Lebensanzeige bei 10 Leben richtig.
[hackover2013-badge-firmware.git] / badge / jumpnrun / jumpnrun.c
index ae0b80f..79fa6b3 100644 (file)
@@ -1,6 +1,7 @@
 #include "jumpnrun.h"
 #include "collision.h"
 #include "levels.h"
+#include "stats.h"
 
 #include "../ui/display.h"
 #include "../ui/event.h"
@@ -19,7 +20,7 @@ static fixed_point const accel_vert   =   FIXED_POINT_I(0, 167);
 static fixed_point const drag_factor  =   FIXED_POINT_I(0, 854);
 static fixed_point const speed_jump_x =   FIXED_POINT_I(0, 600);
 
-static vec2d const hacker_extent = { FIXED_INT_I(5), FIXED_INT_I(8) };
+vec2d hacker_extents(void) { return (vec2d) { FIXED_INT_I(5), FIXED_INT_I(8) }; }
 static vec2d const shot_spawn_inertia = { FIXED_POINT_I(0, 800), FIXED_POINT_I(0, -800) };
 
 static badge_sprite const anim_hacker[] = {
@@ -47,6 +48,10 @@ static badge_sprite const anim_hacker[] = {
   */
 };
 
+badge_sprite const *jumpnrun_hacker_symbol(void) {
+  return &anim_hacker[0];
+}
+
 static badge_sprite const anim_sickle[] = {
   { 3, 3, (uint8_t const *) "\xab\x01" },
   { 3, 3, (uint8_t const *) "\xee\x00" }
@@ -86,8 +91,8 @@ static inline int imax(int x, int y) {
 
 static inline fixed_point hacker_left  (vec2d const *pos, jumpnrun_game_state const *state) { (void) state; return pos->x; }
 static inline fixed_point hacker_top   (vec2d const *pos, jumpnrun_game_state const *state) { (void) state; return pos->y; }
-static inline fixed_point hacker_right (vec2d const *pos, jumpnrun_game_state const *state) { return fixed_point_add(hacker_left(pos, state), hacker_extent.x); }
-static inline fixed_point hacker_bottom(vec2d const *pos, jumpnrun_game_state const *state) { return fixed_point_add(hacker_top (pos, state), hacker_extent.y); }
+static inline fixed_point hacker_right (vec2d const *pos, jumpnrun_game_state const *state) { return fixed_point_add(hacker_left(pos, state), hacker_extents().x); }
+static inline fixed_point hacker_bottom(vec2d const *pos, jumpnrun_game_state const *state) { return fixed_point_add(hacker_top (pos, state), hacker_extents().y); }
 
 int jumpnrun_level_assert_left_side(jumpnrun_game_state const *state) {
   static int const lmargin = 20;
@@ -191,10 +196,10 @@ static void jumpnrun_apply_movement(jumpnrun_level      const *lv,
   }
 
   *inertia_mod = state->player.inertia;
-  collisions_tiles_displace(&new_pos, &state->player, lv, tilerange, inertia_mod);
+  bool killed = collisions_tiles_displace(&new_pos, &state->player, lv, tilerange, inertia_mod);
   state->player.inertia = *inertia_mod;
 
-  if(fixed_point_gt(state->player.current_box.pos.y, FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
+  if(killed || fixed_point_gt(state->player.current_box.pos.y, FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
     state->status = JUMPNRUN_DEAD;
   }
 }
@@ -221,19 +226,25 @@ void jumpnrun_level_tick(jumpnrun_level      *lv,
     }
 
     for(size_t item = 0; item < lv->header.item_count; ++item) {
-      int screenpos = fixed_point_cast_int(lv->items[item].pos.x) - state->left;
-      if(screenpos > -lv->items[item].type->sprite.width &&
+      jumpnrun_item *item_obj = &lv->items[item];
+
+      if(item_obj->flags & JUMPNRUN_ITEM_COLLECTED) {
+        continue;
+      }
+
+      int screenpos = fixed_point_cast_int(item_obj->pos.x) - state->left;
+      if(screenpos > -item_obj->type->sprite.width &&
          screenpos < BADGE_DISPLAY_WIDTH) {
-        rectangle item_rect = rect_from_item(&lv->items[item]);
+        rectangle item_rect = rect_from_item(item_obj);
 
         if(rectangle_intersect(&state->player.current_box, &item_rect)) {
-          lv->items[item].type->on_collect(state);
+          item_obj->type->on_collect(item_obj, state, lv);
         }
 
         badge_framebuffer_blt(&fb,
                               screenpos,
-                              fixed_point_cast_int(lv->items[item].pos.y),
-                              &lv->items[item].type->sprite,
+                              fixed_point_cast_int(item_obj->pos.y),
+                              &item_obj->type->sprite,
                               0);
       }
     }
@@ -332,13 +343,38 @@ uint8_t jumpnrun_play(char const *lvname) {
   jumpnrun_game_state gs;
   memset(&gs, 0, sizeof(gs));
 
-  gs.player.current_box = rectangle_new(lv.start_pos, hacker_extent);
+  for(gs.lives = 99; gs.status != JUMPNRUN_WON && gs.lives != 0; --gs.lives) {
+    jumpnrun_show_lives_screen(&gs);
+
+    for(uint8_t i = 0; i < 75; ) {
+      badge_event_t ev = badge_event_wait();
+      if(badge_event_type(ev) == BADGE_EVENT_GAME_TICK) {
+        ++i;
+      } else if(i > 25) {
+        uint8_t old_state = badge_event_old_input_state(ev);
+        uint8_t new_state = badge_event_new_input_state(ev);
+        uint8_t new_buttons = new_state & (old_state ^ new_state);
+
+        if(new_buttons != 0) break;
+      }
+    }
+
+    gs.status = JUMPNRUN_PLAYING;
+    gs.left = 0;
+    memset(&gs.player, 0, sizeof(gs.player));
+    memset(&gs.shots , 0, sizeof(gs.shots ));
+    gs.player.current_box = rectangle_new(lv.start_pos,
+                                          hacker_extents());
+
+    for(size_t i = 0; i < lv.header.enemy_count; ++i) {
+      lv.enemies[i].flags = 0;
+    }
 
-  while(gs.status == JUMPNRUN_PLAYING) {
-    badge_event_t ev = badge_event_wait();
+    while(gs.status == JUMPNRUN_PLAYING) {
+      badge_event_t ev = badge_event_wait();
 
-    switch(badge_event_type(ev)) {
-    case BADGE_EVENT_USER_INPUT:
+      switch(badge_event_type(ev)) {
+      case BADGE_EVENT_USER_INPUT:
       {
         uint8_t old_state = badge_event_old_input_state(ev);
         uint8_t new_state = badge_event_new_input_state(ev);
@@ -360,11 +396,12 @@ uint8_t jumpnrun_play(char const *lvname) {
 
         break;
       }
-    case BADGE_EVENT_GAME_TICK:
+      case BADGE_EVENT_GAME_TICK:
       {
         jumpnrun_level_tick(&lv, &gs);
         break;
       }
+      }
     }
   }
 
This page took 0.032148 seconds and 4 git commands to generate.