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@@ -2,39 +2,15 @@
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#include "MonochromeLib.h"
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#include "math.h"
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#include "ECode.h"
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-#include "stdlib.h"
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#include "struct.h"
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#include "wall.h"
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#include "syscall.h"
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+#include "states.h"
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-#define FPS 60
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-//duration of a frame
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-#define FRAME_TIME 1/FPS
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-
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-//oriented angle between the player and the horizontal axis
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-int player_angle=0;
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-
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-Camera cam = {64, 32, 0, 0};
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-
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-//linked list of obstacles
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-//at the moment, there is only a list, but at term, we should be using the lists from the Line struct. (And thus remove the "line" member from the Wall struct
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-Wall *list = NULL;
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-
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-//delta angle: defines the 'speed' of the camera
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-
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-//function prototypes
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-//draws the player
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-void drawPlayer();
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-//draws one of the lines (from 0 to 2)
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-void drawDiagonal(int nb);
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-
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-void updateCamera(Camera *cam, unsigned int delta_time);
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int AddIn_main(int isAppli, unsigned short OptionNum)
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{
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- unsigned int start_time = RTC_GetTicks(); //1 tick == 1/128 second
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- unsigned int last_time = 0;
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- unsigned int current_time = RTC_GetTicks();
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+ Game_Data data;
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//variables for fps calculation
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unsigned int fps = 0, frame = 0, tempsOrigine = RTC_GetTicks();
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//char string to display the fps
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@@ -42,11 +18,9 @@ int AddIn_main(int isAppli, unsigned short OptionNum)
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//rand initialisation
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srand(RTC_GetTicks());
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- //list = addWall(list, 128, 8, 1, 1);
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+ switch_to_state(GAME, &data);
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while(KeyUp(K_EXIT)){ //main loop
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- last_time = current_time;
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- current_time = RTC_GetTicks();
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//fps
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if(RTC_GetTicks() - tempsOrigine >= 32 )//if 1/4 seconds elapsed
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{
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@@ -55,158 +29,24 @@ int AddIn_main(int isAppli, unsigned short OptionNum)
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tempsOrigine = RTC_GetTicks();
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}
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frame++;
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- if(list != NULL){ //if the linked list is not empty
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- update(list, current_time - last_time); //update the linked list
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- if(isColliding(list, player_angle) == true) //if the player and a wall collide
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- {
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- PrintMini(50, 0, "TOUCHE", MINI_OVER); //death handling
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- }
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- list = removeWall(list, 0); //remove every wall whose distance to the center equals zero
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-
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- }
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- //level generation
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- //TODO: something else than pure randomness
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- if(rand() % 40 == 1)//
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- {
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- list = addWall(list, 128, 8, 1, rand()%6);
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- }else if(rand() % 70 == 1)
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- {
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- int emptyRow = rand()%6;
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- int i = 0;
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- for(i = 0; i < 6; i++)
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- if(i != emptyRow)
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- list = addWall(list, 128, 15, 1, i);
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- }
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- //draw the player and the lines
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- drawPlayer();
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- drawDiagonal(1);
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- drawDiagonal(2);
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- drawDiagonal(3);
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+ update(&data);
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+ draw(&data);
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//printing debug information
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intToStr(fps_text, fps);
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PrintMini(0, 0, fps_text, MINI_OVER);
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- intToStr(fps_text, player_angle);
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- PrintMini(116, 0, fps_text, MINI_OVER);
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-
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- //showing the walls
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- if(list != NULL)
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- show(list, &cam);
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//updating the screen
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ML_display_vram();
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ML_clear_vram();
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- //player input
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- //TODO: no magic values
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- if(KeyDown(K_LEFT))
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- {
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- player_angle-=15;
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- }
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- if(KeyDown(K_RIGHT))
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- {
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- player_angle+=15;
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- }
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-
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- updateCamera(&cam, current_time - last_time);
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- //manually change the rotation speed
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- //TODO: automatize this
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-/* if(KeyDown(K_PLUS))
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- {
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- dAngle += 0.2;
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- }
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- if(KeyDown(K_MINUS))
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- {
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- dAngle -= 0.2;
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- }
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-*/
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- //the angle must not be greater than 360
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- if(player_angle < 0)
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- player_angle = 360 + player_angle;
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- player_angle = player_angle % 360;
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-
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- if(player_angle > 360)
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- {
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- while(KeyUp(K_EXE))
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- {}
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- }
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- //while
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- //pause
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Sleep(1/0.06);
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}
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return 1;
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}
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-void updateCamera(Camera *cam, unsigned int delta_time){
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- cam->speed = 1; //to change
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- cam->angle += cam->speed * delta_time / 2.;
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-
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- if(cam->angle >= 360)
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- cam->angle -= 359;
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-}
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-//draws the player
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-//at first, was supposed to draw an hexagon in the center, plus a triangle to show the player,
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-//but the hexagon was not visible, and it was a pixel mess, so we're showing a circle instead.
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-//there is still for code to calculate the vertices of the hexagon, in case we want to change that again
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-void drawPlayer()
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-{
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- int x[6];
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- int y[6];
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- int i = 0;
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-
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- for(i = 0; i<6; ++i)
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- {
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- int angle = i *60;
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- x[i] = 8.*cos(PI * (angle + cam.angle)/180.) + cam.cX;
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- y[i] = 8.*sin(PI * (angle + cam.angle)/180.) + cam.cY;
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- }
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-
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- //draw the aforementionned circle, depending on the camera's center
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- //ML_filled_circle(cam.cX, cam.cY, 6, BLACK);
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- ML_polygone(x, y, 6, BLACK);
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- //draw the player. At such a low scale, it was impossible to draw a rotating triangle, so its a radius 1 circle instead.
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- ML_filled_circle(9*cos( PI*(player_angle + cam.angle)/180) + cam.cX, 9*sin( PI*(player_angle+cam.angle)/180) + cam.cY, 1, BLACK);
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-
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-}
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-
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-//draws one of the three rotating lines
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-void drawDiagonal(int nb)
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-{
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- int tmp_angle = 0;
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- float coeff = 0;
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- int x1 = 0, y1 = 0, x2 = 0, y2 = 0;
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-
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- //defining the angle between the line and the horizontal axis
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- if(nb == 1)
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- tmp_angle = cam.angle + 60;
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- else if(nb == 2)
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- tmp_angle = cam.angle;
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- else if(nb == 3)
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- tmp_angle = 300 + cam.angle;
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- if(tmp_angle >= 360)tmp_angle = tmp_angle - 359;
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-
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- //defining the slope coefficient
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- coeff = sin(PI*tmp_angle / 180)/cos(PI * tmp_angle / 180);
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-
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- //ML needs four coordinates in order to draw a line
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- x1 = -32/coeff;
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- y1 = -32;
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-
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- x2 = 32/coeff;
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- y2 = 32;
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-
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- if(abs(x1) > 64){
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- x1 = -64;
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- y1 = -64*coeff;
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-
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- x2 = 64;
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- y2 = 64*coeff;
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- }
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- //drawing the line
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- ML_line(x1 + cam.cX, y1 + cam.cY, x2 + cam.cX, y2 + cam.cY, BLACK);
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-}
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#pragma section _BR_Size
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unsigned long BR_Size;
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