Version of Robotron arcade game using LPC1768, a Gameduino shield, a serial EEPROM (for high scores), two microswitch joysticks and two buttons plus a box to put it in. 20 levels of mayhem.
Dependencies: 25LCxxx_SPI CommonTypes Gameduino mbed
LevelNormal.cpp@0:5fa232ee5fdf, 2013-06-04 (annotated)
- Committer:
- RichardE
- Date:
- Tue Jun 04 20:16:33 2013 +0000
- Revision:
- 0:5fa232ee5fdf
- Child:
- 1:dfd5eaaf96a3
Started conversion from Maple version of game. So far Gameduino seems to have been initialised OK and just displays a sign on message. Lots of commented out code.
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
RichardE | 0:5fa232ee5fdf | 1 | /* |
RichardE | 0:5fa232ee5fdf | 2 | * SOURCE FILE : LevelNormal.cpp |
RichardE | 0:5fa232ee5fdf | 3 | * |
RichardE | 0:5fa232ee5fdf | 4 | * Definition of class LevelNormal. |
RichardE | 0:5fa232ee5fdf | 5 | * Base class for all "normal" levels. |
RichardE | 0:5fa232ee5fdf | 6 | * i.e. Levels that are not special attract modes |
RichardE | 0:5fa232ee5fdf | 7 | * but have enemies who are trying to kill you |
RichardE | 0:5fa232ee5fdf | 8 | * and so on. |
RichardE | 0:5fa232ee5fdf | 9 | * |
RichardE | 0:5fa232ee5fdf | 10 | */ |
RichardE | 0:5fa232ee5fdf | 11 | |
RichardE | 0:5fa232ee5fdf | 12 | #include "LevelNormal.h" |
RichardE | 0:5fa232ee5fdf | 13 | #if 0 |
RichardE | 0:5fa232ee5fdf | 14 | #include "GameObjectLocator.h" |
RichardE | 0:5fa232ee5fdf | 15 | #include "FrameCounter.h" |
RichardE | 0:5fa232ee5fdf | 16 | #include "SpriteNumber.h" |
RichardE | 0:5fa232ee5fdf | 17 | #endif |
RichardE | 0:5fa232ee5fdf | 18 | |
RichardE | 0:5fa232ee5fdf | 19 | // Current instance being processed. |
RichardE | 0:5fa232ee5fdf | 20 | LevelNormal *LevelNormal::currentInstance; |
RichardE | 0:5fa232ee5fdf | 21 | |
RichardE | 0:5fa232ee5fdf | 22 | /***************/ |
RichardE | 0:5fa232ee5fdf | 23 | /* CONSTRUCTOR */ |
RichardE | 0:5fa232ee5fdf | 24 | /***************/ |
RichardE | 0:5fa232ee5fdf | 25 | LevelNormal::LevelNormal() { |
RichardE | 0:5fa232ee5fdf | 26 | } |
RichardE | 0:5fa232ee5fdf | 27 | |
RichardE | 0:5fa232ee5fdf | 28 | /**************/ |
RichardE | 0:5fa232ee5fdf | 29 | /* DESTRUCTOR */ |
RichardE | 0:5fa232ee5fdf | 30 | /**************/ |
RichardE | 0:5fa232ee5fdf | 31 | LevelNormal::~LevelNormal() { |
RichardE | 0:5fa232ee5fdf | 32 | } |
RichardE | 0:5fa232ee5fdf | 33 | |
RichardE | 0:5fa232ee5fdf | 34 | /********************/ |
RichardE | 0:5fa232ee5fdf | 35 | /* INITIALISE LEVEL */ |
RichardE | 0:5fa232ee5fdf | 36 | /********************/ |
RichardE | 0:5fa232ee5fdf | 37 | void LevelNormal::InitialiseLevel( void ) { |
RichardE | 0:5fa232ee5fdf | 38 | #if 0 |
RichardE | 0:5fa232ee5fdf | 39 | // Note that if you re-arrange the following code you may need to adjust the |
RichardE | 0:5fa232ee5fdf | 40 | // SpriteNumber enumeration in SpriteNumber.h. |
RichardE | 0:5fa232ee5fdf | 41 | UInt8 spriteNumber = FirstEnemySprite; |
RichardE | 0:5fa232ee5fdf | 42 | // Initialise enemies. |
RichardE | 0:5fa232ee5fdf | 43 | GameObject::InitialiseAll( DataForLevel->Enemies, LevelData::MaxEnemies, &spriteNumber ); |
RichardE | 0:5fa232ee5fdf | 44 | // Initialise humans. |
RichardE | 0:5fa232ee5fdf | 45 | spriteNumber = FirstHumanSprite; |
RichardE | 0:5fa232ee5fdf | 46 | GameObject::InitialiseAll( DataForLevel->Humans, LevelData::MaxHumans, &spriteNumber ); |
RichardE | 0:5fa232ee5fdf | 47 | // Use next free sprite number for player. |
RichardE | 0:5fa232ee5fdf | 48 | player->SpriteNumber = PlayerSprite; |
RichardE | 0:5fa232ee5fdf | 49 | // Do futher initialisation for all enemies. |
RichardE | 0:5fa232ee5fdf | 50 | EnemyObject *object; |
RichardE | 0:5fa232ee5fdf | 51 | for( UInt8 e = 0; e < LevelData::MaxEnemies; ++e ) { |
RichardE | 0:5fa232ee5fdf | 52 | object = (EnemyObject*)DataForLevel->Enemies[ e ]; |
RichardE | 0:5fa232ee5fdf | 53 | if( object != (EnemyObject*)NULL ) { |
RichardE | 0:5fa232ee5fdf | 54 | // Get enemy to chase the player. |
RichardE | 0:5fa232ee5fdf | 55 | object->SetChaseObject( player ); |
RichardE | 0:5fa232ee5fdf | 56 | // Pass array of all enemies to this enemy. |
RichardE | 0:5fa232ee5fdf | 57 | object->Enemies = DataForLevel->Enemies; |
RichardE | 0:5fa232ee5fdf | 58 | // If enemy is a brain then tell it about the humans to chase. |
RichardE | 0:5fa232ee5fdf | 59 | if( object->GetEnemyType() == Brain ) { |
RichardE | 0:5fa232ee5fdf | 60 | ((BrainObject*)object)->HumansToChase = DataForLevel->Humans; |
RichardE | 0:5fa232ee5fdf | 61 | } |
RichardE | 0:5fa232ee5fdf | 62 | } |
RichardE | 0:5fa232ee5fdf | 63 | } |
RichardE | 0:5fa232ee5fdf | 64 | // Put player in the centre of the arena. |
RichardE | 0:5fa232ee5fdf | 65 | player->Xco = PLAYER_START_X; |
RichardE | 0:5fa232ee5fdf | 66 | player->Yco = PLAYER_START_Y; |
RichardE | 0:5fa232ee5fdf | 67 | // Kill off all player's bullets. |
RichardE | 0:5fa232ee5fdf | 68 | player->KillAllBullets(); |
RichardE | 0:5fa232ee5fdf | 69 | // Kill off all explosions. |
RichardE | 0:5fa232ee5fdf | 70 | ExplosionManager::Instance.KillAllExplosions(); |
RichardE | 0:5fa232ee5fdf | 71 | #endif |
RichardE | 0:5fa232ee5fdf | 72 | } |
RichardE | 0:5fa232ee5fdf | 73 | |
RichardE | 0:5fa232ee5fdf | 74 | /**********************************/ |
RichardE | 0:5fa232ee5fdf | 75 | /* DRAW SCORE AND NUMBER OF LIVES */ |
RichardE | 0:5fa232ee5fdf | 76 | /**********************************/ |
RichardE | 0:5fa232ee5fdf | 77 | void LevelNormal::DrawScoreAndLives( void ) { |
RichardE | 0:5fa232ee5fdf | 78 | #if 0 |
RichardE | 0:5fa232ee5fdf | 79 | GDExtra::WriteBCDNumber( 16, 0, player->Score, 8 ); |
RichardE | 0:5fa232ee5fdf | 80 | // Display number of lives but limit this to 20 lives displayed. |
RichardE | 0:5fa232ee5fdf | 81 | UInt8 lives = ( player->Lives > 20 ) ? 20 : player->Lives; |
RichardE | 0:5fa232ee5fdf | 82 | GD.fill( RAM_PIC + VISIBLE_CHAR_WIDTH - lives, MiniPlayer, lives ); |
RichardE | 0:5fa232ee5fdf | 83 | #endif |
RichardE | 0:5fa232ee5fdf | 84 | } |
RichardE | 0:5fa232ee5fdf | 85 | |
RichardE | 0:5fa232ee5fdf | 86 | /******************/ |
RichardE | 0:5fa232ee5fdf | 87 | /* DRAW THE LEVEL */ |
RichardE | 0:5fa232ee5fdf | 88 | /******************/ |
RichardE | 0:5fa232ee5fdf | 89 | void LevelNormal::DrawLevel( void ) { |
RichardE | 0:5fa232ee5fdf | 90 | #if 0 |
RichardE | 0:5fa232ee5fdf | 91 | // Set screen background to black. |
RichardE | 0:5fa232ee5fdf | 92 | GD.wr( BG_COLOR, RGB( 0, 0, 0 ) ); |
RichardE | 0:5fa232ee5fdf | 93 | // Clear the screen to zero characters. |
RichardE | 0:5fa232ee5fdf | 94 | GDExtra::ClearScreen( TransparentChar ); |
RichardE | 0:5fa232ee5fdf | 95 | // Hide all sprties. |
RichardE | 0:5fa232ee5fdf | 96 | GDExtra::HideAllSprites(); |
RichardE | 0:5fa232ee5fdf | 97 | // Display level number. |
RichardE | 0:5fa232ee5fdf | 98 | GDExtra::WriteProgString( 0, 0, StringData::LevelString ); |
RichardE | 0:5fa232ee5fdf | 99 | GDExtra::WriteUInt16( 6, 0, LevelNumber, 10, 2 ); |
RichardE | 0:5fa232ee5fdf | 100 | // Display score. |
RichardE | 0:5fa232ee5fdf | 101 | GDExtra::WriteProgString( 10, 0, StringData::ScoreString ); |
RichardE | 0:5fa232ee5fdf | 102 | // Update score and lives. |
RichardE | 0:5fa232ee5fdf | 103 | DrawScoreAndLives(); |
RichardE | 0:5fa232ee5fdf | 104 | // Draw border around screen. |
RichardE | 0:5fa232ee5fdf | 105 | CharFrame::Draw( |
RichardE | 0:5fa232ee5fdf | 106 | ARENA_BORDER_X, |
RichardE | 0:5fa232ee5fdf | 107 | ARENA_BORDER_Y, |
RichardE | 0:5fa232ee5fdf | 108 | ARENA_BORDER_WIDTH, |
RichardE | 0:5fa232ee5fdf | 109 | ARENA_BORDER_HEIGHT |
RichardE | 0:5fa232ee5fdf | 110 | ); |
RichardE | 0:5fa232ee5fdf | 111 | #endif |
RichardE | 0:5fa232ee5fdf | 112 | } |
RichardE | 0:5fa232ee5fdf | 113 | |
RichardE | 0:5fa232ee5fdf | 114 | /************************************************/ |
RichardE | 0:5fa232ee5fdf | 115 | /* HANDLE COLLISIONS BETWEEN HUMANS AND ENEMIES */ |
RichardE | 0:5fa232ee5fdf | 116 | /************************************************/ |
RichardE | 0:5fa232ee5fdf | 117 | // Pass index of human in level's humans array in humanIndex. |
RichardE | 0:5fa232ee5fdf | 118 | // Pass sprite number of sprite that it hit in spriteNumber. |
RichardE | 0:5fa232ee5fdf | 119 | void LevelNormal::HandleHumanCollision( UInt8 humanIndex, UInt8 spriteNumber ) { |
RichardE | 0:5fa232ee5fdf | 120 | #if 0 |
RichardE | 0:5fa232ee5fdf | 121 | // Point to array of enemy object pointers. |
RichardE | 0:5fa232ee5fdf | 122 | GameObject **enemies = currentInstance->DataForLevel->Enemies; |
RichardE | 0:5fa232ee5fdf | 123 | EnemyObject *enemy; |
RichardE | 0:5fa232ee5fdf | 124 | UInt8 enemyIndex, mutantIndex; |
RichardE | 0:5fa232ee5fdf | 125 | // Find an enemy with given sprite number. |
RichardE | 0:5fa232ee5fdf | 126 | if( GameObject::FindSpriteNumber( enemies, LevelData::MaxEnemies, spriteNumber, &enemyIndex ) ) { |
RichardE | 0:5fa232ee5fdf | 127 | // Found enemy. Check if it squashes humans. |
RichardE | 0:5fa232ee5fdf | 128 | enemy = (EnemyObject*)enemies[ enemyIndex ]; |
RichardE | 0:5fa232ee5fdf | 129 | // Get hold of the human that is doomed. |
RichardE | 0:5fa232ee5fdf | 130 | GameObject **humans = currentInstance->DataForLevel->Humans; |
RichardE | 0:5fa232ee5fdf | 131 | HumanObject *human = (HumanObject*)humans[ humanIndex ]; |
RichardE | 0:5fa232ee5fdf | 132 | // Human must be walking around. Not rescued or already dead. |
RichardE | 0:5fa232ee5fdf | 133 | if( human->CurrentState == HumanObject::WalkingAbout ) { |
RichardE | 0:5fa232ee5fdf | 134 | if( enemy->SquashesHumans ) { |
RichardE | 0:5fa232ee5fdf | 135 | // Change human to dead state. |
RichardE | 0:5fa232ee5fdf | 136 | human->CurrentState = HumanObject::Dead; |
RichardE | 0:5fa232ee5fdf | 137 | // Make a noise. |
RichardE | 0:5fa232ee5fdf | 138 | SoundManager::Instance.PlaySound( Sounds::HumanDies, 0, 0 ); |
RichardE | 0:5fa232ee5fdf | 139 | } |
RichardE | 0:5fa232ee5fdf | 140 | else if( enemy->GetEnemyType() == Brain ) { |
RichardE | 0:5fa232ee5fdf | 141 | // Kill human by inserting a null into humans array. |
RichardE | 0:5fa232ee5fdf | 142 | humans[ humanIndex ] = (GameObject*)NULL; |
RichardE | 0:5fa232ee5fdf | 143 | // Find a free slot for a new enemy. |
RichardE | 0:5fa232ee5fdf | 144 | if( GameObject::FindUnusedObject( enemies, LevelData::MaxEnemies, &mutantIndex ) ) { |
RichardE | 0:5fa232ee5fdf | 145 | // Write a pointer to a mutant with the same index as the human that just died |
RichardE | 0:5fa232ee5fdf | 146 | // into the enemy array. |
RichardE | 0:5fa232ee5fdf | 147 | MutantObject *mutant = currentInstance->DataForLevel->Mutants + humanIndex; |
RichardE | 0:5fa232ee5fdf | 148 | enemies[ mutantIndex ] = mutant; |
RichardE | 0:5fa232ee5fdf | 149 | // Initialise mutant at coordinates of human and chasing the player. |
RichardE | 0:5fa232ee5fdf | 150 | mutant->Start( human, currentInstance->player ); |
RichardE | 0:5fa232ee5fdf | 151 | // Make a noise. |
RichardE | 0:5fa232ee5fdf | 152 | // TODO : SoundManager::Instance.PlaySound( Sounds::HumanMutates, 0, 0 ); |
RichardE | 0:5fa232ee5fdf | 153 | } |
RichardE | 0:5fa232ee5fdf | 154 | else { |
RichardE | 0:5fa232ee5fdf | 155 | // Could not find a free slot for a new enemy so just erase the human sprite. |
RichardE | 0:5fa232ee5fdf | 156 | GDExtra::HideSprite( human->SpriteNumber ); |
RichardE | 0:5fa232ee5fdf | 157 | } |
RichardE | 0:5fa232ee5fdf | 158 | } |
RichardE | 0:5fa232ee5fdf | 159 | } |
RichardE | 0:5fa232ee5fdf | 160 | } |
RichardE | 0:5fa232ee5fdf | 161 | #endif |
RichardE | 0:5fa232ee5fdf | 162 | } |
RichardE | 0:5fa232ee5fdf | 163 | |
RichardE | 0:5fa232ee5fdf | 164 | /********************************************************/ |
RichardE | 0:5fa232ee5fdf | 165 | /* HANDLE COLLISIONS BETWEEN PLAYER BULLETS AND ENEMIES */ |
RichardE | 0:5fa232ee5fdf | 166 | /********************************************************/ |
RichardE | 0:5fa232ee5fdf | 167 | // Pass index of bullet in player's bullet array in bulletIndex. |
RichardE | 0:5fa232ee5fdf | 168 | // Pass sprite number of sprite that it hit in spriteNumber. |
RichardE | 0:5fa232ee5fdf | 169 | void LevelNormal::HandleBulletCollision( UInt8 bulletIndex, UInt8 spriteNumber ) { |
RichardE | 0:5fa232ee5fdf | 170 | #if 0 |
RichardE | 0:5fa232ee5fdf | 171 | // Point to array of enemy object pointers. |
RichardE | 0:5fa232ee5fdf | 172 | GameObject **enemies = currentInstance->DataForLevel->Enemies; |
RichardE | 0:5fa232ee5fdf | 173 | EnemyObject *enemy; |
RichardE | 0:5fa232ee5fdf | 174 | UInt8 enemyIndex; |
RichardE | 0:5fa232ee5fdf | 175 | // Find an enemy with given sprite number. |
RichardE | 0:5fa232ee5fdf | 176 | if( GameObject::FindSpriteNumber( enemies, LevelData::MaxEnemies, spriteNumber, &enemyIndex ) ) { |
RichardE | 0:5fa232ee5fdf | 177 | // Found enemy. Check if it is indestructable. |
RichardE | 0:5fa232ee5fdf | 178 | enemy = (EnemyObject*)enemies[ enemyIndex ]; |
RichardE | 0:5fa232ee5fdf | 179 | if( enemy->HitPoints != EnemyObject::Indestructable ) { |
RichardE | 0:5fa232ee5fdf | 180 | // Enemy is not indestructable. Decrement hit points and die when it reaches zero. |
RichardE | 0:5fa232ee5fdf | 181 | enemy->HitPoints--; |
RichardE | 0:5fa232ee5fdf | 182 | if( enemy->HitPoints == 0 ) { |
RichardE | 0:5fa232ee5fdf | 183 | // Kill enemy by inserting a NULL into enemies array. |
RichardE | 0:5fa232ee5fdf | 184 | enemies[ enemyIndex ] = (GameObject*)NULL; |
RichardE | 0:5fa232ee5fdf | 185 | // Hide the enemy sprite. |
RichardE | 0:5fa232ee5fdf | 186 | GDExtra::HideSprite( enemy->SpriteNumber ); |
RichardE | 0:5fa232ee5fdf | 187 | // Add points to player's score. |
RichardE | 0:5fa232ee5fdf | 188 | currentInstance->player->AddToScore( enemy->GetPoints() ); |
RichardE | 0:5fa232ee5fdf | 189 | } |
RichardE | 0:5fa232ee5fdf | 190 | } |
RichardE | 0:5fa232ee5fdf | 191 | // Tell enemy it has been hit by a bullet. |
RichardE | 0:5fa232ee5fdf | 192 | enemy->RegisterHitByBullet(); |
RichardE | 0:5fa232ee5fdf | 193 | // Kill off the bullet. |
RichardE | 0:5fa232ee5fdf | 194 | currentInstance->player->KillBullet( bulletIndex ); |
RichardE | 0:5fa232ee5fdf | 195 | // Make a noise. |
RichardE | 0:5fa232ee5fdf | 196 | SoundManager::Instance.PlaySound( Sounds::Explosion, 0, 0 ); |
RichardE | 0:5fa232ee5fdf | 197 | // Start explosion animation using coordinates of enemy. |
RichardE | 0:5fa232ee5fdf | 198 | ExplosionManager::Instance.StartExplosion( enemy->Xco, enemy->Yco ); |
RichardE | 0:5fa232ee5fdf | 199 | } |
RichardE | 0:5fa232ee5fdf | 200 | #endif |
RichardE | 0:5fa232ee5fdf | 201 | } |
RichardE | 0:5fa232ee5fdf | 202 | |
RichardE | 0:5fa232ee5fdf | 203 | /*********************************************************/ |
RichardE | 0:5fa232ee5fdf | 204 | /* CHECK FOR COLLISIONS BETWEEN PLAYER AND OTHER OBJECTS */ |
RichardE | 0:5fa232ee5fdf | 205 | /*********************************************************/ |
RichardE | 0:5fa232ee5fdf | 206 | // Pass pointer to a flag that will be set true if player is dead in isDead parameter. |
RichardE | 0:5fa232ee5fdf | 207 | void LevelNormal::CheckPlayerCollisions( bool *isDead ) { |
RichardE | 0:5fa232ee5fdf | 208 | #if 0 |
RichardE | 0:5fa232ee5fdf | 209 | UInt8 enemyIndex, humanIndex; |
RichardE | 0:5fa232ee5fdf | 210 | // Check if player sprite has hit another sprite. |
RichardE | 0:5fa232ee5fdf | 211 | UInt8 hitSpriteNumber = GD.rd( COLLISION + player->SpriteNumber ); |
RichardE | 0:5fa232ee5fdf | 212 | // If you get 0xFF then no collision found. |
RichardE | 0:5fa232ee5fdf | 213 | if( hitSpriteNumber != 0xFF ) { |
RichardE | 0:5fa232ee5fdf | 214 | // Check for collision with an enemy. |
RichardE | 0:5fa232ee5fdf | 215 | if( |
RichardE | 0:5fa232ee5fdf | 216 | GameObject::FindSpriteNumber( |
RichardE | 0:5fa232ee5fdf | 217 | DataForLevel->Enemies, LevelData::MaxEnemies, hitSpriteNumber, &enemyIndex |
RichardE | 0:5fa232ee5fdf | 218 | ) |
RichardE | 0:5fa232ee5fdf | 219 | ) { |
RichardE | 0:5fa232ee5fdf | 220 | // Hit an enemy. Player is dead. |
RichardE | 0:5fa232ee5fdf | 221 | *isDead = true; |
RichardE | 0:5fa232ee5fdf | 222 | } |
RichardE | 0:5fa232ee5fdf | 223 | // Check for collision with a human that has not already been rescued or killed. |
RichardE | 0:5fa232ee5fdf | 224 | else if( |
RichardE | 0:5fa232ee5fdf | 225 | GameObject::FindSpriteNumber( |
RichardE | 0:5fa232ee5fdf | 226 | DataForLevel->Humans, LevelData::MaxHumans, hitSpriteNumber, &humanIndex |
RichardE | 0:5fa232ee5fdf | 227 | ) |
RichardE | 0:5fa232ee5fdf | 228 | ) { |
RichardE | 0:5fa232ee5fdf | 229 | HumanObject *human = (HumanObject*)DataForLevel->Humans[ humanIndex ]; |
RichardE | 0:5fa232ee5fdf | 230 | if( human->CurrentState == HumanObject::WalkingAbout ) { |
RichardE | 0:5fa232ee5fdf | 231 | // Change human state to rescued. |
RichardE | 0:5fa232ee5fdf | 232 | human->CurrentState = HumanObject::Rescued; |
RichardE | 0:5fa232ee5fdf | 233 | // Give player 50 points (in BCD!). |
RichardE | 0:5fa232ee5fdf | 234 | player->AddToScore( 0x50 ); |
RichardE | 0:5fa232ee5fdf | 235 | // Make a noise. |
RichardE | 0:5fa232ee5fdf | 236 | SoundManager::Instance.PlaySound( Sounds::RescueHuman, 0, 0 ); |
RichardE | 0:5fa232ee5fdf | 237 | } |
RichardE | 0:5fa232ee5fdf | 238 | } |
RichardE | 0:5fa232ee5fdf | 239 | } |
RichardE | 0:5fa232ee5fdf | 240 | #endif |
RichardE | 0:5fa232ee5fdf | 241 | } |
RichardE | 0:5fa232ee5fdf | 242 | |
RichardE | 0:5fa232ee5fdf | 243 | /***********************************************************************************/ |
RichardE | 0:5fa232ee5fdf | 244 | /* WAIT UNTIL SLOT FREE FOR A NEW SOUND, PLAY IT AND WAIT FOR ALL SOUNDS TO FINISH */ |
RichardE | 0:5fa232ee5fdf | 245 | /***********************************************************************************/ |
RichardE | 0:5fa232ee5fdf | 246 | // Pass sound to play in soundToPlay parameter. |
RichardE | 0:5fa232ee5fdf | 247 | void LevelNormal::PlaySoundAndWait( const UInt8 *soundToPlay ) { |
RichardE | 0:5fa232ee5fdf | 248 | #if 0 |
RichardE | 0:5fa232ee5fdf | 249 | // Keep trying to play sound until it works and meanwhile |
RichardE | 0:5fa232ee5fdf | 250 | // keep currently playing sounds going. |
RichardE | 0:5fa232ee5fdf | 251 | while( ! SoundManager::Instance.PlaySound( soundToPlay, 0, 0 ) ) { |
RichardE | 0:5fa232ee5fdf | 252 | // Update sound manager. |
RichardE | 0:5fa232ee5fdf | 253 | SoundManager::Instance.Update(); |
RichardE | 0:5fa232ee5fdf | 254 | // Wait for frame flyback. |
RichardE | 0:5fa232ee5fdf | 255 | GD.waitvblank(); |
RichardE | 0:5fa232ee5fdf | 256 | } |
RichardE | 0:5fa232ee5fdf | 257 | // Now wait until all sounds have finished. |
RichardE | 0:5fa232ee5fdf | 258 | while( SoundManager::Instance.CountSoundsPlaying() > 0 ) { |
RichardE | 0:5fa232ee5fdf | 259 | // Update sound manager. |
RichardE | 0:5fa232ee5fdf | 260 | SoundManager::Instance.Update(); |
RichardE | 0:5fa232ee5fdf | 261 | // Wait for frame flyback. |
RichardE | 0:5fa232ee5fdf | 262 | GD.waitvblank(); |
RichardE | 0:5fa232ee5fdf | 263 | } |
RichardE | 0:5fa232ee5fdf | 264 | #endif |
RichardE | 0:5fa232ee5fdf | 265 | } |
RichardE | 0:5fa232ee5fdf | 266 | |
RichardE | 0:5fa232ee5fdf | 267 | /*************/ |
RichardE | 0:5fa232ee5fdf | 268 | /* PLAY LOOP */ |
RichardE | 0:5fa232ee5fdf | 269 | /*************/ |
RichardE | 0:5fa232ee5fdf | 270 | // Returns code indicating how level ended. |
RichardE | 0:5fa232ee5fdf | 271 | // This method should be called from the Play method after the |
RichardE | 0:5fa232ee5fdf | 272 | // level data has been initialised and the return value returned |
RichardE | 0:5fa232ee5fdf | 273 | // by the Play method. |
RichardE | 0:5fa232ee5fdf | 274 | Level::LevelExitCode LevelNormal::PlayLoop( void ) { |
RichardE | 0:5fa232ee5fdf | 275 | #if 0 |
RichardE | 0:5fa232ee5fdf | 276 | // Do nothing if level data is NULL or player has not been specified. |
RichardE | 0:5fa232ee5fdf | 277 | if( ( DataForLevel != (LevelData*)NULL ) || ( player == (PlayerObject*)NULL ) ) { |
RichardE | 0:5fa232ee5fdf | 278 | // Point static pointer to current instance. |
RichardE | 0:5fa232ee5fdf | 279 | currentInstance = this; |
RichardE | 0:5fa232ee5fdf | 280 | // Do some initialisation first. |
RichardE | 0:5fa232ee5fdf | 281 | InitialiseLevel(); |
RichardE | 0:5fa232ee5fdf | 282 | // Redraw the screen. |
RichardE | 0:5fa232ee5fdf | 283 | DrawLevel(); |
RichardE | 0:5fa232ee5fdf | 284 | // Wait for frame flyback once before entering loop so collision data is recalculated. |
RichardE | 0:5fa232ee5fdf | 285 | // At this point there should not be any sprites on the screen so no collisions |
RichardE | 0:5fa232ee5fdf | 286 | // should be found. |
RichardE | 0:5fa232ee5fdf | 287 | GD.waitvblank(); |
RichardE | 0:5fa232ee5fdf | 288 | // Repeat until all enemies are dead or player is dead. |
RichardE | 0:5fa232ee5fdf | 289 | bool allEnemiesAreDead = false; |
RichardE | 0:5fa232ee5fdf | 290 | bool playerIsDead = false; |
RichardE | 0:5fa232ee5fdf | 291 | bool gameIsOver = false; |
RichardE | 0:5fa232ee5fdf | 292 | bool firstDraw = true; |
RichardE | 0:5fa232ee5fdf | 293 | while( ! allEnemiesAreDead && ! gameIsOver ) { |
RichardE | 0:5fa232ee5fdf | 294 | // Update sound manager. |
RichardE | 0:5fa232ee5fdf | 295 | SoundManager::Instance.Update(); |
RichardE | 0:5fa232ee5fdf | 296 | // Wait for frame flyback. |
RichardE | 0:5fa232ee5fdf | 297 | GD.waitvblank(); |
RichardE | 0:5fa232ee5fdf | 298 | // Check for collisions between player and other objects. |
RichardE | 0:5fa232ee5fdf | 299 | CheckPlayerCollisions( &playerIsDead ); |
RichardE | 0:5fa232ee5fdf | 300 | // Check for collisions between humans and enemies that squash. |
RichardE | 0:5fa232ee5fdf | 301 | GameObject::FindCollisions( DataForLevel->Humans, LevelData::MaxHumans, &LevelNormal::HandleHumanCollision ); |
RichardE | 0:5fa232ee5fdf | 302 | // Check for collisions between player bullets and enemies. |
RichardE | 0:5fa232ee5fdf | 303 | GameObject::FindCollisions( player->GetBullets(), BulletManager::MaxBullets, &LevelNormal::HandleBulletCollision ); |
RichardE | 0:5fa232ee5fdf | 304 | // Redraw the player's score and number of lives. |
RichardE | 0:5fa232ee5fdf | 305 | DrawScoreAndLives(); |
RichardE | 0:5fa232ee5fdf | 306 | // Draw all the enemies. |
RichardE | 0:5fa232ee5fdf | 307 | GameObject::DrawAll( DataForLevel->Enemies, LevelData::MaxEnemies ); |
RichardE | 0:5fa232ee5fdf | 308 | // Draw all the humans. |
RichardE | 0:5fa232ee5fdf | 309 | GameObject::DrawAll( DataForLevel->Humans, LevelData::MaxHumans ); |
RichardE | 0:5fa232ee5fdf | 310 | // Draw all the explosions. |
RichardE | 0:5fa232ee5fdf | 311 | GameObject::DrawAll( ExplosionManager::Instance.GetExplosions(), ExplosionManager::MaxExplosions ); |
RichardE | 0:5fa232ee5fdf | 312 | // Draw the player. |
RichardE | 0:5fa232ee5fdf | 313 | player->Draw(); |
RichardE | 0:5fa232ee5fdf | 314 | // Draw the player's bullets. |
RichardE | 0:5fa232ee5fdf | 315 | GameObject::DrawAll( player->GetBullets(), BulletManager::MaxBullets ); |
RichardE | 0:5fa232ee5fdf | 316 | // Increment the frame counter. |
RichardE | 0:5fa232ee5fdf | 317 | FrameCounter++; |
RichardE | 0:5fa232ee5fdf | 318 | // After first redraw play level start sound and wait for it to end. |
RichardE | 0:5fa232ee5fdf | 319 | if( firstDraw ) { |
RichardE | 0:5fa232ee5fdf | 320 | PlaySoundAndWait( Sounds::StartLevel ); |
RichardE | 0:5fa232ee5fdf | 321 | firstDraw = false; |
RichardE | 0:5fa232ee5fdf | 322 | } |
RichardE | 0:5fa232ee5fdf | 323 | // If player was killed then play death march and wait for it to finish. |
RichardE | 0:5fa232ee5fdf | 324 | if( playerIsDead ) { |
RichardE | 0:5fa232ee5fdf | 325 | // Player got killed. |
RichardE | 0:5fa232ee5fdf | 326 | PlaySoundAndWait( Sounds::PlayerDead ); |
RichardE | 0:5fa232ee5fdf | 327 | // One less life for player. |
RichardE | 0:5fa232ee5fdf | 328 | if( player->Lives > 0 ) { |
RichardE | 0:5fa232ee5fdf | 329 | player->Lives--; |
RichardE | 0:5fa232ee5fdf | 330 | } |
RichardE | 0:5fa232ee5fdf | 331 | // Game is over when player has no more lives. |
RichardE | 0:5fa232ee5fdf | 332 | gameIsOver = ( player->Lives == 0 ); |
RichardE | 0:5fa232ee5fdf | 333 | // If game is not over then re-initialise level using any remaining enemies. |
RichardE | 0:5fa232ee5fdf | 334 | if( ! gameIsOver ) { |
RichardE | 0:5fa232ee5fdf | 335 | // Remove all objects that do not survive a level restart (like enemy bullets). |
RichardE | 0:5fa232ee5fdf | 336 | GameObject::RemoveUnretainedObjects( DataForLevel->Enemies, LevelData::MaxEnemies ); |
RichardE | 0:5fa232ee5fdf | 337 | InitialiseLevel(); |
RichardE | 0:5fa232ee5fdf | 338 | DrawLevel(); |
RichardE | 0:5fa232ee5fdf | 339 | GD.waitvblank(); |
RichardE | 0:5fa232ee5fdf | 340 | playerIsDead = false; |
RichardE | 0:5fa232ee5fdf | 341 | firstDraw = true; |
RichardE | 0:5fa232ee5fdf | 342 | } |
RichardE | 0:5fa232ee5fdf | 343 | } |
RichardE | 0:5fa232ee5fdf | 344 | else { |
RichardE | 0:5fa232ee5fdf | 345 | // Move all the enemies and check if all dead. |
RichardE | 0:5fa232ee5fdf | 346 | allEnemiesAreDead = ! GameObject::MoveAll( DataForLevel->Enemies, LevelData::MaxEnemies ); |
RichardE | 0:5fa232ee5fdf | 347 | // If there are still some enemies alive then check if those that remain are indestructable. |
RichardE | 0:5fa232ee5fdf | 348 | // If only indestructable enemies survive then act as if all enemies are dead. |
RichardE | 0:5fa232ee5fdf | 349 | // You need to do this or you would never be able to complete a level that had indestructable |
RichardE | 0:5fa232ee5fdf | 350 | // enemies on it. |
RichardE | 0:5fa232ee5fdf | 351 | if( ! allEnemiesAreDead ) { |
RichardE | 0:5fa232ee5fdf | 352 | allEnemiesAreDead = EnemyObject::AreAllIndestructable( |
RichardE | 0:5fa232ee5fdf | 353 | (const EnemyObject**)DataForLevel->Enemies, |
RichardE | 0:5fa232ee5fdf | 354 | LevelData::MaxEnemies |
RichardE | 0:5fa232ee5fdf | 355 | ); |
RichardE | 0:5fa232ee5fdf | 356 | } |
RichardE | 0:5fa232ee5fdf | 357 | // Move all the humans. |
RichardE | 0:5fa232ee5fdf | 358 | GameObject::MoveAll( DataForLevel->Humans, LevelData::MaxHumans ); |
RichardE | 0:5fa232ee5fdf | 359 | // Move (update) all the explosions. |
RichardE | 0:5fa232ee5fdf | 360 | GameObject::MoveAll( ExplosionManager::Instance.GetExplosions(), ExplosionManager::MaxExplosions ); |
RichardE | 0:5fa232ee5fdf | 361 | // Read the player's controls. |
RichardE | 0:5fa232ee5fdf | 362 | player->ReadControls(); |
RichardE | 0:5fa232ee5fdf | 363 | // Move the player. |
RichardE | 0:5fa232ee5fdf | 364 | player->Move(); |
RichardE | 0:5fa232ee5fdf | 365 | // Move the player's bullets. |
RichardE | 0:5fa232ee5fdf | 366 | GameObject::MoveAll( player->GetBullets(), BulletManager::MaxBullets ); |
RichardE | 0:5fa232ee5fdf | 367 | } |
RichardE | 0:5fa232ee5fdf | 368 | } |
RichardE | 0:5fa232ee5fdf | 369 | // Player completed level or game is over. |
RichardE | 0:5fa232ee5fdf | 370 | return gameIsOver ? GameOver : Completed; |
RichardE | 0:5fa232ee5fdf | 371 | } |
RichardE | 0:5fa232ee5fdf | 372 | #endif |
RichardE | 0:5fa232ee5fdf | 373 | // Level data or player were not specified. |
RichardE | 0:5fa232ee5fdf | 374 | return Completed; |
RichardE | 0:5fa232ee5fdf | 375 | } |
RichardE | 0:5fa232ee5fdf | 376 |