Fix a level unlock bug

This commit is contained in:
Miloslav Číž 2020-11-30 18:04:19 +01:00
parent 3455d3281b
commit d179af90d5
2 changed files with 52 additions and 4 deletions

4
game.h
View File

@ -666,7 +666,9 @@ void SFG_levelEnds()
SFG_currentLevel.completionTime10sOfS = (SFG_MS_PER_FRAME * SFG_currentLevel.completionTime10sOfS = (SFG_MS_PER_FRAME *
(SFG_game.frame - SFG_currentLevel.frameStart)) / 100; (SFG_game.frame - SFG_currentLevel.frameStart)) / 100;
if (SFG_currentLevel.levelNumber >= (SFG_game.save[0] & 0x0f) && if (
(SFG_player.health != 0) &&
(SFG_currentLevel.levelNumber >= (SFG_game.save[0] & 0x0f)) &&
((SFG_currentLevel.levelNumber + 1) < SFG_NUMBER_OF_LEVELS)) ((SFG_currentLevel.levelNumber + 1) < SFG_NUMBER_OF_LEVELS))
{ {
SFG_game.save[0] = // save progress SFG_game.save[0] = // save progress

View File

@ -12,7 +12,7 @@
whatsoever. whatsoever.
*/ */
// #define JOYHAT // compiles the version for Pokitto with joystick hat #define JOYHAT // compiles the version for Pokitto with joystick hat
#if 0 #if 0
// for debug: // for debug:
@ -40,6 +40,15 @@
#else #else
#define SFG_SCREEN_RESOLUTION_X 88 #define SFG_SCREEN_RESOLUTION_X 88
#define SFG_SCREEN_RESOLUTION_Y 110 #define SFG_SCREEN_RESOLUTION_Y 110
#define SFG_FOV_VERTICAL 350
#define SFG_FOV_HORIZONTAL 230
#include "JoyHat/JoyHat.h"
JoyHat joy;
uint16_t rumbleCooldown = 0;
uint16_t axisThreshold1, axisThreshold2;
#endif #endif
#define SFG_RESOLUTION_SCALEDOWN 1 #define SFG_RESOLUTION_SCALEDOWN 1
@ -92,12 +101,28 @@ int8_t SFG_keyPressed(uint8_t key)
{ {
switch (key) switch (key)
{ {
#ifdef JOYHAT
case SFG_KEY_UP: return joy.JoyX() < axisThreshold1; break;
case SFG_KEY_DOWN: return joy.JoyX() > axisThreshold2; break;
case SFG_KEY_RIGHT: return joy.JoyY() > axisThreshold2; break;
case SFG_KEY_LEFT: return joy.JoyY() < axisThreshold1; break;
case SFG_KEY_A: return pokitto.bBtn(); break;
case SFG_KEY_B: return pokitto.aBtn(); break;
case SFG_KEY_JUMP: return pokitto.rightBtn(); break;
case SFG_KEY_STRAFE_RIGHT: return pokitto.downBtn(); break;
case SFG_KEY_STRAFE_LEFT: return pokitto.upBtn(); break;
case SFG_KEY_MAP: return pokitto.leftBtn(); break;
case SFG_KEY_PREVIOUS_WEAPON: return joy.Button1(); break;
case SFG_KEY_NEXT_WEAPON: return joy.Button2(); break;
#else
case SFG_KEY_UP: return pokitto.upBtn(); break; case SFG_KEY_UP: return pokitto.upBtn(); break;
case SFG_KEY_RIGHT: return pokitto.rightBtn(); break;
case SFG_KEY_DOWN: return pokitto.downBtn(); break; case SFG_KEY_DOWN: return pokitto.downBtn(); break;
case SFG_KEY_RIGHT: return pokitto.rightBtn(); break;
case SFG_KEY_LEFT: return pokitto.leftBtn(); break; case SFG_KEY_LEFT: return pokitto.leftBtn(); break;
case SFG_KEY_A: return pokitto.aBtn(); break; case SFG_KEY_A: return pokitto.aBtn(); break;
case SFG_KEY_B: return pokitto.bBtn(); break; case SFG_KEY_B: return pokitto.bBtn(); break;
#endif
case SFG_KEY_C: return pokitto.cBtn(); break; case SFG_KEY_C: return pokitto.cBtn(); break;
default: return 0; break; default: return 0; break;
} }
@ -188,7 +213,18 @@ void SFG_save(uint8_t data[SFG_SAVE_SIZE])
void SFG_processEvent(uint8_t event, uint8_t data) void SFG_processEvent(uint8_t event, uint8_t data)
{ {
#ifdef JOYHAT #ifdef JOYHAT
// TODO: vibrate switch (event)
{
case SFG_EVENT_VIBRATE:
if (rumbleCooldown == 0)
{
joy.Rumble(0.025);
rumbleCooldown = 32;
}
break;
default: break;
}
#endif #endif
} }
@ -222,6 +258,11 @@ int main()
pokitto.begin(); pokitto.begin();
#ifdef JOYHAT
axisThreshold1 = joy.joyScale / 4;
axisThreshold2 = joy.joyScale - axisThreshold1;
#endif
uint8_t allZeros = 1; uint8_t allZeros = 1;
for (uint8_t i = 0; i < SFG_SAVE_SIZE; ++i) for (uint8_t i = 0; i < SFG_SAVE_SIZE; ++i)
@ -257,6 +298,11 @@ int main()
if (pokitto.update()) if (pokitto.update())
SFG_mainLoopBody(); SFG_mainLoopBody();
#ifdef JOYHAT
if (rumbleCooldown > 0)
rumbleCooldown--;
#endif
if (SFG_game.state == SFG_GAME_STATE_MENU && if (SFG_game.state == SFG_GAME_STATE_MENU &&
SFG_game.keyStates[SFG_KEY_LEFT] == 255 && SFG_game.keyStates[SFG_KEY_LEFT] == 255 &&
SFG_game.keyStates[SFG_KEY_RIGHT] == 255 && SFG_game.keyStates[SFG_KEY_RIGHT] == 255 &&