jump buffer, last 3 frames
unsigned int jump_hold = 0; //number of consecutive frames jump has been held
double vspd = 0.0; //player vertical speed
double hspd = 0; //player horizontal speed
int move = 0;
int on_ground = 6; //remember if player is on solid
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char in_water = 0;
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int player_x = 0;
int player_y = 0;
int start_x = 18*16 + 2;
int start_y = 9*16 + 4;
char spawn_buffer = 0;
unsigned int step = 0;
unsigned int rem_step = 0;
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char pswap_held = 0;
char polarity = 0; //0 -> blue, 1 -> red
char enable_up_key = 0;
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char game_loop = 1;
char exit_buffer = 0;
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char tp_buffer = 0;
int tp_positions[4] = { 0, 0, 0, 0 };
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char directions[4] = { 0, 0, 0, 0 };
char last_direction = RIGHT;
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char selected_direction = RIGHT;
char drill_buffer = 0;
char drill_toggle = 0;
int drill_x = 0;
int drill_y = 0;
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set_level(level_id, level);
DRAW_LEVEL();
player_x = start_x;
player_y = start_y;
//fps cap timer
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timer_setup(0, timer_delay(0, 1000000/FPS), 0, callback, &has_ticked);
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timer_start(0);
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while (game_loop) {
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while(!has_ticked) sleep();
has_ticked = 0;
//START DRAW
step++;
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if (!(step % 2))
{
DRAW_LEVEL();
draw_player(player_x, player_y);
//drill
if (drill_toggle) draw_player(drill_x, drill_y);
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draw_timer(step/2);
dupdate();
}
//END DRAW
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clearevents();
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//direction inputs
if (keydown(KEY_LEFT))
{
if (!directions[LEFT]) last_direction = LEFT;
directions[LEFT] += 1;
}
else directions[LEFT] = 0;
if (keydown(KEY_RIGHT))
{
if (!directions[RIGHT]) last_direction = RIGHT;
directions[RIGHT] += 1;
}
else directions[RIGHT] = 0;
if (keydown(KEY_UP))
{
if (!directions[UP]) last_direction = UP;
directions[UP] += 1;
}
else directions[UP] = 0;
if (keydown(KEY_DOWN))
{
if (!directions[DOWN]) last_direction = DOWN;
directions[DOWN] += 1;
}
else directions[DOWN] = 0;
//direction inputs END
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//polarity swap first
if (keydown(KEY_OPTN))
{
if (!pswap_held)
{
pswap_held = 1;
polarity = !polarity;
}
}
else pswap_held = 0;
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//drill toggling
if (keydown(KEY_ALPHA))
{
if (!drill_buffer)
{
drill_toggle = !drill_toggle;
if (drill_toggle) selected_direction = last_direction;
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}
drill_buffer = 1;
}
else drill_buffer = 0;
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//horizontal movement & collision
{
move = 0;
double friction = 1;
int trunc_hspd;
//ice
if (collide(player_x, player_y + 1, level, '~')) friction = 0.2;
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move = keydown(KEY_RIGHT) - keydown(KEY_LEFT);
if (hspd < MAX_HSPD && hspd > -MAX_HSPD)
{
hspd += ACCELERATION * friction * move;
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}
if (hspd > 0)
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{
if (friction != 0.2) hspd -= DECELERATION * friction;
else hspd -= DECELERATION / 4 * friction;
if (hspd < 0) hspd = 0;
}
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else if (hspd < 0)
{
if (friction != 0.2) hspd += DECELERATION * friction;
else hspd += DECELERATION / 4 * friction;
if (hspd > 0) hspd = 0;
}
trunc_hspd = hspd;
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if (1) //glue was here
{
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if (!collide_solid(player_x + trunc_hspd, player_y, level, polarity, 0))
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{
player_x += trunc_hspd;
}
else
{
int sign_hspd = sgn(trunc_hspd);
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while (!collide_solid(player_x + sign_hspd, player_y, level, polarity,
0))
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{
player_x += sign_hspd;
}
hspd = 0;
}
}
}
//ground detection
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if (vspd >= 0 && collide_solid(player_x, player_y + 1, level, polarity, 1))
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{
on_ground = 6;
vspd = 0;
if (spawn_buffer)
{
spawn_buffer = 0;
set_start_pos(&start_x, &start_y, player_x, player_y);
}
}
else
{
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if (on_ground != 6 && vspd < MAX_VSPD) vspd += GRAV;
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if (on_ground) on_ground--;
}
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//in water?
in_water = collide(player_x, player_y, level, 'w');
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//vertical movement
jump_test(&jump_pressed, &jump_buffer, &jump_hold, enable_up_key);
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//jump
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if (jump_buffer && (on_ground || in_water)) {
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vspd = JUMP_SPD;
on_ground = 0;
jump_hold = JUMP_SCALE;
}
else if (jump_hold &&
(keydown(KEY_SHIFT) || (keydown(KEY_UP) && enable_up_key)))
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{
jump_hold--;
vspd += JUMP_REDUCTION;
}
else jump_hold = 0;
//elevator collision and raise
if ((collide(player_x - 1, player_y, level, '^') ||
collide(player_x + 1, player_y, level, '^')) && vspd > MIN_VSPD)
{
if (vspd > -2)
{
vspd -= GRAV;
}
vspd -= GRAV;
}
//vertical collision
{
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int trunc_vspd;
if (in_water) trunc_vspd = vspd / 2;
else trunc_vspd = vspd;
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//bouncer
if (collide(player_x, player_y + trunc_vspd, level, '*'))
{
vspd = -vspd - 2;
trunc_vspd = vspd;
}
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if (trunc_vspd)
{
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if (!collide_solid(player_x, player_y + trunc_vspd, level, polarity,
trunc_vspd > 0))
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{
player_y += trunc_vspd;
}
else
{
int sign_vspd = sgn(trunc_vspd);
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while (!collide_solid(player_x, player_y + sign_vspd, level, polarity, vspd))
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{
player_y += sign_vspd;
}
vspd = 0;
jump_hold = 0;
}
}
}
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//teleporter
if (collide(player_x, player_y, level, 't'))
{
if (!tp_buffer)
{
player_x = tp_positions[2] + 2;
player_y = tp_positions[3] + 2;
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}
tp_buffer = 1;
}
else if (collide(player_x, player_y, level, 'T'))
{
if (!tp_buffer)
{
player_x = tp_positions[0] + 2;
player_y = tp_positions[1] + 2;
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}
tp_buffer = 1;
}
else tp_buffer = 0;
//drill logic
if (drill_toggle)
{
drill_x = player_x;
drill_y = player_y;
switch (selected_direction)
{
case UP:
drill_y -= 12;
break;
case DOWN:
drill_y += 12;
break;
case LEFT:
drill_x -= 12;
break;
case RIGHT:
drill_x += 12;
break;
}
collide_and_erase(drill_x, drill_y, level, 'd');
if (collide_spike(drill_x, drill_y, level) || collide_solid(drill_x, drill_y, level, polarity, 0))
{
if (selected_direction == UP || selected_direction == DOWN)
{
vspd = -vspd;
drill_toggle = 0;
}
else if (selected_direction == LEFT) hspd = DRILL_HSPD;
else /*direction is RIGHT*/ hspd = -DRILL_HSPD;
}
}
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//spike collision and death
if (collide_spike(player_x, player_y, level))
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{
player_x = start_x;
player_y = start_y;
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polarity = 0;
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drill_toggle = 0;
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vspd = 0;
}
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//border warp
if (player_x <= 22) player_x = 414;
else if (player_x >= 416) player_x = 24;
else if (player_y <= 8) player_y = 246;
else if (player_y >= 248) player_y = 10;
//secret way/hidden passage
collide_and_erase(player_x, player_y, level, 's');
//next level (exit)
if (collide(player_x, player_y, level, 'E'))
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{
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level_id++;
rem_step = step;
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if (level_id == LAST_LEVEL + 1)
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{
just_breathe(step);
return 0;
}
else
{
set_level(level_id, level);
DRAW_LEVEL();
player_x = start_x;
player_y = start_y;
polarity = 0;
drill_toggle = 0;
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vspd = 0;
}
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}
//menu
if (keydown_any(KEY_EXIT, KEY_MENU, 0))
{
if (!exit_buffer)
{
char reload = menu(&level_id, &enable_up_key, &game_loop, rem_step);
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if (reload)
{
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if (level_id == 5050)
{
step = 0;
}
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set_level(level_id, level);
DRAW_LEVEL();
player_x = start_x;
player_y = start_y;
polarity = 0;
vspd = 0;
}
exit_buffer = 1;
}
}
else exit_buffer = 0;
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}
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gint_osmenu();
return 0;
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}
int sgn(int number)
{
if (number < 0) return -1;
else return 1;
}