Added placeholder Title screen and scoring

This commit is contained in:
Jon Thysell 2021-10-28 17:44:36 -07:00
parent dd6cb045ca
commit 866dadb28d
4 changed files with 124 additions and 7 deletions

View File

@ -12,8 +12,29 @@ const uint8_t MinHalfStars = 1;
const uint16_t PerfectScore = 300; // LevelCount * MaxHalfStars
void GameEngine_LoadLevel(GameEngine *pGameEngine, const int8_t level, const bool setB);
void GameEngine_ToggleSingleLight(GameEngine *pGameEngine, const int8_t x, const int8_t y);
void GameEngine_NewGame(GameEngine *pGameEngine, const bool setB)
{
pGameEngine->Score = 0;
GameEngine_LoadLevel(pGameEngine, 0, setB);
}
void GameEngine_NextLevel(GameEngine *pGameEngine)
{
if (GameEngine_IsCompleted(pGameEngine))
{
pGameEngine->Score += GameEngine_GetHalfStars(pGameEngine);
GameEngine_LoadLevel(pGameEngine, pGameEngine->Level + 1, pGameEngine->SetB);
}
}
void GameEngine_ResetLevel(GameEngine *pGameEngine)
{
GameEngine_LoadLevel(pGameEngine, pGameEngine->Level, pGameEngine->SetB);
}
void GameEngine_LoadLevel(GameEngine *pGameEngine, const int8_t level, const bool setB)
{
pGameEngine->Level = Levels_BoundLevel(level);

View File

@ -16,6 +16,7 @@ extern const uint16_t PerfectScore;
typedef struct GameEngine
{
uint16_t Score;
int8_t Level;
bool SetB;
uint32_t Lights;
@ -23,7 +24,11 @@ typedef struct GameEngine
uint16_t Moves;
} GameEngine;
void GameEngine_LoadLevel(GameEngine *pGameEngine, const int8_t level, const bool setB);
void GameEngine_NewGame(GameEngine *pGameEngine, const bool setB);
void GameEngine_NextLevel(GameEngine *pGameEngine);
void GameEngine_ResetLevel(GameEngine *pGameEngine);
bool GameEngine_GetLight(const GameEngine *pGameEngine, const int8_t x, const int8_t y);

View File

@ -5,9 +5,11 @@
void GameWindow_SetLightRect(const GameWindow *pGameWindow, Rect *pRect, const int8_t c, const int8_t r);
void GameWindow_DrawTitleMode(const GameWindow *pGameWindow, bool fullRefresh);
void GameWindow_DrawPlayMode(const GameWindow *pGameWindow, bool fullRefresh);
void GameWindow_DrawLevelCompleteMode(const GameWindow *pGameWindow, bool fullRefresh);
void GameWindow_ClickTitleMode(GameWindow *pGameWindow, const Point *pPosition);
void GameWindow_ClickPlayMode(GameWindow *pGameWindow, const Point *pPosition);
void GameWindow_ClickLevelCompleteMode(GameWindow *pGameWindow, const Point *pPosition);
@ -25,7 +27,7 @@ void GameWindow_Init(GameWindow *pGameWindow)
ShowError("\pGameWindow resource WIND BaseResID missing!", true);
}
pGameWindow->GameMode = Play;
pGameWindow->GameMode = Title;
// Setup rects
pGameWindow->PlayfieldRect.top = PlayfieldMargin;
@ -56,6 +58,9 @@ void GameWindow_Draw(const GameWindow *pGameWindow, bool fullRefresh)
switch (pGameWindow->GameMode)
{
case Title:
GameWindow_DrawTitleMode(pGameWindow, fullRefresh);
break;
case Play:
GameWindow_DrawPlayMode(pGameWindow, fullRefresh);
break;
@ -73,11 +78,33 @@ void GameWindow_SetLightRect(const GameWindow *pGameWindow, Rect *pRect, const i
pRect->right = pRect->left + LightSize;
}
void GameWindow_DrawTitleMode(const GameWindow *pGameWindow, bool fullRefresh)
{
SetPort(pGameWindow->Window);
// TODO: Proper title
if (fullRefresh)
{
}
ForeColor(blackColor);
TextFace(bold + outline);
MoveTo(100, 100);
DrawString("\pMacLO! Click to continue.");
MoveTo(25, 200);
DrawString("\pSet A.");
MoveTo(250, 200);
DrawString("\pSet B.");
}
void GameWindow_DrawPlayMode(const GameWindow *pGameWindow, bool fullRefresh)
{
int8_t r, c;
Rect lightRect;
Str255 levelStr, parStr, movesStr;
Str255 levelStr, parStr, movesStr, halfStarsStr, scoreStr;
SetPort(pGameWindow->Window);
@ -118,8 +145,9 @@ void GameWindow_DrawPlayMode(const GameWindow *pGameWindow, bool fullRefresh)
// Draw Level
MoveTo(pGameWindow->HUDRect.left + 10, pGameWindow->HUDRect.top + 20);
DrawString("\pLevel: ");
NumToString((long)(pGameWindow->Engine.Level), &levelStr);
NumToString(1L + pGameWindow->Engine.Level, &levelStr);
DrawString(levelStr);
DrawString("\p/50");
// Draw Par
MoveTo(pGameWindow->HUDRect.left + 10, pGameWindow->HUDRect.top + 40);
@ -132,10 +160,28 @@ void GameWindow_DrawPlayMode(const GameWindow *pGameWindow, bool fullRefresh)
DrawString("\pMoves: ");
NumToString((long)(pGameWindow->Engine.Moves), &movesStr);
DrawString(movesStr);
DrawString("\p/");
DrawString(parStr);
// Draw Stars
MoveTo(pGameWindow->HUDRect.left + 10, pGameWindow->HUDRect.top + 80);
DrawString("\pStars: ");
NumToString((long)GameEngine_GetHalfStars(&(pGameWindow->Engine)), &halfStarsStr);
DrawString(halfStarsStr);
DrawString("\p/6");
// Draw Score
MoveTo(pGameWindow->HUDRect.left + 10, pGameWindow->HUDRect.top + 100);
DrawString("\pScore: ");
NumToString((long)(pGameWindow->Engine.Score), &scoreStr);
DrawString(scoreStr);
DrawString("\p/300");
}
void GameWindow_DrawLevelCompleteMode(const GameWindow *pGameWindow, bool fullRefresh)
{
Str255 halfStarsStr;
SetPort(pGameWindow->Window);
// TODO: Proper level complete
@ -143,8 +189,20 @@ void GameWindow_DrawLevelCompleteMode(const GameWindow *pGameWindow, bool fullRe
{
}
MoveTo(100, 100);
DrawString("\pLevel Complete! Click to continue.");
MoveTo(50, 100);
DrawString("\pLevel complete! Click to continue.");
MoveTo(50, 125);
DrawString("\pReceived ");
NumToString((long)GameEngine_GetHalfStars(&(pGameWindow->Engine)), &halfStarsStr);
DrawString(halfStarsStr);
DrawString("\p/6 half-stars.");
MoveTo(25, 200);
DrawString("\pRetry level.");
MoveTo(250, 200);
DrawString("\pNext level.");
}
void GameWindow_Show(const GameWindow *pGameWindow)
@ -156,6 +214,9 @@ void GameWindow_Click(GameWindow *pGameWindow, const Point *pPosition)
{
switch (pGameWindow->GameMode)
{
case Title:
GameWindow_ClickTitleMode(pGameWindow, pPosition);
break;
case Play:
GameWindow_ClickPlayMode(pGameWindow, pPosition);
break;
@ -165,6 +226,26 @@ void GameWindow_Click(GameWindow *pGameWindow, const Point *pPosition)
}
}
void GameWindow_ClickTitleMode(GameWindow *pGameWindow, const Point *pPosition)
{
bool setB;
// TODO: Proper click handling
if (pPosition->h < ((pGameWindow->Window->portRect.right - pGameWindow->Window->portRect.left) / 2))
{
setB = false;
}
else
{
setB = true;
}
GameEngine_NewGame(&(pGameWindow->Engine), setB);
pGameWindow->GameMode = Play;
GameWindow_Draw(pGameWindow, true);
}
void GameWindow_ClickPlayMode(GameWindow *pGameWindow, const Point *pPosition)
{
int8_t r, c;
@ -204,7 +285,16 @@ void GameWindow_ClickPlayMode(GameWindow *pGameWindow, const Point *pPosition)
void GameWindow_ClickLevelCompleteMode(GameWindow *pGameWindow, const Point *pPosition)
{
// TODO: Proper click handling
GameEngine_LoadLevel(&(pGameWindow->Engine), pGameWindow->Engine.Level + 1, pGameWindow->Engine.SetB);
if (pPosition->h < ((pGameWindow->Window->portRect.right - pGameWindow->Window->portRect.left) / 2))
{
GameEngine_ResetLevel(&(pGameWindow->Engine));
}
else
{
GameEngine_NextLevel(&(pGameWindow->Engine));
}
pGameWindow->GameMode = Play;
GameWindow_Draw(pGameWindow, true);
}

View File

@ -23,6 +23,7 @@
typedef enum GameMode
{
Title,
Play,
LevelComplete,
GameComplete