349 lines
11 KiB
C
349 lines
11 KiB
C
#include "../drivers/vga.h"
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#include "../syscall.h"
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#include "sprites.h"
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#include <stdbool.h>
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#include <stdint.h>
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#include "misc_utils.h"
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#include "pause_effect.h"
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#include "sprites.h"
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#include "sprite_data.h"
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#include "maps.h"
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#include "map_data.h"
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#define FRAME_SIZE (VGA_GRAPHICS_WIDTH * VGA_GRAPHICS_HEIGHT)
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#define HUD_OFFSET 3
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#define GLYPH_SPACING 3
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#define FONT_SPACE_INDEX 0
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#define FONT_DIGIT_BASE 1
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#define FONT_LETTER_BASE (FONT_DIGIT_BASE + 10)
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uint8_t frame[FRAME_SIZE] = { 1 };
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#define SNAKE_GAMEMODE_MAX_APPLES 10
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#define SNAKE_GAMEMODE_DEFAULT_APPLES 5
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typedef enum {
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game_screen_gaming,
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game_screen_pause,
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game_screen_select_map,
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game_screen_select_apple_count,
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} GameScreen;
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#define SNAKE_START_Y 2
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#define SNAKE_START_HEAD_X 4
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#define SNAKE_START_PUPA_X 6
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typedef enum {
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snake_direction_left = 0,
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snake_direction_right = 1,
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snake_direction_top = 2,
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snake_direction_bottom = 3,
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} SnakeDirection;
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#define WALKING_ANIM_TIME_SLOW 500
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#define HATCHING_ANIM_TIME_SLOW 200
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#define WALKING_ANIM_TIME_FAST 200
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#define HATCHING_ANIM_TIME_FAST 80
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typedef enum {
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waiting_reason_step,
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waiting_reason_p1,
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waiting_reason_p2,
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waiting_reason_cross,
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waiting_reason_m2,
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waiting_reason_m1,
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waiting_reason_zero_pupa,
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} WaitingReason;
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struct Snake {
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bool is_space_pressed;
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GameScreen game_screen;
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bool have_game;
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/* from 0 to PLAYABLE_MAPS_COUNT - 1 */
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int selected_map_index;
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/* from 1 to SNAKE_GAMEMODE_MAX_APPLES, default is SNAKE_GAMEMODE_DEFAULT_APPLES */
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int gamemode_apples_count;
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tile_t world[WORLD_WIDTH][WORLD_HEIGHT];
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uint8_t ghost_apples[WORLD_WIDTH][WORLD_HEIGHT];
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ivec2 snake_head;
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ivec2 snake_pupa;
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SnakeDirection cur_snake_direction;
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SnakeDirection new_snake_direction;
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/* If we are about to make a step into a wall, we start dying,
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* we enter into dying mode, where we keep making steps, but the head
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* just disappears after walking, moving back.
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* When the pupa disappears this way, we enter is_dead state, where
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* nothing moves.
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* If we are about to hit ourselves, we don't even move,
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* we immediately draw one small splash and enter is_dead state.
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* There is no winning state, you just raise your score until you are dead.
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*/
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bool is_dying;
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bool is_dead;
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int score;
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/* This stuff regulates game flow and animation progress */
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WaitingReason waiting_reason;
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uint32_t waiting_time;
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bool is_time_sped_up;
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} snake = {1};
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void init_snake() {
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snake.is_space_pressed = false;
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snake.game_screen = game_screen_pause;
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snake.have_game = false;
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snake.selected_map_index = 0;
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snake.gamemode_apples_count = SNAKE_GAMEMODE_DEFAULT_APPLES;
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/* snake_head and snake_pupa and snake.world
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* and other gameplay-related variables will be initialized during
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* map loading */
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}
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void start_snake_game() {
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snake.have_game = true;
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snake.game_screen = game_screen_gaming;
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const MapConfig* map_config = &map_list.maps[snake.selected_map_index];
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memcpy(&snake.world[0][0], &map_config->map[0][0], sizeof(tile_t) * WORLD_WIDTH * WORLD_HEIGHT);
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memset(&snake.ghost_apples, 0, sizeof(snake.ghost_apples));
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for (int tx = SNAKE_START_HEAD_X; tx < SNAKE_START_PUPA_X; tx++) {
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snake.world[tx][SNAKE_START_Y] = tile_snake_l;
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}
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snake.world[SNAKE_START_PUPA_X][SNAKE_START_Y] = tile_pupa_0_l;
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snake.new_snake_direction = snake.cur_snake_direction = snake_direction_left;
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snake.is_dying = false;
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snake.is_dead = false;
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snake.score = 0;
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snake.waiting_reason = waiting_reason_step;
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snake.waiting_time = 0;
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snake.is_time_sped_up = false;
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}
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uint32_t time_ms(void) {
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return (uint32_t)syscall(SYS_time_ms, 0);
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}
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void clear_frame(uint8_t color) {
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for (uint32_t i = 0; i < FRAME_SIZE; i++) {
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frame[i] = color;
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}
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}
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void put_pixel(int x, int y, uint8_t color) {
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if (x < 0 || x >= VGA_GRAPHICS_WIDTH || y < 0 || y >= VGA_GRAPHICS_HEIGHT) {
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return;
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}
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frame[y * VGA_GRAPHICS_WIDTH + x] = color;
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}
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void draw_sprite(
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int dst_x, int dst_y, int sprite_width, int sprite_height,
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const uint8_t* sprite) {
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for (int x = 0; x < sprite_width; x++) {
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for (int y = 0; y < sprite_height; y++) {
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uint8_t color = sprite[x * sprite_height + y];
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if (color != TRANSPARENCY_COLOR) {
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put_pixel(dst_x + x, dst_y + y, color);
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}
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}
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}
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}
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bool font_index_for_char(char ch, int *out_index) {
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if (ch == ' ') {
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*out_index = FONT_SPACE_INDEX;
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return true;
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}
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if (ch >= '0' && ch <= '9') {
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*out_index = FONT_DIGIT_BASE + (ch - '0');
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return true;
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}
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if (ch >= 'A' && ch <= 'Z') {
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*out_index = FONT_LETTER_BASE + (ch - 'A');
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return true;
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}
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return false;
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}
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void draw_hud(const char *text) {
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// int lines_count = 1;
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int y0 = HUD_OFFSET;
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for (const char* line_start = text; *line_start;) {
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int glyph_count = 0;
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const char* p = line_start;
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for (; *p != '\n' && *p != 0; p++) {
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glyph_count++;
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}
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if (glyph_count > 0) {
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const int text_width = glyph_count * FONT_WIDTH + (glyph_count - 1) * GLYPH_SPACING;
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int x0 = VGA_GRAPHICS_WIDTH - HUD_OFFSET - text_width;
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for (const char* q = line_start; q != p; q++) {
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int glyph_index;
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check(font_index_for_char(*q, &glyph_index));
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draw_sprite(x0, y0, FONT_WIDTH, FONT_HEIGHT,
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&sprite_data.font[glyph_index].tex[0][0]);
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x0 += FONT_WIDTH + GLYPH_SPACING;
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}
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}
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if (*p == 0) {
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break;
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}
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line_start = p + 1;
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y0 += FONT_HEIGHT + GLYPH_SPACING;
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}
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}
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void draw_game_world() {
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if (!snake.have_game)
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return;
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for (int tx = 0; tx < WORLD_WIDTH; tx++) {
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for (int ty = 0; ty < WORLD_HEIGHT; ty++) {
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tile_t tt = snake.world[tx][ty];
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if (tt == tile_empty)
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continue;
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check((uint8_t)tt < TILE_SPRITES);
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// if (tt == tile_snake_l)
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// panic("sadasd");
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draw_sprite(TILE_WIDTH * tx, TILE_WIDTH * ty - TILE_HEIGHT_OFFSET,
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TILE_WIDTH, TILE_HEIGHT, &sprite_data.tile[tt].tex[0][0]);
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}
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}
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if (snake.game_screen != game_screen_gaming) {
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for (uint32_t pix = 0; pix < FRAME_SIZE; pix++) {
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frame[pix] = vga_to_gray(frame[pix]);
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}
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}
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}
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void draw_frame() {
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clear_frame(226);
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draw_game_world();
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StringBuilder hud = { 0 };
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if (snake.game_screen == game_screen_gaming) {
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StringBuilder_append_u32(&hud, snake.score);
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} else if (snake.game_screen == game_screen_pause) {
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if (snake.have_game) {
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StringBuilder_append_cstr(&hud, "PAUSED\n");
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}
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StringBuilder_append_cstr(&hud, "PRESS 1 FOR NEW GAME\n");
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if (snake.have_game) {
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StringBuilder_append_cstr(&hud, "PRESS ESC TO CONTINUE\n");
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}
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StringBuilder_append_cstr(&hud, "PRESS Q TO QUIT\n");
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} else if (snake.game_screen == game_screen_select_map) {
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StringBuilder_append_cstr(&hud, "SELECT LEVEL\nCURRENTLY SELECTED\n");
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check(snake.selected_map_index < PLAYABLE_MAPS_COUNT);
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StringBuilder_append_cstr(&hud, map_list.maps[snake.selected_map_index].name);
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} else if (snake.game_screen == game_screen_select_apple_count) {
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StringBuilder_append_cstr(&hud, "SELECT DIFFICULTY\n"
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"HOW MANY APPLES ON MAP\nCURRENTLY SELECTED\n");
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StringBuilder_append_u32(&hud, snake.gamemode_apples_count);
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}
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draw_hud(StringBuilder_get_cstr(&hud));
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}
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/* Called when game_screen is game_screen_gaming */
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void handle_gaming_keycode(uint8_t keycode) {
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if (keycode == KEYCODE_ESCAPE) {
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snake.game_screen = game_screen_pause;
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}
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if (!snake.is_dying) {
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if (is_keycode_for_press_left(keycode) &&
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snake.cur_snake_direction != snake_direction_right) {
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snake.new_snake_direction = snake_direction_left;
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} else if (is_keycode_for_press_right(keycode) &&
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snake.cur_snake_direction != snake_direction_left) {
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snake.new_snake_direction = snake_direction_right;
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} else if (is_keycode_for_press_up(keycode) &&
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snake.cur_snake_direction != snake_direction_bottom) {
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snake.new_snake_direction = snake_direction_top;
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} else if (is_keycode_for_press_down(keycode) &&
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snake.cur_snake_direction != snake_direction_top) {
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snake.new_snake_direction = snake_direction_bottom;
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}
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}
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}
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/* return 1 if we are quitting */
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int handle_incoming_keycode_after_halt(uint8_t keycode) {
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if (keycode == KEYCODE_SPACE) {
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snake.is_space_pressed = true;
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} else if (keycode == (KEYCODE_SPACE | 0x80)) {
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snake.is_space_pressed = false;
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}
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if (keycode == KEYCODE_Q && snake.game_screen != game_screen_gaming) {
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return 1;
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}
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if (snake.game_screen == game_screen_gaming) {
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handle_gaming_keycode(keycode);
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} else if (snake.game_screen == game_screen_pause) {
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if (keycode == KEYCODE_1) {
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snake.game_screen = game_screen_select_map;
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} else if (keycode == KEYCODE_ESCAPE && snake.have_game) {
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snake.game_screen = game_screen_gaming;
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}
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} else if (snake.game_screen == game_screen_select_map) {
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if (keycode == KEYCODE_ESCAPE) {
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snake.game_screen = game_screen_pause;
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} else if (is_keycode_for_press_left(keycode)) {
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snake.selected_map_index--;
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if (snake.selected_map_index < 0)
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snake.selected_map_index = PLAYABLE_MAPS_COUNT - 1;
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} else if (is_keycode_for_press_right(keycode)) {
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snake.selected_map_index++;
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if (snake.selected_map_index >= PLAYABLE_MAPS_COUNT)
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snake.selected_map_index = 0;
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} else if (keycode == KEYCODE_ENTER) {
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snake.game_screen = game_screen_select_apple_count;
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}
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} else if (snake.game_screen == game_screen_select_apple_count) {
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if (keycode == KEYCODE_ESCAPE) {
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snake.game_screen = game_screen_select_map;
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} else if (is_keycode_for_press_left(keycode)) {
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if (snake.gamemode_apples_count > 1)
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snake.gamemode_apples_count--;
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} else if (is_keycode_for_press_right(keycode)) {
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if (snake.gamemode_apples_count < SNAKE_GAMEMODE_MAX_APPLES)
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snake.gamemode_apples_count++;
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} else if (keycode == KEYCODE_ENTER) {
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start_snake_game();
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}
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}
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return 0;
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}
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int main(void) {
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init_snake();
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syscall(SYS_switch_to_graphics, 0);
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while (1) {
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/* Returned from halt, we can enjoy keyboard input and animation progress*/
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for (int ch;(ch = syscall(SYS_getc, 0)) >= 0;) {
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int ret = handle_incoming_keycode_after_halt((uint8_t)ch);
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if (ret == 1)
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goto quit;
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}
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/* As an additional benefit, we can check if is_space_pressed here */
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if (snake.is_space_pressed) {
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snake.is_time_sped_up = true;
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}
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/* snake.is_time_sped_up will be relevant when checking animation end */
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draw_frame();
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syscall(SYS_swap_frame, (uintptr_t)frame);
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}
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quit:
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syscall(SYS_switch_to_text, 0);
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syscall(SYS_puts, (uintptr_t)"Quit from game\n");
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return 0;
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}
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