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#include "asset.h"
#include "enemy.h"
#include "game.h"
#include "platform.h"
#include "sprite.h"
#include "standard.h"
#include "systems.h"
static void menu_new(Menu* menu) {
Game* game;
game = menu->ptr;
game_change_state(game, game_state_game);
}
static void menu_restart(Menu* menu) {
Game* game;
game = menu->ptr;
game_change_state(game, game_state_game);
}
static void menu_main_menu(Menu* menu) {
Game* game;
game = menu->ptr;
game_change_state(game, game_state_menu);
}
static void menu_quit(Menu* menu) {
(void)menu;
platform_quit();
}
static void menu_credits(Menu* menu) {
Game* game;
game = menu->ptr;
game_change_state(game, game_state_credits);
}
static void menu_init(Game* game) {
const BM_Font* font;
font = get_default_font();
init_menu(&game->menu, game);
menu_add(&game->menu, "New", menu_new, font);
menu_add(&game->menu, "Continue", 0, font);
menu_add(&game->menu, "Credits", menu_credits, font);
menu_add(&game->menu, "Quit", menu_quit, font);
}
static void menu_update(Game* game) {
const Sprite* msg;
const Bitmap* bmp;
int y;
update_menu(&game->menu);
y = game->menu.y;
msg = get_sprite(sprite_author);
bmp = get_bitmap(msg->bitmap);
render_bitmap(
bmp,
renderer_w / 2 - msg->rect.w / 2,
renderer_h - 26,
&msg->rect
);
msg = get_sprite(sprite_free);
bmp = get_bitmap(msg->bitmap);
render_bitmap(
bmp,
renderer_w / 2 - msg->rect.w / 2,
renderer_h - 15,
&msg->rect
);
/* Logo. */
msg = get_sprite(sprite_logo);
bmp = get_bitmap(msg->bitmap);
render_bitmap(
bmp,
renderer_w / 2 - msg->rect.w / 2,
y - msg->rect.h - 8,
&msg->rect
);
render_menu(&game->menu, get_default_font());
}
static void menu_deinit(Game* game) {
}
static void gameplay_init(Game* game) {
seed_rng(500);
init_world(&game->world);
init_map(&game->world.map, &game->world);
init_player(&game->world.player, &game->world);
new_skull(&game->world, 0, 0);
}
static void render_hud(Game* game) {
int i;
const Sprite* heart_sprite;
const Bitmap* heart_bitmap;
World* world;
Player* player;
world = &game->world;
player = &world->player;
heart_sprite = get_sprite(sprite_heart_full);
heart_bitmap = get_bitmap(heart_sprite->bitmap);
for (i = 0; i < player->hp; i++) {
render_bitmap(
heart_bitmap,
1 + i * (heart_sprite->rect.w + 1),
1,
&heart_sprite->rect
);
}
heart_sprite = get_sprite(sprite_heart_empty);
heart_bitmap = get_bitmap(heart_sprite->bitmap);
for (; i < player_max_hp; i++) {
render_bitmap(
heart_bitmap,
1 + i * (heart_sprite->rect.w + 1),
1,
&heart_sprite->rect
);
}
}
static void gameplay_update(Game* game) {
int cx, cy, i;
World* world;
Player* player;
cx = game->world.cam_x;
cy = game->world.cam_y;
world = &game->world;
player = &world->player;
update_player(player, world);
enemy_system(world);
bullet_system(world);
collision_system(world);
animation_system(world);
render_map(&world->map, cx, cy);
update_camera(player, world);
sprite_system(world);
render_hud(game);
}
static void gameplay_deinit(Game* game) {
}
static void credits_init(Game* game) {
}
static void credits_update(Game* game) {
}
static void credits_deinit(Game* game) {
}
static void dead_init(Game* game) {
const BM_Font* font = get_default_font();
init_menu(&game->menu, game);
menu_add(&game->menu, "Restart", menu_restart, font);
menu_add(&game->menu, "Main Menu", menu_main_menu, font);
}
static void dead_update(Game* game) {
const BM_Font* font;
int cx, cy;
font = get_default_font();
update_menu(&game->menu);
cx = game->world.cam_x;
cy = game->world.cam_y;
render_map(&game->world.map, cx, cy);
sprite_system(&game->world);
rfont_text(
font,
renderer_w / 2 - 40,
game->menu.y - 15,
"You died"
);
render_menu(&game->menu, get_default_font());
}
static void dead_deinit(Game* game) {
}
static const Game_State_Fns game_state_fns[] = {
/* game_state_menu */
{
menu_init,
menu_update,
menu_deinit
},
/* game_state_game */
{
gameplay_init,
gameplay_update,
gameplay_deinit
},
/* game_state_credits */
{
credits_init,
credits_update,
credits_deinit
},
/* game_state_dead */
{
dead_init,
dead_update,
dead_deinit
}
};
static const Game_State_Fns* get_state_fns(Game_State state) {
return &game_state_fns[state];
}
void game_init(Game* game, Game_State state) {
game->state = state;
game->fns = get_state_fns(state);
game->fns->state_init(game);
}
void game_update(Game* game) {
game->fns->state_update(game);
}
void game_deinit(Game* game) {
game->fns->state_deinit(game);
}
void game_change_state(Game* game, Game_State state) {
game->fns->state_deinit(game);
game->state = state;
game->fns = get_state_fns(state);
game->fns->state_init(game);
}
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