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Add level start stage

merge-requests/2/head
Miloslav Číž 2 years ago
parent
commit
de83e675a3
  1. 5
      constants.h
  2. 318
      game.h
  3. 2
      sounds.h
  4. 1
      texts.h

5
constants.h

@ -195,6 +195,11 @@ @@ -195,6 +195,11 @@
*/
#define SFG_WIN_ANIMATION_DURATION 2500
/**
Time in ms of the level start stage.
*/
#define SFG_LEVEL_START_DURATION 2000
/**
Vertical sprite size, in RCL_Units.
*/

318
game.h

@ -117,6 +117,24 @@ void SFG_playSound(uint8_t soundIndex, uint8_t volume); @@ -117,6 +117,24 @@ void SFG_playSound(uint8_t soundIndex, uint8_t volume);
*/
void SFG_enableMusic(uint8_t enable);
#define SFG_SAVE_SIZE 12
/**
Optional function for permanently saving game state. Platform that don't have
permanent storage may let this function do nothing. If implemented, the
function should save the passed data into its permanent storage, e.g. a file,
a cookie etc.
*/
void SFG_save(uint8_t data[SFG_SAVE_SIZE]);
/**
Optional function for retrieving game data that were saved to permanent
storage. Platforms without permanent storage may let this function do nothing.
If implemented, the function should fill the passed array with data from
permanent storage, e.g. a file, a cookie etc.
*/
void SFG_load(uint8_t data[SFG_SAVE_SIZE]);
/* ========================================================================= */
/**
@ -251,6 +269,7 @@ typedef struct @@ -251,6 +269,7 @@ typedef struct
#define SFG_GAME_STATE_INTRO 4
#define SFG_GAME_STATE_OUTRO 5
#define SFG_GAME_STATE_MAP 6
#define SFG_GAME_STATE_LEVEL_START 7
#define SFG_MENU_ITEM_CONTINUE 0
#define SFG_MENU_ITEM_MAP 1
@ -304,6 +323,7 @@ struct @@ -304,6 +323,7 @@ struct
uint8_t selectedMenuItem;
uint8_t selectedLevel; ///< Level to play selected in the main menu.
uint8_t antiSpam; ///< Prevents log message spamming.
uint8_t saved; ///< Helper variable to know if game was saved.
uint8_t settings; /**< Dynamic game settings (can be changed at runtime),
bit meaning:
@ -355,6 +375,7 @@ struct @@ -355,6 +375,7 @@ struct
struct
{
const SFG_Level *levelPointer;
uint8_t levelNumber;
const uint8_t* textures[7];
uint32_t timeStart;
@ -507,6 +528,68 @@ uint8_t SFG_getDamageValue(uint8_t attackType) @@ -507,6 +528,68 @@ uint8_t SFG_getDamageValue(uint8_t attackType)
return value;
}
/**
Saves game data to persistent storage.
*/
void SFG_gameSave()
{
/*
The save format is binary and platform independent. The save contains game
settings, game progress and a saved position. The format is as follows:
4b Last level that has been reached and is accessible to play.
4b Level number of the saved position.
8b game settings (SFG_game.settings)
8b Health at saved position.
8b Bullets ammo at saved position.
8b Rockets ammo at saved position.
8b Plasma ammo at saved position.
32b Little endian total play time from start, in 10ths of second.
16b Little endian total enemies killed from start.
*/
SFG_LOG("Saving.");
uint8_t data[SFG_SAVE_SIZE];
data[0] = SFG_currentLevel.levelNumber | 0; // TODO
data[1] = SFG_game.settings;
data[2] = SFG_player.health;
for (uint8_t i = 0; i < 3; ++i)
data[3 + i] = SFG_player.ammo[i];
uint32_t time = 0; // TODO
for (uint8_t i = 0; i < 4; ++i)
{
data[6 + i] = time % 256;
time /= 256;
}
uint16_t kills = 0; // TODO
data[10] = kills % 256;
data[11] = kills / 256;
SFG_game.saved = 1;
// SFG_save(data);
}
/**
Loads game data from persistent storage.
*/
void SFG_gameLoad()
{
SFG_LOG("Loading.");
uint8_t data[SFG_SAVE_SIZE];
// SFG_load(data);
}
/**
Returns ammo type for given weapon.
*/
@ -1195,7 +1278,8 @@ void SFG_initPlayer() @@ -1195,7 +1278,8 @@ void SFG_initPlayer()
SFG_player.camera.height =
SFG_floorHeightAt(
SFG_currentLevel.levelPointer->playerStart[0],
SFG_currentLevel.levelPointer->playerStart[1]);
SFG_currentLevel.levelPointer->playerStart[1]) +
RCL_CAMERA_COLL_HEIGHT_BELOW;
SFG_player.camera.direction =
SFG_currentLevel.levelPointer->playerStart[2] *
@ -1312,11 +1396,21 @@ uint8_t SFG_itemCollides(uint8_t elementType) @@ -1312,11 +1396,21 @@ uint8_t SFG_itemCollides(uint8_t elementType)
elementType == SFG_LEVEL_ELEMENT_LAMP;
}
void SFG_setAndInitLevel(const SFG_Level *level)
void SFG_setGameState(uint8_t state)
{
SFG_game.state = state;
SFG_game.stateChangeTime = SFG_game.frameTime;
}
void SFG_setAndInitLevel(uint8_t levelNumber)
{
SFG_LOG("setting and initializing level");
const SFG_Level *level = &SFG_levels[levelNumber];
SFG_game.currentRandom = 0;
SFG_game.saved = 0;
SFG_currentLevel.levelNumber = levelNumber;
SFG_currentLevel.frameEnd = 0;
SFG_currentLevel.monstersDead = 0;
SFG_currentLevel.backgroundImage = level->backgroundImage;
@ -1462,12 +1556,8 @@ void SFG_setAndInitLevel(const SFG_Level *level) @@ -1462,12 +1556,8 @@ void SFG_setAndInitLevel(const SFG_Level *level)
SFG_game.spriteAnimationFrame = 0;
SFG_initPlayer();
}
void SFG_setGameState(uint8_t state)
{
SFG_game.state = state;
SFG_game.stateChangeTime = SFG_game.frameTime;
SFG_setGameState(SFG_GAME_STATE_LEVEL_START);
}
void SFG_init()
@ -1542,8 +1632,7 @@ void SFG_init() @@ -1542,8 +1632,7 @@ void SFG_init()
#if SFG_START_LEVEL == 0
SFG_setGameState(SFG_GAME_STATE_MENU);
#else
SFG_setAndInitLevel(&SFG_levels[SFG_START_LEVEL - 1]);
SFG_setGameState(SFG_GAME_STATE_PLAYING);
SFG_setAndInitLevel(SFG_START_LEVEL - 1);
#endif
}
@ -2103,13 +2192,7 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster) @@ -2103,13 +2192,7 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
{
// explode
uint8_t properties;
SFG_TileDefinition tile =
SFG_getMapTile(SFG_currentLevel.levelPointer,mX,mY,&properties);
SFG_createExplosion(pX,pY,pZ);
monster->health = 0;
}
}
@ -2697,6 +2780,103 @@ RCL_Unit SFG_autoaimVertically() @@ -2697,6 +2780,103 @@ RCL_Unit SFG_autoaimVertically()
return 0;
}
/**
Draws text on screen using the bitmap font stored in assets.
*/
void SFG_drawText(
const char *text,
uint16_t x,
uint16_t y,
uint8_t size,
uint8_t color,
uint16_t maxLength,
uint16_t limitX)
{
if (size == 0)
size = 1;
if (limitX == 0)
limitX = 65535;
if (maxLength == 0)
maxLength = 65535;
uint16_t pos = 0;
uint16_t currentX = x;
uint16_t currentY = y;
while (text[pos] != 0 && pos < maxLength) // for each character
{
uint16_t character = SFG_font[SFG_charToFontIndex(text[pos])];
for (uint8_t i = 0; i < SFG_FONT_CHARACTER_SIZE; ++i) // for each line
{
currentY = y;
for (uint8_t j = 0; j < SFG_FONT_CHARACTER_SIZE; ++j) // for each row
{
if (character & 0x8000)
for (uint8_t k = 0; k < size; ++k)
for (uint8_t l = 0; l < size; ++l)
{
uint16_t drawX = currentX + k;
uint16_t drawY = currentY + l;
if (drawX < SFG_GAME_RESOLUTION_X &&
drawY < SFG_GAME_RESOLUTION_Y)
SFG_setGamePixel(drawX,drawY,color);
}
currentY += size;
character = character << 1;
}
currentX += size;
}
currentX += size; // space
if (currentX > limitX)
{
currentX = x;
y += (SFG_FONT_CHARACTER_SIZE + 1) * size;
}
pos++;
}
}
void SFG_drawLevelStartOverlay()
{
uint8_t stage = ((SFG_game.frameTime - SFG_game.stateChangeTime) * 4) /
SFG_LEVEL_START_DURATION;
// fade in:
for (uint16_t y = 0; y < SFG_GAME_RESOLUTION_Y; ++y)
for (uint16_t x = 0; x < SFG_GAME_RESOLUTION_X; ++x)
{
uint8_t draw = 0;
switch (stage)
{
case 0: draw = 1; break;
case 1: draw = (x % 2) || (y % 2); break;
case 2: draw = (x % 2) == (y % 2); break;
case 3: draw = (x % 2) && (y % 2); break;
default: break;
}
if (draw)
SFG_setGamePixel(x,y,0);
}
if (SFG_game.saved)
SFG_drawText(SFG_TEXT_SAVED,SFG_HUD_MARGIN,SFG_HUD_MARGIN,
SFG_FONT_SIZE_MEDIUM,7,255,0);
}
/**
Part of SFG_gameStep() for SFG_GAME_STATE_PLAYING.
*/
@ -2939,6 +3119,7 @@ void SFG_gameStepPlaying() @@ -2939,6 +3119,7 @@ void SFG_gameStepPlaying()
}
if (!SFG_keyIsDown(SFG_KEY_A) || !shearingOn) // U/D: movement
{
if (SFG_keyIsDown(SFG_KEY_UP))
{
moveOffset.x += SFG_player.direction.x;
@ -2955,6 +3136,7 @@ void SFG_gameStepPlaying() @@ -2955,6 +3136,7 @@ void SFG_gameStepPlaying()
bobbing = 1;
#endif
}
}
int16_t mouseX, mouseY;
@ -3345,8 +3527,7 @@ void SFG_gameStepMenu() @@ -3345,8 +3527,7 @@ void SFG_gameStepMenu()
}
else
{
SFG_setAndInitLevel(&SFG_levels[SFG_game.selectedLevel]);
SFG_setGameState(SFG_GAME_STATE_PLAYING);
SFG_setAndInitLevel(SFG_game.selectedLevel);
}
break;
@ -3443,8 +3624,7 @@ void SFG_gameStep() @@ -3443,8 +3624,7 @@ void SFG_gameStep()
int32_t t = SFG_game.frameTime - SFG_game.stateChangeTime;
RCL_Unit h = SFG_floorHeightAt(
SFG_player.squarePosition[0],
RCL_Unit h = SFG_floorHeightAt(SFG_player.squarePosition[0],
SFG_player.squarePosition[1]);
SFG_player.camera.height =
@ -3468,13 +3648,14 @@ void SFG_gameStep() @@ -3468,13 +3648,14 @@ void SFG_gameStep()
if (t > SFG_WIN_ANIMATION_DURATION)
{
if (SFG_keyIsDown(SFG_KEY_RIGHT))
if (SFG_keyIsDown(SFG_KEY_RIGHT) ||
SFG_keyIsDown(SFG_KEY_LEFT))
{
// TODO: save here
SFG_setGameState(SFG_GAME_STATE_MENU);
SFG_setAndInitLevel(SFG_currentLevel.levelNumber);
if (SFG_keyIsDown(SFG_KEY_RIGHT))
SFG_gameSave();
}
else if (SFG_keyIsDown(SFG_KEY_LEFT))
SFG_setGameState(SFG_GAME_STATE_MENU);
}
break;
@ -3487,13 +3668,25 @@ void SFG_gameStep() @@ -3487,13 +3668,25 @@ void SFG_gameStep()
break;
case SFG_GAME_STATE_INTRO:
if (SFG_keyJustPressed(SFG_KEY_A))
{
SFG_setAndInitLevel(&SFG_levels[0]);
if (SFG_keyJustPressed(SFG_KEY_A) || SFG_keyJustPressed(SFG_KEY_B))
SFG_setAndInitLevel(0);
break;
case SFG_GAME_STATE_LEVEL_START:
{
SFG_updateLevel();
int16_t x,y;
SFG_getMouseOffset(&x,&y); // this keeps centering the mouse
if ((SFG_game.frameTime - SFG_game.stateChangeTime) >=
SFG_LEVEL_START_DURATION)
SFG_setGameState(SFG_GAME_STATE_PLAYING);
}
break;
}
default:
break;
@ -3589,73 +3782,6 @@ void SFG_drawMap() @@ -3589,73 +3782,6 @@ void SFG_drawMap()
}
}
/**
Draws text on screen using the bitmap font stored in assets.
*/
void SFG_drawText(
const char *text,
uint16_t x,
uint16_t y,
uint8_t size,
uint8_t color,
uint16_t maxLength,
uint16_t limitX)
{
if (size == 0)
size = 1;
if (limitX == 0)
limitX = 65535;
if (maxLength == 0)
maxLength = 65535;
uint16_t pos = 0;
uint16_t currentX = x;
uint16_t currentY = y;
while (text[pos] != 0 && pos < maxLength) // for each character
{
uint16_t character = SFG_font[SFG_charToFontIndex(text[pos])];
for (uint8_t i = 0; i < SFG_FONT_CHARACTER_SIZE; ++i) // for each line
{
currentY = y;
for (uint8_t j = 0; j < SFG_FONT_CHARACTER_SIZE; ++j) // for each row
{
if (character & 0x8000)
for (uint8_t k = 0; k < size; ++k)
for (uint8_t l = 0; l < size; ++l)
{
uint16_t drawX = currentX + k;
uint16_t drawY = currentY + l;
if (drawX < SFG_GAME_RESOLUTION_X &&
drawY < SFG_GAME_RESOLUTION_Y)
SFG_setGamePixel(drawX,drawY,color);
}
currentY += size;
character = character << 1;
}
currentX += size;
}
currentX += size; // space
if (currentX > limitX)
{
currentX = x;
y += (SFG_FONT_CHARACTER_SIZE + 1) * size;
}
pos++;
}
}
/**
Draws fullscreen story text (intro/outro).
*/
@ -4287,6 +4413,8 @@ void SFG_draw() @@ -4287,6 +4413,8 @@ void SFG_draw()
if (SFG_game.state == SFG_GAME_STATE_WIN)
SFG_drawWinOverlay();
else if (SFG_game.state == SFG_GAME_STATE_LEVEL_START)
SFG_drawLevelStartOverlay();
}
}

2
sounds.h

@ -102,7 +102,7 @@ uint8_t SFG_getNextMusicSample() @@ -102,7 +102,7 @@ uint8_t SFG_getNextMusicSample()
case 3:
{
result =
((((S >> ((S >> 2) % 32)) + (S >> ((S >> 7) % 32)))) & 0x3f | (S >> 5)
(((((S >> ((S >> 2) % 32)) + (S >> ((S >> 7) % 32)))) & 0x3f) | (S >> 5)
| (S >> 11)) & (S & (32768 | 8192) ? 0xf0 : 0x30);
break;

1
texts.h

@ -27,6 +27,7 @@ SFG_PROGRAM_MEMORY char *SFG_menuItemTexts[] = @@ -27,6 +27,7 @@ SFG_PROGRAM_MEMORY char *SFG_menuItemTexts[] =
#define SFG_TEXT_KILLS "kills"
#define SFG_TEXT_SAVE_PROMPT "save? L no yes R"
#define SFG_TEXT_SAVED "saved"
SFG_PROGRAM_MEMORY char *SFG_introText =
"Near future, capitalist hell, Macrochip corp has enslaved man via "

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