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authorSilvan Jegen <s.jegen@gmail.com>2018-09-22 20:01:40 +0200
committerSilvan Jegen <s.jegen@gmail.com>2018-09-22 20:05:53 +0200
commit5d5bc3e446ee50601f98ca30d4f21172d6e75e29 (patch)
treeabdbe68d23373c095e2d50b2cd8f15af40dfdb65 /game.c
Initial commit
Diffstat (limited to 'game.c')
-rw-r--r--game.c203
1 files changed, 203 insertions, 0 deletions
diff --git a/game.c b/game.c
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+#define PLAYER_IS_OK 1
+#define PLAYER_IS_DEAD 2
+#define PLAYER_HAS_WON 3
+
+
+
+// player_action moves the player
+// It returns one of the three PLAYER_ define values ( top of this file )
+int player_action( signed int xdiff, signed int ydiff, struct level_struct *currentlevel )
+{
+ // Find the tile the player moved into/onto using the player's current position
+ int newx = currentlevel->px + xdiff;
+ int newy = currentlevel->py + ydiff;
+
+ // Cycle through the player's faces
+ currentlevel->player_face++;
+ if ( currentlevel->player_face == 4 ) currentlevel->player_face = 0;
+
+ // Check to make sure these directions are not solid ( ie walls )
+ // and also to see if they are interactive ( ie buttons )
+ char targetsquare = currentlevel->squares[newx][newy];
+
+ if ( targetsquare == T_WALL || targetsquare == T_YELL_DOOR_UP || targetsquare == T_BLUE_DOOR_UP || targetsquare == T_RED_DOOR_UP ) // remember '||' means 'OR'
+ {
+ // Cannot move, so do nothing
+ return PLAYER_IS_OK;
+ }
+ else
+ {
+ // Move onto the new square
+ currentlevel->px = newx;
+ currentlevel->py = newy;
+
+ // Check to see if the new square is interactive ( ie a button )
+
+ switch ( targetsquare )
+ {
+ case T_BLUE_BUTT_UP: // Blue button
+ // Change the button to be depressed
+ currentlevel->squares[newx][newy] = T_BLUE_BUTT_DOWN;
+ // Change all blue doors in the level to be unlocked
+ level_replace_tiles( currentlevel, T_BLUE_DOOR_UP, T_BLUE_DOOR_DOWN );
+ return PLAYER_IS_OK;
+
+ case T_YELL_BUTT_UP: // Yellow button
+ // Change the button to be depressed
+ currentlevel->squares[newx][newy] = T_YELL_BUTT_DOWN;
+ // Change all blue doors in the level to be unlocked
+ level_replace_tiles( currentlevel, T_YELL_DOOR_UP, T_YELL_DOOR_DOWN );
+ return PLAYER_IS_OK;
+
+ case T_EXIT:
+ // User is on the exit
+ return PLAYER_HAS_WON;
+
+ case T_SPIKE:
+ // The daft player walked onto spikes
+ return PLAYER_IS_DEAD;
+
+
+
+ default:
+ // This has to be here to stop the compiler complaining
+ // Basically the 'default' is run if no other case is run
+ return PLAYER_IS_OK;
+
+ }
+ }
+
+ // Code should never reach this point
+ // The return line here is just to make the compiler happy
+
+ return 0;
+
+}
+
+
+int play_level( struct level_struct *currentlevel, SDL_Surface * surf_screen )
+{
+ // Loop until the user completes the level
+ int player_status = PLAYER_IS_OK;
+
+ while ( player_status == PLAYER_IS_OK )
+ {
+ SDL_Event userinput;
+
+ // WaitEvent is like PollEvent, but instead we pause the program's
+ // execution until we get input
+ SDL_WaitEvent( &userinput );
+ render( currentlevel, surf_screen );
+
+ // Player movement
+ signed int y, x;
+
+ if ( userinput.type == SDL_KEYDOWN )
+ {
+ switch ( userinput.key.keysym.sym )
+ {
+ case SDLK_UP:
+ x = 0;
+ y = -1;
+ break;
+
+ case SDLK_DOWN:
+ x = 0;
+ y = 1;
+ break;
+
+ case SDLK_RIGHT:
+ x = 1;
+ y = 0;
+ break;
+
+ case SDLK_LEFT:
+ x = -1;
+ y = 0;
+ break;
+
+ case SDLK_q:
+ exit(0); // Quit the game
+ break;
+
+ case SDLK_h:
+ // View the help screen
+ help( surf_screen );
+ x = 0;
+ y = 0;
+
+ default:
+ // The user hits any other key
+ // ( do nothing )
+ x = 0;
+ y = 0;
+ break;
+ }
+
+ // Now move the player
+ player_status = player_action( x, y, currentlevel );
+
+ // Move all of the echidnas
+ run_all_echidnaAI_onestep( currentlevel );
+ // And make sure we open/close red doors if any of them are stepping on red levers
+ check_echidna_on_switches( currentlevel );
+
+ // Check to see if the player has run into an echidna
+ if ( check_echidna_proximity( currentlevel ) == 1 ) player_status = PLAYER_IS_DEAD;
+
+ // Show a losing screen if applicable
+ if (player_status == PLAYER_IS_DEAD) render_a_losingscreen( currentlevel, surf_screen);
+ }
+
+ }
+
+
+
+ // The code running play_level needs to know if too advance to the next level
+ // or just repeat the current one ( if the player has died )
+ return player_status;
+}
+
+void game_loop( SDL_Surface * surf_screen )
+{
+
+ struct level_struct currentlevel;
+ level_load_resources( &currentlevel ); // load pixmaps
+
+ // Initialise initial player face
+ currentlevel.player_face = 2;
+
+ int level_number; // Level's number in progression of game, also used as the filename to load the level from
+
+ // Run through each of the levels
+
+ for ( level_number = 2; level_number <= 10; level_number++ )
+ {
+ int level_state = PLAYER_IS_OK;
+
+ while ( level_state != PLAYER_HAS_WON )
+ {
+ // Load the level
+ level_load( level_number, &currentlevel );
+
+ // Set the player's new position
+ currentlevel.px = currentlevel.sx;
+ currentlevel.py = currentlevel.sy;
+
+ // Main game loop
+ level_state = play_level( &currentlevel, surf_screen );
+
+
+ }
+ // When the game loop ends, then the user has successfully completed the level, and we can move on
+ }
+
+ // The user has now completed all of the game
+ // Show them the winning screen
+ SDL_BlitSurface( currentlevel.surf_winning_screen, NULL, surf_screen, NULL);
+ SDL_Flip( surf_screen );
+
+ SDL_Delay(20 * 1000); // 20 * 1000msecs = 20 seconds
+
+ // Once this function ends, we return to the menu
+}