momento/src/main.c

241 lines
5.8 KiB
C

/* SPDX-License-Identifier: GPL-3.0-or-later */
/* Copyright (C) 2021 KikooDX */
#include "conf.h"
#include "game_state.h"
#include "input.h"
#include "level.h"
#include "levelselection.h"
#include "mainmenu.h"
#include "particles.h"
#include "player.h"
#include "titlescreen.h"
#include "transition.h"
#include "zxcolors.h"
#include <gint/clock.h>
#include <gint/display.h>
#include <gint/gint.h>
#include <gint/keyboard.h>
#include <gint/timer.h>
#define PANIC(msg) \
do { \
dclear(ZX_BLACK); \
dprint_opt(DWIDTH / 2, DHEIGHT / 2, ZX_RED, C_NONE, \
DTEXT_CENTER, DTEXT_MIDDLE, "ERROR: %s", msg); \
dupdate(); \
getkey(); \
return 0; \
} while (0);
#define LOAD_LEVEL() \
do { \
gint_switch(level_load); \
if (fatal_error == -1) \
PANIC(fatal_error_msg); \
particles_init(); \
player = player_init(); \
} while (0);
extern struct Level level;
extern int level_id;
extern int fatal_error;
extern char *fatal_error_msg;
extern const font_t font_main;
static int callback(volatile int *arg);
int
main(void)
{
int i;
int timer;
int player_return_code;
int frameskip = 0;
int toskip = 0;
/* int level_pack_beaten; */
enum TransitionMode transition_previous_mode;
enum GameState game_state = TitleScreen;
volatile int has_ticked = 1;
struct Player player;
struct Input input = input_init();
struct TitleScreen titlescreen = titlescreen_init();
struct LevelSelection levelselection = levelselection_init();
struct MainMenu mainmenu = mainmenu_init();
struct Transition transition =
transition_init(0.0, ZX_BLACK, TransitionNone);
particles_init();
/* set font */
dfont(&font_main);
/* load level */
level_id = 0;
gint_switch(level_load);
if (fatal_error == -1)
PANIC(fatal_error_msg);
/* timer setup */
timer =
timer_setup(TIMER_ANY, 1000000 / TARGET_FPS, callback, &has_ticked);
if (timer == -1)
PANIC("timer_setup failed");
timer_start(timer);
/* initialize the player (has to be done after level loading */
player = player_init();
/* main game loop */
while (!keydown(KEY_EXIT)) {
/* skip render frames */
i = 1 + frameskip;
toskip = frameskip;
while (i-- > 0) {
/* frameskip adjustement */
if (has_ticked - 1 > frameskip)
frameskip = has_ticked - 1;
/* speed limiter */
while (!has_ticked)
sleep();
while (has_ticked)
has_ticked = 0;
/* update */
input_update(&input);
switch (game_state) {
case TitleScreen:
if (titlescreen_update(&titlescreen, input))
game_state = MainMenu;
break;
case MainMenu:
if (mainmenu_update(&mainmenu, input))
game_state = LevelSelection;
break;
case LevelSelection:
if (levelselection_update(&levelselection,
input)) {
game_state = Playing;
/* set level according to
* selected pack */
level_id = levelselection.pack_cursor *
LVL_PER_PACK;
LOAD_LEVEL();
}
break;
case Playing:
if (transition.mode == TransitionNone) {
particles_update();
player_return_code =
player_update(&player, input);
switch (player_return_code) {
case -1:
game_state = GamePause;
break;
case 1:
level_id += 1;
transition = transition_init(
H_TRANS_SPD, ZX_BLUE,
TransitionHOut);
break;
case 2:
transition = transition_init(
V_TRANS_SPD, ZX_RED,
TransitionVOut);
break;
default:
break;
}
}
transition_previous_mode =
transition_update(&transition);
if (transition_previous_mode !=
transition.mode &&
transition_previous_mode !=
TransitionNone) {
switch (transition_previous_mode) {
case TransitionNone:
break;
case TransitionHIn:
break;
case TransitionHOut:
/* end level pack */
if (level_id % 4 == 0) {
game_state = PackDone;
/* level_pack_beaten =
level_id / 4; */
}
LOAD_LEVEL();
transition = transition_init(
transition.speed,
transition.color,
TransitionHIn);
break;
case TransitionVIn:
break;
case TransitionVOut:
LOAD_LEVEL();
transition = transition_init(
transition.speed,
transition.color,
TransitionVIn);
break;
default:
break;
}
}
break;
case GamePause:
game_state = Playing;
break;
case PackDone:
game_state = LevelSelection;
break;
default:
PANIC("missing game_state case (update)");
break;
}
}
/* draw */
dclear(ZX_BLACK);
switch (game_state) {
case TitleScreen:
titlescreen_draw(titlescreen);
break;
case MainMenu:
mainmenu_draw(mainmenu);
break;
case LevelSelection:
levelselection_draw(levelselection);
break;
case Playing:
level_draw();
particles_draw();
trail_draw();
player_draw(player);
transition_draw(transition);
break;
case GamePause:
break;
case PackDone:
break;
default:
PANIC("missing game_state case (draw)");
break;
}
dupdate();
}
timer_stop(timer);
return 1;
}
static int
callback(volatile int *arg)
{
*arg += 1;
return 0;
}