momento/src/main.c

219 lines
5.0 KiB
C

/* SPDX-License-Identifier: GPL-3.0-or-later */
/* Copyright (C) 2021 KikooDX */
#include "conf.h"
#include "game_state.h"
#include "level.h"
#include "particles.h"
#include "player.h"
#include "titlescreen.h"
#include "transition.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(C_BLACK); \
dprint_opt(DWIDTH / 2, DHEIGHT / 2, C_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 void *arg);
int main(void)
{
int i;
int timer;
int player_return_code;
int level_pack_beaten;
enum TransitionMode transition_previous_mode;
enum GameState game_state = TitleScreen;
volatile int has_ticked = 1;
struct TitleScreen titlescreen = titlescreen_init();
/* set font */
dfont(&font_main);
/* load level */
level_id = 0;
gint_switch(level_load);
if (fatal_error == -1)
PANIC(fatal_error_msg);
/* create player */
struct Player player = player_init();
/* initialize particle engine */
particles_init();
/* initialize transitions */
struct Transition transition =
transition_init(0.0, C_BLACK, TransitionNone);
/* timer setup */
timer = timer_setup(TIMER_ANY, 1000000 / TARGET_UPS, callback,
&has_ticked);
if (timer == -1)
PANIC("timer_setup failed");
timer_start(timer);
/* main game loop */
while (!keydown(KEY_EXIT)) {
/* do x updates per frame, x being ups/fps */
i = TARGET_UPS / TARGET_FPS;
while (i-- > 0) {
/* speed limiter */
while (!has_ticked)
sleep();
has_ticked = 0;
/* update */
clearevents();
switch (game_state) {
case TitleScreen:
if (titlescreen_update(&titlescreen))
game_state = MainMenu;
break;
case MainMenu:
game_state = LevelSelection;
break;
case LevelSelection:
game_state = Playing;
break;
case Playing:
if (transition.mode == TransitionNone) {
particles_update();
player_return_code =
player_update(&player);
switch (player_return_code) {
case 1:
level_id += 1;
transition =
transition_init(
H_TRANS_SPD,
C_BLUE,
TransitionHOut);
break;
case -1:
transition =
transition_init(
V_TRANS_SPD,
C_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 PackDone:
game_state = LevelSelection;
break;
default:
PANIC(
"missing game_state case (update)");
break;
}
/* draw */
dclear(C_BLACK);
switch (game_state) {
case TitleScreen:
titlescreen_draw(titlescreen);
break;
case MainMenu:
break;
case LevelSelection:
break;
case Playing:
level_draw();
particles_draw();
player_draw(player);
transition_draw(transition);
break;
case PackDone:
break;
default:
PANIC("missing game_state case (draw)");
break;
}
dupdate();
}
}
timer_stop(timer);
return 1;
}
static int callback(volatile void *arg)
{
volatile int *has_ticked = arg;
*has_ticked = 1;
return 0;
}