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main.c
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/*
* @Author: Matthew McCoy
* @Date: 2016-03-31 11:33:09
* @Last Modified by: matt
* @Last Modified time: 2016-04-06 21:03:12
*/
#include "myLib.h"
#include "person.h"
#include "heart.h"
#include "bg.h"
#include "planet.h"
#include "titlescreen.h"
#include "screenwin.h"
#include "screenlose.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
enum GBAState {
START,
START_NODRAW,
STATE2,
STATE3,
STATE3_NODRAW,
STATE4,
STATE4_NODRAW
};
//ENUM PROTOTYPE HERE, BECAUSE C DOES NOT ALLOW FORWARD REFERENCES
//TO 'ENUM' TYPES.
enum GBAState gameStart(int numLives, int init, int difficulty);
int main() {
REG_DISPCTL = MODE3 | BG2_ENABLE;
enum GBAState state = START;
int difficulty = 2;
int wait = 0;
while(1) {
waitForVblank();
switch(state) {
case START: //START SCREEN
//draw image
drawImage3(0, 0, 240, 160, titlescreen_data);
//draw press start
drawString(68, 85, "PRESS START", WHITE);
//draw difficulty indicator
if (difficulty == 1) {
drawString(85, 93, "< EASY >",WHITE);
} else if (difficulty == 2) {
drawString(85, 93, "<NORMAL>",WHITE);
} else if (difficulty == 3) {
drawString(85, 93, "< HARD >",WHITE);
} else {
drawString(5, 90, "MODE: ",WHITE);
char str[1];
sprintf(str, "%d", difficulty);
drawString(5, 90, str,WHITE);
}
state = START_NODRAW;
break;
case START_NODRAW:
//change state if press A
if((KEY_DOWN_NOW(BUTTON_START) || KEY_DOWN_NOW(BUTTON_A)) && wait == 0) {
state = STATE2;
wait = 1;
} else if (KEY_DOWN_NOW(BUTTON_RIGHT) && difficulty <= 3 && wait == 0) {
difficulty++;
state = START;
wait = 1;
} else if (KEY_DOWN_NOW(BUTTON_LEFT) && difficulty >= 1 && wait == 0) {
difficulty--;
state = START;
wait = 1;
}
else {
state = START_NODRAW;
}
break;
case STATE2: //GAME START
state = gameStart(3, 1, difficulty);
break;
case STATE3: //WIN SCREEN
drawImage3(0, 0, 240, 160, screenwin_data);
// drawString(100, 85, "PRESS START", WHITE);
delay(1);
state = STATE3_NODRAW;
break;
case STATE3_NODRAW:
//check for butotn press
if((KEY_DOWN_NOW(BUTTON_START) || KEY_DOWN_NOW(BUTTON_A) || KEY_DOWN_NOW(BUTTON_SELECT)) && wait == 0) {
state = START;
wait = 1;
} else {
state = STATE3_NODRAW;
}
break;
case STATE4: //LOSE SCREEN
drawImage3(0, 0, 240, 160, screenlose_data);
drawString(100, 85, "PRESS START", WHITE);
delay(1);
state = STATE4_NODRAW;
break;
case STATE4_NODRAW:
if((KEY_DOWN_NOW(BUTTON_START) || KEY_DOWN_NOW(BUTTON_A) || KEY_DOWN_NOW(BUTTON_SELECT)) && wait == 0) {
state = START;
wait = 1;
} else {
state = STATE4_NODRAW;
}
break;
}
//don't let user hold down button
if (!KEY_DOWN_NOW(BUTTON_START) && !KEY_DOWN_NOW(BUTTON_A) &&
!KEY_DOWN_NOW(BUTTON_RIGHT) && !KEY_DOWN_NOW(BUTTON_LEFT)) {
wait = 0;
}
if (difficulty > 3) {
difficulty = 1;
} else if (difficulty < 1) {
difficulty = 3;
}
}
return 0;
}
/**
* actual game mode for Alien Escape. called recursively
* for eachj life lost until lives = 0 or player wins
* @param numLives lives player has.
* @param init 1 if on first loop of call, to allow player to see
* flying particle locations
* @param difficulty 1,2, or 3
* @return STATE3 or STATE4
*/
enum GBAState gameStart(int numLives, int init, int difficulty) {
MAPOBJ mapobs = defineMapElems();
//player
SPRITE player = {
.x = 2, .y = (160 - PLANET_HEIGHT - PERSON_HEIGHT),
.width = PERSON_WIDTH, .height = PERSON_HEIGHT,
.color = (BLACK), .jumping = 0, .lives = numLives
};
int jumpsize = player.height * 1.65;
//enemies
SPRITE enemy = {
.x = 240, .y = player.y, .width = 3, .height = 3,
.color = (YELLOW), .jumping = 0
};
SPRITE flock[3];
for (int i = 0; i < 3; i++) {
flock[i] = enemy;
flock[i].x = (i + 1) * 240/3;
int range = jumpsize;
flock[i].y = (rand() % range) + (130 - jumpsize - enemy.height);
}
//initial variable settings
int destination = player.y;
int time = 1;
int wait = 1;
//wait for clear
waitForVblank();
//DRAW BG & PLAYER
drawImage3(0, 0, 240, 130, bg_data);
drawImage3(0, 130, 240, 30, planet_data);
//draw lives
if (numLives > 3)
numLives = 3;
if (numLives == 3)
drawString(5, 204, "100%", WHITE);
else if (numLives == 2)
drawString(5, 210, "66%", WHITE);
else if (numLives == 1)
drawString(5, 210, "33%", WHITE);
else
return STATE4; //if lives <= 0
drawImage3(194, 5, 7, 8, &heart_data[0]);
//game loop
while(1) {
//increment time used in movement math
if (time == 999) {
time = 1;
} else {
time++;
}
//button listeners
if(player.jumping == 0 &&
(KEY_DOWN_NOW(BUTTON_UP) || KEY_DOWN_NOW(BUTTON_A)) &&
wait == 0) {
player.jumping = 1;
wait = 1;
destination = player.y - jumpsize;
}
if(KEY_DOWN_NOW(BUTTON_RIGHT)) {
player.x += 2;
if(player.x > 240)
return STATE3;
}
if(KEY_DOWN_NOW(BUTTON_LEFT)) {
if(player.x - 1 > 2)
player.x -= 2;
}
if (KEY_DOWN_NOW(BUTTON_SELECT)) {
return START;
}
//PLAYER VERTICAL MOVEMENT
if (player.y > destination) {
player.y -= 2;//go up
if (player.y <= destination || player.y - 1 < 40) {
destination = destination + jumpsize;
}
} else if (player.y < destination) {
if (player.y != destination && player.y + 1 < mapobs.y) {
player.y += 2;
if (player.y == destination) {
player.jumping = 0;
}
}
}
//player win check
if (player.x > 240 - player.width * 1.5) {
return STATE3;
}
//movement/collision for enemy 1, 2, and 3
for (int i = 0; i < 3; i++) {
//collision detection
if (flock[i].x >= player.x
&& flock[i].x <= player.x + player.width
&& flock[i].y + 1 >= player.y
&& flock[i].y <= player.y + player.height) {
player.lives -= 1;
if (player.lives <= 0) {
return STATE4;
} else {
return gameStart(player.lives, 1, difficulty);
}
break;
}
//y movement
if (flock[i].x == 0) {
int range = player.height;
flock[i].y = (rand() % range) + (130 - jumpsize - enemy.height);
}
//x movement
if (flock[i].x == 0) {
flock[i].x = 240;
} else {
if (time % (5 - difficulty) == 0 || time < difficulty) {
flock[i].x -= 2;
}
}
}
//set 1 of 3 to always be below player height,
//in case rand() puts other 2 above him
flock[1].y = 125;
//DRAW CONTENT TO SCREEN
waitForVblank();
//bg, heart, and player
drawImage3(0, 65, 240, 65, &bg_data[240*65]);
drawImage3(player.x, player.y, PERSON_WIDTH, PERSON_HEIGHT, person_data);
//enemies/obstacles
for (unsigned int i = 0; i < (sizeof(flock)/sizeof(enemy)); i++) {
if (flock[i].x > flock[i].width && flock[i].x < 240 - flock[i].width) {
drawRect(flock[i].y,flock[i].x,flock[i].height,flock[i].width,flock[i].color);
}
}
//DELAY AFTER START, DEATH, AND RESUME
if (init) {
delay(1);
init = 0;
}
//PREVENT HOLD JUMP
if (!(KEY_DOWN_NOW(BUTTON_UP) || KEY_DOWN_NOW(BUTTON_A))) {
wait = 0;
}
}
}