Exemple #1
0
bool FadeOut(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
	if (!action->arguments) {
		action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float)));
		action->arguments = TM_AddToArgs(action->arguments, (void*)al_create_bitmap(game->viewportWidth, game->viewportHeight));
	}
	float* fadeloop;
	ALLEGRO_BITMAP* fade_bitmap;
	fadeloop = (float*)action->arguments->value;
	fade_bitmap = (ALLEGRO_BITMAP*)action->arguments->next->value;
	if (state == TM_ACTIONSTATE_INIT) {
		*fadeloop = 0;
		al_set_target_bitmap(fade_bitmap);
		al_clear_to_color(al_map_rgb(0,0,0));
		al_set_target_bitmap(al_get_backbuffer(game->display));
	} else if (state == TM_ACTIONSTATE_RUNNING) {
		*fadeloop+=10;
		if (*fadeloop>=256) return true;
	} else if (state == TM_ACTIONSTATE_DRAW) {
		al_draw_tinted_bitmap(fade_bitmap,al_map_rgba_f(1,1,1,*fadeloop/255.0),0,0,0);
	} else if (state == TM_ACTIONSTATE_DESTROY) {
		PrintConsole(game, "Leaving level with %d HP", (int)(game->level.hp*100));
		al_destroy_bitmap(fade_bitmap);
		free(fadeloop);
		Level_Unload(game);
		game->gamestate = GAMESTATE_LOADING;
		game->loadstate = GAMESTATE_MAP;
		TM_DestroyArgs(action->arguments);
		action->arguments = NULL;
	}
	return false;
}
Exemple #2
0
bool FadeIn(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
	if (!action->arguments) {
		action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float)));
		action->arguments = TM_AddToArgs(action->arguments, (void*)al_create_bitmap(game->viewportWidth, game->viewportHeight));
	}
	float* fadeloop;
	ALLEGRO_BITMAP* fade_bitmap;
	fadeloop = (float*)action->arguments->value;
	fade_bitmap = (ALLEGRO_BITMAP*)action->arguments->next->value;
	if (state == TM_ACTIONSTATE_INIT) {
		*fadeloop = 255;
		al_set_target_bitmap(fade_bitmap);
		al_clear_to_color(al_map_rgb(0,0,0));
		al_set_target_bitmap(al_get_backbuffer(game->display));
	} else if (state == TM_ACTIONSTATE_RUNNING) {
		*fadeloop-=10;
		if (*fadeloop<=0) return true;
	} else if (state == TM_ACTIONSTATE_DRAW) {
		al_draw_tinted_bitmap(fade_bitmap,al_map_rgba_f(1,1,1,*fadeloop/255.0),0,0,0);
	} else if (state == TM_ACTIONSTATE_DESTROY) {
		al_destroy_bitmap(fade_bitmap);
		free(fadeloop);
		TM_DestroyArgs(action->arguments);
		action->arguments = NULL;
		al_play_sample_instance(game->level.music);
	}
	return false;
}
Exemple #3
0
bool Welcome(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
	float* tmp; bool* in;
	if (!action->arguments) {
		action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float)));
		action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(bool)));
	}
	tmp = (float*)action->arguments->value;
	in = (bool*)action->arguments->next->value;
	if (state == TM_ACTIONSTATE_INIT) {
		*tmp = 0;
		*in = true;
		/*PrintConsole(game, "WELCOME INIT");*/
	}
	else if (state == TM_ACTIONSTATE_RUNNING) {
		/*PrintConsole(game, "WELCOME RUNNING FADE=%f, IN=%d", *in); */
		float fade = *tmp;
		if (fade>255) fade=255;
		if (*tmp > 2048) { *tmp=255; *in=false; }
		if (*in) {
			*tmp+=10;
		} else {
			*tmp-=10;
			if (*tmp<=0) { return true; }
		}
	} else if (state == TM_ACTIONSTATE_DRAW) {
		al_draw_tinted_bitmap(game->level.welcome, al_map_rgba_f(*tmp/255.0,*tmp/255.0,*tmp/255.0,*tmp/255.0), 0, 0, 0);
	} else if (state == TM_ACTIONSTATE_DESTROY) {
		free(action->arguments->value);
		free(action->arguments->next->value);
		TM_DestroyArgs(action->arguments);
		action->arguments = NULL;
	}
	return false;
}
Exemple #4
0
bool Letter(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
	if (state == TM_ACTIONSTATE_INIT) {
		float* f = (float*)malloc(sizeof(float));
		*f = 0;
		ALLEGRO_AUDIO_STREAM** stream = (ALLEGRO_AUDIO_STREAM**)malloc(sizeof(ALLEGRO_AUDIO_STREAM*));
		*stream = al_load_audio_stream(GetDataFilePath(GetLevelFilename(game, "levels/?/letter.flac")), 4, 1024);
		al_attach_audio_stream_to_mixer(*stream, game->audio.voice);
		al_set_audio_stream_playing(*stream, false);
		al_set_audio_stream_gain(*stream, 2.00);
		action->arguments = TM_AddToArgs(action->arguments, (void*)f);
		action->arguments = TM_AddToArgs(action->arguments, (void*)stream);
		action->arguments->next->next = NULL;
	} else if (state == TM_ACTIONSTATE_DESTROY) {
		ALLEGRO_AUDIO_STREAM** stream = (ALLEGRO_AUDIO_STREAM**)action->arguments->next->value;
		al_set_audio_stream_playing(*stream, false);
		al_destroy_audio_stream(*stream);
		free(action->arguments->next->value);
		free(action->arguments->value);
		TM_DestroyArgs(action->arguments);
	} else if (state == TM_ACTIONSTATE_DRAW) {
		float* f = (float*)action->arguments->value;
		al_draw_tinted_bitmap(game->level.letter, al_map_rgba(*f,*f,*f,*f), (game->viewportWidth-al_get_bitmap_width(game->level.letter))/2.0, al_get_bitmap_height(game->level.letter)*-0.05, 0);
		return false;
	} else if (state == TM_ACTIONSTATE_PAUSE) {
		ALLEGRO_AUDIO_STREAM** stream = (ALLEGRO_AUDIO_STREAM**)action->arguments->next->value;
		al_set_audio_stream_playing(*stream, false);
	}	else if ((state == TM_ACTIONSTATE_RESUME) || (state == TM_ACTIONSTATE_START)) {
		ALLEGRO_AUDIO_STREAM** stream = (ALLEGRO_AUDIO_STREAM**)action->arguments->next->value;
		al_set_audio_stream_playing(*stream, true);
	}
	if (state != TM_ACTIONSTATE_RUNNING) return false;

	float* f = (float*)action->arguments->value;
	*f+=5;
	if (*f>255) *f=255;
	al_draw_tinted_bitmap(game->level.letter, al_map_rgba(*f,*f,*f,*f), (game->viewportWidth-al_get_bitmap_width(game->level.letter))/2.0, al_get_bitmap_height(game->level.letter)*-0.05, 0);
	struct ALLEGRO_KEYBOARD_STATE keyboard;
	al_get_keyboard_state(&keyboard);
	// FIXME: do it the proper way
	if (al_key_down(&keyboard, ALLEGRO_KEY_ENTER)) {
		return true;
	}
	return false;
}
Exemple #5
0
void Gamestate_Start(struct Game *game, struct GamestateResources* data) {
	data->pos = 1;
	data->fade = 0;
	data->tan = 64;
	data->tick = 0;
	data->fadeout = false;
	data->underscore=true;
	strcpy(data->text, "#");
	TM_AddDelay(data->timeline, 300);
	TM_AddQueuedBackgroundAction(data->timeline, FadeIn, TM_AddToArgs(NULL, 1, data), 0, "fadein");
	TM_AddDelay(data->timeline, 1500);
	TM_AddAction(data->timeline, Play, TM_AddToArgs(NULL, 1, data->kbd), "playkbd");
	TM_AddQueuedBackgroundAction(data->timeline, Type, TM_AddToArgs(NULL, 1, data), 0, "type");
	TM_AddDelay(data->timeline, 3200);
	TM_AddAction(data->timeline, Play, TM_AddToArgs(NULL, 1, data->key), "playkey");
	TM_AddDelay(data->timeline, 50);
	TM_AddAction(data->timeline, FadeOut, TM_AddToArgs(NULL, 1, data), "fadeout");
	TM_AddDelay(data->timeline, 1000);
	TM_AddAction(data->timeline, End, NULL, "end");
	al_play_sample_instance(data->sound);
}
Exemple #6
0
bool Type(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
	struct GamestateResources *data = TM_GetArg(action->arguments, 0);
	if (state == TM_ACTIONSTATE_RUNNING) {
		strncpy(data->text, text, data->pos++);
		data->text[data->pos] = 0;
		if (strcmp(data->text, text) != 0) {
			TM_AddBackgroundAction(data->timeline, Type, TM_AddToArgs(NULL, 1, data), 60 + rand() % 60, "type");
		} else{
			al_stop_sample_instance(data->kbd);
		}
		return true;
	}
	return false;
}
Exemple #7
0
bool GenerateObstacles(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
	int* count;
	if (!action->arguments) {
		action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(int)));
	}
	count = (int*)action->arguments->value;
	if (state == TM_ACTIONSTATE_INIT) {
		*count = 0;
	}
	else if (state == TM_ACTIONSTATE_RUNNING) {
		if (rand()%(10000/(int)(85*game->level.speed_modifier))<=3) {
			PrintConsole(game, "OBSTACLE %d", *count);
			(*count)++;
			struct Obstacle *obst = malloc(sizeof(struct Obstacle));
			obst->prev = NULL;
			obst->x = 100;
			obst->y = (rand()%91)-1;
			obst->speed = 1;
			obst->points = -10;
			obst->hit = false;
			obst->rows = 1;
			obst->cols = 1;
			obst->pos = 0;
			obst->blanks = 0;
			obst->anim_speed = 0;
			obst->tmp_pos = 0;
			obst->angle = 0;
			if (rand()%100<=50) {
				obst->callback= NULL;
				obst->data = NULL;
				obst->points = -5;
				obst->bitmap = &(game->level.dodger.obst_bmps.badmuffin);
			} else if (rand()%100<=12) {
				obst->callback= &Obst_RotateSin;
				obst->data = malloc(sizeof(float));
				*((float*)obst->data) = 0;
				obst->points = 8;
				obst->bitmap = &(game->level.dodger.obst_bmps.muffin);
			} else if (rand()%100<=12) {
				obst->callback= &Obst_RotateSin;
				obst->data = malloc(sizeof(float));
				*((float*)obst->data) = 0;
				obst->points = 4;
				obst->bitmap = &(game->level.dodger.obst_bmps.cherry);
			} else if (rand()%100<=65) {
				obst->callback= &Obst_MoveUp;
				if (rand()%100<=80) obst->bitmap = &(game->level.dodger.obst_bmps.pie1);
				else {
					obst->bitmap = &(game->level.dodger.obst_bmps.pie2);
					obst->points = -12;
				}
				obst->data = malloc(sizeof(float));
				*((float*)obst->data) = 0.25+(rand()%50/100.0);
				obst->y*=1.8;
				obst->angle = ((rand()%50)/100.0)-0.25;
			} else if (rand()%100<=80) {
				obst->callback = &Obst_MoveSin;
				obst->data = malloc(sizeof(float));
				*((float*)obst->data) = 0;
				obst->bitmap = &(game->level.dodger.obst_bmps.pig);
				obst->rows = 3;
				obst->cols = 3;
				obst->speed = 1.2;
				obst->anim_speed = 2;
				obst->points = -20;
			} else {
				obst->callback = &Obst_MoveUpDown;
				obst->bitmap = &(game->level.dodger.obst_bmps.screwball);
				obst->data = malloc(sizeof(bool));
				*((bool*)obst->data) = rand()%2;
				obst->rows = 4;
				obst->cols = 4;
				obst->speed = 1.1;
				obst->anim_speed = 2;
				obst->points = -25;
			}
			if (game->level.dodger.obstacles) {
				game->level.dodger.obstacles->prev = obst;
				obst->next = game->level.dodger.obstacles;
			} else {
				obst->next = NULL;
			}
			game->level.dodger.obstacles = obst;
			if (*count > 128) return true;
		}
	} else if (state == TM_ACTIONSTATE_DESTROY) {
		free(action->arguments->value);
		TM_DestroyArgs(action->arguments);
		action->arguments = NULL;
	}
	return false;
}