update_states.c 5.0 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. if(!isCollidingSide(data->list, data->player_angle, data->nb_lines) && isCollidingSide(data->list, new_player_position, data->nb_lines)) {
  45. new_player_position = data->player_angle;
  46. }
  47. data->player_angle = new_player_position;
  48. }
  49. if(KeyDown(K_RIGHT)){
  50. float new_player_position = data->player_angle + data->level->player_rotation_speed * (data->current_time - data->last_time)*FRAME_TIME;
  51. if(!isCollidingSide(data->list, data->player_angle, data->nb_lines) && isCollidingSide(data->list, new_player_position, data->nb_lines)) {
  52. new_player_position = data->player_angle;
  53. }
  54. data->player_angle = new_player_position;
  55. }
  56. if(KeyDown(K_ALPHA) && data->alpha_latch_value == 0) {
  57. switch_to_state(MENU, data);
  58. }
  59. if(KeyDown(K_PLUS) && data->line_transition.counter == 0)
  60. {
  61. data->line_transition.counter = 10;
  62. data->line_transition.counter_start = 10;
  63. data->line_transition.delta_nb_lines = 1;
  64. }else if(KeyDown(K_MINUS) && data->line_transition.counter == 0){
  65. data->line_transition.counter = 10;
  66. data->line_transition.counter_start = 10;
  67. data->line_transition.delta_nb_lines = -1;
  68. }
  69. if(data->line_transition.counter != 0){
  70. data->line_transition.counter --;
  71. if(data->line_transition.counter <= 0){
  72. data->nb_lines += data->line_transition.delta_nb_lines;
  73. data->line_transition.counter_start = 0;
  74. data->line_transition.delta_nb_lines = 0;
  75. }
  76. }
  77. data->player_angle = MOD(data->player_angle, 360);
  78. updateCamera(&(data->cam), data->current_time - data->last_time);
  79. }
  80. void update_game_over(Game_Data *data)
  81. {
  82. data->last_time = data->current_time;
  83. data->current_time = RTC_GetTicks();
  84. data->chrono_time += (data->current_time - data->last_time)/ 128.;
  85. if(KeyDown(K_SHIFT) && data->shift_latch_value == 0) {
  86. switch_to_state(GAME, data);
  87. }
  88. if(KeyDown(K_ALPHA) && data->alpha_latch_value == 0) {
  89. switch_to_state(TITLE, data);
  90. }
  91. updateCamera(&(data->cam), data->current_time - data->last_time);
  92. }
  93. void update_menu(Game_Data *data)
  94. {
  95. //WARNING: THIS IS JUST PLACEHOLDER TO TEST THE GRAPHICS (too lazy to do some real level handling right now...)
  96. data->last_time = data->current_time;//updating the time variables
  97. data->current_time = RTC_GetTicks();
  98. if(data->keypress_delay == 0) //to make sure that the user isn't scrolling too fast
  99. {
  100. if(KeyDown(K_EXE)) //load the selected level
  101. switch_to_state(GAME, data);//TODO: change some values in data first
  102. else if(KeyDown(K_LEFT))
  103. {
  104. data->current_entry --;//change the selected id
  105. if(data->current_entry == 0)//check for overflows
  106. data->current_entry = 6;
  107. data->keypress_delay = 15;//init the delay
  108. //TODO: load high score data and stuff, probably not at run time, but in init_states
  109. }else if(KeyDown(K_RIGHT))
  110. {
  111. data->current_entry ++;
  112. if(data->current_entry == 7)
  113. data->current_entry = 1;
  114. data->keypress_delay = 15;
  115. }
  116. }else data->keypress_delay --;
  117. updateCamera(&(data->cam), data->current_time - data->last_time);//update the camera for the background
  118. }
  119. void updateCamera(Camera *cam, unsigned int delta_time){
  120. cam->angle += cam->speed * delta_time / 2.;
  121. if(cam->angle >= 360)
  122. cam->angle = cam->angle % 360;
  123. }
  124. static void game_over(Game_Data *data) {
  125. // clean up wall
  126. int i = 128;
  127. while(data->list != NULL) {
  128. Wall *next = data->list->nxt;
  129. free(data->list);
  130. data->list = next;
  131. }
  132. for (i = 0; i < data->level->nb_patterns; ++i)
  133. {
  134. freePattern(&data->level->patterns[i]);
  135. }
  136. free(data->level);
  137. switch_to_state(MENU, data);
  138. }