Prototype done! :D

This commit is contained in:
KikooDX 2021-06-01 23:35:47 +02:00
parent f0001a7809
commit 9bfa3e802a
11 changed files with 79 additions and 27 deletions

View File

@ -2,7 +2,7 @@
#include "grid.h"
#include "player.h"
enum GameState { GameFloor, GameRest };
enum GameState { GameFloor, GameRest, GameDead };
struct Game {
enum GameState state;

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@ -4,7 +4,7 @@
struct Player {
int x;
int y;
int cash;
int *cash;
int left_held;
int right_held;
int up_held;
@ -12,6 +12,6 @@ struct Player {
};
struct Player player_init(int x, int y);
void player_draw(struct Player, int scr_x, int scr_y);
int player_draw(struct Player, int scr_x, int scr_y);
/* return 1 on zone transition */
int player_update(struct Player *restrict, struct Grid *restrict);

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@ -10,6 +10,7 @@ enum Tile {
TILE_OBSTACLE_3,
TILE_SOLID,
TILE_ZONE_TRANSITION,
TILE_CONTRACTS,
TILE_CONTRACTS_SPEED_UP,
TILE_CONTRACTS_SLOW_DOWN,
};
#define TILE_OOB TILE_SOLID

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@ -10,7 +10,8 @@ game_init(void)
grid_random_walker(&game.floor);
game.player = player_init(0, game.floor.height / 2);
game.rest = grid_new(25, 14);
game.player_rest = player_init(game.rest.width / 2, game.rest.height - 1);
game.player_rest =
player_init(game.rest.width / 2, game.rest.height - 1);
return game;
}

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@ -68,9 +68,12 @@ tile_draw(enum Tile tile, int x, int y)
case TILE_ZONE_TRANSITION:
color = C_RGB(0, 31, 31);
break;
case TILE_CONTRACTS:
case TILE_CONTRACTS_SPEED_UP:
color = C_RGB(31, 31, 0);
break;
case TILE_CONTRACTS_SLOW_DOWN:
color = C_RED;
break;
default:
color = C_RGB(31, 0, 31);
break;

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@ -58,7 +58,8 @@ grid_random_walker(struct Grid *restrict grid)
/* place resting points */
for (x = 64; x < grid->width; x += 64) {
for (y = 0; y < grid->height; y += 1) {
if (!grid_get(*grid, x, y)) break;
if (!grid_get(*grid, x, y))
break;
}
grid_set(grid, x, y, TILE_ZONE_TRANSITION);
}

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@ -1,10 +1,13 @@
#include "grid.h"
#include "tiles.h"
void grid_shop(struct Grid *restrict grid) {
void
grid_shop(struct Grid *restrict grid)
{
const int x_middle = grid->width / 2;
const int y_middle = grid->height / 2;
grid_set(grid, x_middle, y_middle, TILE_CONTRACTS);
grid_set(grid, x_middle + 4, y_middle, TILE_ZONE_TRANSITION);
grid_set(grid, x_middle - 2, y_middle, TILE_CONTRACTS_SPEED_UP);
grid_set(grid, x_middle + 2, y_middle, TILE_CONTRACTS_SLOW_DOWN);
grid_set(grid, grid->width - 1, grid->height - 1, TILE_ZONE_TRANSITION);
}

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@ -49,37 +49,61 @@ init_rand(void)
static int
main_loop(struct Game *restrict game)
{
static int scroll_x = 1 << 13;
if (scroll_x == 1 << 13)
scroll_x = 99;
static float scroll_x = 99.0;
static float scroll_speed = 0.6;
clearevents();
switch(game->state) {
switch (game->state) {
case GameFloor:
if (player_update(&game->player, &game->floor)) {
game->state = GameRest;
grid_shop(&game->rest);
}
scroll_x -= 1;
scroll_x -= scroll_speed;
scroll_speed += 0.0003;
break;
case GameRest:
if (player_update(&game->player_rest, &game->rest))
switch (player_update(&game->player_rest, &game->rest)) {
case -1:
scroll_speed += 0.2;
break;
case -2:
scroll_speed -= 0.6;
if (scroll_speed < 0.6)
scroll_speed = 0.6;
break;
case 1:
game->state = GameFloor;
break;
default:
break;
}
break;
case GameDead:
default:
break;
}
dclear(C_BLACK);
switch(game->state) {
switch (game->state) {
case GameFloor:
grid_draw(game->floor, (scroll_x < 0) ? (scroll_x) : (0), 0);
player_draw(game->player, (scroll_x < 0) ? (scroll_x) : (0), 0);
if (!player_draw(game->player,
(scroll_x < 0) ? (scroll_x) : (0), 0))
game->state = GameDead;
break;
case GameRest:
grid_draw(game->rest, -2, 0);
player_draw(game->player_rest, -2, 0);
if (!player_draw(game->player_rest, -2, 0))
game->state = GameDead;
break;
case GameDead:
dprint(0, 0, C_WHITE, "You died :(");
dprint(0, 16, C_WHITE, "Collected $%d", *game->player.cash);
dprint(0, 32, C_WHITE, "Survived %d feets",
-(int)(scroll_x / 4));
dprint(0, 48, C_WHITE, "Thanks for playing :)");
dprint(0, 64, C_WHITE, "(Press EXIT)");
break;
default:
break;

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@ -2,11 +2,14 @@
#include "tiles.h"
#include <gint/display.h>
void
int
player_draw(struct Player player, int scr_x, int scr_y)
{
const int x = scr_x + player.x * TILE_WIDTH;
const int y = scr_y + player.y * TILE_HEIGHT;
if (x < -TILE_WIDTH * 4)
return 0;
drect(x + 2, y + 2, x + TILE_WIDTH - 3, y + TILE_HEIGHT - 3, C_GREEN);
dprint(0, 0, C_RGB(31, 31, 0), "$%d", player.cash);
dprint(0, 0, C_RGB(31, 31, 0), "$%d", *player.cash);
return 1;
}

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@ -3,9 +3,10 @@
struct Player
player_init(int x, int y)
{
static int cash = 0;
struct Player player;
player.x = x;
player.y = y;
player.cash = 0;
player.cash = &cash;
return player;
}

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@ -1,6 +1,7 @@
#include "grid.h"
#include "player.h"
#include <gint/keyboard.h>
#include <gint/std/stdlib.h>
int
player_update(struct Player *restrict player, struct Grid *restrict grid)
@ -51,11 +52,25 @@ player_update(struct Player *restrict player, struct Grid *restrict grid)
case TILE_ZONE_TRANSITION:
grid_set(grid, new_x, new_y, TILE_VOID);
return 1;
case TILE_CONTRACTS:
/* start contracts sequence */
break;
case TILE_CONTRACTS_SPEED_UP:
player->x = new_x;
player->y = new_y;
grid_set(grid, new_x, new_y, TILE_VOID);
grid_set(grid, new_x + 4, new_y, TILE_VOID);
*player->cash += 50;
return -1;
case TILE_CONTRACTS_SLOW_DOWN:
player->x = new_x;
player->y = new_y;
if (*player->cash < 50)
break;
grid_set(grid, new_x, new_y, TILE_VOID);
grid_set(grid, new_x - 4, new_y, TILE_VOID);
*player->cash -= 50;
return -2;
case TILE_OBSTACLE_1:
player->cash += 1;
/* rand between 1 and 4 */
*player->cash += 1 + rand() % 4;
/* fallthrough */
case TILE_OBSTACLE_2:
case TILE_OBSTACLE_3: