예제 #1
0
void Loading_Draw(struct Game *game) {
	float fadeloop=0;
	while (fadeloop<256) {
		ALLEGRO_EVENT ev;
		al_wait_for_event(game->event_queue, &ev);
		if ((ev.type == ALLEGRO_EVENT_TIMER) && (ev.timer.source == game->timer)) {
			fadeloop+=10;
		}
		if (al_is_event_queue_empty(game->event_queue)) {
			al_draw_tinted_bitmap(game->loading.loading_bitmap,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),0,0,0);
			DrawConsole(game);
			al_flip_display();
		}
	}

	al_draw_bitmap(game->loading.loading_bitmap,0,0,0);

	al_stop_timer(game->timer);

	PreloadGameState(game, &Progress);

	al_wait_for_vsync();
	al_start_timer(game->timer);

	/*
	fadeloop=0;
	while (fadeloop<256) {
		ALLEGRO_EVENT ev;
		al_wait_for_event(game->event_queue, &ev);
		if ((ev.type == ALLEGRO_EVENT_TIMER) && (ev.timer.source == game->timer)) {
			fadeloop+=10;
		}
		if (al_is_event_queue_empty(game->event_queue)) {
			al_draw_bitmap(game->loading.loading_bitmap,0,0,0);
			al_draw_filled_rectangle(0, game->viewportHeight*0.985, game->viewportWidth, game->viewportHeight, al_map_rgba(255,255,255,255));
			al_draw_filled_rectangle(0, 0, game->viewportWidth, game->viewportHeight, al_map_rgba_f(0,0,0,fadeloop/255.0));

			DrawConsole(game);
			al_flip_display();
		}
	}
	al_clear_to_color(al_map_rgb(0,0,0));*/
	al_draw_bitmap(game->loading.image4,0,0,0);
	//DrawConsole(game);
	//al_flip_display();
	LoadGameState(game);
	al_draw_bitmap(game->loading.image4,0,0,0);

}
예제 #2
0
//Render for States
void
state_render ()
{
  if (state_switched)
    return;
  if (state_terminated)
    return;

  state_to_render = 1;
  state_to_force_render = 0;

//To Set up for Transition Render
  if (state_trans_curf >= 0)
    {
      if (rbufferorig == NULL)
	rbufferorig = al_clone_bitmap (rbuffer);
      if (transrbuffer == NULL)
	transrbuffer = al_clone_bitmap (rbuffer);
    }

//Common for All Games
  al_set_target_bitmap (rbuffer);
  handlers[state].proc_render ();

//Transition Render
  if (state_trans_curf >= 0 && state_trans_curf < state_trans_totf && strans
      && rbufferorig && transrbuffer)
    {
      strans (rbufferorig, rbuffer, transrbuffer, state_trans_curf++,
	      state_trans_totf);
      state_to_force_render = 1;
    }

//To Destroy Transition
  if (strans && (state_trans_curf >= state_trans_totf))
    {
      trans_stop ();
      state_to_force_render = 1;
    }

//Switch Modes
  if (state_to_switch_render)
    init_screen ();

//This is Because of GUI.    
  state_to_force_render = 1;

  if (state_to_force_render || state_to_switch_render || state_to_render)
    {
//Render to Screen
      al_set_target_backbuffer (screen);
      if (transrbuffer)
	blit (transrbuffer, 0, 0, 0, 0, xres, yres, 0);
      else
	blit (rbuffer, 0, 0, 0, 0, xres, yres, 0);
      gui_render ();
#ifdef LINUX
//VSync helped remove bad artifacts in Linux
      al_wait_for_vsync ();
#endif //LINUX
      al_flip_display ();
    }

  state_to_switch_render = 0;
}
예제 #3
0
파일: game.c 프로젝트: hiltonm/nostos
void game_loop (GAME *game)
{
    if (!game)
        return;

    ALLEGRO_KEYBOARD_STATE keyboard_state;
    ALLEGRO_EVENT event;
    ALLEGRO_FONT *font = al_load_font ("data/fixed_font.tga", 0, 0);
    SCENE *scene;
    SPRITE_ACTOR *actor;
    LIST_ITEM *item;

    AABB_COLLISIONS collisions;
    aabb_init_collisions (&collisions);

    AABB_COLLISIONS portal_collisions;
    aabb_init_collisions (&portal_collisions);

    AABB_COLLISIONS npc_collisions;
    aabb_init_collisions (&npc_collisions);

    int i = 0;
    bool redraw = true;
    float times[NTIMES] = {0};

    double frame_time, current_time, new_time, mean_frame_time;
    double fixed_dt = 1.0 / FPS, dt;
    double curfps = 0.0;

    current_time = al_get_time ();
    al_start_timer (game->timer);

    float fadeout_duration = 0;
    float fadein_duration = 0;
    SCENE_PORTAL *dest_portal = NULL;

    char *arrow_path = get_resource_path_str ("data/ui/smallarrow_down.png");
    ALLEGRO_BITMAP *sel_arrow = al_load_bitmap (arrow_path);

    while (game->running) {
        scene = game->current_scene;
        actor = game->current_actor;

        if (redraw) {
            al_clear_depth_buffer (0);
            tiled_draw_map_back (scene->map, game->screen.tint,
                                 game->screen.position.x, game->screen.position.y,
                                 game->screen.width, game->screen.height, 0, 0, 0);

            al_draw_textf (font, al_map_rgba_f (0.9, 0, 0, 1), 5, 5, 0, "FPS: %.2f", curfps);

            al_set_render_state (ALLEGRO_ALPHA_TEST, true);
            al_set_render_state (ALLEGRO_DEPTH_TEST, true);
            al_set_render_state (ALLEGRO_DEPTH_FUNCTION, ALLEGRO_RENDER_GREATER);

            al_hold_bitmap_drawing (true);
            sprite_draw (actor, &game->screen);
            item = _al_list_front (scene->npcs);
            while (item) {
                SPRITE_ACTOR *npc_actor = (SPRITE_ACTOR *)_al_list_item_data (item);
                sprite_draw (npc_actor, &game->screen);
                item = _al_list_next (scene->npcs, item);
            }
            al_hold_bitmap_drawing (false);

            al_set_render_state (ALLEGRO_DEPTH_TEST, false);
            al_set_render_state (ALLEGRO_ALPHA_TEST, false);

            if (false) {
                item = _al_list_front (portal_collisions.boxes);
                while (item) {
                    BOX *box = _al_list_item_data (item);
                    box_draw (*box, game->screen.position, al_map_rgb_f (1, 0, 0));
                    item = _al_list_next (portal_collisions.boxes, item);
                }

                aabb_draw (scene->portal_tree, &game->screen, al_map_rgb_f (0, 0, 1));
            }

            tiled_draw_map_fore (scene->map, game->screen.tint,
                                 game->screen.position.x, game->screen.position.y,
                                 game->screen.width, game->screen.height, 0, 0, 0);

            if (game->current_npc) {
                float dx = game->current_npc->actor.box.center.x - game->screen.position.x;
                float dy = game->current_npc->actor.box.center.y - game->screen.position.y;
                dx -= al_get_bitmap_width (sel_arrow) * 0.5f;
                dy -= game->current_npc->actor.box.extent.y * 3.0f;
                al_draw_bitmap (sel_arrow, dx, dy, 0);
            }

            ui_draw (game->ui, &game->screen);
            if (game->force_vsync)
                al_wait_for_vsync ();

            al_flip_display ();
            redraw = false;
        }

        al_wait_for_event (game->event_queue, &event);

        switch (event.type) {
            case ALLEGRO_EVENT_TIMER:
                new_time = al_get_time ();
                frame_time = new_time - current_time;
                current_time = new_time;

                times[i] = frame_time;
                i = (i + 1) % NTIMES;

                mean_frame_time = 0.0;
                for (int j = 0; j < NTIMES; j++)
                    mean_frame_time += times[j];

                mean_frame_time /= NTIMES;
                curfps = 1.0 / mean_frame_time;

                dt = mean_frame_time / fixed_dt;

                if (fadeout_duration > 0.0f) {
                    float fadef = fadeout_duration / TRANS_TIME;
                    game->screen.tint = al_map_rgba_f (fadef, fadef, fadef, 1.0);
                    fadeout_duration -= mean_frame_time;
                    if (fadeout_duration <= 0.0f) {
                        fadein_duration = TRANS_TIME;
                        fadeout_duration = 0.0f;
                        game_enter_portal (game, dest_portal);
                    }
                }

                if (fadein_duration > 0.0f) {
                    float fadef = 1.0 - fadein_duration / TRANS_TIME;
                    game->screen.tint = al_map_rgba_f (fadef, fadef, fadef, 1.0);
                    fadein_duration -= mean_frame_time;
                    if (fadein_duration <= 0.0f) {
                        game->paused = false;
                        fadein_duration = 0.0f;
                    }
                }

                if (game->paused) {
                    redraw = true;
                    break;
                }

                al_get_keyboard_state (&keyboard_state);

                if (al_key_down (&keyboard_state, ALLEGRO_KEY_ESCAPE)) {
                    game->running = false;
                    continue;
                }

                if (al_key_down (&keyboard_state, ALLEGRO_KEY_ENTER)) {
                    ui_show_dialog (game->ui, NULL, NULL);
                }

                if (al_key_down (&keyboard_state, ALLEGRO_KEY_RIGHT)) {
                    actor->event->move_right (actor, dt);
                }
                if (al_key_down (&keyboard_state, ALLEGRO_KEY_LEFT)) {
                    actor->event->move_left (actor, dt);
                }
                if (al_key_down (&keyboard_state, ALLEGRO_KEY_UP)) {
                    actor->event->move_up (actor, dt);
                }
                if (al_key_down (&keyboard_state, ALLEGRO_KEY_DOWN)) {
                    actor->event->move_down (actor, dt);
                }

                BOX box = actor->box;
                box.center.x += actor->movement.x * dt;
                box.center.y += actor->movement.y * dt;

                aabb_collide_fill_cache (scene->collision_tree, &box, &collisions);
                if (scene->collision_tree->num_collisions > 0) {
                    item = _al_list_front (collisions.boxes);
                    while (item) {
                        if (box_lateral (*(BOX *)_al_list_item_data (item), actor->box))
                            actor->movement.x = 0;
                        else
                            actor->movement.y = 0;
                        item = _al_list_next (collisions.boxes, item);
                    }
                }

                aabb_collide_fill_cache (scene->portal_tree, &box, &portal_collisions);
                if (scene->portal_tree->num_collisions > 0) {
                    item = _al_list_front (portal_collisions.boxes);
                    while (item) {
                        BOX *colbox = _al_list_item_data (item);
                        TILED_OBJECT *obj = colbox->data;
                        SCENE_PORTAL *portal = scene_get_portal (game->scenes, obj->name);
                        if (portal && portal->destiny_portal) {
                            dest_portal = scene_get_portal (game->scenes, portal->destiny_portal);
                            if (dest_portal) {
                                fadeout_duration = TRANS_TIME;
                                game->paused = true;
                                actor->movement = (VECTOR2D){0, 0};
                                ui_show_dialog_cstr (game->ui, "Speaker:", "Entering portal.");
                                break;
                            }
                        }
                        item = _al_list_next (portal_collisions.boxes, item);
                    }
                }

                box = screen_box (&game->screen);

                game->current_npc = NULL;
                item = _al_list_front (scene->npcs);
                float max_dist = 0;
                while (item) {
                    SPRITE_NPC *npc = _al_list_item_data (item);
                    float dist = vsqdistance (npc->actor.box.center, game->current_actor->box.center);
                    if (dist < 128.0f * 128.0f && dist > max_dist) {
                        game->current_npc = npc;
                        max_dist = dist;
                    }
                    item = _al_list_next (scene->npcs, item);
                }

                //aabb_collide_fill_cache (scene->npc_tree, &box, &npc_collisions);
                //if (scene->npc_tree->num_collisions > 0) {
                //    item = _al_list_front (npc_collisions.boxes);
                //    float max_dist = 0;
                //    while (item) {
                //        BOX *colbox = _al_list_item_data (item);
                //        SPRITE_NPC *npc = colbox->data;
                //        float dist = vsqdistance (npc->actor.box.center, game->current_actor->box.center);
                //        if (dist < 128.0f * 128.0f && dist > max_dist) {
                //            game->current_npc = npc;
                //            max_dist = dist;
                //        }
                //        item = _al_list_next (npc_collisions.boxes, item);
                //    }
                //}

                screen_update (&game->screen, actor->position, scene->map, dt);
                sprite_update (actor, dt, mean_frame_time);

                item = _al_list_front (scene->npcs);
                while (item) {
                    SPRITE_ACTOR *npc_actor = (SPRITE_ACTOR *)_al_list_item_data (item);
                    sprite_update (npc_actor, dt, mean_frame_time);
                    item = _al_list_next (scene->npcs, item);
                }

                redraw = true;
                break;
            case ALLEGRO_EVENT_DISPLAY_CLOSE:
                game->running = false;
                break;
            default:
                fprintf (stderr, "Unsupported event received: %d\n", event.type);
                break;
        }
    }

    aabb_free_collisions (&collisions);
    aabb_free_collisions (&portal_collisions);
    aabb_free_collisions (&npc_collisions);
}