Trophy and level switching mechanics. Level view scrolling functionality. Jumping input detected as an event. More faithful jump timing.

This commit is contained in:
Slipyx 2018-07-14 02:17:28 -04:00
parent e4e59f4bcc
commit 13ec0a5067
2 changed files with 112 additions and 27 deletions

126
lmdave.c
View File

@ -9,18 +9,9 @@ game_assets_t* g_assets = NULL;
void init_game() {
gs->quit = 0;
gs->current_level = 0;
gs->view_x = 0;
gs->view_y = 0;
gs->scroll_x = 0;
// dave state at level 1;
// clean dave state
memset( &gs->ds, 0, sizeof(dave_state_t) );
gs->ds.tx = 2;
gs->ds.ty = 8;
gs->ds.px = gs->ds.tx * TILE_SIZE;
gs->ds.py = gs->ds.ty * TILE_SIZE;
gs->ds.jump_timer = 0;
gs->ds.on_ground = 0;
// returns array of NUM_EXE_LEVELS that was loaded by the util lib
gs->levels = GetLevels();
@ -41,6 +32,33 @@ void init_assets( SDL_Renderer* r ) {
}
}
// sets new beginning state based on current level
void start_level() {
gs->view_x = 0;
gs->view_y = 0;
gs->scroll_x = 0;
gs->ds.jump_timer = 0;
gs->ds.on_ground = 0;
// hardcoded player starts
switch ( gs->current_level ) {
case 0: gs->ds.tx = 2; gs->ds.ty = 8; break;
case 1: gs->ds.tx = 1; gs->ds.ty = 8; break;
case 2: gs->ds.tx = 2; gs->ds.ty = 5; break;
case 3: gs->ds.tx = 1; gs->ds.ty = 5; break;
default: break;
}
gs->ds.px = gs->ds.tx * TILE_SIZE;
gs->ds.py = gs->ds.ty * TILE_SIZE;
// reset items
gs->ds.gun = 0;
gs->ds.jetpack = 0;
gs->ds.trophy = 0;
gs->ds.check_door = 0;
}
// poll input
void check_input() {
SDL_Event ev;
@ -51,7 +69,7 @@ void check_input() {
// attempt dave movement by setting try_ flags
if ( keys[SDL_SCANCODE_RIGHT] ) gs->ds.try_right = 1;
if ( keys[SDL_SCANCODE_LEFT] ) gs->ds.try_left = 1;
if ( keys[SDL_SCANCODE_UP] ) gs->ds.try_jump = 1;
//if ( keys[SDL_SCANCODE_UP] ) gs->ds.try_jump = 1;
// events
switch ( ev.type ) {
@ -62,8 +80,11 @@ void check_input() {
if ( ev.key.repeat ) break;
SDL_Keycode key = ev.key.keysym.sym;
// android back
if ( key == SDLK_AC_BACK ) gs->quit = 1;
}
if ( key == SDLK_AC_BACK ) { gs->quit = 1; }
// jump event
if ( key == SDLK_UP ) { gs->ds.try_jump = 1; }
} break;
default: break;
} // switch
}
@ -72,6 +93,10 @@ void clear_input() {
gs->ds.try_left = 0;
gs->ds.try_right = 0;
gs->ds.try_jump = 0;
gs->ds.try_fire = 0;
gs->ds.try_jetpack = 0;
gs->ds.try_up = 0;
gs->ds.try_down = 0;
}
// remove item from world
@ -80,7 +105,12 @@ void pickup_item( uint8_t tx, uint8_t ty ) {
uint8_t til = gs->levels[gs->current_level].tiles[ty * 100 + tx];
// pickup functionality here
(void)til;
if ( til == 4 ) gs->ds.jetpack = 0xff;
if ( til == 10 ) {
gs->ds.score += 1000;
gs->ds.trophy = 1;
}
if ( til == 20 ) gs->ds.gun = 1;
// remove
gs->levels[gs->current_level].tiles[ty * 100 + tx] = 0;
@ -105,18 +135,23 @@ uint8_t is_clear( uint16_t px, uint16_t py ) {
if ( til >= 29 && til <= 30 ) return 0;
// pickups
if ( til == 10 || (til >= 47 && til <= 52) ) {
if ( til == 10 || til == 4 || til == 20 || (til >= 47 && til <= 52) ) {
gs->ds.check_pickup_x = tx;
gs->ds.check_pickup_y = ty;
}
// door
if ( til == 2 ) {
gs->ds.check_door = 1;
}
return 1;
}
// update collision point clear flags
void check_collision() {
// 8 points of collision; relative to top left of tile 56 neutral frame (20x16)
// 0, 1 = top left, top right, above sprite
// 0, 1 = top left, top right
gs->ds.col_point[0] = is_clear( gs->ds.px + 4, gs->ds.py - 0 );
gs->ds.col_point[1] = is_clear( gs->ds.px + 10, gs->ds.py - 0 );
// 2, 3 = right edge
@ -147,12 +182,16 @@ void verify_input() {
&& (gs->ds.col_point[0] && gs->ds.col_point[1]) ) {
gs->ds.do_jump = 1;
}
// reset jump timer if contact a ground while still "jumping"
if ( gs->ds.try_jump && gs->ds.on_ground && gs->ds.jump_timer )
gs->ds.jump_timer = 0;
}
// apply validated dave movement
void move_dave() {
// update dave's tile pos
gs->ds.tx = gs->ds.px / TILE_SIZE;
// sample x towards the center
gs->ds.tx = (gs->ds.px + TILE_SIZE / 2) / TILE_SIZE;
gs->ds.ty = gs->ds.py / TILE_SIZE;
if ( gs->ds.do_right ) {
@ -165,15 +204,17 @@ void move_dave() {
}
if ( gs->ds.do_jump ) {
if ( !gs->ds.jump_timer )
gs->ds.jump_timer = 19;
gs->ds.jump_timer = 25;
if ( gs->ds.col_point[0] && gs->ds.col_point[1] ) {
if ( gs->ds.jump_timer > 5 ) gs->ds.py -= 2;
else gs->ds.py -= 1;
if ( gs->ds.jump_timer > 12 )
gs->ds.py -= 2;
if ( gs->ds.jump_timer >= 7 && gs->ds.jump_timer <= 12 )
gs->ds.py -= 1;
gs->ds.jump_timer--;
} else {
gs->ds.jump_timer = 0;
}
} else gs->ds.jump_timer = 0;
//gs->ds.jump_timer--;
if ( !gs->ds.jump_timer )
gs->ds.do_jump = 0;
@ -196,8 +237,32 @@ void apply_gravity() {
}
}
void update_level() {
// check if at door and has trophy
if ( gs->ds.check_door ) {
if ( gs->ds.trophy ) {
if ( gs->current_level < 9 ) {
gs->current_level++;
start_level();
} else {
// finshed level 10
gs->quit = 1;
}
} else { // no trophy
gs->ds.check_door = 0;
}
}
}
// update game view based on set scroll values
void scroll_screen() {
// scroll view if dave is about to move off view
if ( gs->ds.tx - gs->view_x >= 18 )
gs->scroll_x = 15;
if ( gs->ds.tx - gs->view_x < 2 )
gs->scroll_x = -15;
// do the scroll
if ( gs->scroll_x > 0 ) {
if ( gs->view_x == 80 ) gs->scroll_x = 0;
else { gs->view_x++; gs->scroll_x--; }
@ -225,6 +290,8 @@ void update_game() {
// game view scrolling
scroll_screen();
apply_gravity();
// update level-wide state
update_level();
// reset input flags
clear_input();
}
@ -247,18 +314,20 @@ void draw_world( SDL_Renderer* r ) {
// draw dave
void draw_dave( SDL_Renderer* r ) {
SDL_Rect dst;
dst.x = gs->ds.px;
// relative to view
dst.x = gs->ds.px - gs->view_x * TILE_SIZE;
dst.y = gs->ds.py;
// tile 56 neutral; 20x16px
uint8_t til = 53;
dst.w = 20; dst.h = 16;
// render
// grounded debug
/*if ( gs->ds.on_ground ) {
if ( gs->ds.on_ground ) {
SDL_SetRenderDrawColor( r, 255, 0, 255, 255 );
SDL_RenderDrawRect( r, &dst );
}*/
SDL_RenderCopy( r, g_assets->tile_tx[53], NULL, &dst );
}
SDL_RenderCopy( r, g_assets->tile_tx[til], NULL, &dst );
}
// draw to renderer
@ -324,6 +393,9 @@ int main( int argc, char** argv ) {
SDL_SetRenderDrawColor( renderer, 0, 40, 80, 0xff );
SDL_RenderClear( renderer );
// set state for first level
start_level();
// main loop
while ( !gs->quit ) {
// fixed timestep

View File

@ -10,6 +10,8 @@
typedef struct {
uint8_t tx, ty; // tile pos
uint16_t px, py; // pixel pos
uint16_t score;
uint8_t lives;
// on ground flag
uint8_t on_ground;
@ -17,14 +19,25 @@ typedef struct {
uint8_t try_right;
uint8_t try_left;
uint8_t try_jump;
uint8_t try_fire;
uint8_t try_jetpack;
uint8_t try_up, try_down; // jetpack/climbing
uint8_t do_right;
uint8_t do_left;
uint8_t do_jump;
uint8_t do_fire;
uint8_t do_jetpack;
uint8_t do_up, do_down;
uint8_t jump_timer;
// pickup tile pos
uint8_t check_pickup_x;
uint8_t check_pickup_y;
// door was hit, check if passable
uint8_t check_door;
// item flags; jetpack is also fuel count
uint8_t trophy, gun, jetpack;
// collision point clear flags; 1 = clear
uint8_t col_point[8];