From 5d5bc3e446ee50601f98ca30d4f21172d6e75e29 Mon Sep 17 00:00:00 2001 From: Silvan Jegen Date: Sat, 22 Sep 2018 20:01:40 +0200 Subject: Initial commit --- game.c | 203 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 203 insertions(+) create mode 100644 game.c (limited to 'game.c') 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 +} -- cgit v1.2.1-18-gbd029