mirror of
https://gitlab.com/drummyfish/anarch.git
synced 2024-11-23 17:32:16 -05:00
Refactor a bit
This commit is contained in:
parent
36cec8a911
commit
3f71b5faef
39
game.h
39
game.h
@ -33,9 +33,9 @@
|
|||||||
#define SFG_KEY_RIGHT 1
|
#define SFG_KEY_RIGHT 1
|
||||||
#define SFG_KEY_DOWN 2
|
#define SFG_KEY_DOWN 2
|
||||||
#define SFG_KEY_LEFT 3
|
#define SFG_KEY_LEFT 3
|
||||||
#define SFG_KEY_A 4
|
#define SFG_KEY_A 4 ///< fire, confirm
|
||||||
#define SFG_KEY_B 5
|
#define SFG_KEY_B 5 ///< cancel, strafe, look up/down
|
||||||
#define SFG_KEY_C 6
|
#define SFG_KEY_C 6 ///< menu, jump, switch weapons
|
||||||
|
|
||||||
/*
|
/*
|
||||||
The following keys are optional for a platform to implement. They just make
|
The following keys are optional for a platform to implement. They just make
|
||||||
@ -56,7 +56,7 @@
|
|||||||
/* ============================= PORTING =================================== */
|
/* ============================= PORTING =================================== */
|
||||||
|
|
||||||
/* When porting, do the following:
|
/* When porting, do the following:
|
||||||
- Include this file (and possibly other optionaly files, like sounds.h) in
|
- Include this file (and possibly other optional files, like sounds.h) in
|
||||||
your main_*.c frontend source.
|
your main_*.c frontend source.
|
||||||
- Implement the following functions in your frontend source.
|
- Implement the following functions in your frontend source.
|
||||||
- Call SFG_init() from your frontend initialization code.
|
- Call SFG_init() from your frontend initialization code.
|
||||||
@ -73,7 +73,7 @@
|
|||||||
#ifndef SFG_GAME_STEP_COMMAND
|
#ifndef SFG_GAME_STEP_COMMAND
|
||||||
#define SFG_GAME_STEP_COMMAND {} /**< Will be called each simlation step (good
|
#define SFG_GAME_STEP_COMMAND {} /**< Will be called each simlation step (good
|
||||||
for creating deterministic behavior such as
|
for creating deterministic behavior such as
|
||||||
demos (main loop iteration calls potentially
|
demos (SFG_mainLoopBody() calls potentially
|
||||||
multiple simulation steps). */
|
multiple simulation steps). */
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
@ -87,14 +87,14 @@ int8_t SFG_keyPressed(uint8_t key);
|
|||||||
/**
|
/**
|
||||||
Optinal function for mouse/joystick/analog controls, gets mouse x and y offset
|
Optinal function for mouse/joystick/analog controls, gets mouse x and y offset
|
||||||
in pixels from the game screen center (to achieve classic FPS mouse controls
|
in pixels from the game screen center (to achieve classic FPS mouse controls
|
||||||
the platform should center the mouse after the call). If the platform isn't
|
the platform should center the mouse after this call). If the platform isn't
|
||||||
using a mouse, this function can simply return [0,0] offets at each call, or
|
using a mouse, this function can simply return [0,0] offset at each call, or
|
||||||
even do nothing at all (leave the variables as are).
|
even do nothing at all (leave the variables as are).
|
||||||
*/
|
*/
|
||||||
void SFG_getMouseOffset(int16_t *x, int16_t *y);
|
void SFG_getMouseOffset(int16_t *x, int16_t *y);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
Returns time in ms sice program start.
|
Returns time in milliseconds sice program start.
|
||||||
*/
|
*/
|
||||||
uint32_t SFG_getTimeMs();
|
uint32_t SFG_getTimeMs();
|
||||||
|
|
||||||
@ -108,14 +108,14 @@ void SFG_sleepMs(uint16_t timeMs);
|
|||||||
/**
|
/**
|
||||||
Set specified screen pixel. ColorIndex is the index of the game's palette.
|
Set specified screen pixel. ColorIndex is the index of the game's palette.
|
||||||
The function doesn't have to (and shouldn't, for the sake of performance)
|
The function doesn't have to (and shouldn't, for the sake of performance)
|
||||||
check whether the coordinates are within screen.
|
check whether the coordinates are within screen bounds.
|
||||||
*/
|
*/
|
||||||
static inline void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex);
|
static inline void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
Play given sound effect (SFX). This function may or may not use the sound
|
Play given sound effect (SFX). This function may or may not use the sound
|
||||||
samples provided in sounds.h, and it may or may not ignore the (logarithmic)
|
samples provided in sounds.h, and it may or may not ignore the (logarithmic)
|
||||||
volume parameter (0 to 255). Depending on the platform the function can play
|
volume parameter (0 to 255). Depending on the platform, the function can play
|
||||||
completely different samples or even e.g. just beeps. If the platform can't
|
completely different samples or even e.g. just beeps. If the platform can't
|
||||||
play sounds, this function implementation can simply be left empty. This
|
play sounds, this function implementation can simply be left empty. This
|
||||||
function doesn't have to implement safety measures, the back end takes cares
|
function doesn't have to implement safety measures, the back end takes cares
|
||||||
@ -129,7 +129,7 @@ void SFG_playSound(uint8_t soundIndex, uint8_t volume);
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
Informs the frontend how music should play, e.g. turn on/off, change track,
|
Informs the frontend how music should play, e.g. turn on/off, change track,
|
||||||
... See SFG_MUSIC_* constants. Playing music is optional and the frontend can
|
... See SFG_MUSIC_* constants. Playing music is optional and the frontend may
|
||||||
ignore this. If a frontend wants to implement music, it can use the bytebeat
|
ignore this. If a frontend wants to implement music, it can use the bytebeat
|
||||||
provided in sounds.h or use its own.
|
provided in sounds.h or use its own.
|
||||||
*/
|
*/
|
||||||
@ -149,12 +149,11 @@ void SFG_setMusic(uint8_t value);
|
|||||||
/**
|
/**
|
||||||
This is an optional function that informs the frontend about special events
|
This is an optional function that informs the frontend about special events
|
||||||
which may trigger something special on the platform, such as a controller
|
which may trigger something special on the platform, such as a controller
|
||||||
vibration, logging etc. This implementation of this function can be left
|
vibration, logging etc. The implementation of this function may be left empty.
|
||||||
empty.
|
|
||||||
*/
|
*/
|
||||||
void SFG_processEvent(uint8_t event, uint8_t data);
|
void SFG_processEvent(uint8_t event, uint8_t data);
|
||||||
|
|
||||||
#define SFG_SAVE_SIZE 12
|
#define SFG_SAVE_SIZE 12 ///< size of the save in bytes
|
||||||
|
|
||||||
/**
|
/**
|
||||||
Optional function for permanently saving the game state. Platforms that don't
|
Optional function for permanently saving the game state. Platforms that don't
|
||||||
@ -174,7 +173,7 @@ void SFG_save(uint8_t data[SFG_SAVE_SIZE]);
|
|||||||
present in permanent memory, this function should do nothing (leave the data
|
present in permanent memory, this function should do nothing (leave the data
|
||||||
array as is).
|
array as is).
|
||||||
|
|
||||||
This function should return 1 if saving/loading is possible and 0 if not (this
|
This function should return 1 if saving/loading is possible or 0 if not (this
|
||||||
will be used by the game to detect saving/loading capability).
|
will be used by the game to detect saving/loading capability).
|
||||||
*/
|
*/
|
||||||
uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE]);
|
uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE]);
|
||||||
@ -182,8 +181,8 @@ uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE]);
|
|||||||
/* ========================================================================= */
|
/* ========================================================================= */
|
||||||
|
|
||||||
/**
|
/**
|
||||||
Game main loop body, call this inside your platform's specific main loop.
|
Main game loop body, call this inside your platform's specific main loop.
|
||||||
Returns 1 if the game continues, 0 if the game was exited and program should
|
Returns 1 if the game continues or 0 if the game was exited and program should
|
||||||
halt. This functions handles reaching the target FPS and sleeping for
|
halt. This functions handles reaching the target FPS and sleeping for
|
||||||
relieving CPU, so don't do this.
|
relieving CPU, so don't do this.
|
||||||
*/
|
*/
|
||||||
@ -3057,7 +3056,7 @@ void SFG_gameStepPlaying()
|
|||||||
|
|
||||||
if (SFG_keyJustPressed(SFG_KEY_TOGGLE_FREELOOK))
|
if (SFG_keyJustPressed(SFG_KEY_TOGGLE_FREELOOK))
|
||||||
SFG_game.settings = (SFG_game.settings & 0x04) ?
|
SFG_game.settings = (SFG_game.settings & 0x04) ?
|
||||||
(SFG_game.settings & ~0x0c) : (SFG_game.settings | 0x0c );
|
(SFG_game.settings & ~0x0c) : (SFG_game.settings | 0x0c);
|
||||||
|
|
||||||
int8_t canSwitchWeapon = SFG_player.weaponCooldownFrames == 0;
|
int8_t canSwitchWeapon = SFG_player.weaponCooldownFrames == 0;
|
||||||
|
|
||||||
@ -3094,7 +3093,7 @@ void SFG_gameStepPlaying()
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (!SFG_keyIsDown(SFG_KEY_C))
|
if (!SFG_keyIsDown(SFG_KEY_C))
|
||||||
{ // A + L/R: strafing
|
{ // B + L/R: strafing
|
||||||
if (SFG_keyIsDown(SFG_KEY_LEFT))
|
if (SFG_keyIsDown(SFG_KEY_LEFT))
|
||||||
strafe = -1;
|
strafe = -1;
|
||||||
else if (SFG_keyIsDown(SFG_KEY_RIGHT))
|
else if (SFG_keyIsDown(SFG_KEY_RIGHT))
|
||||||
@ -3102,7 +3101,7 @@ void SFG_gameStepPlaying()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (SFG_keyIsDown(SFG_KEY_C)) // C + AL/BR: weapon switching
|
if (SFG_keyIsDown(SFG_KEY_C)) // C + A/B/L/R: weapon switching
|
||||||
{
|
{
|
||||||
if ((SFG_keyJustPressed(SFG_KEY_LEFT) || SFG_keyJustPressed(SFG_KEY_A)) &&
|
if ((SFG_keyJustPressed(SFG_KEY_LEFT) || SFG_keyJustPressed(SFG_KEY_A)) &&
|
||||||
canSwitchWeapon)
|
canSwitchWeapon)
|
||||||
|
@ -14,18 +14,15 @@
|
|||||||
|
|
||||||
// #define JOYHAT // compiles the version for Pokitto with joystick hat
|
// #define JOYHAT // compiles the version for Pokitto with joystick hat
|
||||||
|
|
||||||
// #define SFG_START_LEVEL 8
|
#if 0
|
||||||
|
// for debug:
|
||||||
#include <stdio.h>
|
|
||||||
#define SFG_LOG(s) puts(s);
|
#define SFG_LOG(s) puts(s);
|
||||||
|
#define SFG_CPU_LOAD(x) printf("CPU: %d\n",x);
|
||||||
|
#endif
|
||||||
|
|
||||||
// #define SFG_UNLOCK_DOOR 1
|
#define SFG_FPS 22
|
||||||
// #define SFG_INFINITE_AMMO 1
|
|
||||||
|
|
||||||
#define SFG_FPS 20
|
|
||||||
#define SFG_CAN_EXIT 0
|
#define SFG_CAN_EXIT 0
|
||||||
#define SFG_PLAYER_TURN_SPEED 135
|
#define SFG_PLAYER_TURN_SPEED 135
|
||||||
//#define SFG_TEXTURE_DISTANCE 6000
|
|
||||||
|
|
||||||
#ifndef JOYHAT
|
#ifndef JOYHAT
|
||||||
#define SFG_SCREEN_RESOLUTION_X 110
|
#define SFG_SCREEN_RESOLUTION_X 110
|
||||||
|
Loading…
Reference in New Issue
Block a user