Added 'res' dir from which resources are loaded. Level data loaded from util is now as a copy, so original data from EXE is preserved. Input events polled in a loop. Fixed start_level so jumping is completely reset. Z key can be used for jumping as well. Added rest of hardcoded player starts.

This commit is contained in:
Josh K 2018-07-17 06:43:58 -04:00
parent 13ec0a5067
commit 6f6a429163
7 changed files with 47 additions and 45 deletions

View File

@ -13,8 +13,9 @@ void init_game() {
// clean dave state
memset( &gs->ds, 0, sizeof(dave_state_t) );
// returns array of NUM_EXE_LEVELS that was loaded by the util lib
gs->levels = GetLevels();
// copy all levels loaded from exe by util
for ( int i = 0; i < NUM_EXE_LEVELS; ++i )
GetLevel( i, &gs->levels[i] );
}
// initialize game assets
@ -40,13 +41,16 @@ void start_level() {
gs->ds.jump_timer = 0;
gs->ds.on_ground = 0;
gs->ds.do_jump = 0;
// hardcoded player starts
switch ( gs->current_level ) {
case 0: gs->ds.tx = 2; gs->ds.ty = 8; break;
case 0: case 4: case 5: case 7: case 9: 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;
case 6: gs->ds.tx = 1; gs->ds.ty = 2; break;
case 8: gs->ds.tx = 6; gs->ds.ty = 1; break;
default: break;
}
@ -62,7 +66,27 @@ void start_level() {
// poll input
void check_input() {
SDL_Event ev;
SDL_PollEvent( &ev );
while ( SDL_PollEvent( &ev ) ) {
// events
switch ( ev.type ) {
case SDL_QUIT: gs->quit = 1; break;
case SDL_KEYDOWN: {
if ( ev.key.repeat ) break;
SDL_Keycode key = ev.key.keysym.sym;
// android back
if ( key == SDLK_AC_BACK ) { gs->quit = 1; }
// jump event
if ( key == SDLK_UP || key == SDLK_z ) { gs->ds.try_jump = 1; }
} break;
default: break;
} // switch
}
// real-time keystate
const uint8_t* keys = SDL_GetKeyboardState( NULL );
@ -70,22 +94,6 @@ void check_input() {
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;
// events
switch ( ev.type ) {
case SDL_QUIT: gs->quit = 1; break;
case SDL_KEYDOWN: {
if ( ev.key.repeat ) break;
SDL_Keycode key = ev.key.keysym.sym;
// android back
if ( key == SDLK_AC_BACK ) { gs->quit = 1; }
// jump event
if ( key == SDLK_UP ) { gs->ds.try_jump = 1; }
} break;
default: break;
} // switch
}
// clear all try input flags at end of frame
@ -275,10 +283,6 @@ void scroll_screen() {
// update game logic
void update_game() {
/*if ( gs->current_level == 0xff ) gs->current_level = 0;
if ( gs->current_level > NUM_EXE_LEVELS - 1 )
gs->current_level = NUM_EXE_LEVELS - 1;*/
// update collision point flags
check_collision();
// pickups
@ -289,6 +293,7 @@ void update_game() {
move_dave();
// game view scrolling
scroll_screen();
// dave gravity
apply_gravity();
// update level-wide state
update_level();
@ -357,14 +362,10 @@ int main( int argc, char** argv ) {
if ( SDL_Init( SDL_INIT_VIDEO ) )
SDL_Log( "SDL Init error: %s\n", SDL_GetError() );
// SDL_Window* window = NULL;
// SDL_Renderer* renderer = NULL;
// if ( SDL_CreateWindowAndRenderer( 960, 720, SDL_WINDOW_RESIZABLE, &window, &renderer ) )
// SDL_Log( "SDL WindowAndRenderer error: %s\n", SDL_GetError() );
// create window and renderer
int winw = 1280, winh = 720;
SDL_Window* window = SDL_CreateWindow( "lmdave", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
1280, 720, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL );
winw, winh, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL );
if ( window == NULL ) {
SDL_Log( "SDL_CreateWindow error: %s\n", SDL_GetError() );
SDL_Quit(); return EXIT_FAILURE;
@ -380,7 +381,6 @@ int main( int argc, char** argv ) {
// set internal rendering size
SDL_RenderSetLogicalSize( renderer, 320, 200 );
//SDL_RenderSetScale( renderer, R_SCALE, R_SCALE );
// scaling hint
//SDL_SetHint( SDL_HINT_RENDER_SCALE_QUALITY, "linear" );
@ -397,7 +397,7 @@ int main( int argc, char** argv ) {
start_level();
// main loop
while ( !gs->quit ) {
while ( gs->quit == 0 ) {
// fixed timestep
uint32_t st = SDL_GetTicks();
@ -405,7 +405,6 @@ int main( int argc, char** argv ) {
update_game();
render( renderer );
//uint32_t et = SDL_GetTicks();
uint32_t delay = FRAME_DELAY - (SDL_GetTicks() - st);
delay = delay > FRAME_DELAY ? 0 : delay;
SDL_Delay( delay );
@ -423,9 +422,10 @@ int main( int argc, char** argv ) {
SDL_Quit();
// an explicit exit for android
#ifdef __ANDROID__
#if defined( __ANDROID__ ) || defined( ANDROID )
exit( EXIT_SUCCESS );
#endif
return EXIT_SUCCESS;
}

View File

@ -54,7 +54,7 @@ typedef struct {
// dave player state
dave_state_t ds;
level_t* levels; // grabbed from util, NUM_EXE_LEVELS count
level_t levels[NUM_EXE_LEVELS]; // copied from exe util's GetLevel
} game_state_t;
// game assets
@ -69,3 +69,4 @@ const uint8_t TILE_SIZE = 16;
const uint8_t FRAME_DELAY = 33;
#endif

View File

@ -42,9 +42,9 @@ endif
# binary target
ifdef ISWIN
TARG_t := util.exe
TARG_t := ../build/util.exe
else
TARG_t := util
TARG_t := ../build/util
endif
utils: $(TARG_t)

View File

@ -7,9 +7,10 @@
// all levels in the exe
static level_t levels[NUM_EXE_LEVELS];
// return level structure for external use
level_t* GetLevels() {
return levels;
// copy a single level structure for external use
void GetLevel( unsigned n, level_t* lvl ) {
if ( n > NUM_EXE_LEVELS - 1 ) n = 0;
memcpy( lvl, &levels[n], sizeof(level_t) );
}
// export all levels to seperate .dat file
@ -40,7 +41,7 @@ void SaveLevels() {
void LoadLevels() {
const uint32_t lvl_dat_addr = 0x26e0a;
SDL_RWops* ddexe = SDL_RWFromFile( "DAVE.EXE", "rb" );
SDL_RWops* ddexe = SDL_RWFromFile( "res/DAVE.EXE", "rb" );
if ( ddexe == NULL ) { fprintf( stderr, "Error opening DAVE.EXE for levels.\n" ); return; }
// 10 levels @ 1280 bytes each

View File

@ -30,7 +30,7 @@ void LoadTiles() {
const uint32_t vga_data_addr = 0x120f0;
const uint32_t vga_pal_addr = 0x26b0a;
// exe assumed uncompressed
SDL_RWops* ddexe = SDL_RWFromFile( "DAVE.EXE", "rb" );
SDL_RWops* ddexe = SDL_RWFromFile( "res/DAVE.EXE", "rb" );
if ( ddexe != NULL ) printf( "SUCCESS! (%"PRIi64" bytes)\n", SDL_RWsize( ddexe ) );
else { fprintf( stderr, "Error opening DAVE.EXE for tiles!\n" ); exit( EXIT_FAILURE ); }
@ -153,13 +153,13 @@ void FreeTileSurfaces() {
#ifdef UTIL_BIN
int main( int argc, char** argv ) {
// high scores
SDL_RWops* dscor = SDL_RWFromFile( "../DSCORES.DAV", "rb" );
/*SDL_RWops* dscor = SDL_RWFromFile( "res/DSCORES.DAV", "rb" );
uint8_t lscor[9];
while ( SDL_RWread( dscor, lscor, 9, 1 ) ) {
printf( "LVL %u - SCORE: %u%u%u%u%u - NAM: %.3s\n", lscor[0],
lscor[1], lscor[2], lscor[3], lscor[4], lscor[5], (char*)&lscor[6] );
}
SDL_RWclose( dscor );
SDL_RWclose( dscor );*/
LoadTiles();
SaveTiles();

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@ -27,7 +27,7 @@ typedef struct {
// levels
void LoadLevels();
level_t* GetLevels();
void GetLevel( unsigned n, level_t* lvl );
void SaveLevels();
void CreateWorldMap();