update_states.c 4.8 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. data->player_angle = data->player_angle - data->level->player_rotation_speed * (data->current_time - data->last_time)*FRAME_TIME;
  44. }
  45. if(KeyDown(K_RIGHT)) {
  46. data->player_angle = data->player_angle + data->level->player_rotation_speed * (data->current_time - data->last_time)*FRAME_TIME;
  47. }
  48. if(KeyDown(K_ALPHA) && data->alpha_latch_value == 0) {
  49. game_over(data);
  50. }
  51. if(KeyDown(K_PLUS) && data->line_transition.counter == 0)
  52. {
  53. data->line_transition.counter = 10;
  54. data->line_transition.counter_start = 10;
  55. data->line_transition.delta_nb_lines = 1;
  56. }else if(KeyDown(K_MINUS) && data->line_transition.counter == 0){
  57. data->line_transition.counter = 10;
  58. data->line_transition.counter_start = 10;
  59. data->line_transition.delta_nb_lines = -1;
  60. }
  61. if(data->line_transition.counter != 0){
  62. data->line_transition.counter --;
  63. if(data->line_transition.counter <= 0){
  64. data->nb_lines += data->line_transition.delta_nb_lines;
  65. data->line_transition.counter_start = 0;
  66. data->line_transition.delta_nb_lines = 0;
  67. }
  68. }
  69. data->player_angle = MOD(data->player_angle, 360);
  70. updateCamera(&(data->cam), data->current_time - data->last_time);
  71. }
  72. void update_game_over(Game_Data *data)
  73. {
  74. if(KeyDown(K_SHIFT) && data->shift_latch_value == 0) {
  75. switch_to_state(GAME, data);
  76. }
  77. if((KeyDown(K_ALPHA) && data->alpha_latch_value == 0)) {
  78. switch_to_state(MENU, data);
  79. }
  80. updateCamera(&(data->cam), data->current_time - data->last_time);
  81. }
  82. void update_menu(Game_Data *data)
  83. {
  84. //WARNING: THIS IS JUST PLACEHOLDER TO TEST THE GRAPHICS (too lazy to do some real level handling right now...)
  85. data->last_time = data->current_time;//updating the time variables
  86. data->current_time = RTC_GetTicks();
  87. if(data->keypress_delay == 0) //to make sure that the user isn't scrolling too fast
  88. {
  89. if(KeyDown(K_SHIFT)) //load the selected level
  90. switch_to_state(GAME, data);//TODO: change some values in data first
  91. else if(KeyDown(K_LEFT))
  92. {
  93. data->current_entry --;//change the selected id
  94. if(data->current_entry == 0)//check for overflows
  95. data->current_entry = 6;
  96. data->keypress_delay = 15;//init the delay
  97. data->are_colors_reversed = data->current_entry > 3;
  98. //TODO: load high score data and stuff, probably not at run time, but in init_states
  99. data->cam.speed = 4;
  100. }else if(KeyDown(K_RIGHT))
  101. {
  102. data->current_entry ++;
  103. if(data->current_entry == 7)
  104. data->current_entry = 1;
  105. data->keypress_delay = 15;
  106. data->are_colors_reversed = data->current_entry > 3;
  107. data->cam.speed = -4;
  108. }
  109. }else if(data->keypress_delay-- != 0 && data->cam.speed != 0) {
  110. if(data->cam.speed < 0)
  111. data->cam.angle += 360 + data->cam.speed;
  112. else
  113. data->cam.angle += data->cam.speed;
  114. data->cam.angle %= 360;
  115. if(data->keypress_delay == 0)
  116. data->cam.speed = 0;
  117. //Because the updateCamera isn't really precise
  118. //updateCamera(&(data->cam), data->current_time - data->last_time);//update the camera for the background
  119. }
  120. }
  121. void updateCamera(Camera *cam, unsigned int delta_time){
  122. cam->angle += (int)(cam->speed * delta_time / 2.);
  123. if(cam->angle < 0) cam->angle += 360;
  124. if(cam->angle >= 360)
  125. cam->angle = cam->angle % 360;
  126. }
  127. static void game_over(Game_Data *data) {
  128. // clean up wall
  129. int i = 128;
  130. while(data->list != NULL) {
  131. Wall *next = data->list->nxt;
  132. free(data->list);
  133. data->list = next;
  134. }
  135. for (i = 0; i < data->level->nb_patterns; ++i)
  136. {
  137. freePattern(&data->level->patterns[i]);
  138. }
  139. free(data->level);
  140. switch_to_state(GAME_OVER, data);
  141. }