Continued work on menus. Level selection almost works.

This commit is contained in:
Scott Duensing 2020-07-30 19:54:36 -05:00
parent ffc073d836
commit 8bb1091352
4 changed files with 307 additions and 99 deletions

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warehouse/about.xcf (Stored with Git LFS) Normal file

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@ -1,7 +1,7 @@
#!/bin/bash -e
PROJECT=Warehouse
DATA=(font.img kanga.img tiles.img backgrnd.img ../puzzles.dat ../index.dat)
DATA=(font.img kanga.img tiles.img backgrnd.img about.img play.img ../puzzles.dat ../index.dat)
#SOURCE=(*.c *.h)
SOURCE=()

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@ -23,6 +23,7 @@
#include <stdio.h>
#include <string.h>
#include <stdarg.h>
#include <math.h>
#include <stddclmr.h>
@ -71,6 +72,7 @@ static jlImgT *fontI = NULL;
static jlImgT *tilesI = NULL;
static jint16 puzzleCount;
static jint16 puzzleCurrent;
static jint32 *puzzleIndex = NULL;
@ -103,17 +105,23 @@ static CoordT tileLookup[TILE_COUNT] = {
void drawAvatar(void);
byte drawMenu(char *menu[], byte width, byte *height, byte *offsetX, byte *offsetY);
byte drawMenu(char *title, char *menuItems[], byte requestedWidth, byte *height, byte *offsetX, byte *offsetY);
void drawPuzzle(void);
void forceFullRedraw(void);
void loadPuzzle(jint16 number);
bool menu(void);
bool mainMenu(void);
char menu(char *title, char *menuItems[], char selected, byte width, byte offsetX, byte offsetY);
void moveCrate(byte sx, byte sy, byte dx, byte dy);
void play(void);
void printPuzzle(char *message, byte which[MAX_WIDTH][MAX_HEIGHT]);
void printAt(jlImgT *font, jint16 cx, jint16 cy, const char *what, ...);
bool readInput(byte *key);
void redraw(void);
void resetPuzzle(void);
void selectLevel(void);
void showImage(char *name);
void showPalette(void);
void ticker(void);
void title(void);
@ -133,33 +141,35 @@ void drawAvatar(void) {
}
byte drawMenu(char *menu[], byte width, byte *height, byte *offsetX, byte *offsetY) {
byte drawMenu(char *title, char *menuItems[], byte requestedWidth, byte *height, byte *offsetX, byte *offsetY) {
jint16 count = 0;
jint16 lx = ((byte)221 % 40) << 3; // Left-hand block ASCII
jint16 ly = ((byte)221 / 40) << 3;
jint16 rx = ((byte)222 % 40) << 3; // Right-hand block ASCII
jint16 ry = ((byte)222 / 40) << 3;
jint16 tx = ((byte)223 % 40) << 3; // Top-half block ASCII
jint16 ty = ((byte)223 / 40) << 3;
jint16 bx = ((byte)220 % 40) << 3; // Bottom-half block ASCII
jint16 by = ((byte)220 / 40) << 3;
jint16 lx = ((byte)221 % 40) << 3; // Left-hand block ASCII
jint16 ly = ((byte)221 / 40) << 3;
jint16 rx = ((byte)222 % 40) << 3; // Right-hand block ASCII
jint16 ry = ((byte)222 / 40) << 3;
jint16 tx = ((byte)223 % 40) << 3; // Top-half block ASCII
jint16 ty = ((byte)223 / 40) << 3;
jint16 bx = ((byte)220 % 40) << 3; // Bottom-half block ASCII
jint16 by = ((byte)220 / 40) << 3;
jint16 x1;
jint16 y1;
jint16 x2;
jint16 y2;
jint16 y3;
byte width = requestedWidth;
// 222 223 221
// 222 220 221
// Calculate height and offsets from menu count.
while (menu[count]) {
// Calculate height, width, and offsets from menu count.
while (menuItems[count]) {
if (width < strlen(menuItems[count]) + 6) width = strlen(menuItems[count]) + 6;
count++;
}
*height = 13 + count;
*offsetX = 20 - width / 2;
*offsetY = 11 - *height / 2;
*height = 8 + count * 2;
if (*offsetX == 0) *offsetX = 20 - width / 2;
if (*offsetY == 0) *offsetY = 11 - *height / 2;
// Clear area behind menu. Slightly higher and lower to add borders to the non-bordered ASCII characters.
jlDrawBoxFilled(*offsetX * 8, *offsetY * 8 - 4, (*offsetX + width + 1) * 8, (*offsetY + *height) * 8 + 4);
@ -182,14 +192,15 @@ byte drawMenu(char *menu[], byte width, byte *height, byte *offsetX, byte *offse
jlDrawBlit8x8(jlImgSurfaceGet(fontI), bx, by, x1, y3);
}
printAt(fontI, 16, *offsetY + 2, "Main Menu");
x1 = (width / 2 - strlen(title) / 2) + *offsetX;
printAt(fontI, x1, *offsetY + 2, title);
// Draw menu.
x1 = *offsetX + 5;
x1 = *offsetX + 4;
y1 = *offsetY + 7;
count = 0;
while (menu[count]) {
printAt(fontI, x1, y1, menu[count]);
while (menuItems[count]) {
printAt(fontI, x1, y1, menuItems[count]);
y1+=2;
count++;
}
@ -240,8 +251,9 @@ void loadPuzzle(jint16 number) {
in = fopen("data/puzzles.dat", "rb");
if (!in) jlUtilDie("Unable to open puzzle database!");
crateCount = 0;
crateCount = 0;
cratesOnTarget = 0;
puzzleCurrent = number;
// Skip to requested puzzle.
fseek(in, puzzleIndex[number - 1], SEEK_SET);
@ -294,61 +306,96 @@ void loadPuzzle(jint16 number) {
puzzle.offsetX = (10 - puzzle.width / 2) * 2;
puzzle.offsetY = (6 - puzzle.height / 2) * 2;
// Make copy for our rendering array.
memcpy(&puzzleNow, puzzle.puzzle, sizeof(byte) * MAX_WIDTH * MAX_HEIGHT);
resetPuzzle();
forceFullRedraw();
}
bool menu(void) {
bool mainMenu(void) {
char *options[] = { "Return to Game", "About", "How to Play", "Select Level", "Reset Level", "Exit", 0 };
char *yesno[] = { "What? No!", "Yeah, I've had enough.", 0 };
char *reset[] = { "No! I didn't mean it!", "Yes, let me try again.", 0 };
bool running = true;
char choice = 0;
char *menu[] = { "About", "How to Play", "Select Level", "Reset Level", "Exit", 0 };
byte count = 0;
byte height;
byte offsetX;
byte offsetY;
byte inMenuYOffset = 7;
byte key;
jint16 rx = ((byte)175 % 40) << 3; // Right Arrows ASCII
jint16 ry = ((byte)175 / 40) << 3;
jint16 sx = ((byte)32 % 40) << 3; // Space ASCII
jint16 sy = ((byte)32 / 40) << 3;
jint16 xpos;
jint16 ypos;
jint16 selected;
jint16 last;
jint16 lastY;
bool inMenu = true;
bool keepPlayingn = true;
while ((choice >= 0) && running && !jlUtilMustExit()) {
choice = menu("Main Menu", options, choice, 0, 0, 0);
switch (choice) {
case 0: // Return to Game
choice = -1;
break;
count = drawMenu(menu, 20, &height, &offsetX, &offsetY);
case 1: // About
showImage("about");
break;
inMenuYOffset += offsetY;
xpos = (offsetX + 3) * 8;
ypos = inMenuYOffset * 8;
case 2: // How to Play
showImage("play");
break;
case 3: // Select Level
selectLevel();
break;
case 4: // Reset Level
if (1 == menu("Reset Level?", reset, 0, 0, 0, 0)) {
resetPuzzle();
forceFullRedraw();
choice = -1;
}
break;
case 5: // Exit
running = (0 == menu("Exit Game?", yesno, 0, 0, 0, 0));
break;
}
}
return running;
}
char menu(char *title, char *menuItems[], char selected, byte width, byte offsetX, byte offsetY) {
byte count = 0;
byte inMenuYOffset = 7;
byte key;
byte height;
byte ox;
byte oy;
char result = -1;
bool inMenu = true;
jint16 rx = ((byte)175 % 40) << 3; // Right Arrows ASCII
jint16 ry = ((byte)175 / 40) << 3;
jint16 sx = ((byte)32 % 40) << 3; // Space ASCII
jint16 sy = ((byte)32 / 40) << 3;
jint16 xpos;
jint16 ypos;
jint16 last;
jint16 lastY;
jlImgT *screen = NULL; //***TODO*** Maybe re-use tilesI to save RAM?
jlImgCreate(screen);
ox = offsetX;
oy = offsetY;
count = drawMenu(title, menuItems, width, &height, &ox, &oy);
inMenuYOffset += oy;
xpos = (ox + 2) * 8;
ypos = (inMenuYOffset + (selected * 2)) * 8;
lastY = ypos;
selected = 0;
last = 1;
last = (selected == 0 ? 1 : 0);
while (inMenu && !jlUtilMustExit()) {
if (jlKeyPressed()) {
while (jlKeyPressed()) {
key = jlKeyRead();
}
if (readInput(&key)) {
switch (key) {
case 27:
inMenu = false;
forceFullRedraw();
jlDrawClear();
break;
case 13:
switch (selected) {
case 4: // Exit
inMenu = false;
keepPlayingn = false;
break;
}
result = selected;
inMenu = false;
break;
case 'I':
@ -381,10 +428,13 @@ bool menu(void) {
lastY = ypos;
last = selected;
}
ticker();
}
// Return 'false' to exit the game.
return keepPlayingn;
jlImgDisplay(screen);
jlImgFree(screen);
return result;
}
@ -407,44 +457,41 @@ void moveCrate(byte sx, byte sy, byte dx, byte dy) {
void play(void) {
jint16 current = 1;
jint16 last = 0;
char key = 0;
byte key = 0;
bool playing = true;
byte tile = 0;
// Show menu on entry
playing = mainMenu();
// Force tile palette
jlImgDisplay(tilesI);
// Show menu on entry
playing = menu();
jlDrawClear();
while (playing && !jlUtilMustExit()) {
if (jlKeyPressed()) {
while (jlKeyPressed()) {
key = jlKeyRead();
}
if (readInput(&key)) {
avatarXLast = avatarX;
avatarYLast = avatarY;
switch (key) {
case 27:
playing = menu();
playing = mainMenu();
if (playing) redraw();
break;
case 'Q':
case 'Q': //***REMOVE***
case 'q':
current--;
if (current < 1) {
current = puzzleCount;
puzzleCurrent--;
if (puzzleCurrent < 1) {
puzzleCurrent = puzzleCount;
}
break;
case 'W':
case 'W'://***REMOVE***
case 'w':
current++;
if (current >= puzzleCount) {
current = 1;
puzzleCurrent++;
if (puzzleCurrent >= puzzleCount) {
puzzleCurrent = 1;
}
break;
@ -517,20 +564,20 @@ void play(void) {
break;
}
}
// Load new level?
if (last != current) {
last = current;
loadPuzzle(current);
// Load new level? ***REMOVE***
if (last != puzzleCurrent) {
last = puzzleCurrent;
loadPuzzle(puzzleCurrent);
avatarXLast = -1;
avatarYLast = -1;
jlDrawClear();
printAt(fontI, 0, 24, "%d puzzles. Showing #%d", puzzleCount, current);
}
// Redraw?
if ((avatarX != avatarXLast) || (avatarY != avatarYLast)) {
puzzleBefore[avatarXLast][avatarYLast] = TILE_NOTHING;
redraw();
}
ticker();
}
}
@ -557,7 +604,7 @@ void printAt(jlImgT *font, jint16 cx, jint16 cy, const char *what, ...) {
jint16 tx;
jint16 ty;
jint16 counter;
char msg[40]; // Very short messages (screen width). Be careful!
char msg[41]; // Very short messages (screen width). Be careful!
va_list va;
va_start(va, what);
@ -576,16 +623,153 @@ void printAt(jlImgT *font, jint16 cx, jint16 cy, const char *what, ...) {
}
bool readInput(byte *key) {
if (jlKeyPressed()) {
while (jlKeyPressed()) {
*key = jlKeyRead();
}
return true;
}
//***TODO*** Add joystick here.
return false;
}
void redraw(void) {
//printPuzzle("Now", puzzleNow);
//printPuzzle("Before", puzzleBefore);
drawPuzzle();
drawAvatar();
printAt(fontI, 30, 24, "%d/%d ", cratesOnTarget, crateCount);
jlDisplayPresent();
}
void resetPuzzle(void) {
// Make copy for our rendering array.
memcpy(&puzzleNow, puzzle.puzzle, sizeof(byte) * MAX_WIDTH * MAX_HEIGHT);
}
void selectLevel(void) {
jint16 x;
jint16 y;
jint16 lastX;
jint16 lastY;
jint16 p;
jint16 c = 0;
jint16 index = -1;;
jint16 marginX = 16;
jint16 marginY = 16;
jint16 spacingX;
jint16 spacingY;
jint16 cols = (jint16)(sqrt(puzzleCount) + 0.5f);
char bit = 0;
byte data;
bool inMenu = true;
jlPaletteSet( 0, 0, 0, 0);
jlPaletteSet( 1, 0, 15, 0);
jlPaletteSet( 2, 15, 0, 0);
jlPaletteSet(15, 15, 15, 15);
jlDrawColorSet(0);
jlDrawClear();
spacingX = (320 - (marginX * 2)) / cols;
spacingY = (200 - (marginY * 2)) / cols;
// Y spacing needs corrected to be centered on the screen
marginY = (200 - (spacingY * cols)) / 2;
x = marginX;
y = marginY;
for (p=0; p<puzzleCount; p++) {
bit--;
if (bit < 0) {
bit = 7;
index++;
data = saveGame.solved[index];
}
if (data & (1 << bit)) {
jlDrawColorSet(1);
} else {
jlDrawColorSet(2);
}
jlDrawPixelSet(x, y);
jlDrawPixelSet(x + 1, y);
jlDrawPixelSet(x, y + 1);
jlDrawPixelSet(x + 1, y + 1);
c++;
if (c >= cols) {
x = marginX;
y += spacingY;
c = 0;
} else {
x += spacingX;
}
}
p = puzzleCurrent;
lastX = -1;
lastY = -1;
while (inMenu && !jlUtilMustExit()) {
if (readInput(&data)) {
avatarXLast = avatarX;
avatarYLast = avatarY;
switch (data) {
case 27:
inMenu = false;
break;
}
}
x = ((p - 1) % cols) * spacingX + marginX;
y = ((p - 1) / cols) * spacingY + marginY;
if ((x != lastX) || (y != lastY)) {
if (lastX > -1) {
jlDrawColorSet(0);
jlDrawBox(lastX - 1, lastY - 1, lastX + 2, lastY + 2);
}
jlDrawColorSet(15);
jlDrawBox(x - 1, y - 1, x + 2, y + 2);
lastX = x;
lastY = y;
}
}
printAt(fontI, 5, 0, "Select Your Next Level: %d ", p);
printAt(fontI, 0, 24, "Green are Completed. Red are Unsolved.");
jlDisplayPresent();
jlKeyWaitForAny();
}
void showImage(char *name) {
jlImgT *screen = NULL;
jlImgT *image = NULL;
byte key;
//***TODO*** Maybe re-use tilesI to save RAM?
jlImgCreate(screen);
if (!jlImgLoad(image, name)) jlUtilDie("Unable to open %s!", name);
jlImgDisplay(image);
jlDisplayPresent();
while (!readInput(&key) && !jlUtilMustExit()) {
// Do nothing
}
jlImgDisplay(screen);
jlDisplayPresent();
jlImgFree(image);
jlImgFree(screen);
}
void showPalette(void) {
byte x;
for (x=0; x<16; x++) {
@ -595,10 +779,26 @@ void showPalette(void) {
}
void ticker(void) {
char *spinner = "/-\\|";
static byte count = 0;
static jint16 last = 0;
printAt(fontI, 0, 24, "%d puzzles. Showing #%d. %d/%d %c ",
puzzleCount, puzzleCurrent, cratesOnTarget, crateCount, spinner[count++]);
jlDisplayPresent();
if (jlUtilTimeSpan(last, jlUtilTimer()) > 3) {
if (count > 3) count = 0;
last = jlUtilTimer();
}
}
void title(void) {
char *images[] = { "kanga", "backgrnd", 0 };
byte count = 0;
byte count = 1; // CHANGE
jlDrawColorSet(0);
jlDisplayBorder(BORDER_BLACK);
@ -606,14 +806,16 @@ void title(void) {
while (images[count] && !jlUtilMustExit()) {
// For splash screens, reuse tilesI to save memory.
jlImgLoad(tilesI, images[count]);
if (!jlImgLoad(tilesI, images[count])) jlUtilDie("Unable to open %s!", images[count]);
jlImgDisplay(tilesI);
//showPalette();
jlDisplayPresent();
jlUtilSleep(20);
jlDrawClear();
jlDisplayPresent();
jlUtilSleep(3);
if (images[count+1] != 0) {
jlDrawClear();
jlDisplayPresent();
jlUtilSleep(3);
}
count++;
}
}
@ -625,13 +827,11 @@ int main(void) {
jlUtilStartup("Warehouse");
// Get something on the screen as quickly as possible.
//title();
title();
// Load the rest of our data.
jlImgLoad(tilesI, "tiles");
if (!tilesI) jlUtilDie("Unable to load tiles!");
jlImgLoad(fontI, "font");
if (!fontI) jlUtilDie("Unable to load font!");
if (!jlImgLoad(tilesI, "tiles")) jlUtilDie("Unable to load tiles!");
if (!jlImgLoad(fontI, "font")) jlUtilDie("Unable to load font!");
// Load the index.
in = fopen("data/index.dat", "rb");
@ -661,6 +861,8 @@ int main(void) {
memset(saveGame.solved, 0, saveGame.solvedSize);
}
loadPuzzle(saveGame.lastPuzzle);
play();
jlFree(saveGame.solved);

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