diff options
Diffstat (limited to 'game.c')
-rw-r--r-- | game.c | 404 |
1 files changed, 202 insertions, 202 deletions
@@ -1,202 +1,202 @@ -#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(SDL_Renderer* renderer, struct level_struct *currentlevel)
-{
- // 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(renderer, currentlevel);
-
- // 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(renderer);
- 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(renderer, currentlevel);
- }
- }
-
- // 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_Renderer* renderer)
-{
- struct level_struct currentlevel;
- level_load_resources(renderer, ¤tlevel ); // 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, ¤tlevel );
-
- // Set the player's new position
- currentlevel.px = currentlevel.sx;
- currentlevel.py = currentlevel.sy;
-
- // Main game loop
- level_state = play_level(renderer, ¤tlevel);
-
- }
- // 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_RenderClear(renderer);
- SDL_RenderCopy(renderer, currentlevel.winning_screen, NULL, NULL);
- SDL_RenderPresent(renderer);
-
- SDL_Delay(20 * 1000); // 20 * 1000msecs = 20 seconds
-
- // Once this function ends, we return to the menu
-}
+#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(SDL_Renderer* renderer, struct level_struct *currentlevel) +{ + // 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(renderer, currentlevel); + + // 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(renderer); + 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(renderer, currentlevel); + } + } + + // 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_Renderer* renderer) +{ + struct level_struct currentlevel; + level_load_resources(renderer, ¤tlevel ); // 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, ¤tlevel ); + + // Set the player's new position + currentlevel.px = currentlevel.sx; + currentlevel.py = currentlevel.sy; + + // Main game loop + level_state = play_level(renderer, ¤tlevel); + + } + // 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_RenderClear(renderer); + SDL_RenderCopy(renderer, currentlevel.winning_screen, NULL, NULL); + SDL_RenderPresent(renderer); + + SDL_Delay(20 * 1000); // 20 * 1000msecs = 20 seconds + + // Once this function ends, we return to the menu +} |