Example #1
0
File: game.c Project: rlk/neverball
static int game_update_state(float dt)
{
    static float t = 0.f;

    struct s_vary *fp = &file.vary;
    float p[3];

    if (dt > 0.f)
        t += dt;
    else
        t = 0.f;

    /* Test for a switch. */

    if (sol_swch_test(fp, ball) == SWCH_INSIDE)
        audio_play(AUD_SWITCH, 1.f);

    /* Test for a jump. */

    if (jump_e == 1 && jump_b == 0 && (sol_jump_test(fp, jump_p, ball) ==
                                       JUMP_INSIDE))
    {
        jump_b  = 1;
        jump_e  = 0;
        jump_dt = 0.f;

        audio_play(AUD_JUMP, 1.f);
    }
    if (jump_e == 0 && jump_b == 0 && (sol_jump_test(fp, jump_p, ball) ==
                                       JUMP_OUTSIDE))
    {
        jump_e = 1;
    }

    /* Test for fall-out. */

    if (fp->uv[ball].p[1] < -10.f)
        return GAME_FALL;

    /* Test for a goal or stop. */

    if (t > 1.f && sol_goal_test(fp, p, ball))
    {
        t = 0.f;
        return GAME_GOAL;
    }

    if (t > idle_t)
    {
        t = 0.f;
        return GAME_STOP;
    }

    return GAME_NONE;
}
Example #2
0
static int game_update_state(void)
{
    struct s_file *fp = &file;
    float p[3];
    float c[3];
    int n, e = swch_e;

    /* Test for a coin grab and a possible 1UP. */

    if ((n = sol_coin_test(fp, p, COIN_RADIUS)) > 0)
    {
        coin_color(c, n);
        part_burst(p, c);

        if (level_score(n))
            goal_e = 1;
    }

    /* Test for a switch. */

    if ((swch_e = sol_swch_test(fp, swch_e, 0)) != e && e)
        audio_play(AUD_SWITCH, 1.f);

    /* Test for a jump. */

    if (jump_e == 1 && jump_b == 0 && sol_jump_test(fp, jump_p, 0) == 1)
    {
        jump_b  = 1;
        jump_e  = 0;
        jump_dt = 0.f;
        
        audio_play(AUD_JUMP, 1.f);
    }
    if (jump_e == 0 && jump_b == 0 && sol_jump_test(fp, jump_p, 0) == 0)
        jump_e = 1;

    /* Test for a goal. */

    if (goal_e && sol_goal_test(fp, p, 0))
        return GAME_GOAL;

    /* Test for time-out. */

    if (my_clock <= 0.f)
        return GAME_TIME;

    /* Test for fall-out. */

    if (fp->uv[0].p[1] < fp->vv[0].p[1])
        return GAME_FALL;

    return GAME_NONE;
}
Example #3
0
static int game_update_state(int bt)
{
    struct b_goal *zp;
    int hi;

    float p[3];

    /* Test for an item. */

    if (bt && (hi = sol_item_test(&vary, p, ITEM_RADIUS)) != -1)
    {
        struct v_item *hp = vary.hv + hi;

        game_cmd_pkitem(hi);

        grow_init(&vary, hp->t);

        if (hp->t == ITEM_COIN)
        {
            coins += hp->n;
            game_cmd_coins();
        }

        audio_play(AUD_COIN, 1.f);

        /* Discard item. */

        hp->t = ITEM_NONE;
    }

    /* Test for a switch. */

    if (sol_swch_test(&vary, 0) == SWCH_INSIDE)
        audio_play(AUD_SWITCH, 1.f);

    /* Test for a jump. */

    if (jump_e == 1 && jump_b == 0 && (sol_jump_test(&vary, jump_p, 0) ==
                                       JUMP_INSIDE))
    {
        jump_b  = 1;
        jump_e  = 0;
        jump_dt = 0.f;

        audio_play(AUD_JUMP, 1.f);

        game_cmd_jump(1);
    }
    if (jump_e == 0 && jump_b == 0 && (sol_jump_test(&vary, jump_p, 0) ==
                                       JUMP_OUTSIDE))
    {
        jump_e = 1;
        game_cmd_jump(0);
    }

    /* Test for a goal. */

    if (bt && goal_e && (zp = sol_goal_test(&vary, p, 0)))
    {
        audio_play(AUD_GOAL, 1.0f);
        return GAME_GOAL;
    }

    /* Test for time-out. */

    if (bt && timer_down && timer <= 0.f)
    {
        audio_play(AUD_TIME, 1.0f);
        return GAME_TIME;
    }

    /* Test for fall-out. */

    if (bt && (vary.base->vc == 0 || vary.uv[0].p[1] < vary.base->vv[0].p[1]))
    {
        audio_play(AUD_FALL, 1.0f);
        return GAME_FALL;
    }

    return GAME_NONE;
}