lmdave/game.c

439 lines
11 KiB
C

#include "game.h"
// global game state
game_state_t* gs = NULL;
// global game assets
game_assets_t* g_assets = NULL;
// initialize a new game state
static void G_Init() {
gs = malloc( sizeof(game_state_t) );
memset( gs, 0, sizeof(game_state_t) );
// clean player state
memset( &gs->ps, 0, sizeof(player_state_t) );
}
// initialize game assets
static void G_InitAssets( SDL_Renderer* r ) {
// load resources from DAVE.EXE
Util_LoadTiles();
Util_LoadLevels();
g_assets = malloc( sizeof(game_assets_t) );
// copy all levels loaded from exe by util
for ( int i = 0; i < NUM_EXE_LEVELS; ++i )
Util_GetLevel( i, &gs->levels[i] );
// get loaded tile surface array from util lib
SDL_Surface** tileSfcs = Util_GetTileSurfaces();
// convert each surface from util's array to g_asset texture array
for ( int i = 0; i < NUM_EXE_TILES; ++i ) {
// mask dave sprites
if ( (i >= 53 && i <= 59) || (i >= 67 && i <= 68)
|| (i >= 71 && i <= 73) || (i >= 77 && i <= 82) )
SDL_SetColorKey( tileSfcs[i], 1, SDL_MapRGB( tileSfcs[i]->format, 0, 0, 0 ) );
g_assets->tile_tx[i] = SDL_CreateTextureFromSurface( r, tileSfcs[i] );
}
// tile surfaces should be converted as textures inside g_assets now
Util_FreeTileSurfaces();
}
// sets new beginning state based on current level
void W_StartLevel() {
gs->view_x = 0;
gs->view_y = 0;
gs->scroll_x = 0;
gs->ps.jump_timer = 0;
gs->ps.on_ground = 0;
gs->ps.do_jump = 0;
// hardcoded player starts
switch ( gs->current_level ) {
case 0: case 4: case 5: case 7: case 9: gs->ps.tx = 2; gs->ps.ty = 8; break;
case 1: gs->ps.tx = 1; gs->ps.ty = 8; break;
case 2: gs->ps.tx = 2; gs->ps.ty = 5; break;
case 3: gs->ps.tx = 1; gs->ps.ty = 5; break;
case 6: gs->ps.tx = 1; gs->ps.ty = 2; break;
case 8: gs->ps.tx = 6; gs->ps.ty = 1; break;
default: break;
}
gs->ps.px = gs->ps.tx * TILE_SIZE;
gs->ps.py = gs->ps.ty * TILE_SIZE;
// reset items
gs->ps.gun = 0;
gs->ps.jetpack = 0;
gs->ps.trophy = 0;
gs->ps.check_door = 0;
}
// poll input
static void G_CheckInput() {
SDL_Event 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->ps.try_jump = 1; }
} break;
default: break;
} // switch
}
// real-time keystate
const uint8_t* keys = SDL_GetKeyboardState( NULL );
// attempt dave movement by setting try_ flags
if ( keys[SDL_SCANCODE_RIGHT] ) gs->ps.try_right = 1;
if ( keys[SDL_SCANCODE_LEFT] ) gs->ps.try_left = 1;
//if ( keys[SDL_SCANCODE_UP] ) gs->ps.try_jump = 1;
}
// clear all try input flags at end of frame
static void G_ClearInput() {
gs->ps.try_left = 0;
gs->ps.try_right = 0;
gs->ps.try_jump = 0;
gs->ps.try_fire = 0;
gs->ps.try_jetpack = 0;
gs->ps.try_up = 0;
gs->ps.try_down = 0;
}
// pickup functionality and remove from world
void P_PickupItem() {
uint8_t tx = gs->ps.check_pickup_x;
uint8_t ty = gs->ps.check_pickup_y;
if ( !tx || !ty ) return;
uint8_t til = gs->levels[gs->current_level].tiles[ty * 100 + tx];
// pickup functionality here
if ( til == 4 ) gs->ps.jetpack = 0xff;
if ( til == 10 ) {
gs->ps.score += 1000;
gs->ps.trophy = 1;
}
if ( til == 20 ) gs->ps.gun = 1;
// remove
gs->levels[gs->current_level].tiles[ty * 100 + tx] = 0;
gs->ps.check_pickup_x = 0;
gs->ps.check_pickup_y = 0;
}
// returns 1 if passed pixel point is not within a solid tile
uint8_t W_IsClear( uint16_t px, uint16_t py ) {
uint8_t tx, ty; // tile pos
uint8_t til; // tile index
// pixel point to tile pos
tx = px / TILE_SIZE; ty = py / TILE_SIZE;
// tile index at level's tx, ty pos
til = gs->levels[gs->current_level].tiles[ty * 100 + tx];
// solid tiles
if ( til == 1 || til == 3 || til == 5 ) return 0;
if ( til >= 15 && til <= 19 ) return 0;
if ( til >= 21 && til <= 24 ) return 0;
if ( til >= 29 && til <= 30 ) return 0;
// pickups
if ( til == 10 || til == 4 || til == 20 || (til >= 47 && til <= 52) ) {
gs->ps.check_pickup_x = tx;
gs->ps.check_pickup_y = ty;
}
// door
if ( til == 2 ) {
gs->ps.check_door = 1;
}
return 1;
}
// update collision point clear flags
void P_UpdateCollision() {
// 8 points of collision; relative to top left of tile 56 neutral frame (20x16)
// 0, 1 = top left, top right
gs->ps.col_point[0] = W_IsClear( gs->ps.px + 4, gs->ps.py - 0 );
gs->ps.col_point[1] = W_IsClear( gs->ps.px + 10, gs->ps.py - 0 );
// 2, 3 = right edge
gs->ps.col_point[2] = W_IsClear( gs->ps.px + 12, gs->ps.py + 2 );
gs->ps.col_point[3] = W_IsClear( gs->ps.px + 12, gs->ps.py + 14 );
// 4, 5 = bottom edge
gs->ps.col_point[4] = W_IsClear( gs->ps.px + 10, gs->ps.py + 16 );
gs->ps.col_point[5] = W_IsClear( gs->ps.px + 4, gs->ps.py + 16 );
// 6, 7 = left edge
gs->ps.col_point[6] = W_IsClear( gs->ps.px + 2, gs->ps.py + 14 );
gs->ps.col_point[7] = W_IsClear( gs->ps.px + 2, gs->ps.py + 2 );
// update on_ground flag if a bottom point (4,5) is not clear
gs->ps.on_ground = (!gs->ps.col_point[4] || !gs->ps.col_point[5]);
}
// validate input whose try flags were set
void P_VerifyInput() {
// right; col points 2, 3
if ( gs->ps.try_right && gs->ps.col_point[2] && gs->ps.col_point[3] ) {
gs->ps.do_right = 1;
}
// left; col points 6, 7
if ( gs->ps.try_left && gs->ps.col_point[6] && gs->ps.col_point[7] ) {
gs->ps.do_left = 1;
}
// jump; on_ground and col points 0, 1
if ( gs->ps.try_jump && gs->ps.on_ground && !gs->ps.do_jump
&& (gs->ps.col_point[0] && gs->ps.col_point[1]) ) {
gs->ps.do_jump = 1;
}
// reset jump timer if contact a ground while still "jumping"
if ( gs->ps.try_jump && gs->ps.on_ground && gs->ps.jump_timer )
gs->ps.jump_timer = 0;
}
// apply validated player movement
void P_Move() {
// update player's tile pos
// sample x towards the center
gs->ps.tx = (gs->ps.px + TILE_SIZE / 2) / TILE_SIZE;
gs->ps.ty = gs->ps.py / TILE_SIZE;
if ( gs->ps.do_right ) {
gs->ps.px += 2;
gs->ps.do_right = 0;
}
if ( gs->ps.do_left ) {
gs->ps.px -= 2;
gs->ps.do_left = 0;
}
if ( gs->ps.do_jump ) {
if ( !gs->ps.jump_timer )
gs->ps.jump_timer = 25;
if ( gs->ps.col_point[0] && gs->ps.col_point[1] ) {
if ( gs->ps.jump_timer > 12 )
gs->ps.py -= 2;
if ( gs->ps.jump_timer >= 7 && gs->ps.jump_timer <= 12 )
gs->ps.py -= 1;
gs->ps.jump_timer--;
} else gs->ps.jump_timer = 0;
//gs->ps.jump_timer--;
if ( !gs->ps.jump_timer )
gs->ps.do_jump = 0;
}
}
// apply gravity to player
void P_ApplyGravity() {
if ( !gs->ps.do_jump && !gs->ps.on_ground ) {
// check below sprite
if ( W_IsClear( gs->ps.px + 4, gs->ps.py + 17 ) && W_IsClear( gs->ps.px + 10, gs->ps.py + 17 ) )
gs->ps.py += 2;
else { // align to tile
uint8_t not_align = gs->ps.py % TILE_SIZE;
if ( not_align ) {
gs->ps.py = not_align < (TILE_SIZE / 2) ?
gs->ps.py - not_align : gs->ps.py + TILE_SIZE - not_align;
}
}
}
}
// level-wide state update
void W_Update() {
// check if at door and has trophy
if ( gs->ps.check_door ) {
if ( gs->ps.trophy ) {
if ( gs->current_level < 9 ) {
gs->current_level++;
W_StartLevel();
} else {
// finshed level 10
gs->quit = 1;
}
} else { // no trophy
gs->ps.check_door = 0;
}
}
}
// update game view based on set scroll values
void W_ScrollView() {
// scroll view if dave is about to move off view
if ( gs->ps.tx - gs->view_x >= 18 )
gs->scroll_x = 15;
if ( gs->ps.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--; }
}
if ( gs->scroll_x < 0 ) {
if ( gs->view_x == 0 ) gs->scroll_x = 0;
else { gs->view_x--; gs->scroll_x++; }
}
}
// main update routine
static void G_Update() {
// update collision point flags
P_UpdateCollision();
// pickups
P_PickupItem();
// verify input try flags
P_VerifyInput();
// apply player movement
P_Move();
// game view scrolling
W_ScrollView();
// player gravity
P_ApplyGravity();
// update level-wide state
W_Update();
// reset input flags
G_ClearInput();
}
// draw level at current view
void Draw_World( SDL_Renderer* r ) {
SDL_Rect dst;
// draw level view 20x10 tiles at 16x16px
for ( int j = 0; j < 10; ++j ) {
dst.y = j * TILE_SIZE;
dst.w = TILE_SIZE; dst.h = TILE_SIZE;
for ( int i = 0; i < 20; ++i ) {
dst.x = i * TILE_SIZE;
uint8_t til = gs->levels[gs->current_level].tiles[j * 100 + gs->view_x + i];
SDL_RenderCopy( r, g_assets->tile_tx[til], NULL, &dst );
}
}
}
// draw player
void Draw_Player( SDL_Renderer* r ) {
SDL_Rect dst;
// relative to view
dst.x = gs->ps.px - gs->view_x * TILE_SIZE;
dst.y = gs->ps.py;
// tile 56 neutral; 20x16px
uint8_t til = 53;
dst.w = 20; dst.h = 16;
// render
// grounded debug
if ( gs->ps.on_ground ) {
SDL_SetRenderDrawColor( r, 255, 0, 255, 255 );
SDL_RenderDrawRect( r, &dst );
}
SDL_RenderCopy( r, g_assets->tile_tx[til], NULL, &dst );
}
// main drawing routine
static void G_Draw( SDL_Renderer* r ) {
// clear backbuffer
SDL_SetRenderDrawColor( r, 0, 40, 80, 0xff );
SDL_RenderClear( r );
Draw_World( r );
Draw_Player( r );
// flip buffers
SDL_RenderPresent( r );
}
// rendering scale
//const uint8_t R_SCALE = 3;
int main( int argc, char** argv ) {
// initialize SDL
if ( SDL_Init( SDL_INIT_VIDEO ) )
SDL_Log( "SDL Init 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,
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;
}
SDL_Renderer* renderer = SDL_CreateRenderer( window, -1, SDL_RENDERER_ACCELERATED
| SDL_RENDERER_PRESENTVSYNC );
if ( renderer == NULL ) {
SDL_DestroyWindow( window );
SDL_Log( "SDL_CreateRenderer error: %s\n", SDL_GetError() );
SDL_Quit(); return EXIT_FAILURE;
}
// set internal rendering size
SDL_RenderSetLogicalSize( renderer, 320, 200 );
// scaling hint
//SDL_SetHint( SDL_HINT_RENDER_SCALE_QUALITY, "linear" );
// initialize game state and assets
G_Init();
G_InitAssets( renderer );
// clear initial frame
SDL_SetRenderDrawColor( renderer, 0, 40, 80, 0xff );
SDL_RenderClear( renderer );
// set state for first level
W_StartLevel();
// main loop
while ( gs->quit == 0 ) {
// fixed timestep
uint32_t st = SDL_GetTicks();
G_CheckInput();
G_Update();
G_Draw( renderer );
uint32_t delay = FRAME_DELAY - (SDL_GetTicks() - st);
delay = delay > FRAME_DELAY ? 0 : delay;
SDL_Delay( delay );
}
// destroy each tile texture
for ( int i = 0; i < NUM_EXE_TILES; ++i )
SDL_DestroyTexture( g_assets->tile_tx[i] );
free( g_assets );
free( gs );
// cleanup SDL
SDL_DestroyRenderer( renderer );
SDL_DestroyWindow( window );
SDL_Quit();
// an explicit exit for android
#if defined( __ANDROID__ ) || defined( ANDROID )
exit( EXIT_SUCCESS );
#endif
return EXIT_SUCCESS;
}