示例#1
0
void game() {
	/* MAIN LOOP, DO NOT BREAK */
	while (1) {
		/* GETKEY */
		keyupdate();
		// handle [menu]
		if (PRGM_GetKey()==48) {
			GetKey(&key);
		}

		// direction keys
		if (keydownlast(KEY_PRGM_LEFT) && cursor_pos[0]>33) {
			cursor_pos[0] -= cursor_speed;
		} else if (keydownlast(KEY_PRGM_RIGHT) && cursor_pos[0]<LCD_WIDTH_PX-33) {
			cursor_pos[0] += cursor_speed;
		}
		if (keydownlast(KEY_PRGM_UP) && cursor_pos[1]>0) {
			cursor_pos[1] -= cursor_speed;
		} else if (keydownlast(KEY_PRGM_DOWN) && cursor_pos[1]<(LCD_HEIGHT_PX-dash_height-cart_height-man_height-10)) {
			cursor_pos[1] += cursor_speed;
		}

		// control keys
		// shift
		if (keydownlast(KEY_PRGM_SHIFT) && man_is_hanging) {
			// drop man
			man_is_hanging = false;
			man_pos[0] = copter_pos[0];
			man_pos[1] = copter_pos[1]+9;
		}

		/* OPERATIONS */
		// move copter
		if (cursor_pos[0] > copter_pos[0]) {
			copter_pos[0]+=copter_speed;
		} else if (cursor_pos[0] < copter_pos[0]) {
			copter_pos[0]-=copter_speed;
		}

		if (cursor_pos[1] > copter_pos[1]) {
			copter_pos[1]+=copter_speed;
		} else if (cursor_pos[1] < copter_pos[1]) {
			copter_pos[1]-=copter_speed;
		}

		// if man is falling, drop him
		if (!man_is_hanging) {
			man_pos[1] += man_speed;
		}
		// if man is below cart level, check if he is in the cart
		if (!man_is_hanging && man_pos[1]>(LCD_HEIGHT_PX-dash_height-cart_height-5)) {
			if (!man_is_dead && man_pos[0]>cart_pos && man_pos[0]<cart_pos+35) {
				next_try();
			} else {
				die_animation(man_pos[0], man_pos[1]);
			}
		}

		// move cart
		cart_counter = (cart_counter+1) % LCD_WIDTH_PX;
		cart_pos = cart_counter-70;
		// update frame
		cart_frame = (cart_frame+1) % 2;

		/* GRAPHICS */
		// clear screen
		Bdisp_AllClr_VRAM();

		// display functions
		draw_copter(copter_pos[0], copter_pos[1], man_is_hanging);
		draw_cart(cart_pos, LCD_HEIGHT_PX-dash_height-cart_height, cart_frame);

		// if man is falling, draw him
		if (!man_is_hanging /* && !man_is_dead */) {
			draw_man(man_pos[0], man_pos[1]);
		}

		// draw dash
		draw_dash();

		// draw cursor on top of everything
		draw_cursor(cursor_pos[0], cursor_pos[1]);
		
		// copy VRAM to screen
		Bdisp_PutDisp_DD();
	}
}
示例#2
0
文件: main.c 项目: 0ctobyte/speedrun
// The main Allegro loop, all input handling, animation and drawing is done here
_Bool main_loop(void)
{
    // Flag for drawing
    _Bool needredraw = true;
    // Declare primitive data types
    float old_time = 0.0, current_time = 0, dt = 0;

    while(!data->exit)
    {
        if(needredraw && al_event_queue_is_empty(data->queue) && al_event_queue_is_empty(data->queue2))
        {
            // Clear, draw, flip
            al_clear_to_color(data->background_color);
            render();
            if(get_fps_status())
                al_draw_textf(data->font, data->text_color, 0, res_height-30, 0, "fps: %.2f", 1/dt);
            al_flip_display();
            needredraw = false;
        }

        // Block until an event enters the queue
        al_wait_for_event(data->queue, &(data->event));

        while(!al_event_queue_is_empty(data->queue2))
        {
            al_get_next_event(data->queue2, &(data->event2));
            switch(data->event2.type)
            {
                case ALLEGRO_EVENT_DISPLAY_CLOSE:
                {
                    // If x button is pressed on window
                    data->exit = true;
                    data->gamestarted = false;
                }
                break;
                case ALLEGRO_EVENT_DISPLAY_RESIZE:
                {
                    al_acknowledge_resize(data->event2.display.source);
                    scale(res_width, res_height);
                }
                break;
                case ALLEGRO_EVENT_MOUSE_AXES:
                {
                    // Stores the mouse's new position and change in position
                    mouseaxes(&(data->event2.mouse));
                }
                case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN:
                {
                    // Stores the mouse button pressed
                    mousedown(&(data->event2.mouse));
                }
                break;
                case ALLEGRO_EVENT_MOUSE_BUTTON_UP:
                {
                    // Stores the mouse button released
                    mouseup(&(data->event2.mouse));
                }
                break;
                case ALLEGRO_EVENT_KEY_DOWN:
                {
                    // Stores keydown keycode into keycode array for processing
                    keydown(&(data->event2.keyboard));
                }
                break;
                case ALLEGRO_EVENT_KEY_UP:
                {
                    // Stores keycode into keycode array for processing
                    keyup(&(data->event2.keyboard));
                }
                break;
                default:
                break;
            }
        }

        switch (data->event.type)
        {
            case ALLEGRO_EVENT_TIMER:
            {
                // Determine the change in time between frames, in seconds
				current_time = al_current_time();
				dt = current_time-old_time;

				// If the computer lags for some reason, don't penalize the player
				// Cap dt at 0.5 seconds
				if(dt > 0.25)
				{
                    dt = 0.25;
				}

				// Handle Mouse and Keyboard events and Button Events
				buttoncheck(&buttonhandler, data);
				keycheck(&keyhandler, data);
				mousecheck(&mousehandler, data);
				keyupdate();
                mouseupdate();

                // Check if data->quit has been set before updating and drawing
                if(data->exit) break;

                // Update the game, always
                update();

                // Skip drawing frames if computer lags
                if(current_time - data->event.timer.timestamp <= 1.0/al_get_display_refresh_rate(data->display))
                {
                    needredraw = true;
                }

				// Make the time at this frame the old time, for the next frame
				old_time = current_time;
            }
            break;
            default:
            break;
        }
    }
    return true;
}