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possum.cpp
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possum.cpp
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/****************************************************************************\
|* *|
|* possum.cpp - part of Possum, a Space Shooter game. *|
|* *|
|* Copyright (C) 2021 Pete Favelle <[email protected]> *|
|* *|
|* This file is released under the MIT License; see LICENSE for details. *|
|* *|
|* Main entry point for the program; this file provides the three 32Blit *|
|* interface functions (init, update, render). *|
|* *|
\****************************************************************************/
/* System headers. */
/* Local headers. */
#define _POSSUM_X
#include "possum.hpp"
#include "graphics/font.hpp"
#include "background.hpp"
#include "player.hpp"
#include "ssap.hpp"
/* Module variables. */
Background *m_background = nullptr;
Player *m_player = nullptr;
bool m_running = true;
/* Functions. */
/**
* init()
*
* Called on game launch, to do the basic set up, select screen mode et al.
*/
void init( void )
{
/* Select lo-res, which is 120px high on all our platforms (width varies) */
blit::set_screen_mode( blit::ScreenMode::lores );
/* Initialise our spritesheets; we keep these global because frankly that */
/* makes sense and I'm very, very sorry. They're read-only, though! */
g_ss_backgrounds = blit::Surface::load_read_only( ssap_backgrounds );
g_ss_characters = blit::Surface::load_read_only( ssap_characters );
g_ss_UI = blit::Surface::load_read_only( ssap_ui );
g_ss_misc = blit::Surface::load_read_only( ssap_misc );
g_ss_projectiles = blit::Surface::load_read_only( ssap_projectiles );
g_ss_ships = blit::Surface::load_read_only( ssap_ships );
/* Create the background object, used to draw, err, the background. */
m_background = new Background();
/* And the player object, which holds the ship, the scores, ... */
m_player = new Player();
/* All done. */
return;
}
/**
* update( time )
*
* Called every tick to update the world state; these update ticks should be
* every 10ms (100Hz), and the 'nomimal' elapsed time is provided as an
* argument. Missed updates will be caught up (with faked times) if necessary.
*/
void update( uint32_t p_time )
{
/* The background moves forever, behind... well, everything really. */
if ( m_background != nullptr )
{
m_background->update( p_time );
}
/* The pause button is a universal control (button Y, nearest the screen) */
if ( blit::buttons.pressed & blit::Button::Y )
{
/* Toggle our run state. */
m_running = !m_running;
}
/* And if we're paused, no more to do. */
if ( !m_running )
{
return;
}
/* When the game isn't running, the player object still needs updates. */
if ( m_player != nullptr )
{
m_player->update( p_time );
}
/* All done. */
return;
}
/**
* render( time )
*
* Called every tick to render the world; these render ticks should be every
* 20ms (50Hz), but may be dropped if system performance requires. Therefore
* it's critical that the world is not modified during the render step.
*/
void render( uint32_t p_time )
{
/* We always need to clear down and draw the background. */
if ( m_background != nullptr )
{
m_background->render();
}
/* And if we're paused, just need an 'un-pause' prompt. */
if ( !m_running )
{
/* Set to a flickering pen. */
blit::screen.pen.r = blit::screen.pen.b = blit::screen.pen.a = 255;
blit::screen.pen.g = p_time % 256;
/* And clue the player in. */
blit::Point l_text_pos( blit::screen.bounds.w / 2, ( blit::screen.bounds.h / 2 ) - 8 );
blit::screen.text( "PAUSED", blit::minimal_font, l_text_pos, true, blit::TextAlign::center_center );
l_text_pos.y += 16;
blit::screen.text( "<Y> TO RESUME", blit::minimal_font, l_text_pos, true, blit::TextAlign::center_center );
return;
}
/* If the game isn't running, the player still needs to be visible. */
if ( m_player != nullptr )
{
m_player->render();
}
/* All done. */
return;
}
/* End of file possum.cpp */