MacLO/src/LevelSelectScene.c
Jon Thysell e4cb9a7af8 Added sound menu item and other optimizations
* Added sound menu which keeps in sync with pressing sound button
* Changed navigation behavior between scenes to go straight to next
  level if it hasn't been beaten, otherwise return to level select
  so the player can view their progress in the set
* More drawing optimizations
2021-12-16 12:57:00 -08:00

237 lines
8.4 KiB
C

// Copyright (c) Jon Thysell <http://jonthysell.com>
// Licensed under the MIT License.
/**
* @file LevelSelectScene.c
*
* This file provides implementations for LevelSelectScene.h.
*/
#include "LevelSelectScene.h"
/** Scale factor for the A/B set text. */
#define SetTextScale 3
/** Scale factor for the score text. */
#define ScoreTextScale 1
/** Margin for each level selection. */
#define LevelMargin 10
/** Width for each level selection. */
#define LevelWidth 80
/** Height for each level selection. */
#define LevelHeight 60
/** The number of rows of levels to show. */
#define LevelRowCount 2
/** The number of columns of levels to show. */
#define LevelColumnCount 5
/** The total number of levels to show per page. */
#define LevelsPerPage (LevelRowCount * LevelColumnCount)
/** Scale factor for the level text. */
#define LevelTextScale 1
/**
* Gets the Rect of the level selection at the given index.
* @param pGameWindow The GameWindow.
* @param pRect. The Rect of the level selection.
* @param i The index of the level onscreen.
*/
void LevelSelectScene_SetLevelRect(const GameWindow *pGameWindow, Rect *pRect, const int8_t i);
void LevelSelectScene_Init(GameWindow *pGameWindow)
{
Rect r;
const Rect *pContentRect = &(pGameWindow->Window->portRect);
pGameWindow->LevelSelectScene.PageNumber = pGameWindow->Engine.Level / LevelsPerPage;
// Setup set
GetScaledPicFrame(pGameWindow->Engine.SetB ? pGameWindow->Bitmaps.BCharPict : pGameWindow->Bitmaps.ACharPict, SetTextScale, &(pGameWindow->LevelSelectScene.SetRect));
GetBoxRect(pContentRect, Top, &r);
CenterRect(&r, &(pGameWindow->LevelSelectScene.SetRect));
// Setup score
Bitmaps_GetNumberRect(&(pGameWindow->Bitmaps), GameEngine_GetTotalScore(&(pGameWindow->Engine)), ScoreTextScale, &(pGameWindow->LevelSelectScene.ScoreRect));
GetScaledPicFrame(pGameWindow->Bitmaps.SlashCharPict, ScoreTextScale, &r);
ConcatenateRect(&(pGameWindow->LevelSelectScene.ScoreRect), &r, &(pGameWindow->LevelSelectScene.ScoreRect));
Bitmaps_GetNumberRect(&(pGameWindow->Bitmaps), PerfectScore, ScoreTextScale, &r);
ConcatenateRect(&(pGameWindow->LevelSelectScene.ScoreRect), &r, &(pGameWindow->LevelSelectScene.ScoreRect));
GetBoxRect(pContentRect, Bottom, &r);
CenterRect(&r, &(pGameWindow->LevelSelectScene.ScoreRect));
// Setup previous button
GetPictureRect(pGameWindow->Bitmaps.NextButtonPict, &(pGameWindow->LevelSelectScene.PrevButtonRect));
GetBoxRect(pContentRect, BottomLeft, &r);
CenterRect(&r, &(pGameWindow->LevelSelectScene.PrevButtonRect));
// Setup next button
GetPictureRect(pGameWindow->Bitmaps.NextButtonPict, &(pGameWindow->LevelSelectScene.NextButtonRect));
GetBoxRect(pContentRect, BottomRight, &r);
CenterRect(&r, &(pGameWindow->LevelSelectScene.NextButtonRect));
// Setup LevelGrid
pGameWindow->LevelSelectScene.LevelGridRect.top = 0;
pGameWindow->LevelSelectScene.LevelGridRect.bottom = (LevelRowCount * (LevelHeight + LevelMargin)) - LevelMargin;
pGameWindow->LevelSelectScene.LevelGridRect.left = 0;
pGameWindow->LevelSelectScene.LevelGridRect.right = (LevelColumnCount * (LevelWidth + LevelMargin)) - LevelMargin;
CenterRect(pContentRect, &(pGameWindow->LevelSelectScene.LevelGridRect));
}
void LevelSelectScene_SetLevelRect(const GameWindow *pGameWindow, Rect *pRect, const int8_t i)
{
int8_t c, r;
c = i % LevelColumnCount;
r = i / LevelColumnCount;
pRect->top = pGameWindow->LevelSelectScene.LevelGridRect.top + (r * (LevelHeight + LevelMargin));
pRect->bottom = pRect->top + LevelHeight;
pRect->left = pGameWindow->LevelSelectScene.LevelGridRect.left + (c * (LevelWidth + LevelMargin));
pRect->right = pRect->left + LevelWidth;
}
void LevelSelectScene_Draw(const GameWindow *pGameWindow, bool fullRefresh)
{
int8_t i, level;
Rect levelRect, levelTextRect, levelHalfStarsRect, r;
// Draw set
if (fullRefresh)
{
MoveTo(pGameWindow->LevelSelectScene.SetRect.left, pGameWindow->LevelSelectScene.SetRect.top);
if (pGameWindow->Engine.SetB)
{
Bitmaps_DrawBChar(&(pGameWindow->Bitmaps), SetTextScale);
}
else
{
Bitmaps_DrawAChar(&(pGameWindow->Bitmaps), SetTextScale);
}
}
// Draw score
if (fullRefresh)
{
MoveTo(pGameWindow->LevelSelectScene.ScoreRect.left, pGameWindow->LevelSelectScene.ScoreRect.top);
Bitmaps_DrawNumber(&(pGameWindow->Bitmaps), GameEngine_GetTotalScore(&(pGameWindow->Engine)), ScoreTextScale);
Bitmaps_DrawSlashChar(&(pGameWindow->Bitmaps), ScoreTextScale);
Bitmaps_DrawNumber(&(pGameWindow->Bitmaps), PerfectScore, ScoreTextScale);
}
// Draw prev button
if (fullRefresh)
{
DrawPicture(pGameWindow->Bitmaps.PrevButtonPict, &(pGameWindow->LevelSelectScene.PrevButtonRect));
}
// Draw next button
if ((pGameWindow->LevelSelectScene.PageNumber + 1) * LevelsPerPage < LevelCount)
{
DrawPicture(pGameWindow->Bitmaps.NextButtonPict, &(pGameWindow->LevelSelectScene.NextButtonRect));
}
else
{
FillRect(&(pGameWindow->LevelSelectScene.NextButtonRect), WindowPattern);
}
// Draw levels
for (i = 0; i < LevelsPerPage; i++)
{
level = i + (LevelsPerPage * pGameWindow->LevelSelectScene.PageNumber);
LevelSelectScene_SetLevelRect(pGameWindow, &levelRect, i);
if (!fullRefresh)
{
FillRect(&levelRect, WindowPattern);
}
if (level < LevelCount)
{
// Draw level number
Bitmaps_GetNumberRect(&(pGameWindow->Bitmaps), 1 + level, LevelTextScale, &levelTextRect);
GetBoxRect(&levelRect, Top, &r);
GetBoxRect(&r, Bottom, &r);
CenterRect(&r, &levelTextRect);
MoveTo(levelTextRect.left, levelTextRect.top);
Bitmaps_DrawNumber(&(pGameWindow->Bitmaps), 1 + level, LevelTextScale);
if (GameEngine_IsEnabled(&(pGameWindow->Engine), level))
{
// Draw half-stars
Bitmaps_GetHalfStarsRect(&(pGameWindow->Bitmaps), MaxStars, LevelTextScale, &levelHalfStarsRect);
GetBoxRect(&levelRect, Bottom, &r);
GetBoxRect(&r, Top, &r);
CenterRect(&r, &levelHalfStarsRect);
MoveTo(levelHalfStarsRect.left, levelHalfStarsRect.top);
Bitmaps_DrawHalfStars(&(pGameWindow->Bitmaps), GameEngine_GetScore(&(pGameWindow->Engine), level), MaxStars, LevelTextScale);
}
}
}
}
void LevelSelectScene_Click(GameWindow *pGameWindow, const Point *pPosition)
{
int8_t i, level;
Rect levelRect;
if (PtInRect(*pPosition, &(pGameWindow->LevelSelectScene.LevelGridRect)))
{
// Click within LevelGrid
for (i = 0; i < LevelsPerPage; i++)
{
level = i + (LevelsPerPage * pGameWindow->LevelSelectScene.PageNumber);
if (GameEngine_IsEnabled(&(pGameWindow->Engine), level))
{
LevelSelectScene_SetLevelRect(pGameWindow, &levelRect, i);
if (PtInRect(*pPosition, &levelRect))
{
// Clicked on level button
GameEngine_StartLevel(&(pGameWindow->Engine), level);
GameWindow_SetScene(pGameWindow, Play);
Sounds_PlayRetrySnd(&(pGameWindow->Sounds));
break;
}
}
}
}
else if (PtInRect(*pPosition, &(pGameWindow->LevelSelectScene.PrevButtonRect)))
{
// Clicked on previous button, go to previous page or title scene
if (pGameWindow->LevelSelectScene.PageNumber > 0)
{
pGameWindow->LevelSelectScene.PageNumber--;
GameWindow_Draw(pGameWindow, false);
}
else
{
GameWindow_SetScene(pGameWindow, Title);
}
}
else if (PtInRect(*pPosition, &(pGameWindow->LevelSelectScene.NextButtonRect)))
{
// Clicked on next button, go to next page if possible
if ((pGameWindow->LevelSelectScene.PageNumber + 1) * LevelsPerPage < LevelCount)
{
pGameWindow->LevelSelectScene.PageNumber++;
GameWindow_Draw(pGameWindow, false);
}
}
}