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Add state
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86
game.h
86
game.h
@ -315,7 +315,7 @@ typedef struct
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int16_t direction[3]; /**< Added to position each game step. */
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} SFG_ProjectileRecord;
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#define SFG_GAME_STATE_MENU 0
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#define SFG_GAME_STATE_INIT 0 ///< first state, waiting for key releases
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#define SFG_GAME_STATE_PLAYING 1
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#define SFG_GAME_STATE_WIN 2
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#define SFG_GAME_STATE_LOSE 3
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@ -323,6 +323,7 @@ typedef struct
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#define SFG_GAME_STATE_OUTRO 5
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#define SFG_GAME_STATE_MAP 6
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#define SFG_GAME_STATE_LEVEL_START 7
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#define SFG_GAME_STATE_MENU 8
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#define SFG_MENU_ITEM_CONTINUE 0
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#define SFG_MENU_ITEM_MAP 1
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@ -1465,6 +1466,7 @@ uint8_t SFG_itemCollides(uint8_t elementType)
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void SFG_setGameState(uint8_t state)
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{
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SFG_LOG("changing game state");
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SFG_game.state = state;
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SFG_game.stateChangeTime = SFG_game.frameTime;
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}
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@ -1728,7 +1730,7 @@ void SFG_init()
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SFG_MUSIC_TURN_ON : SFG_MUSIC_TURN_OFF);
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#if SFG_START_LEVEL == 0
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SFG_setGameState(SFG_GAME_STATE_MENU);
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SFG_setGameState(SFG_GAME_STATE_INIT);
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#else
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SFG_setAndInitLevel(SFG_START_LEVEL - 1);
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#endif
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@ -4787,57 +4789,67 @@ uint8_t SFG_mainLoopBody()
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/* Standard deterministic game loop, independed of actual achieved FPS.
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Each game logic (physics) frame is performed with the SFG_MS_PER_FRAME
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delta time. */
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uint32_t timeNow = SFG_getTimeMs();
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if (SFG_game.state != SFG_GAME_STATE_INIT)
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{
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uint32_t timeNow = SFG_getTimeMs();
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#if SFG_TIME_MULTIPLIER != 1024
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timeNow = (timeNow * SFG_TIME_MULTIPLIER) / 1024;
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timeNow = (timeNow * SFG_TIME_MULTIPLIER) / 1024;
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#endif
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int32_t timeSinceLastFrame = timeNow - SFG_game.frameTime;
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int32_t timeSinceLastFrame = timeNow - SFG_game.frameTime;
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if (timeSinceLastFrame >= SFG_MS_PER_FRAME)
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{
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uint8_t steps = 0;
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uint8_t wasFirstFrame = SFG_game.frame == 0;
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while (timeSinceLastFrame >= SFG_MS_PER_FRAME)
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if (timeSinceLastFrame >= SFG_MS_PER_FRAME)
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{
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uint8_t previousWeapon = SFG_player.weapon;
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uint8_t steps = 0;
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SFG_game.frameTime += SFG_MS_PER_FRAME;
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uint8_t wasFirstFrame = SFG_game.frame == 0;
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SFG_gameStep();
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while (timeSinceLastFrame >= SFG_MS_PER_FRAME)
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{
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uint8_t previousWeapon = SFG_player.weapon;
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if (SFG_player.weapon != previousWeapon)
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SFG_processEvent(SFG_EVENT_PLAYER_CHANGES_WEAPON,SFG_player.weapon);
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SFG_game.frameTime += SFG_MS_PER_FRAME;
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timeSinceLastFrame -= SFG_MS_PER_FRAME;
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SFG_gameStep();
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SFG_game.frame++;
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steps++;
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if (SFG_player.weapon != previousWeapon)
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SFG_processEvent(SFG_EVENT_PLAYER_CHANGES_WEAPON,SFG_player.weapon);
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timeSinceLastFrame -= SFG_MS_PER_FRAME;
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SFG_game.frame++;
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steps++;
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}
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if ((steps > 1) && (SFG_game.antiSpam == 0) && (!wasFirstFrame))
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{
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SFG_LOG("failed to reach target FPS! consider setting a lower value")
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SFG_game.antiSpam = 30;
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}
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if (SFG_game.antiSpam > 0)
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SFG_game.antiSpam--;
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// render only once
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SFG_draw();
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if (SFG_game.frame % 16 == 0)
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SFG_CPU_LOAD(((SFG_getTimeMs() - timeNow) * 100) / SFG_MS_PER_FRAME);
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}
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if ((steps > 1) && (SFG_game.antiSpam == 0) && (!wasFirstFrame))
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else
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{
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SFG_LOG("failed to reach target FPS! consider setting a lower value")
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SFG_game.antiSpam = 30;
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// wait, relieve CPU
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SFG_sleepMs(RCL_max(1,
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(3 * (SFG_game.frameTime + SFG_MS_PER_FRAME - timeNow)) / 4));
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}
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if (SFG_game.antiSpam > 0)
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SFG_game.antiSpam--;
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// render only once
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SFG_draw();
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if (SFG_game.frame % 16 == 0)
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SFG_CPU_LOAD(((SFG_getTimeMs() - timeNow) * 100) / SFG_MS_PER_FRAME);
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}
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else
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else if (!SFG_keyPressed(SFG_KEY_A) && !SFG_keyPressed(SFG_KEY_B))
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{
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// wait, relieve CPU
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SFG_sleepMs(RCL_max(1,
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(3 * (SFG_game.frameTime + SFG_MS_PER_FRAME - timeNow)) / 4));
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/* At the beginning we have to wait for the release of the keys in order not
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to immediatelly confirm a menu item. */
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SFG_setGameState(SFG_GAME_STATE_MENU);
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}
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return SFG_game.continues;
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@ -22,7 +22,7 @@
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// #define SFG_UNLOCK_DOOR 1
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// #define SFG_INFINITE_AMMO 1
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#define SFG_FPS 22
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#define SFG_FPS 20
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#define SFG_CAN_EXIT 0
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#define SFG_PLAYER_TURN_SPEED 135
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//#define SFG_TEXTURE_DISTANCE 6000
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