update_states.c 5.1 KB

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  1. #include "update_states.h"
  2. #include "pattern.h"
  3. #include "fixed.h"
  4. static void game_over(Game_Data *data);
  5. void update_title(Game_Data *data)
  6. {
  7. data->last_time = data->current_time;
  8. data->current_time = RTC_GetTicks();
  9. data->chrono_time += (data->current_time - data->last_time)/ 128.;
  10. if(KeyDown(K_SHIFT) && data->shift_latch_value == 0) {
  11. switch_to_state(MENU, data);
  12. }
  13. updateCamera(&(data->cam), data->current_time - data->last_time);
  14. }
  15. #define min(a, b) ((a) < (b) ? (a) : (b))
  16. void update_game(Game_Data *data)
  17. {
  18. data->last_time = data->current_time;
  19. data->current_time = RTC_GetTicks();
  20. data->chrono_time += (data->current_time - data->last_time)/ 128.;
  21. if(data->chrono_time >= 60) {
  22. data->are_colors_reversed = 1;
  23. }
  24. if(data->list != NULL) {
  25. // if the linked list is not empty
  26. updateWalls(data->list, min(data->current_time - data->last_time, 2));
  27. // update the linked list
  28. // if the player and a wall collide
  29. if(isColliding(data->list, data->player_angle, data->nb_lines) == true) {
  30. game_over(data);
  31. return;
  32. }
  33. // remove every wall whose distance to the center equals zero
  34. data->list = removeWall(data->list, 8);
  35. }
  36. // level generation
  37. if(!data->cooldown_timer--) {
  38. Pattern pattern = data->level->patterns[rand()% data->level->nb_patterns];
  39. addPattern(data, &pattern, rand()%data->nb_lines, rand()&1);
  40. data->cooldown_timer = pattern.cooldown;
  41. }
  42. if(KeyDown(K_LEFT)) {
  43. float new_player_position = data->player_angle - data->level->player_rotation_speed * (data->current_time - data->last_time)*FRAME_TIME;
  44. data->player_angle = new_player_position;
  45. }
  46. if(KeyDown(K_RIGHT)) {
  47. float new_player_position = data->player_angle + data->level->player_rotation_speed * (data->current_time - data->last_time)*FRAME_TIME;
  48. data->player_angle = new_player_position;
  49. }
  50. if(KeyDown(K_ALPHA) && data->alpha_latch_value == 0) {
  51. game_over(data);
  52. }
  53. if(KeyDown(K_PLUS) && data->line_transition.counter == 0)
  54. {
  55. data->line_transition.counter = 10;
  56. data->line_transition.counter_start = 10;
  57. data->line_transition.delta_nb_lines = 1;
  58. }else if(KeyDown(K_MINUS) && data->line_transition.counter == 0){
  59. data->line_transition.counter = 10;
  60. data->line_transition.counter_start = 10;
  61. data->line_transition.delta_nb_lines = -1;
  62. }
  63. if(data->line_transition.counter != 0){
  64. data->line_transition.counter --;
  65. if(data->line_transition.counter <= 0){
  66. data->nb_lines += data->line_transition.delta_nb_lines;
  67. data->line_transition.counter_start = 0;
  68. data->line_transition.delta_nb_lines = 0;
  69. }
  70. }
  71. data->player_angle = MOD(data->player_angle, 360);
  72. updateCamera(&(data->cam), data->current_time - data->last_time);
  73. }
  74. void update_game_over(Game_Data *data)
  75. {
  76. data->last_time = data->current_time;
  77. data->current_time = RTC_GetTicks();
  78. data->chrono_time += (data->current_time - data->last_time)/ 128.;
  79. if(KeyDown(K_SHIFT) && data->shift_latch_value == 0) {
  80. switch_to_state(GAME, data);
  81. }
  82. if(KeyDown(K_ALPHA) && data->alpha_latch_value == 0) {
  83. switch_to_state(TITLE, data);
  84. }
  85. updateCamera(&(data->cam), data->current_time - data->last_time);
  86. }
  87. void update_menu(Game_Data *data)
  88. {
  89. //WARNING: THIS IS JUST PLACEHOLDER TO TEST THE GRAPHICS (too lazy to do some real level handling right now...)
  90. data->last_time = data->current_time;//updating the time variables
  91. data->current_time = RTC_GetTicks();
  92. if(data->keypress_delay == 0) //to make sure that the user isn't scrolling too fast
  93. {
  94. if(KeyDown(K_SHIFT)) //load the selected level
  95. switch_to_state(GAME, data);//TODO: change some values in data first
  96. else if(KeyDown(K_LEFT))
  97. {
  98. data->current_entry --;//change the selected id
  99. if(data->current_entry == 0)//check for overflows
  100. data->current_entry = 6;
  101. data->keypress_delay = 15;//init the delay
  102. data->are_colors_reversed = data->current_entry > 3;
  103. //TODO: load high score data and stuff, probably not at run time, but in init_states
  104. data->cam.speed = 4;
  105. }else if(KeyDown(K_RIGHT))
  106. {
  107. data->current_entry ++;
  108. if(data->current_entry == 7)
  109. data->current_entry = 1;
  110. data->keypress_delay = 15;
  111. data->are_colors_reversed = data->current_entry > 3;
  112. data->cam.speed = -4;
  113. }
  114. }else if(data->keypress_delay-- != 0 && data->cam.speed != 0) {
  115. if(data->cam.speed < 0)
  116. data->cam.angle += 360 + data->cam.speed;
  117. else
  118. data->cam.angle += data->cam.speed;
  119. data->cam.angle %= 360;
  120. if(data->keypress_delay == 0)
  121. data->cam.speed = 0;
  122. //Because the updateCamera isn't really precise
  123. //updateCamera(&(data->cam), data->current_time - data->last_time);//update the camera for the background
  124. }
  125. }
  126. void updateCamera(Camera *cam, unsigned int delta_time){
  127. cam->angle += (int)(cam->speed * delta_time / 2.);
  128. if(cam->angle < 0) cam->angle += 360;
  129. if(cam->angle >= 360)
  130. cam->angle = cam->angle % 360;
  131. }
  132. static void game_over(Game_Data *data) {
  133. // clean up wall
  134. int i = 128;
  135. while(data->list != NULL) {
  136. Wall *next = data->list->nxt;
  137. free(data->list);
  138. data->list = next;
  139. }
  140. for (i = 0; i < data->level->nb_patterns; ++i)
  141. {
  142. freePattern(&data->level->patterns[i]);
  143. }
  144. free(data->level);
  145. switch_to_state(MENU, data);
  146. }