365 lines
9.4 KiB
C
365 lines
9.4 KiB
C
#include "lmdave.h"
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// global game state
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game_state_t* gs = NULL;
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// global game assets
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game_assets_t* g_assets = NULL;
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// initialize a new game state
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void init_game() {
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gs->quit = 0;
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gs->current_level = 0;
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gs->view_x = 0;
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gs->view_y = 0;
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gs->scroll_x = 0;
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// dave state at level 1;
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memset( &gs->ds, 0, sizeof(dave_state_t) );
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gs->ds.tx = 2;
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gs->ds.ty = 8;
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gs->ds.px = gs->ds.tx * TILE_SIZE;
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gs->ds.py = gs->ds.ty * TILE_SIZE;
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gs->ds.jump_timer = 0;
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gs->ds.on_ground = 1;
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// returns array of NUM_EXE_LEVELS that was loaded by the util lib
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gs->levels = GetLevels();
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}
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// initialize game assets
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void init_assets( SDL_Renderer* r ) {
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// get loaded tile surface array from util lib
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SDL_Surface** tileSfcs = GetTileSurfaces();
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// convert each surface from util's array to g_asset texture array
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for ( int i = 0; i < NUM_EXE_TILES; ++i ) {
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// mask dave sprites
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if ( (i >= 53 && i <= 59) || (i >= 67 && i <= 68)
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|| (i >= 71 && i <= 73) || (i >= 77 && i <= 82) ) {
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SDL_SetColorKey( tileSfcs[i], 1, SDL_MapRGB( tileSfcs[i]->format, 0, 0, 0 ) );
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g_assets->tile_tx[i] = SDL_CreateTextureFromSurface( r, tileSfcs[i] );
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} else
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g_assets->tile_tx[i] = SDL_CreateTextureFromSurface( r, tileSfcs[i] );
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}
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}
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// poll input
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void check_input() {
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SDL_Event ev;
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SDL_PollEvent( &ev );
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// real-time keystate
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const uint8_t* keys = SDL_GetKeyboardState( NULL );
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// attempt dave movement by setting try_ flags
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if ( keys[SDL_SCANCODE_RIGHT] ) gs->ds.try_right = 1;
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if ( keys[SDL_SCANCODE_LEFT] ) gs->ds.try_left = 1;
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if ( keys[SDL_SCANCODE_UP] ) gs->ds.try_jump = 1;
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// events
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switch ( ev.type ) {
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case SDL_QUIT: gs->quit = 1; break;
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case SDL_KEYDOWN: {
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if ( ev.key.repeat ) break;
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SDL_Keycode key = ev.key.keysym.sym;
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// android back
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if ( key == SDLK_AC_BACK ) gs->quit = 1;
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}
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} // switch
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}
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// clear all try input flags at end of frame
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void clear_input() {
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gs->ds.try_left = 0;
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gs->ds.try_right = 0;
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gs->ds.try_jump = 0;
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}
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// remove item from world
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void pickup_item( uint8_t tx, uint8_t ty ) {
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if ( !tx || !ty ) return;
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uint8_t til = gs->levels[gs->current_level].tiles[ty * 100 + tx];
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// pickup functionality here
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(void)til;
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// remove
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gs->levels[gs->current_level].tiles[ty * 100 + tx] = 0;
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gs->ds.check_pickup_x = 0;
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gs->ds.check_pickup_y = 0;
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}
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// returns 1 if passed pixel point is not within a solid tile
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uint8_t is_clear( uint16_t px, uint16_t py ) {
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uint8_t tx, ty; // tile pos
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uint8_t til; // tile index
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// pixel point to tile pos
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tx = px / TILE_SIZE; ty = py / TILE_SIZE;
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// tile index at level's tx, ty pos
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til = gs->levels[gs->current_level].tiles[ty * 100 + tx];
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// solid tiles
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if ( til == 1 || til == 3 || til == 5 ) return 0;
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if ( til >= 15 && til <= 19 ) return 0;
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if ( til >= 21 && til <= 24 ) return 0;
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if ( til >= 29 && til <= 30 ) return 0;
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// pickups
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if ( til == 10 || (til >= 47 && til <= 52) ) {
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gs->ds.check_pickup_x = tx;
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gs->ds.check_pickup_y = ty;
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}
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return 1;
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}
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// update collision point clear flags
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void check_collision() {
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// 8 points of collision; relative to top left of tile 56 neutral frame (20x16)
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// 0, 1 = top left, top right, above sprite
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gs->ds.col_point[0] = is_clear( gs->ds.px + 4, gs->ds.py - 1 );
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gs->ds.col_point[1] = is_clear( gs->ds.px + 10, gs->ds.py - 1 );
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// 2, 3 = right edge
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gs->ds.col_point[2] = is_clear( gs->ds.px + 11, gs->ds.py + 4 );
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gs->ds.col_point[3] = is_clear( gs->ds.px + 11, gs->ds.py + 12 );
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// 4, 5 = bottom edge
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gs->ds.col_point[4] = is_clear( gs->ds.px + 10, gs->ds.py + 16 );
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gs->ds.col_point[5] = is_clear( gs->ds.px + 4, gs->ds.py + 16 );
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// 6, 7 = left edge
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gs->ds.col_point[6] = is_clear( gs->ds.px + 3, gs->ds.py + 12 );
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gs->ds.col_point[7] = is_clear( gs->ds.px + 3, gs->ds.py + 4 );
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// update on_ground flag if a bottom point (4,5) is not clear
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gs->ds.on_ground = (!gs->ds.col_point[4] || !gs->ds.col_point[5]);
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}
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// validate input whose try flags were set
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void verify_input() {
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// right; col points 2, 3
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if ( gs->ds.try_right && gs->ds.col_point[2] && gs->ds.col_point[3] ) {
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gs->ds.do_right = 1;
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}
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// left; col points 6, 7
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if ( gs->ds.try_left && gs->ds.col_point[6] && gs->ds.col_point[7] ) {
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gs->ds.do_left = 1;
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}
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// jump; on_ground and col points 0, 1
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if ( gs->ds.try_jump && gs->ds.on_ground && !gs->ds.do_jump
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&& (gs->ds.col_point[0] && gs->ds.col_point[1]) ) {
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gs->ds.do_jump = 1;
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}
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}
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// apply validated dave movement
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void move_dave() {
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// update dave's tile pos
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gs->ds.tx = gs->ds.px / TILE_SIZE;
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gs->ds.ty = gs->ds.py / TILE_SIZE;
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if ( gs->ds.do_right ) {
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gs->ds.px += 2;
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gs->ds.do_right = 0;
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}
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if ( gs->ds.do_left ) {
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gs->ds.px -= 2;
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gs->ds.do_left = 0;
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}
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if ( gs->ds.do_jump ) {
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if ( !gs->ds.jump_timer )
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gs->ds.jump_timer = 20;
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if ( gs->ds.col_point[0] || gs->ds.col_point[1] ) {
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if ( gs->ds.jump_timer > 5 ) gs->ds.py -= 2;
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else gs->ds.py -= 1;
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gs->ds.jump_timer--;
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} else {
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gs->ds.jump_timer = 0;
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}
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if ( !gs->ds.jump_timer )
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gs->ds.do_jump = 0;
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}
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}
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// apply gravity to dave
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void apply_gravity() {
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if ( !gs->ds.do_jump && !gs->ds.on_ground ) {
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// check below sprite
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if ( is_clear( gs->ds.px + 4, gs->ds.py + 17 ) )
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gs->ds.py += 2;
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else { // align to tile
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uint8_t not_align = gs->ds.py % TILE_SIZE;
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if ( not_align ) {
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gs->ds.py = not_align < (TILE_SIZE / 2) ?
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gs->ds.py - not_align : gs->ds.py + TILE_SIZE - not_align;
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}
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}
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}
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}
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// update game view based on set scroll values
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void scroll_screen() {
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if ( gs->scroll_x > 0 ) {
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if ( gs->view_x == 80 ) gs->scroll_x = 0;
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else { gs->view_x++; gs->scroll_x--; }
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}
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if ( gs->scroll_x < 0 ) {
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if ( gs->view_x == 0 ) gs->scroll_x = 0;
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else { gs->view_x--; gs->scroll_x++; }
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}
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}
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// update game logic
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void update_game() {
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/*if ( gs->current_level == 0xff ) gs->current_level = 0;
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if ( gs->current_level > NUM_EXE_LEVELS - 1 )
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gs->current_level = NUM_EXE_LEVELS - 1;*/
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// update collision point flags
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check_collision();
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// pickups
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pickup_item( gs->ds.check_pickup_x, gs->ds.check_pickup_y );
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// verify input try flags
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verify_input();
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// apply dave movement
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move_dave();
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// game view scrolling
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scroll_screen();
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apply_gravity();
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// reset input flags
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clear_input();
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}
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// draw level at current view
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void draw_world( SDL_Renderer* r ) {
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SDL_Rect dst;
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// draw level view 20x10 tiles at 16x16px
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for ( int j = 0; j < 10; ++j ) {
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dst.y = j * TILE_SIZE;
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dst.w = TILE_SIZE; dst.h = TILE_SIZE;
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for ( int i = 0; i < 20; ++i ) {
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dst.x = i * TILE_SIZE;
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uint8_t til = gs->levels[gs->current_level].tiles[j * 100 + gs->view_x + i];
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SDL_RenderCopy( r, g_assets->tile_tx[til], NULL, &dst );
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}
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}
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}
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// draw dave
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void draw_dave( SDL_Renderer* r ) {
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SDL_Rect dst;
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dst.x = gs->ds.px;
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dst.y = gs->ds.py;
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// tile 56 neutral; 20x16px
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dst.w = 20; dst.h = 16;
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// render
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/*if ( gs->ds.on_ground ) {
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SDL_SetRenderDrawColor( r, 255, 0, 255, 255 );
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SDL_RenderDrawRect( r, &dst );
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}
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if ( gs->ds.jump_timer ) {
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SDL_SetRenderDrawColor( r, 0, 255, 255, 255 );
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SDL_RenderDrawRect( r, &(SDL_Rect){dst.x-16,dst.y-16,16,16} );
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}*/
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SDL_RenderCopy( r, g_assets->tile_tx[56], NULL, &dst );
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}
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// draw to renderer
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void render( SDL_Renderer* r ) {
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// clear backbuffer
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SDL_SetRenderDrawColor( r, 0, 40, 80, 0xff );
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SDL_RenderClear( r );
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draw_world( r );
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draw_dave( r );
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// flip buffers
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SDL_RenderPresent( r );
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}
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// rendering scale
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//const uint8_t R_SCALE = 3;
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int main( int argc, char** argv ) {
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// load resources from DAVE.EXE
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LoadTiles();
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LoadLevels();
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gs = malloc( sizeof(game_state_t) );
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init_game();
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if ( SDL_Init( SDL_INIT_VIDEO ) )
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SDL_Log( "SDL Init error: %s\n", SDL_GetError() );
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// SDL_Window* window = NULL;
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// SDL_Renderer* renderer = NULL;
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// if ( SDL_CreateWindowAndRenderer( 960, 720, SDL_WINDOW_RESIZABLE, &window, &renderer ) )
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// SDL_Log( "SDL WindowAndRenderer error: %s\n", SDL_GetError() );
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// create window and renderer
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SDL_Window* window = SDL_CreateWindow( "lmdave", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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1280, 720, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL );
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if ( window == NULL ) {
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SDL_Log( "SDL_CreateWindow error: %s\n", SDL_GetError() );
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SDL_Quit(); return EXIT_FAILURE;
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}
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SDL_Renderer* renderer = SDL_CreateRenderer( window, -1, SDL_RENDERER_ACCELERATED
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| SDL_RENDERER_PRESENTVSYNC );
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if ( renderer == NULL ) {
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SDL_DestroyWindow( window );
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SDL_Log( "SDL_CreateRenderer error: %s\n", SDL_GetError() );
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SDL_Quit(); return EXIT_FAILURE;
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}
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// set internal rendering size
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SDL_RenderSetLogicalSize( renderer, 320, 200 );
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//SDL_RenderSetScale( renderer, R_SCALE, R_SCALE );
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// scaling hint
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//SDL_SetHint( SDL_HINT_RENDER_SCALE_QUALITY, "linear" );
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g_assets = malloc( sizeof(game_assets_t) );
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init_assets( renderer );
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// tile surfaces should be converted as textures inside g_assets now
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FreeTileSurfaces();
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// clear initial frame
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SDL_SetRenderDrawColor( renderer, 0, 40, 80, 0xff );
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SDL_RenderClear( renderer );
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// main loop
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while ( !gs->quit ) {
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// fixed timestep
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uint32_t st = SDL_GetTicks();
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check_input();
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update_game();
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render( renderer );
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//uint32_t et = SDL_GetTicks();
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uint32_t delay = 33 - (SDL_GetTicks() - st);
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delay = delay > 33 ? 0 : delay;
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SDL_Delay( delay );
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}
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// destroy each tile texture
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for ( int i = 0; i < NUM_EXE_TILES; ++i )
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SDL_DestroyTexture( g_assets->tile_tx[i] );
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free( g_assets );
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free( gs );
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// cleanup SDL
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SDL_DestroyRenderer( renderer );
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SDL_DestroyWindow( window );
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SDL_Quit();
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// an explicit exit for android
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#ifdef __ANDROID__
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exit( EXIT_SUCCESS );
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#endif
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return EXIT_SUCCESS;
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}
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