Add state

This commit is contained in:
Miloslav Číž 2020-10-24 16:17:02 +02:00
parent ec91af35ca
commit 0d7b6ffc2f
2 changed files with 50 additions and 38 deletions

86
game.h
View File

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

View File

@ -22,7 +22,7 @@
// #define SFG_UNLOCK_DOOR 1
// #define SFG_INFINITE_AMMO 1
#define SFG_FPS 22
#define SFG_FPS 20
#define SFG_CAN_EXIT 0
#define SFG_PLAYER_TURN_SPEED 135
//#define SFG_TEXTURE_DISTANCE 6000