update_states.c 2.3 KB

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  1. #include "update_states.h"
  2. void update_title(Game_Data *data)
  3. {
  4. //TODO
  5. }
  6. #define min(a, b) ((a) < (b) ? (a) : (b))
  7. void update_game(Game_Data *data)
  8. {
  9. data->last_time = data->current_time;
  10. data->current_time = RTC_GetTicks();
  11. if(data->list != NULL){ //if the linked list is not empty
  12. updateWalls(data->list, min(data->current_time - data->last_time, 2)); //update the linked list
  13. if(isColliding(data->list, data->player_angle, data->nb_lines) == true){ //if the player and a wall collide
  14. PrintMini(50, 0, "TOUCHE", MINI_OVER); //death handling
  15. }
  16. data->list = removeWall(data->list, 8); //remove every wall whose distance to the center equals zero
  17. }
  18. //level generation
  19. //TODO: something else than pure randomness
  20. if(rand() % 40 == 1){
  21. data->list = addWall(data->list, 128, 5, 1, rand()%data->nb_lines);
  22. }else if(rand() % 70 == 1){
  23. int emptyRow = rand()%data->nb_lines;
  24. int i = 0;
  25. for(i = 0; i < data->nb_lines; i++)
  26. if(i != emptyRow)
  27. data->list = addWall(data->list, 128, 5, 1, i);
  28. }
  29. if(KeyDown(K_LEFT)){
  30. data->player_angle-=15;
  31. }
  32. if(KeyDown(K_RIGHT)){
  33. data->player_angle+=15;
  34. }
  35. if(KeyDown(K_PLUS) && data->line_transition.counter == 0)
  36. {
  37. data->line_transition.counter = 10;
  38. data->line_transition.counter_start = 10;
  39. data->line_transition.delta_nb_lines = 1;
  40. }else if(KeyDown(K_MINUS) && data->line_transition.counter == 0){
  41. data->line_transition.counter = 10;
  42. data->line_transition.counter_start = 10;
  43. data->line_transition.delta_nb_lines = -1;
  44. }
  45. if(data->line_transition.counter != 0){
  46. data->line_transition.counter --;
  47. if(data->line_transition.counter <= 0){
  48. data->nb_lines += data->line_transition.delta_nb_lines;
  49. data->line_transition.counter_start = 0;
  50. data->line_transition.delta_nb_lines = 0;
  51. }
  52. }
  53. while(data->player_angle < 0)
  54. data->player_angle += 360;
  55. while(data->player_angle > 360)
  56. data->player_angle -= 360;
  57. //data->player_angle = data->player_angle % 360;
  58. updateCamera(&(data->cam), data->current_time - data->last_time);
  59. }
  60. void update_menu(Game_Data *data)
  61. {
  62. //TODO
  63. }
  64. void update_game_over(Game_Data *data)
  65. {
  66. //TODO
  67. }
  68. void updateCamera(Camera *cam, unsigned int delta_time){
  69. cam->speed = 1; //to change
  70. cam->angle += cam->speed * delta_time / 2.;
  71. if(cam->angle >= 360)
  72. cam->angle = cam->angle % 360;
  73. }