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Copy pathmain.c
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275 lines (235 loc) · 11.2 KB
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#include <SDL.h>
#include "initSnake.h"
#include "game.h"
#include "draw.h"
#include "colors.h"
#include "time.h"
void DrawDebug(SDL_Surface *screen, game_t game);
void UpdateOrange(SDL_Surface *screen, game_t *game, int delta);
void UpdateAcceleration(uint32_t *acceleration, snake_t *snake, config_t config);
void CheckCollisions(game_t *game);
void HandleNewScore(SDL_Surface *screen, game_t *game);
int main(int argc, char *argv[]) {
game_t game = initGame();
uint32_t tickPrevious = 0, pauseTime = 0;
int delta = 0;
SDL_Surface *screen = SDL_GetWindowSurface(game.window);
SDL_Texture *texture = SDL_CreateTextureFromSurface(game.renderer, screen);
while (game.state != QUIT) {
FillScreen(screen, BROWN);
DrawTopBar(screen, game.charset, game.clock.delta, game.state, game.score);
DrawColorBox(screen, game.charset,
(SDL_Rect) {game.area.x - CHAR_SIZE, game.area.y - CHAR_SIZE,
game.area.w + 2 * CHAR_SIZE, game.area.h + 2 * CHAR_SIZE}, 0, GRASS);
if (game.clock.notification > 0) {
game.clock.notification -= delta;
DrawString(screen, game.charset, screen->w / 2 - 7.5 * CHAR_SIZE, 5.5 * CHAR_SIZE, "[SAVED TO FILE]");
} else
game.clock.notification = 0;
if (game.automatic)
DrawString(screen, game.charset, screen->w / 2 - 5 * CHAR_SIZE, 5.5 * CHAR_SIZE, "[AUTOPLAY]");
DrawFruitPoints(screen, game.charset, game.objectMap, game.area, game.config);
if (DEBUG) DrawDebug(screen, game);
HandleInput(&game);
switch (game.state) {
case INFO:
DrawHelp(screen, game.charset);
break;
case NEW_GAME:
DrawGame(screen, game.charset, game, &game.clock.animation);
ResetTime(&game.clock);
pauseTime = tickPrevious = 0;
game.inputState = NORMAL;
break;
case PLAY:
UpdateTime(&game.clock, &delta, &tickPrevious, pauseTime, game.inputState);
UpdateOrange(screen, &game, delta);
DrawGame(screen, game.charset, game, &game.clock.animation);
UpdateAcceleration(&game.clock.acceleration, &game.snake, game.config);
if (game.clock.move > game.snake.speed) {
game.clock.game += game.snake.speed;
game.clock.move -= game.snake.speed;
if (game.automatic)
GetAutoDirection(game.objectPos, &game.snake, game.automatic);
HandleMovement(&game.snake, game.area);
HandlePortals(&game.snake, &game.objectPos[PORTAL], game.config.portal_count);
CheckCollisions(&game);
}
break;
case GAME_OVER:
case WIN:
UpdateTime(&game.clock, &delta, &tickPrevious, pauseTime, game.inputState);
DrawGame(screen, game.charset, game, &game.clock.animation);
if (game.automatic)
DrawAutoFail(screen, game.charset, game.score, game.clock.game);
else
HandleNewScore(screen, &game);
break;
case LOAD:
DrawString(screen, game.charset, screen->w / 2 - 9 * CHAR_SIZE, 5.5 * CHAR_SIZE, "[LOADED FROM FILE]");
DrawGame(screen, game.charset, game, &game.clock.animation);
game.inputState = NORMAL;
pauseTime = tickPrevious = 0;
if (game.clock.orange > 0)
DrawProgressBar(screen, game.charset, game.area, game.clock.orange,
game.config.orange_delay, ORANGE_COLOR);
break;
case PAUSE:
DrawGame(screen, game.charset, game, &game.clock.animation);
if (game.clock.orange > 0)
DrawProgressBar(screen, game.charset, game.area, game.clock.orange,
game.config.orange_delay, ORANGE_COLOR);
pauseTime = SDL_GetTicks() - game.clock.start - game.clock.delta;
break;
case PAUSE_INFO:
DrawGame(screen, game.charset, game, &game.clock.animation);
if (game.clock.orange > 0)
DrawProgressBar(screen, game.charset, game.area, game.clock.orange,
game.config.orange_delay, ORANGE_COLOR);
pauseTime = SDL_GetTicks() - game.clock.start - game.clock.delta;
DrawHelp(screen, game.charset);
break;
case QUIT:
break;
}
SDL_UpdateTexture(texture, nullptr, screen->pixels, screen->pitch);
SDL_RenderCopy(game.renderer, texture, nullptr, nullptr);
SDL_RenderPresent(game.renderer);
}
SDL_Quit();
return 0;
}
#define BLINK_TIME 800 //milliseconds
void HandleNewScore(SDL_Surface *screen, game_t *game) {
switch (game->inputState) {
case NORMAL:
if (game->score < game->highScores[2].score) {
game->inputState = DONE;
break;
}
sprintf(game->highScores[3].name, "");
game->inputState = TEXT;
case TEXT:
const char *key = HandleKeyboard(&game->state);
char *name = game->highScores[3].name;
if (game->clock.animation < BLINK_TIME / 2)
DrawInput(screen, game->charset, name, 0);
else if (game->clock.animation < BLINK_TIME)
DrawInput(screen, game->charset, name, 1);
else game->clock.animation -= BLINK_TIME;
if (HandleScoreInput(key, name)) {
if (strlen(name) == 3) {
game->highScores[3].score = game->score;
UpdateScores(game->highScores);
}
game->inputState = DONE;
}
break;
case DONE:
if (game->state == GAME_OVER)
DrawGameOver(screen, game->charset, game->score, game->clock.game);
else if (game->state == WIN)
DrawWin(screen, game->charset, game->score, game->clock.game);
else
DrawString(screen, game->charset, game->area.w / 2 - 15 * CHAR_SIZE, game->area.h / 2,
"HUH?! This should be impossible");
DrawScores(screen, game->charset, game->highScores);
break;
}
}
void UpdateOrange(SDL_Surface *screen, game_t *game, int delta) {
clock_t *clock = &game->clock;
config_t config = game->config;
if (clock->orange < 0) {
clock->orange += delta;
if (clock->orange == 0) {
if (rand() % 100 < config.orange_chance) {
PlaceObject(game, ORANGE);
clock->orange = config.orange_delay;
if (game->automatic)
SaveGame(*game);
} else clock->orange = -config.orange_delay / 2;
}
} else if (clock->orange > 0) {
DrawProgressBar(screen, game->charset, game->area, clock->orange,
config.orange_delay, ORANGE_COLOR);
clock->orange -= delta;
if (clock->orange == 0) {
RemoveObject(game, ORANGE);
clock->orange = -config.orange_delay;
}
}
}
void UpdateAcceleration(uint32_t *acceleration, snake_t *snake, config_t config) {
if (*acceleration > config.acceleration_interval &&
snake->speed > config.max_speed) {
snake->speed *= config.acceleration;
*acceleration -= config.acceleration_interval;
} else if (snake->speed < config.max_speed)
snake->speed = config.max_speed;
}
void CheckCollisions(game_t *game) {
config_t config = game->config;
CheckFruitCollision(game);
if (game->snake.length == config.width * config.height) game->state = WIN;
else if (CheckSelfCollision(&game->snake) || CheckBorderCollision(game->area, game->snake.pos[0])) {
if (game->automatic) {
if (game->automatic == 2) {
game->state = GAME_OVER;
return;
}
game->automatic = 2;
LoadGame(game);
} else
game->state = GAME_OVER;
}
}
void DrawDebug(SDL_Surface *screen, game_t game) {
char text[100];
//TOP DEBUG
sprintf(text, "SNAKE: HEAD %02dx%02d SPEED %f MOVE TIME %d LENGTH %d",
game.snake.pos->x, game.snake.pos->y, game.config.start_speed / (float) game.snake.speed,
game.snake.speed, game.snake.length);
DrawString(screen, game.charset, 10, 4.5 * CHAR_SIZE, text);
sprintf(text, "GAME AREA %02dx%02d WINDOW SIZE %dx%d", game.config.width, game.config.height,
screen->w, screen->h);
DrawString(screen, game.charset, 10, 5.5 * CHAR_SIZE, text);
sprintf(text, "INPUT STATE %s", GetInputStateKey(game.inputState));
DrawString(screen, game.charset, 10, 6.5 * CHAR_SIZE, text);
sprintf(text, "GAME STATE: %s", GetStateKey(game.state));
DrawColorString(screen, game.charset, screen->w - (strlen(text) + 2) * CHAR_SIZE, 6.5 * CHAR_SIZE, text, YELLOW);
//BOTTOM DEBUG
sprintf(text, "GAME %u DELTA %u ANIMATION %3u MOVE %u", game.clock.game, game.clock.delta, game.clock.animation,
game.clock.move);
DrawString(screen, game.charset, 10, screen->h - 3.5 * CHAR_SIZE, text);
if (game.clock.orange > 0)
sprintf(text, "ORANGE TIMER %d ORANGE CHANCE %d ORANGE PROGRESS %.2f",
game.clock.orange, game.config.orange_chance,
game.clock.orange / (float) game.config.orange_delay);
else sprintf(text, "ORANGE TIMER %d ORANGE CHANCE %d", game.clock.orange, game.config.orange_chance);
DrawString(screen, game.charset, 10, screen->h - 2.5 * CHAR_SIZE, text);
sprintf(text, "APPLE POS %02dx%02d ORANGE POS %02dx%02d",
game.objectPos[APPLE].x, game.objectPos[APPLE].y,
game.objectPos[ORANGE].x, game.objectPos[ORANGE].y);
DrawString(screen, game.charset, 10, screen->h - 1.5 * CHAR_SIZE, text);
if (DEBUG == 2) {
//CONFIG
sprintf(text, "CONFIG %02dx%02d", game.config.width, game.config.height);
DrawString(screen, game.charset, 30, screen->h - 13 * CHAR_SIZE,
text);
//SNEK POS
DrawString(screen, game.charset, 30, screen->h - 8.5 * CHAR_SIZE, "SNAKE POS:");
for (int i = 0; i < game.snake.length + 1 && i < game.config.width * game.config.height; i++) {
sprintf(text, "%02dx%02d", game.snake.pos[i].x, game.snake.pos[i].y);
DrawString(screen, game.charset, 30 + (i % 12) * 5.5 * CHAR_SIZE, screen->h - (7.5 - i / 12) * CHAR_SIZE,
text);
}
//PORTAL POS
DrawString(screen, game.charset, 30, screen->h - 11 * CHAR_SIZE, "PORTAL POS:");
for (int i = 2; i < 2 + game.config.portal_count * 2; i += 2) {
sprintf(text, "%02dx%02d=%02dx%02d", game.object[i].pos->x, game.object[i].pos->y,
game.object[i + 1].pos->x, game.object[i + 1].pos->y);
DrawString(screen, game.charset, 30 + (i / 2 - 1) * 12 * CHAR_SIZE, screen->h - 10 * CHAR_SIZE, text);
}
}
}