#include "draw_states.h" #include "fxlib.h" #include // static functions static void drawPlayer(Camera *cam, int player_angle, int nb_lines, Line_Transition line_transition); static void drawDiagonals(Camera cam, int nb_lines, Line_Transition line_transition); static void drawHud(Game_Data *data); static void drawChrono(Game_Data *data); static void drawStep(Game_Data *data); void draw_game(Game_Data *data) { //draw the player and the lines drawPlayer(&(data->cam), data->player_angle, data->nb_lines, data->line_transition); drawDiagonals(data->cam, data->nb_lines, data->line_transition); drawHud(data); //showing the walls if(data->list != NULL) drawWalls(data->list, &(data->cam), data->nb_lines, data->line_transition); } void draw_title(Game_Data *data) { } void draw_menu(Game_Data *data) { } void draw_game_over(Game_Data *data) { } static void drawChrono(Game_Data *data) { unsigned char time_text[8] = ""; static const unsigned char time_hud_border[8] = {0xF0, 0xF0, 0xE0, 0xE0, 0xC0, 0xC0, 0x80, 0x80}; unsigned short length_of_time, length_of_time_line; sprintf(time_text, "%.2f", data->chrono_time); length_of_time = strlen(time_text); length_of_time_line = 4 * length_of_time; if(data->chrono_time < 60) { PrintMini(0, 0, time_text, MINI_REV); ML_horizontal_line(6, 0, (data->chrono_time/60.) * (length_of_time_line - 2), BLACK); ML_horizontal_line(7, 0, length_of_time_line - 1, BLACK); } else { PrintMini(0, 1, time_text, MINI_REV); ML_horizontal_line(6, 0, length_of_time_line - 1, BLACK); ML_horizontal_line(7, 0, length_of_time_line - 1, BLACK); } ML_bmp_8_or(time_hud_border, length_of_time_line, 0); } static void drawStep(Game_Data *data) { unsigned char *step_text[6] = { "Point", "Line", "Triangle", "Square", "Pentagon", "Hexagon" }; unsigned short step_time[5] = { 10, 20, 30, 45, 60 }; unsigned char step_hud_border[8] ={0x1F, 0x1F, 0x0F, 0x0F, 0x07, 0x07, 0x01, 0x01}; unsigned short length_of_step, current_step, i; current_step = 5; for(i = 0; i < 5; i++) { if(data->chrono_time < step_time[i]) { current_step = i; break; } } length_of_step = 4 * strlen(step_text[current_step]) + 1; // Little patch because the font is not fixed width and 'n' chars are annoying me. ML_vertical_line(125,0,5, BLACK); ML_vertical_line(126,0,5, BLACK); ML_vertical_line(127,0,5, BLACK); PrintMini(127 - length_of_step, 1, step_text[current_step], MINI_REV); ML_bmp_8_or(step_hud_border, 127 - length_of_step - 8, 0); ML_horizontal_line(6, 127 - length_of_step - 2, 127, BLACK); ML_horizontal_line(7, 127 - length_of_step - 2, 127, BLACK); } static void drawHud(Game_Data *data) { drawChrono(data); drawStep(data); } //draws the player //at first, was supposed to draw an hexagon in the center, plus a triangle to show the player, //but the hexagon was not visible, and it was a pixel mess, so we're showing a circle instead. //there is still for code to calculate the vertices of the hexagon, in case we want to change that again static void drawPlayer(Camera *cam, int player_angle, int nb_lines, Line_Transition line_transition) { int x[32]; int y[32]; int i = 0; int angle = 0; float tmp_angle = 0.0; float transition_angle = 0.0; float delta_angle = 0.0; if(line_transition.delta_nb_lines == 1) nb_lines ++; if(line_transition.counter_start != 0) transition_angle = (360.0 / (float)nb_lines) * ((float)line_transition.counter / (float)line_transition.counter_start); delta_angle = 360.0/nb_lines; do { x[i] = (8. + cam->zoom)*cos(PI * (tmp_angle + cam->angle)/180.) + cam->cX; y[i] = (8. + cam->zoom)*sin(PI * (tmp_angle + cam->angle)/180.) + cam->cY; i++; switch(line_transition.delta_nb_lines) { case 0: tmp_angle += delta_angle; break; case 1: if(i < nb_lines) tmp_angle += (360 - (delta_angle - transition_angle)) / (nb_lines - 1); else tmp_angle += delta_angle - transition_angle; break; case -1: if(i < nb_lines) tmp_angle += (360 - transition_angle) / (nb_lines - 1); else tmp_angle = transition_angle; break; } }while(i <= nb_lines); //draw the aforementionned circle, depending on the camera's center //ML_filled_circle(cam.cX, cam.cY, 6, BLACK); ML_polygone(x, y, nb_lines, BLACK); //draw the player. At such a low scale, it was impossible to draw a rotating triangle, so its a radius 1 circle instead. ML_filled_circle((9. + cam->zoom)*cos( PI*(player_angle + cam->angle)/180) + cam->cX, (9. + cam->zoom)*sin( PI*(player_angle+cam->angle)/180) + cam->cY, 1, BLACK); } //draws one of the three rotating lines static void drawDiagonals(Camera cam, int nb_lines, Line_Transition line_transition) { int tmp_angle = cam.angle; float tmp_angle_rad = 0.0f; int i = 0; float x1 = 0.0f, y1 = 0.0f, x2 = 0.0f, y2 = 0.0f; float delta_angle = 0.0; float coeff = 0.0; float transition_angle = 0.0; delta_angle = 360.0 / nb_lines; if(line_transition.delta_nb_lines == 1) nb_lines ++; if(line_transition.counter_start != 0) coeff = (float)line_transition.counter / (float)line_transition.counter_start; transition_angle = delta_angle * coeff; do{ tmp_angle_rad = tmp_angle * PI / 180.0f; x1 = 9.0f * cos(tmp_angle_rad); y1 = 9.0f * sin(tmp_angle_rad); x2 = 64.0f * cos(tmp_angle_rad); y2 = 64.0f * sin(tmp_angle_rad); ML_line(x1 + cam.cX, y1 + cam.cY, x2 + cam.cX, y2 + cam.cY, BLACK); i++; switch(line_transition.delta_nb_lines){ case 0: tmp_angle += 360/nb_lines; break; case 1: if(i < nb_lines - 1) { tmp_angle += (360 - (delta_angle - transition_angle)) / (nb_lines - 1); }else{ tmp_angle += delta_angle - transition_angle; } break; case -1: if(i < nb_lines - 1) { tmp_angle += (360 - transition_angle) / (nb_lines - 1); }else{ tmp_angle += transition_angle; } break; } if(tmp_angle >= 360)tmp_angle = tmp_angle - 359; }while(i < nb_lines); }