Improve win screen

This commit is contained in:
Miloslav Číž 2020-09-26 11:24:15 +02:00
parent d551a8495a
commit 4177e1ad9b
5 changed files with 57 additions and 34 deletions

View File

@ -210,6 +210,13 @@
*/
#define SFG_BASE_SPRITE_SIZE RCL_UNITS_PER_SQUARE
/**
Says whether the game is running in very low resolution, which triggers some
simple rendering so that things fit the screen.
*/
#define SFG_VERY_LOW_RESOLUTION\
((SFG_GAME_RESOLUTION_X < 90) || (SFG_GAME_RESOLUTION_Y < 70))
// ----------------------------
// derived constants

61
game.h
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@ -359,15 +359,15 @@ struct
The save contains game settings, game progress and a
saved position. The format is as follows:
4b highest level that has been reached
4b level number of the saved position (15: no save)
8b game settings (SFG_game.settings)
8b health at saved position
8b bullet ammo at saved position
8b rocket ammo at saved position
8b plasma ammo at saved position
32b little endian total play time, in 10ths of sec
16b little endian total enemies killed from start */
0 4b highest level that has been reached
0 4b level number of the saved position (15: no save)
1 8b game settings (SFG_game.settings)
2 8b health at saved position
3 8b bullet ammo at saved position
4 8b rocket ammo at saved position
5 8b plasma ammo at saved position
6 32b little endian total play time, in 10ths of sec
10 16b little endian total enemies killed from start */
uint8_t continues; ///< Whether the game continues or was exited.
} SFG_game;
@ -4173,8 +4173,8 @@ void SFG_drawMenu()
if (item == SFG_MENU_ITEM_NONE)
break;
#if SFG_SIMPLE_MENU
if (i != SFG_game.selectedMenuItem)
#if SFG_VERY_LOW_RESOLUTION
if (i != SFG_game.selectedMenuItem) // only display selected item
{
i++;
continue;
@ -4182,7 +4182,6 @@ void SFG_drawMenu()
#endif
const char *text = SFG_menuItemTexts[item];
uint8_t textLen = SFG_textLen(text);
uint16_t drawX = (SFG_GAME_RESOLUTION_X -
@ -4281,27 +4280,46 @@ void SFG_drawWinOverlay()
uint32_t completionTime = SFG_MS_PER_FRAME *
(SFG_currentLevel.frameEnd - SFG_currentLevel.frameStart);
uint32_t completionTimeTotal = 123; // TODO
uint8_t blinkDouble = (SFG_game.frame / SFG_BLINK_PERIOD_FRAMES) % 4;
// don't show totals in level 1:
blinkDouble &= (SFG_currentLevel.levelNumber != 0);
if (t >= (SFG_WIN_ANIMATION_DURATION / 2))
{
y += (SFG_FONT_SIZE_BIG + SFG_FONT_SIZE_MEDIUM) * SFG_FONT_CHARACTER_SIZE;
x = SFG_GAME_RESOLUTION_X / 4;
#define CHAR_SIZE (SFG_FONT_SIZE_SMALL * SFG_FONT_CHARACTER_SIZE)
x += SFG_drawNumber(completionTime / 1000,x,y,SFG_FONT_SIZE_SMALL,7) *
#if SFG_VERY_LOW_RESOLUTION
if (blinkDouble & 0x02)
{
#endif
uint32_t time = (blinkDouble & 0x01) ? completionTime : completionTimeTotal;
x += SFG_drawNumber(time / 1000,x,y,SFG_FONT_SIZE_SMALL,7) *
CHAR_SIZE;
char timeRest[5] = ".X s";
timeRest[1] = '0' + (completionTime % 1000) / 100;
timeRest[1] = '0' + (time % 1000) / 100;
SFG_drawText(timeRest,x,y,SFG_FONT_SIZE_SMALL,7,4,0);
#if SFG_VERY_LOW_RESOLUTION
}
else
{
#else
x = SFG_GAME_RESOLUTION_X / 2;
#endif
x += SFG_drawNumber(SFG_currentLevel.monstersDead,x,y,SFG_FONT_SIZE_SMALL,7) *
CHAR_SIZE;
if (blinkDouble & 0x01)
{
x += SFG_drawNumber(SFG_currentLevel.monstersDead,x,y,
SFG_FONT_SIZE_SMALL,7) * CHAR_SIZE;
SFG_drawText("/",x,y,SFG_FONT_SIZE_SMALL,7,1,0);
@ -4309,9 +4327,16 @@ void SFG_drawWinOverlay()
x += (SFG_drawNumber(SFG_currentLevel.monsterRecordCount,x,y,
SFG_FONT_SIZE_SMALL,7) + 1) * CHAR_SIZE;
}
else
x += (SFG_drawNumber(234,x,y,SFG_FONT_SIZE_SMALL,7) + 1) * CHAR_SIZE;
SFG_drawText(SFG_TEXT_KILLS,x,y,SFG_FONT_SIZE_SMALL,7,255,0);
#if SFG_VERY_LOW_RESOLUTION
}
#endif
if ((t >= (SFG_WIN_ANIMATION_DURATION - 1)) &&
(SFG_currentLevel.levelNumber != (SFG_NUMBER_OF_LEVELS - 1)))
{

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@ -23,7 +23,6 @@
#define SFG_RAYCASTING_MAX_STEPS 20
#define SFG_RAYCASTING_MAX_HITS 5
#define SFG_RAYCASTING_SUBSAMPLE 2
#define SFG_SIMPLE_MENU 1
#define SFG_DITHERED_SHADOW 0

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@ -35,7 +35,7 @@
// #define SFG_SCREEN_RESOLUTION_X 80
// #define SFG_SCREEN_RESOLUTION_Y 64
// #define SFG_SIMPLE_MENU 1
#define SFG_SIMPLE_MENU 1
#define MUSIC_VOLUME 4

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@ -340,14 +340,6 @@
#define SFG_ARDUINO 0
#endif
/**
If set, the menu will only display the selected item. This is good for very
small resolution screens that can't display all items at once.
*/
#ifndef SFG_SIMPLE_MENU
#define SFG_SIMPLE_MENU 0
#endif
//------ developer/debug settings ------
/**