From 5d5bc3e446ee50601f98ca30d4f21172d6e75e29 Mon Sep 17 00:00:00 2001 From: Silvan Jegen Date: Sat, 22 Sep 2018 20:01:40 +0200 Subject: Initial commit --- build_linux.sh | 7 + echidna_ai.c | 245 ++++++++++++++++++++ entities.png | Bin 0 -> 11676 bytes failscreen_01.png | Bin 0 -> 29998 bytes game.c | 203 ++++++++++++++++ gpl.txt | 674 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ helpscreen.c | 31 +++ helpscreen.png | Bin 0 -> 51467 bytes level.c | 236 +++++++++++++++++++ main.c | 117 ++++++++++ render.c | 138 +++++++++++ tiles.png | Bin 0 -> 2618 bytes titlescreen.png | Bin 0 -> 22328 bytes winningscreen.png | Bin 0 -> 33319 bytes 14 files changed, 1651 insertions(+) create mode 100755 build_linux.sh create mode 100644 echidna_ai.c create mode 100644 entities.png create mode 100644 failscreen_01.png create mode 100644 game.c create mode 100644 gpl.txt create mode 100644 helpscreen.c create mode 100644 helpscreen.png create mode 100644 level.c create mode 100644 main.c create mode 100644 render.c create mode 100644 tiles.png create mode 100644 titlescreen.png create mode 100644 winningscreen.png diff --git a/build_linux.sh b/build_linux.sh new file mode 100755 index 0000000..1b2c8a8 --- /dev/null +++ b/build_linux.sh @@ -0,0 +1,7 @@ +#!/bin/sh + +CC=gcc +FLAGS="-Wall $(sdl2-config --cflags --libs) -lSDL_image" + +arch="$(uname -m)" +${CC} $FLAGS main.c -o "echidna_menace.linux_$arch" diff --git a/echidna_ai.c b/echidna_ai.c new file mode 100644 index 0000000..64759a4 --- /dev/null +++ b/echidna_ai.c @@ -0,0 +1,245 @@ + +/* The echidna AI has three modes: + * + * MODE_HUNT + * The echidna tries to close the space between itself and the player + * + * MODE_FOLLOW_WALL + * The echidna has hit a wall and is now following it + * + * MODE_CORNER + * This mode makes the monster move around a corner after it has been following a wall + * + * See the developer documentation for more information about how this large algorithm works. + */ + +// Give each of the modes a numerical value +#define MODE_HUNT 1 +#define MODE_FOLLOW_WALL 2 + +// The echidna structure is declared in 'level.c' so it can be loaded + + +// is_square solid returns 1 if a square is not passable ( ie a wall or closed door ) +// and 0 if it is ( ie floor, button ) +int is_square_solid( struct level_struct *currentlevel, int xpos, int ypos ) +{ + + switch ( currentlevel->squares[ xpos ][ ypos ] ) + { + case T_WALL: return 1; + case T_BLUE_DOOR_UP: return 1; + case T_YELL_DOOR_UP: return 1; + case T_RED_DOOR_UP: return 1; + + // The default case occurs when none of the above are met + default: return 0; // ie the square is walkable on + } +} + +// run_all_echidnaAI_onestep runs one 'step' of echidna AI for every echidna in a level +void run_all_echidnaAI_onestep( struct level_struct *currentlevel ) +{ + // Ieterate through each and every echinda + int ech_no; // Echidna number + for ( ech_no = 0; ech_no < 10; ech_no++ ) + { + struct echidna *current_echidna = ¤tlevel->echidnas[ech_no]; + + + if ( current_echidna->this_echidna_exists == 1 ) + { + + // This echidna is alive and we can move it + + // How the echidna is going to move, similiar to the player code; + signed int x = 0; + signed int y = 0; + + + /////////////////////////////////////////////////////////////////////////////////////////////// HUNT MODE + if ( current_echidna->mode == MODE_HUNT ) + { + // Find the orthoganol ( x and y, not true or diagonal ) distances between the echidna and player + // NB abs() returns the absolute value of something, which fixes negative numbers by changing + // them to be position + int distx = abs( current_echidna->xpos - currentlevel->px ); + int disty = abs( current_echidna->ypos - currentlevel->py ); + + if ( distx > disty ) + { + + // Now check whether the player is to the left or right of the echidna + if ( currentlevel->px > current_echidna->xpos ) + { + // Echidna is left of player + x = 1; + } + else + { + // Echidna is right of player + x = -1; + } + } + else + { + // Is the player abov or below the echidna + if ( currentlevel->py > current_echidna->ypos ) + { + // Echidna is below player + y = 1; + } + else + { + // Echidna is above player + y = -1; + } + } + + // Now check if this is going to make the echidna try to walk into a wall + // If it will, change mode to MODE_FOLLOW_WALL + if ( is_square_solid( currentlevel, current_echidna->xpos + x, current_echidna->ypos + y ) == 1 ) + { + current_echidna->mode = MODE_FOLLOW_WALL; + + // Make a decision about which way to move + // This scheme ensures the echidna moves clockwise + current_echidna->move_x = 0; + current_echidna->move_y = 0; + if ( x == 1 ) current_echidna->move_y = 1; + else if ( x == -1 ) current_echidna->move_y = -1; + else if ( y == 1 ) current_echidna->move_x = -1; + else if ( y == -1 ) current_echidna->move_x = 1; + + // Make sure the echidna checks the wall its following + // to see if it still exists + current_echidna->check_x = x; + current_echidna->check_y = y; + } + } + + ///////////////////////////////////////////////////////////////////////////////////////////// FOLLOW WALL MODE + if ( current_echidna->mode == MODE_FOLLOW_WALL ) + { + + // Check the wall we are following + if ( is_square_solid( currentlevel, current_echidna->xpos + current_echidna->check_x, current_echidna->ypos + current_echidna->check_y ) == 1 ) + { + // The wall is still there, so keep following it + x = current_echidna->move_x; + y = current_echidna->move_y; + + // Check if a new wall is in the way + while ( is_square_solid( currentlevel, current_echidna->xpos + x, current_echidna->ypos + y ) == 1 ) + { + // We need to follow another wall now. Same clockwise logic as before + current_echidna->check_x = x; + current_echidna->check_y = y; + if ( x == 1 ) { x = 0; y = 1; } + else if ( x == -1 ) { x = 0; y =-1; } + else if ( y == 1 ) { x =-1; y = 0; } + else if ( y == -1 ) { x = 1; y = 0; } + current_echidna->move_x = x; + current_echidna->move_y = y; + } + } + else + { + // The wall has gone, so immediately go around the corner + x = current_echidna->check_x; + y = current_echidna->check_y; + + + // And resume HUNT mode next time + current_echidna->mode = MODE_HUNT; + } + } + + ////////////////////////////////////////////// MOVE THE ECHIDNA + + // Move + current_echidna->xpos = current_echidna->xpos + x; + current_echidna->ypos = current_echidna->ypos + y; + + // Check if we have moved ontop of an Echidna, and if so then move back to where we started + // ( it will appear as if we have not moved at all ) + + int target_num; + for ( target_num = 0; target_num < ech_no; target_num++ ) // Check all of the echidnas BEFORE the current one, so we can have right of way + { + struct echidna target_echidna = currentlevel->echidnas[target_num]; + if ( target_echidna.this_echidna_exists == 1 ) + { + if ( target_echidna.xpos == current_echidna->xpos && target_echidna.ypos == current_echidna->ypos ) + { + // We have a clash, so move back to the original square + current_echidna->xpos = current_echidna->xpos - x; + current_echidna->ypos = current_echidna->ypos - y; + } + } + } + } + } +} + + + +// Returns 1 if an echidna is in the same spot as the player +int check_echidna_proximity( struct level_struct *currentlevel ) +{ + // Ieterate through eacha and every echinda + int ech_no; // Echidna number + + + for ( ech_no = 0; ech_no < 10; ech_no++ ) + { + struct echidna currentechidna = currentlevel->echidnas[ech_no]; + + // First make sure we are checking an echidna that ACTUALLY EXISTS + // Until I wrote this code to check that, I was mysteriously dieing halfway + // throught some levels. Fun :) + if ( currentechidna.this_echidna_exists == 1 ) + { + if ( currentechidna.xpos == currentlevel->px && currentechidna.ypos == currentlevel->py ) // && means 'and' + { + // An echidna is atop a player + return 1; + } + } + } + + // No echidna is atop the player + return 0; +} + +// Echidnas are the onlt things that can toggler the red levers, and this loop checks to see if that need to happen +void check_echidna_on_switches( struct level_struct *currentlevel ) +{ + // Ieterate through each and every echinda + int ech_no; // Echidna number + + + for ( ech_no = 0; ech_no < 10; ech_no++ ) + { + struct echidna currentechidna = currentlevel->echidnas[ech_no]; + + if ( currentechidna.this_echidna_exists == 1 ) + { + // Get the square the echinda is standing on + char square = currentlevel->squares[ currentechidna.xpos ][ currentechidna.ypos ] ; + + if ( square == T_RED_SWITCH_ON ) + { + level_replace_tiles( currentlevel, T_RED_SWITCH_ON, T_RED_SWITCH_OFF ); // change ALL levers + level_replace_tiles( currentlevel, T_RED_DOOR_UP, T_RED_DOOR_DOWN ); // open all red doors + } + else if ( square == T_RED_SWITCH_OFF ) + { + level_replace_tiles( currentlevel, T_RED_SWITCH_OFF, T_RED_SWITCH_ON ); // change ALL levers + level_replace_tiles( currentlevel, T_RED_DOOR_DOWN, T_RED_DOOR_UP ); // close all red doors + } + } + } +} + + diff --git a/entities.png b/entities.png new file mode 100644 index 0000000..f1b4462 Binary files /dev/null and b/entities.png differ diff --git a/failscreen_01.png b/failscreen_01.png new file mode 100644 index 0000000..0c58261 Binary files /dev/null and b/failscreen_01.png differ diff --git a/game.c b/game.c new file mode 100644 index 0000000..eaac7f9 --- /dev/null +++ b/game.c @@ -0,0 +1,203 @@ +#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( ¤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( ¤tlevel, 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 +} diff --git a/gpl.txt b/gpl.txt new file mode 100644 index 0000000..818433e --- /dev/null +++ b/gpl.txt @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/helpscreen.c b/helpscreen.c new file mode 100644 index 0000000..dbbbce0 --- /dev/null +++ b/helpscreen.c @@ -0,0 +1,31 @@ + +void help( SDL_Surface * surf_screen ) +{ + // Load help image + SDL_Surface *surf_help = IMG_Load( "helpscreen.png" ); + + // Draw this image onto screen + SDL_BlitSurface( surf_help, NULL, surf_screen, NULL); + SDL_Flip( surf_screen ); + + // now free the memory we used to draw this image + free( surf_help ); + + // Now wait until the user presses a key + SDL_Event event; + int waiting_for_user = 1; + + while ( waiting_for_user ) + { + while ( SDL_PollEvent( &event ) ) + { + if ( event.type == SDL_KEYDOWN ) + { + waiting_for_user = 0; + break; + } + } + } +} + + diff --git a/helpscreen.png b/helpscreen.png new file mode 100644 index 0000000..283d6e9 Binary files /dev/null and b/helpscreen.png differ diff --git a/level.c b/level.c new file mode 100644 index 0000000..bfa3ec1 --- /dev/null +++ b/level.c @@ -0,0 +1,236 @@ +/* + * Each of the different types of tile in the levels are numbered + * These are also the values used in the level text files + * + * All of the level tiles are stored in one image, hence the 'Rows' + * below are literally the rows there are positioned in the image. + * Have a look at tiles.png in the game's folder to see them all. + */ + +// Row 1 - main squares +#define T_WALL 0 +#define T_FLOOR 1 +#define T_SPIKE 2 +#define T_EXIT 3 +// Row two - blue button related +#define T_BLUE_BUTT_UP 4 // unpressed button +#define T_BLUE_BUTT_DOWN 5 // depressed button +#define T_BLUE_DOOR_UP 6 // door unlocked by a button +#define T_BLUE_DOOR_DOWN 7 // door locked and impassible +// Row three - yellow button related +#define T_YELL_BUTT_UP 8 +#define T_YELL_BUTT_DOWN 9 +#define T_YELL_DOOR_UP 10 +#define T_YELL_DOOR_DOWN 11 +// Row four - red lever/switch related +#define T_RED_SWITCH_ON 12 +#define T_RED_SWITCH_OFF 13 +#define T_RED_DOOR_UP 14 +#define T_RED_DOOR_DOWN 15 + +// An echidna is one of the monsters +// The structure is define here in level.c so it can be loaded from the level files +struct echidna +{ + int xpos, ypos; // Position on map + int face; // Which of the echidna pictures to use + + int mode; // As described at the top of the document + + int this_echidna_exists; // When this is equal to 1, the echidna is alive and on the level + + // These movement directions are used in the AI code + signed int move_x; + signed int move_y; + // ditto here + signed int check_x; + signed int check_y; + +}; + +/* The level structure is passed to the rendering module, so everything that needs to be seen + * on-screen is also stored here as well + * + * Eg: + * - player position + * - resource locations ( graphics ) + */ +struct level_struct +{ + + char squares[SCREEN_WIDTH_SQUARES][SCREEN_HEIGHT_SQUARES]; // Squares of the level + + // Player details + int player_face; // Picture number ( player has 4 different looks ) + int px, py; // Player X and Y position, on the tiles + int sx, sy; // Player X and Y starting positions + + // Resources + SDL_Surface * surf_entities; // Player and echidna pictures + SDL_Surface * surf_tiles; // Level tiles/squares + + // A various selection of losing screens + SDL_Surface * surf_losingscreens[5]; + + // The screen to display when the game ends + SDL_Surface * surf_winning_screen; + + // Up to ten echidnas + struct echidna echidnas[10]; + +}; + + + +/* eat_until_newline will 'eat' one character at a time from a file until it detects it has + * finished a line, then stops. This is used to make sure a line of text in the level files + * has been finished before we move on to the next */ +void eat_until_newline( FILE *currentfile ) +{ + char letter='a'; + while ( letter != '\n' ) // The '\n' represents the invisible line ending characters (either CRLF or LF) + { + // Every time a character is read, the current position inside of the file is also moved forward + // one character + letter = fgetc( currentfile ); + } +} + + + +// Load the graphics used in levels +void level_load_resources( struct level_struct *level ) +{ + // Load the images for things into their own 'surfaces' + level->surf_entities = IMG_Load( "entities.png" ); + level->surf_tiles = IMG_Load( "tiles.png" ); + + // Do the same for the losing screens + level->surf_losingscreens[0] = IMG_Load("failscreen_01.png"); + level->surf_winning_screen = IMG_Load("winningscreen.png"); + +} + + + +// level_load will load a level from a text file into a level_struct +void level_load( int level_number, struct level_struct *level ) +{ + + // Create the level's actual filename from its number + char levelname[20]; + sprintf( levelname, "level_%02d.level", level_number ); + + // Attempt to open the file + FILE *levelfile = fopen( levelname, "r"); // r = reading mode + + + // Check if the file loaded, quit program if this has failed + if ( levelfile == NULL ) + { + // For some reason the file cannot be accessed + // This could be because it does not exist or we don't have permission to open it + + fprintf(stderr, "Error: Could not open level file %d, perhaps it is somewhere else or does not exist?\n", level_number ); + fprintf(stderr, "Exiting... \n\n" ); + + exit(1); + } + + // First we need to skip the first line of the file, which is dedicated to title, author etc information + eat_until_newline( levelfile ); + + // The second line contains the starting position of the player + fscanf( levelfile, "%d %d", &level->sx, &level->sy ); + eat_until_newline(levelfile); + + printf("Loading level %s, player at position: %d %d\n", levelname, level->sx, level->sy ); + + /* Ieterate through the file and load the squares into the level's structure + * Each row/line in the file represents a row of squares in the level + * Each square is represented in the rows by a number from 0 to 255 + * Open up one of the level files with a text editor to study its structure further + */ + + /* WARNING: This code assumes the file is structured correctly in the first place! + * The game will behave in an unexpected manner if the level files are not perfect! + */ + + int row, column; // Current position + + for ( row=0; row < SCREEN_HEIGHT_SQUARES; row++ ) + { + for ( column=0; column < SCREEN_WIDTH_SQUARES; column++ ) + { + /* we read each two letter number into a three letter character array ( string ) + * the third character is used to represent the end or 'termination' of the string + */ + char tempstring[3]; + fgets( tempstring, 3, levelfile ); + + // atoi() is a standard C function used to covert a string of numbers in character + // form into an actual number ( integer ) + level->squares[column][row] = atoi( tempstring ); + } + + // We need to make sure that we finish the current line of numbers/characters in the + // level file, and are up to the next, else bad things may happen + eat_until_newline( levelfile ); + } + + /* Now start loading the echidna positions + * Every line after the main level tile body is an echidna + * The format for each line is: + * xpos ypos face + * Where each of them is a number, face being a number from 0 to 3 choosing the particular face of the echidna + */ + + int ech_no; // Echidna number + + for ( ech_no = 0; ech_no < 10; ech_no++ ) + { + level->echidnas[ech_no].this_echidna_exists = 0; + level->echidnas[ech_no].mode = 1; // Start in hunt mode + + // Now load the echidna values in + if ( fscanf( levelfile, "%d %d %d", &level->echidnas[ech_no].xpos, &level->echidnas[ech_no].ypos, &level->echidnas[ech_no].face ) == 3 ) + { + // When fscanf returns a number other than '3' ( which is how many numbers we are reading per line ) + // we know there are no more lines in the file and we should stop, hence the == 3 + level->echidnas[ech_no].this_echidna_exists = 1; + + printf("Echidna loaded at x:%d y:%d\n", level->echidnas[ech_no].xpos, level->echidnas[ech_no].ypos ); + } + } + + +} + + + +// Replace every tile in the level of firsttype with secondtype +// Useful for eg opening doors +void level_replace_tiles( struct level_struct *currentlevel, char firsttype, char secondtype ) +{ + int tilex, tiley; // Where we are up to + + for ( tiley=0; tiley < SCREEN_WIDTH_SQUARES; tiley++ ) + { + for ( tilex=0; tilex < SCREEN_WIDTH_SQUARES; tilex++ ) + { + if ( currentlevel->squares[tilex][tiley] == firsttype ) currentlevel->squares[tilex][tiley] = secondtype; + } + } +} + + + + + + + + + + + + diff --git a/main.c b/main.c new file mode 100644 index 0000000..5561051 --- /dev/null +++ b/main.c @@ -0,0 +1,117 @@ +// Standard libraries ( not written by me ) +#include +#include + +// SDL libraries ( not written by me ) +#include "SDL2/SDL.h" +#include "SDL2/SDL_image.h" + +#ifdef __WIN32__ + // Work around a TCC<->SDL bug regarding the redefintion of main. + // Note: the error messages from TCC make no sense + #undef main +#endif + + +// Window dimensions +#define SCREEN_WIDTH 640 +#define SCREEN_HEIGHT 480 +#define TILE_SIZE 32 // Width and height of 'squares' in the game + +#define SCREEN_WIDTH_SQUARES SCREEN_WIDTH / TILE_SIZE +#define SCREEN_HEIGHT_SQUARES SCREEN_HEIGHT / TILE_SIZE + +// Modules of the game I have written ( in directory with this source file ) +#include "level.c" // Level structures, loading, other levely stuff +#include "helpscreen.c" // Help-screen code +#include "echidna_ai.c" // Echidna movement A +#include "render.c" // Normal in-game rendering +#include "game.c" // Normal in-game code + +/* error_sdl is called when SDL 'throws' an error + * SDL can throw an error if the computer is for example incapable of displaying + * the game, because it is too old ( ie made before the year 1998 ) */ +void error_sdl( char* reason ) +{ + // Print the error message and then close the game + fprintf( stderr, "Error (SDL): %s: %s\n", reason, SDL_GetError() ); + exit(1); +} + +int main(int argc, char *argv[]) +{ + /// Initialisation + + /* First we need to tell SDL to create a window. A 'surface' is created called surf_screen, + * 'surfaces' are simply images of what we see on-screen. + * + * To make things appear on the screen, I copy ('blit') images onto this surface at different locations + */ + + // Initialise SDL + printf("Initialising SDL... "); + if ( SDL_Init( SDL_INIT_VIDEO ) == -1 ) error_sdl("Could not initialise SDL"); + atexit(SDL_Quit); + + // Set surf_screen + SDL_Surface* surf_screen = NULL; + SDL_Window * sdlWindow = SDL_CreateWindow("EchidneaMenace", SDL_WINDOWPOS_UNDEFINED, + SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_OPENGL ); + if ( surf_screen == NULL ) error_sdl("Could not set videomode"); + SDL_Renderer *renderer = SDL_CreateRenderer(sdlWindow, -1, 0); + + printf("done\n"); + + + /// Menu + printf(" ==== Entered menu\n"); + + // Events are variables used to store user input + SDL_Event menuevent; + // Load the menu graphic into memory + SDL_Surface *surf_title = IMG_Load( "titlescreen.png" ); + + + /* We loop the menu continously for a number of reasons: + * 1) To make sure we capture and respond to user input + * 2) To continue redrawing the menu graphic. + * + * If we did not do number 2 then the window would appear blank if minimised + * and then de-minimised again, amongst other situations + */ + while ( 1 ) + { + SDL_BlitSurface( surf_title, NULL, surf_screen, NULL); // Draw menu + SDL_Flip( surf_screen ); // Update screen + + // The while statement attempts to go through every key the user has pressed + // it stops when the user has not pressed any more keys + // this is useful incase the user presses keys fast or multiple at once + while ( SDL_PollEvent( &menuevent ) ) + { + if ( menuevent.type == SDL_KEYDOWN ) + { + // Menu choice selection + if ( menuevent.key.keysym.sym == SDLK_p ) game_loop( surf_screen ); + else if ( menuevent.key.keysym.sym == SDLK_h ) help( surf_screen ); + else if ( menuevent.key.keysym.sym == SDLK_q || menuevent.key.keysym.sym == SDLK_ESCAPE ) exit(0); + } + } + + // If we do not 'wait' or sleep in every ieteration of the loop + // the game will loop as fast as it can, utilising 100% of the CPU + SDL_Delay( 200 ); + } + + + + + /* Technically the computer will never reach this point, because the while statement + * above will run forever until the user quits the game. + * + * The 'return' statement is still written here so the compiler does not complain + */ + + return 0; + +} diff --git a/render.c b/render.c new file mode 100644 index 0000000..8a91b59 --- /dev/null +++ b/render.c @@ -0,0 +1,138 @@ + + +/* Different areas of the entities.png image contain different things. + * For example the first row are player pictures whilst the second are + * of echidnas. + * + * 'SDL_Rect's are simple structures containing the location and size + * of these individual pictures inside of the larger 'entities.png' + * + * The same thing is done for the different level graphics + */ + +// Sets the SDL_Rect * crop to the location of specified echinida +// ( there are four echidna pictures, so which_echidna can be 0-3) +void get_pixmap_echidna(int which_echidna, SDL_Rect * crop ) +{ + crop->x = which_echidna * TILE_SIZE; + crop->y = 1 * TILE_SIZE; // all echidnas are in the second row +} + +// Same as above, but for the player (lemon) +void get_pixmap_lemon(int which_lemon, SDL_Rect * crop ) +{ + crop->x = which_lemon * TILE_SIZE; + crop->y = 0; // all lemons are in the first row +} + +// Getting the rectangle for level tiles is a little harder, as they are spread +// across multiple rows. Otherwise this does similarly to above modules +void get_pixmap_level( char number, SDL_Rect * crop ) +{ + int row, column; + + row = 0; + column = (int)number; + + // Compensate for the fact these pictures span multiple rows + while ( column >= 4 ) + { + column = column - 4; + row++; // add one to row's value + } + + crop->x = column * TILE_SIZE; + crop->y = row * TILE_SIZE; +} + + + + +// render() paints everything onto the screen when called +void render( struct level_struct *currentlevel, SDL_Surface * surf_screen ) +{ + /* The picture on-screen is made in three steps: + * 1) Draw the level onto the screen surface + * 2) Draw the player and echidnas ontop of this + * 3) 'flip' the screen, so the changes can be seen + */ + + SDL_Rect destination; // where the image is going to be painted to on-screen + SDL_Rect pixmap_crop; // where the tile image is on the source image + destination.w = TILE_SIZE; + destination.h = TILE_SIZE; + pixmap_crop.w = TILE_SIZE; + pixmap_crop.h = TILE_SIZE; + + + /// Level drawing + + // ieterate through each square of the level, drawing the appropriate + // pictures for each onto the screen + + + int tilex, tiley; // Where we are up to + + for ( tiley=0; tiley < SCREEN_WIDTH_SQUARES; tiley++ ) + { + for ( tilex=0; tilex < SCREEN_WIDTH_SQUARES; tilex++ ) + { + /// Determine which section of the entities image we are going to use + get_pixmap_level( currentlevel->squares[tilex][tiley] , &pixmap_crop ); + // remember that the currentlevel structure contains the array of + // level squares/tiles + + /// Determine where we are going to draw this image on-screen + destination.x = tilex * TILE_SIZE; + destination.y = tiley * TILE_SIZE; + + /// Draw this tile onto the screen + SDL_BlitSurface ( currentlevel->surf_tiles, &pixmap_crop, surf_screen, &destination ); + } + } + + /// Entity drawing + // First of all the character + get_pixmap_lemon( currentlevel->player_face, &pixmap_crop ); + destination.x = currentlevel->px * TILE_SIZE; + destination.y = currentlevel->py * TILE_SIZE; + + // Draw onto screen + SDL_BlitSurface ( currentlevel->surf_entities, &pixmap_crop, surf_screen, &destination ); + + // Now draw all of the echidnas + int ech_no; // Echidna number + + for ( ech_no = 0; ech_no < 10; ech_no++ ) + { + struct echidna current_echidna = currentlevel->echidnas[ech_no]; + + if ( current_echidna.this_echidna_exists == 1 ) + { + // This echidnas exists and is alive + + // Get its location and face + get_pixmap_echidna( current_echidna.face, &pixmap_crop ); + destination.x = current_echidna.xpos * TILE_SIZE; + destination.y = current_echidna.ypos * TILE_SIZE; + + // Draw it onscreen + SDL_BlitSurface ( currentlevel->surf_entities, &pixmap_crop, surf_screen, &destination ); + } + + } + + /// Flip screen, so everything we have 'blitted' can now be seen + SDL_Flip( surf_screen ); + +} + +void render_a_losingscreen( struct level_struct *currentlevel, SDL_Surface * surf_screen ) +{ + // Render a losing screen + SDL_BlitSurface ( currentlevel->surf_losingscreens[0], NULL, surf_screen, NULL ); + SDL_Flip( surf_screen ); + + // Wait a second so the user can see the losing screen + SDL_Delay(500); +} diff --git a/tiles.png b/tiles.png new file mode 100644 index 0000000..8de19a6 Binary files /dev/null and b/tiles.png differ diff --git a/titlescreen.png b/titlescreen.png new file mode 100644 index 0000000..36dbff5 Binary files /dev/null and b/titlescreen.png differ diff --git a/winningscreen.png b/winningscreen.png new file mode 100644 index 0000000..d1e8de4 Binary files /dev/null and b/winningscreen.png differ -- cgit v1.2.1-18-gbd029