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gamelogic.c
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gamelogic.c
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#include <stdbool.h>
#include "libs/SMSlib.h"
#include "gamelogic.h"
#include "resources.h"
#include "spriteengine.h"
#include "soundengine.h"
#include "player.h"
#include "enemy.h"
#include "montylib.h"
unsigned char game_status;
unsigned int score;
bool scroll_enabled;
void init_game() {
init_console();
}
void play_game(){
logo_screen();
fnaclogo_screen();
presentation_screen();
while(game_status != GAME_STATUS_GAME_OVER) {
game_loop();
}
}
void logo_screen() {
load_logo_assets();
load_background_blackpalette();
frame_cnt = 0;
play_logo_music();
while (frame_cnt < 300) {
frame_cnt++;
if(frame_cnt == 25) {
load_logo_halfpalette();
}
if(frame_cnt == 50) {
load_logo_fullpalette();
}
if(frame_cnt == 250) {
load_logo_halfpalette();
}
if(frame_cnt == 275) {
load_background_blackpalette();
}
waitForFrame();
}
}
void fnaclogo_screen() {
load_fnaclogo_assets();
load_background_blackpalette();
frame_cnt = 0;
while (frame_cnt < 300) {
frame_cnt++;
if(frame_cnt == 25) {
load_fnaclogo_halfpalette();
}
if(frame_cnt == 50) {
load_fnaclogo_fullpalette();
}
if(frame_cnt == 250) {
load_fnaclogo_halfpalette();
}
if(frame_cnt == 275) {
load_background_blackpalette();
}
waitForFrame();
}
}
void presentation_screen() {
unsigned int keys;
load_presentation_assets();
load_background_blackpalette();
play_presentation_music();
frame_cnt = 0;
while (frame_cnt < 800) {
frame_cnt++;
if(frame_cnt == 25) {
load_presentation_halfpalette();
}
if(frame_cnt == 50) {
load_presentation_fullpalette();
}
if(frame_cnt == 750) {
load_presentation_halfpalette();
}
if(frame_cnt == 775) {
load_background_blackpalette();
}
keys = SMS_getKeysStatus();
if(keys & PORT_A_KEY_1 && (frame_cnt < 740)) {
frame_cnt = 740;
}
waitForFrame();
}
}
void game_loop() {
SMS_setBackdropColor(1);
load_level1_assets();
init_gamestatus();
init_level1_scroll();
play_game_music();
add_player(1);
//add_player(2);
frame_cnt = 0;
scroll_enabled = true;
while (1) {
if(!pause) {
execute_game_logic();
}
waitForFrame();
}
}
void init_gamestatus() {
game_status = GAME_STATUS_PLAYING;
score = 0;
}
void execute_game_logic() {
unsigned int keys;
switch (game_status) {
case GAME_STATUS_PLAYING:
//if(frame_cnt & 1) {
keys = SMS_getKeysStatus();
manage_input(keys);
//decide_action();
//} else {
update_resources();
//}
if(player1.vx > 0 && scroll_enabled) {
if(player1.entityreference->px > 200 && player1.xdirection == 1) {
update_scroll(UFIX2CHAR(player1.vx),0);
if(get_scroll_position_x() > 1200){
scroll_enabled = false;
//add_enemy(0);
}
update_player_positions(UFIX2CHAR(player1.vx),0);
} else if(player1.entityreference->px < 56 && player1.xdirection == -1) {
update_scroll(UFIX2CHAR(player1.vx)*-1,0);
update_player_positions(UFIX2CHAR(player1.vx)*-1,0);
} else {
update_player_positions(0,0);
}
} else {
update_player_positions(0,0);
}
frame_cnt++;
break;
default:
break;
}
}