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level.c
137 lines (114 loc) · 2.65 KB
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level.c
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#include <stdio.h>
#include <stdlib.h>
#include <allegro5/allegro.h>
#include <allegro5/allegro_font.h>
#include <allegro5/allegro_ttf.h>
#include "asteroid.h"
#include "asteroids.h"
#include "saucer.h"
#include "list.h"
#include "level.h"
ALLEGRO_FONT *large_font;
static void
draw_score(unsigned long int score)
{
char score_s[20];
sprintf(score_s, "%02lu", score);
al_draw_text(large_font,
al_map_rgb(WHITE),
SCORE_X,
SCORE_Y,
ALLEGRO_ALIGN_RIGHT,
score_s);
}
LEVEL *
level_create(uint8_t level_number, unsigned long int score)
{
LEVEL *level = malloc(sizeof(LEVEL));
level->asteroids = NULL;
level->saucer = NULL;
level->number = level_number;
level->saucer_seen = 0;
level->playable = true;
level->score = score;
uint8_t n_create;
switch(level_number) {
case 0: /* home screen */
level->playable = false;
n_create = 6;
break;
case 1:
n_create = 4;
break;
case 2:
n_create = 6;
break;
case 3:
n_create = 8;
break;
case 4:
n_create = 10;
break;
case 5:
n_create = 12;
break;
default:
n_create = MAX_START_ASTEROIDS;
}
for(int i = 0; i < n_create; i++)
level->asteroids = list_append(level->asteroids, asteroid_create(ASTEROID_LARGE));
return level;
}
void
level_draw(LEVEL *level)
{
draw_score(level->score);
asteroid_draw_list(level->asteroids);
if(level->saucer)
saucer_draw(level->saucer);
}
void
level_free(LEVEL *level)
{
LIST *head = list_first(level->asteroids);
while(head) {
asteroid_free((ASTEROID *) head->data);
head = head->next;
}
list_free(level->asteroids);
free(level);
}
bool
level_init(void)
{
large_font = al_load_ttf_font("data/vectorb.ttf", 24, 0);
return true;
}
LEVEL *
level_next(LEVEL *level)
{
LEVEL *old = level;
level = level_create(old->number + 1, old->score);
level_free(old);
al_rest(2.0);
return level;
}
LEVEL *
level_update(LEVEL *level, SHIP *ship, bool keys[], ALLEGRO_TIMER *timer)
{
int64_t time_count = al_get_timer_count(timer);
uint8_t next_saucer = abs(level->number + (-LEVEL_MAX)) * 1.3;
/* is it time to introduce a new saucer? */
if(!level->saucer)
if(seconds_elapsed(time_count - level->saucer_seen) > next_saucer)
level->saucer = saucer_new(SAUCER_LARGE, level->number, timer);
if(level->saucer) {
level->saucer = saucer_update(level->saucer, ship, timer);
level->saucer_seen = time_count;
/* saucer missiles */
if(!level->saucer->missile->active)
saucer_fire(level->saucer, ship, timer);
}
asteroid_update_list(level->asteroids);
return level;
}