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