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game.c
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/*
* Ativayeban, game code file
* Copyright (C) 2014 Nebuleon Fumika <[email protected]>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include <stdbool.h>
#include <stdlib.h>
#include <stdint.h>
#define __STDC_FORMAT_MACROS
#include <inttypes.h>
#include <math.h>
#include <SDL.h>
#include "camera.h"
#include "main.h"
#include "init.h"
#include "input.h"
#include "particle.h"
#include "pickup.h"
#include "platform.h"
#include "player.h"
#include "sound.h"
#include "space.h"
#include "title.h"
#include "utils.h"
#include "game.h"
#include "gap.h"
#include "draw.h"
#include "bg.h"
static bool Pause;
Mix_Chunk* SoundBeep = NULL;
Mix_Chunk* SoundStart = NULL;
Mix_Chunk* SoundLose = NULL;
Mix_Chunk* SoundScore = NULL;
TTF_Font *font = NULL;
void GameGatherInput(bool* Continue)
{
SDL_Event ev;
while (SDL_PollEvent(&ev))
{
InputOnEvent(&ev);
if (IsPauseEvent(&ev))
Pause = !Pause;
else if (IsExitGameEvent(&ev))
{
*Continue = false;
return;
}
}
for (int i = 0; i < NumPlayers; i++)
{
if (!players[i].Alive) continue;
players[i].AccelX = GetMovement(i);
// Make bird call sounds
// Also force blink if we're calling
if (InputIsCalling(i))
{
SoundPlayCall(i);
players[i].BlinkCounter = 2;
players[i].NextBlinkCounter = 100;
}
else
{
SoundStopCall(i);
}
}
}
static float PlayerMiddleY(void);
static float PlayerMinY(void);
static float PlayerMaxY(void);
void GameDoLogic(bool* Continue, bool* Error, Uint32 Milliseconds)
{
(void)Continue;
(void)Error;
if (Pause) return;
cpSpaceStep(space.Space, Milliseconds * 0.001);
CameraUpdate(&camera, PlayerMiddleY(), Milliseconds);
bool hasPlayers = false;
for (int i = 0; i < NumPlayers; i++)
{
Player *p = &players[i];
if (!p->Enabled) continue;
PlayerUpdate(p, Milliseconds);
// Check if the player needs to be respawned
if (p->RespawnCounter == 0 && !p->Alive && space.Gaps.size > 0)
{
SpaceRespawnPlayer(&space, p);
}
if (!p->Alive)
{
// Check if any players are past ones that await reenabling
if (p->RespawnCounter == -1 && PlayerMinY() < p->y)
{
PlayerRevive(p);
}
else
{
continue;
}
}
hasPlayers = true;
// Check player pickups
if (PickupsCollide(p->x, p->y, PLAYER_RADIUS))
{
PlayerScore(p, false);
}
// Players that hit the top of the screen die
if (cpBodyGetPosition(p->Body).y + PLAYER_RADIUS >=
camera.Y + FIELD_HEIGHT / 2)
{
PlayerKill(p);
}
}
// If no players left alive, end the game
if (!hasPlayers)
{
ToTitleScreen(false);
}
SpaceUpdate(&space, PlayerMinY(), camera.Y, PlayerMaxY(), &players[0]);
ParticlesUpdate(Milliseconds);
// Players that hit the top of the screen die
if (PlayerMaxY() + PLAYER_RADIUS >= camera.Y + FIELD_HEIGHT / 2)
{
ToTitleScreen(false);
}
}
static float PlayerMiddleY(void)
{
float sum = 0;
for (int i = 0; i < NumPlayers; i++)
{
const Player *p = &players[i];
if (!p->Alive) continue;
sum += (float)cpBodyGetPosition(p->Body).y;
}
return sum / PlayerAliveCount();
}
static float PlayerMinY(void)
{
float y = NAN;
for (int i = 0; i < NumPlayers; i++)
{
const Player *p = &players[i];
if (!p->Enabled) continue;
const float py = (float)cpBodyGetPosition(p->Body).y;
if (isnan(y) || py < y)
{
y = py;
}
}
return y;
}
static float PlayerMaxY(void)
{
float y = NAN;
for (int i = 0; i < NumPlayers; i++)
{
const Player *p = &players[i];
if (!p->Alive) continue;
const float py = (float)cpBodyGetPosition(p->Body).y;
if (isnan(y) || py > y)
{
y = py;
}
}
return y;
}
void GameOutputFrame(void)
{
const float screenYOff =
(float)MAX(-SCREEN_HEIGHT, SCREEN_Y(camera.Y) - SCREEN_HEIGHT / 2);
// Draw the background.
DrawBackground(&BG, screenYOff);
SpaceDraw(&space, screenYOff);
PickupsDraw(screenYOff);
ParticlesDraw(screenYOff);
int c = 0;
for (int i = 0; i < NumPlayers; i++)
{
PlayerDraw(&players[i], screenYOff);
if (!players[i].Enabled) continue;
// Draw each player's current score.
char buf[17];
sprintf(buf, "%d", players[i].Score);
const SDL_Color white = { 255, 255, 255, 255 };
Tex t = LoadText(buf, font, white);
if (t.T == NULL) continue;
const int x = (c + 1) * SCREEN_WIDTH / (PlayerEnabledCount() + 1);
const int wHalf = (t.W + PLAYER_SPRITESHEET_WIDTH) / 2;
// Draw the player icon, followed by the score number
SDL_Rect src = {
0, 0, PLAYER_SPRITESHEET_WIDTH, PLAYER_SPRITESHEET_HEIGHT
};
SDL_Rect dest = { x - wHalf, 0, src.w, src.h };
RenderTex(PlayerSpritesheets[i].T, &src, &dest);
// Draw score number
dest.x = (Sint16)(x - wHalf + PLAYER_SPRITESHEET_WIDTH);
dest.y = (Sint16)(PLAYER_SPRITESHEET_HEIGHT - t.H) / 2;
dest.w = t.W;
dest.h = t.H;
RenderTex(t.T, NULL, &dest);
SDL_DestroyTexture(t.T);
c++;
}
SDL_RenderPresent(Renderer);
}
void ToGame(void)
{
Pause = false;
SpaceReset(&space);
// Reset player positions and velocity
for (int i = 0, c = 0; i < NumPlayers; i++)
{
PlayerReset(&players[i], c);
if (!players[i].Enabled) continue;
c++;
}
CameraInit(&camera);
SoundPlay(SoundStart, 1.0);
MusicSetLoud(true);
GatherInput = GameGatherInput;
DoLogic = GameDoLogic;
OutputFrame = GameOutputFrame;
}