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froggix /
src /
froggix.c
Revision
1.2:
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Fri Apr 3 02:48:21 2009 UTC (15 years, 7 months ago) by
nick
Branches:
MAIN
CVS tags:
HEAD
Fixed the following bugs:
- Frogs in goals resets after new game
- Car speed and count due to level incrementation reset after new game
- Score resets properly after a new game
- When frogger dies while in the water the death animation doesn't float
/*
* Froggix
*
* Nicholas DeClario 2009
* <nick@declario.com>
*
* This program is distributed under the GNU Public License
* <Insert GNU license blurb here>
*/
/*
* Our pretty standard includes
*/
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <time.h>
#include <SDL.h>
#include <SDL_mixer.h>
#include <SDL_image.h>
#include <SDL_ttf.h>
/*
* Set some basic definitions
*/
#define VERSION "$Id: froggix.c,v 1.2 2009/04/03 02:48:21 nick Exp $"
#define TITLE "Froggix"
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define FALSE 0
#define TRUE 1
#define LIVES 3
#define COLORKEY 255, 0, 255
#define BGCOLOR 0, 0, 0
#define FROGGER_START_X 290
#define FROGGER_START_Y 425
#define UP 1
#define DOWN 2
#define LEFT 3
#define RIGHT 4
#define X 0
#define Y 1
#define FRAME 24
#define HFRAME 12
#define HOP_DISTANCE 30
#define HOP_SPEED 3
#define ROW_BASE 425
#define LEFT_SIDE 115
#define RIGHT_SIDE 525
#define SPLASH 1 /* Death types */
#define SPLAT 2
/* Point table */
#define SCORE_HOP 10
#define SCORE_GOAL 50
#define SCORE_LEVEL 1000
#define SCORE_FLY 150
#define SCORE_PINK 200
#define SCORE_SECONDS 10
#define HIGH_SCORE 4630
#define SCORE_FREE_FROG 200
/* The green game timer */
#define MAX_TIMER 350
#define TIMER_SIZE 150
#define TIMER_COLOR 32, 211, 0
#define TIMER_LOW_COLOR 255, 0, 0
/* baddies */
#define VEHICLE 0
#define LOG 1
#define TURTLE 2
#define GATOR 3
#define SNAKE 4
#define BEAVER 5
/* Goal areas */
#define MAX_GOALS 5
/* logs */
#define SHORT_LOG 4
#define MEDIUM_LOG 6
#define LONG_LOG 9
#define MAX_WOOD 7
/* Turtles */
#define DIVE_START_TIME 50
#define DIVE_PHASE_TIME 20
#define MAX_TURTLES 9
#define TURTLE_ANIM_TIME 5
/* Vehicles */
#define MAX_VEHICLES 40
/*
* Froggers dstruct
*/
typedef struct {
int placement[2];
int oldPlacement[2];
int direction;
int location;
int hopCount;
int currentRow;
int alive;
int riding;
int ridingIdx;
int ridingType;
int frogger; /* Are we frogger or bonus frog */
int deathType;
int deathCount;
SDL_Rect src;
SDL_Rect dst;
Mix_Chunk *s_hop;
Mix_Chunk *s_squash;
Mix_Chunk *s_splash;
Mix_Chunk *s_extra;
} froggerObj;
/*
* Goals
*/
typedef struct {
int x, y, w, h;
int occupied;
int fly;
int gator;
} goalObj;
/*
* Vehicles
*/
typedef struct {
int placement[2];
int oldPlacement[2];
int direction; // LEFT or RIGHT
int row; // row
int speed; // How fast are we traveling
int level; // Must be >= this level to display
SDL_Rect src;
} vehicleObj;
/*
* It's Log!
*/
typedef struct {
int placement[2];
int oldPlacement[2];
int row; /* Current row we are in */
int type; /* SHORT, MEDIUM, or LONG */
int speed; /* What speed does the log move at */
int hasPink; // Is bonus frog riding
SDL_Rect src;
} logObj;
/*
* Turtles
*/
typedef struct {
int placement[2];
int oldPlacement[2];
int row; /* Which row are the turtles in? */
int count; /* How many turtles in this group? */
int speed; /* How fast are they swimming */
int canDive; /* Can this group dive */
int diveStep; /* If they can dive, what diving step are then in */
int diveTime; /* Current dive time */
int animStep; /* Current animation frame */
int animDelay; /* The number of ticks to wait between frames */
SDL_Rect src;
} turtleObj;
int keyEvents( SDL_Event event );
int mySDLInit( void );
void beginGame( void );
int loadMedia( void );
int heartbeat( void );
int updateGameState( void );
void configGameScreen( void );
void drawGameScreen( void );
void drawBackground( void );
int getRowPixel ( int row );
int collisionRow ( void );
int freeFrog( int score );
int collideFrogger ( int x, int y, int h, int w );
void checkFroggerBorder( void );
void levelUp( void );
int checkGoals( void );
void froggerReset( void );
logObj setWood( int type, int speed, int row, int startX );
turtleObj setTurtle( int dive, int diveTimer, int speed, int row, int startX, int count );
vehicleObj setVehicle( int row, int startX, int speed, int level );
goalObj setGoal( int x, int y, int w, int h );
void moveFrogger( void );
void ridingFrogger( );
void drawTitleScreen( void );
void drawPauseScreen( void );
void drawGameOver( void );
int drawDeathSequence( int deathType );
int checkTimer( void );
void drawScore( int high, int score );
void drawNumbers( int num, int x, int y );
void drawGoals( void );
void drawTimer( int length );
void drawLives( int lives );
void drawLevel( int level );
void drawWood( void );
void drawTurtles( void );
void drawVehicles( void );
void drawImage(SDL_Surface *srcimg, int sx, int sy, int sw, int sh, SDL_Surface *dstimg, int dx, int dy, int alpha );
void playSound( Mix_Chunk *sound );
void setFullScreenMode( void );
int level = 0;
int playing = 0;
int lives = 0;
int players = 0;
int score = 0;
int givenFreeFrog = 0;
int hScore = HIGH_SCORE;
int redraw_all = 0;
int fullscreen = 0;
int drawBG = 0;
int goDelay;
float timeLeft;
froggerObj frogger;
logObj wood[MAX_WOOD];
turtleObj turtle[MAX_TURTLES];
vehicleObj vehicle[MAX_VEHICLES];
goalObj goals[MAX_GOALS];
Mix_Chunk *s_freeFrog;
SDL_Surface *gfx;
SDL_Surface *background; // This is the frogger back drop
SDL_Rect backgroundRect;
SDL_Surface *titleSurface; // Title 'Froggix' image
SDL_Surface *screen; //This pointer will reference the backbuffer
SDL_Rect leftBorderRect;
SDL_Rect rightBorderRect;
TTF_Font *font;
int debugBorder = 0;
/*
* int mySDLInit(void);
*
* This starts the basic SDL initialization for everything we'll need
*
*/
int mySDLInit( void ) {
int result = 1;
if( SDL_Init( SDL_INIT_VIDEO ) != 0 ) {
fprintf( stderr, "Warning: Unable to initialize video: %s\n", SDL_GetError( ) );
result--;
}
if( TTF_Init( ) == -1 ) {
fprintf( stderr, "Warning: Unable to initialize font engine: %s\n", TTF_GetError( ) );
result--;
}
if( SDL_Init( SDL_INIT_AUDIO ) != 0 ) {
fprintf( stderr, "Warning: Unable to initialize audio: %s\n", SDL_GetError( ) );
result--;
}
if( Mix_OpenAudio( 11025, AUDIO_S16, 2, 512 ) < 0 ) {
fprintf( stderr, "Warning: Audio set failed: %s\n", SDL_GetError( ) );
result--;
}
screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, 16, SDL_HWSURFACE );
if ( screen == NULL ) {
fprintf( stderr, "Error: Unable to set video mode: %s\n", SDL_GetError( ) );
result--;
}
SDL_WM_SetCaption( TITLE, NULL );
return result;
}
/*
* void beginGame( void );
*
* Main game routine
*/
void beginGame( void ) {
float next_heartbeat = 0;
SDL_Event event;
int done = 0;
printf ( "D: Starting main game loop\n" );
if ( loadMedia( ) <= 0 ) {
fprintf( stderr, "Error: Failed to load graphics and audio!\n" );
return;
}
drawBackground( );
while( ! done ) {
while( SDL_PollEvent( &event ) ) {
done = keyEvents( event );
}
/* Check the heartbeat to see if we're ready */
if ( SDL_GetTicks( ) >= next_heartbeat ) {
next_heartbeat = SDL_GetTicks( ) + heartbeat( );
}
SDL_Delay( 30 );
}
SDL_FreeSurface( gfx );
}
int loadMedia( void ) {
int result = 1;
/*
* Load frogger's textures and sounds
*/
gfx = IMG_Load( "images/frogger.png" );
frogger.riding = FALSE;
if ( gfx == NULL ) {
fprintf( stderr, "Error: 'images/frogger.bmp' could not be open: %s\n", SDL_GetError( ) );
result--;
}
if ( SDL_SetColorKey( gfx, SDL_SRCCOLORKEY | SDL_RLEACCEL, SDL_MapRGB( gfx->format, COLORKEY ) ) == -1 )
fprintf( stderr, "Warning: colorkey will not be used, reason: %s\n", SDL_GetError( ) );
background = IMG_Load( "images/gameboard.png" );
if ( gfx == NULL ) {
fprintf( stderr, "Error: 'images/gameboard.png' could not be open: %s\n", SDL_GetError( ) );
result--;
}
titleSurface = IMG_Load( "images/froggix-title.png" );
if ( titleSurface == NULL ) {
fprintf( stderr, "Error: 'images/froggix-title.png' could not be open: %s\n", SDL_GetError( ) );
result--;
}
font = TTF_OpenFont( "fonts/CourierNew-Bold.ttf", 22 );
if ( font == NULL ) {
printf( "TTF_OpenFont: %s\n", TTF_GetError( ) );
result--;
}
frogger.s_hop = Mix_LoadWAV( "sounds/froggix-hop.wav" );
if ( frogger.s_hop == NULL )
fprintf( stderr, "Warning: dp_frogger_hop.wav could not be opened: %s\n", SDL_GetError( ) );
frogger.s_squash = Mix_LoadWAV( "sounds/dp_frogger_squash.wav" );
if ( frogger.s_squash == NULL )
fprintf( stderr, "Warning: dp_frogger_plunk could not be opened %s\n", SDL_GetError( ));
frogger.s_splash = Mix_LoadWAV( "sounds/dp_frogger_plunk.wav" );
if ( frogger.s_splash == NULL )
fprintf( stderr, "Warning: dp_frogger_splash could not be opened %s\n", SDL_GetError( ));
s_freeFrog = Mix_LoadWAV( "sounds/dp_frogger_extra.wav" );
if ( s_freeFrog == NULL )
fprintf( stderr, "Warning: dp_frogger_extra could not be opened %s\n", SDL_GetError( ));
return result;
}
/*
* void keyEvents( void );
*
* Process the incoming keyboard and mouse events
*
*/
int keyEvents( SDL_Event event ) {
int done = 0;
/* Always check for shutdown */
switch( event.type ) {
case SDL_QUIT:
done = 1;
break;
case SDL_KEYDOWN:
/* printf( "Found key: %i\n", event.key.keysym.sym );*/
switch( event.key.keysym.sym ) {
case SDLK_ESCAPE:
done = 1;
break;
case 102:
setFullScreenMode( );
break;
default:
break;
}
break;
default:
break;
}
/* We are playing the game */
if ( level ) {
/* Main game playing input */
if ( playing ) {
if ( event.type == SDL_KEYDOWN && frogger.alive ) {
switch( event.key.keysym.sym ) {
case SDLK_UP:
if ( ! frogger.direction ) {
frogger.hopCount = 0;
frogger.direction = UP;
frogger.currentRow++;
playSound( frogger.s_hop );
}
break;
case SDLK_DOWN:
if ( ! frogger.direction ) {
frogger.hopCount = 0;
frogger.direction = DOWN;
frogger.currentRow--;
playSound( frogger.s_hop );
}
break;
case SDLK_LEFT:
if ( ! frogger.direction ) {
frogger.hopCount = 0;
frogger.direction = LEFT;
playSound( frogger.s_hop );
}
break;
case SDLK_RIGHT:
if ( ! frogger.direction ) {
frogger.hopCount = 0;
frogger.direction = RIGHT;
playSound( frogger.s_hop );
}
break;
case 108:
levelUp( );
fprintf( stderr, "Increase level to %i.\n", level );
break;
default:
break;
}
printf( "x,y,d => %i,%i,%i,%i\n", frogger.placement[X],
frogger.placement[Y],
frogger.direction,
frogger.currentRow );
}
/* Game over man, game over! */
if ( ! lives ) {
}
}
/* we're at the pause screen */
else {
}
}
/* Main intro screen input */
else {
if ( event.type == SDL_KEYUP ) {
switch( event.key.keysym.sym ) {
case SDLK_ESCAPE:
done = 1;
break;
case SDLK_1:
printf( "D: Starting single player game\n" );
level = 1;
lives = LIVES;
playing = TRUE;
score = 0;
players = 1;
redraw_all = 1;
break;
default:
break;
}
}
}
return done;
}
int updateGameState( void ) {
int i;
if ( ! drawBG ) configGameScreen( );
if ( lives <= 0 ) {
goDelay++;
drawGameOver( );
/* Display game over screen for 50 ticks before returning
* to the main screen */
if ( goDelay > 7 ) {
playing = 0;
lives = 0;
level = 0;
score = 0;
givenFreeFrog = 0;
drawBG = 0;
for ( i = 0; i < MAX_GOALS; i++ ) { goals[i].occupied = 0; }
}
return 500;
}
drawGameScreen( );
return 50;
}
logObj setWood( int type, int speed, int row, int startX ) {
logObj tempWood;
int imgPixelSrc = 0;
switch( type ) {
case LONG_LOG:
imgPixelSrc = 0;
break;
case MEDIUM_LOG:
imgPixelSrc = FRAME * LONG_LOG;
break;
case SHORT_LOG:
imgPixelSrc = FRAME * ( LONG_LOG + MEDIUM_LOG );
break;
}
tempWood.row = row;
tempWood.type = type;
tempWood.speed = speed;
tempWood.hasPink = 0;
tempWood.placement[X] = LEFT_SIDE + startX;
tempWood.placement[Y] = getRowPixel( row );
tempWood.oldPlacement[X] = LEFT_SIDE + startX;
tempWood.oldPlacement[Y] = getRowPixel( row );
tempWood.src.y = FRAME;
tempWood.src.x = imgPixelSrc;
tempWood.src.w = FRAME * tempWood.type;
tempWood.src.h = FRAME;
return tempWood;
}
turtleObj setTurtle( int dive, int diveTimer, int speed, int row, int startX, int count ) {
turtleObj tt;
tt.row = row;
tt.canDive = dive;
tt.diveStep = 0;
tt.diveTime = diveTimer;
tt.animStep = 0;
tt.animDelay = 0;
tt.speed = speed;
tt.count = count;
tt.placement[X] = LEFT_SIDE + startX;
tt.placement[Y] = getRowPixel( row );
tt.oldPlacement[X] = tt.placement[X];
tt.oldPlacement[Y] = tt.placement[Y];
tt.src.y = FRAME * 2;
tt.src.x = 0;
tt.src.w = FRAME;
tt.src.h = FRAME;
return tt;
}
vehicleObj setVehicle( int row, int startX, int speed, int level ) {
vehicleObj v;
v.direction = ( row % 2 ) ? LEFT : RIGHT; /* Odd rows travel left, evens go right */
v.row = row;
v.speed = speed;
v.level = level;
v.placement[X] = LEFT_SIDE + startX;
v.placement[Y] = getRowPixel( row );
v.oldPlacement[X] = v.placement[X];
v.oldPlacement[Y] = v.placement[Y];
v.src.y = FRAME * 2;
v.src.x = FRAME * ( 4 + row );
v.src.w = ( row == 5 ) ? FRAME * 2 : FRAME; /* Are we a truck? */
v.src.h = FRAME;
return v;
}
goalObj setGoals( int x, int y, int w, int h ) {
goalObj g;
g.x = x;
g.y = y;
g.w = w;
g.h = h;
g.occupied = 0;
g.fly = 0;
g.gator = 0;
return g;
}
void configGameScreen( void ) {
drawBG = 1;
/*
* Draw background map
*/
//drawBackground( );
drawImage( background, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, screen, 0, 0, 255 );
/* Cars drive on rows 1 - 5
* Logs are on rows 8, 9 and 11, 8 = short, 9 long, 11 medium
* Turtles are on rows 7, 10
* Frogger starts on Row 0,
* Sidewalk is row 6
* and the goal is row 12
*/
/* I MUST figure out a better way to handle the logs, turtles and cars */
/* Set up the LONG logs on row 9 first */
wood[0] = setWood( LONG_LOG, 3, 9, 0 );
wood[1] = setWood( LONG_LOG, 3, 9, 305 );
wood[2] = setWood( SHORT_LOG, 2, 8, 25 );
wood[3] = setWood( SHORT_LOG, 2, 8, 160 );
wood[4] = setWood( SHORT_LOG, 2, 8, 380 );
wood[5] = setWood( MEDIUM_LOG, 4, 11, 140 );
wood[6] = setWood( MEDIUM_LOG, 4, 11, 440 );
drawWood( );
/* Configure our turtles */
turtle[0] = setTurtle( FALSE, 0, 1, 7, 0, 3 );
turtle[1] = setTurtle( TRUE, 0, 1, 7, 125, 3 );
turtle[2] = setTurtle( FALSE, 0, 1, 7, 250, 3 );
turtle[3] = setTurtle( TRUE, 30, 1, 7, 375, 3 );
turtle[4] = setTurtle( FALSE, 0, 2, 10, 100, 2 );
turtle[5] = setTurtle( TRUE, 50, 2, 10, 200, 2 );
turtle[6] = setTurtle( FALSE, 0, 2, 10, 300, 2 );
turtle[7] = setTurtle( TRUE, 10, 2, 10, 400, 2 );
turtle[8] = setTurtle( FALSE, 0, 2, 10, 500, 2 );
drawTurtles( );
/* Configure vehicles */
/* row, X, speed */
/* Row 1 -- yellow car */
vehicle[0] = setVehicle( 1, 0, 1, 1 );
vehicle[1] = setVehicle( 1, 100, 1, 3 );
vehicle[2] = setVehicle( 1, 200, 1, 1 );
vehicle[3] = setVehicle( 1, 300, 1, 1 );
// /* Row 2 -- tractor */
vehicle[4] = setVehicle( 2, 0, 3, 1 );
vehicle[5] = setVehicle( 2, 100, 3, 2 );
vehicle[6] = setVehicle( 2, 200, 3, 1 );
vehicle[7] = setVehicle( 2, 300, 3, 3 );
// /* Row 3 -- pink car */
vehicle[8] = setVehicle( 3, 75, 2,1 );
vehicle[9] = setVehicle( 3, 150, 2, 3 );
vehicle[10] = setVehicle( 3, 225, 2, 1 );
vehicle[11] = setVehicle( 3, 375, 2, 2 );
// /* Row 4 -- white car */
vehicle[12] = setVehicle( 4, 75, 5, 1 );
vehicle[13] = setVehicle( 4, 150, 5, 3 );
vehicle[14] = setVehicle( 4, 225, 5, 2 );
vehicle[15] = setVehicle( 4, 375, 5, 3 );
// /* Row 5 -- Trucks */
vehicle[16] = setVehicle( 5, 30, 3, 1 );
vehicle[17] = setVehicle( 5, 150, 3, 1 );
vehicle[18] = setVehicle( 5, 250, 3, 1 );
vehicle[19] = setVehicle( 5, 350, 3, 3 );
drawVehicles( );
/* Configure the goals for frogger */
goals[0] = setGoals( LEFT_SIDE + 3, 55, 43, 35 );
goals[1] = setGoals( LEFT_SIDE + 91, 55, 43, 35 );
goals[2] = setGoals( LEFT_SIDE + 179, 55, 43, 35 );
goals[3] = setGoals( LEFT_SIDE + 267, 55, 43, 35 );
goals[4] = setGoals( LEFT_SIDE + 355, 55, 43, 35 );
/*
* Configure the left and right side black borders to conceal logs,
* turtles, cars, etc. that go past their boundries
*/
leftBorderRect.x = 0;
leftBorderRect.y = 0;
leftBorderRect.w = LEFT_SIDE;
leftBorderRect.h = SCREEN_HEIGHT;
rightBorderRect.x = RIGHT_SIDE;
rightBorderRect.y = 0;
rightBorderRect.w = SCREEN_WIDTH - RIGHT_SIDE;
rightBorderRect.h = SCREEN_HEIGHT;
/*
* Draw frogger in starting position
*/
froggerReset( );
}
void drawGameScreen( void ) {
/*
* Update frogger
*/
if ( frogger.direction ) moveFrogger( );
if ( frogger.riding ) ridingFrogger( );
/* Check for collisions with frogger */
if ( frogger.alive ) {
if ( frogger.currentRow > 6 && frogger.currentRow < 12 ) {
if ( ( ! collisionRow( ) ) || ( frogger.riding == FALSE ) ) {
playSound( frogger.s_splash );
frogger.deathType = SPLASH;
fprintf( stderr, "D: Frog in water!!\n" );
frogger.alive = FALSE;
}
}
else if ( frogger.currentRow == 12 ) {
if ( collisionRow( ) ) {
playSound( frogger.s_squash );
frogger.deathType = SPLAT;
fprintf( stderr, "D: Frog in thorn bushes!\n" );
frogger.alive = FALSE;
}
}
else if( collisionRow( ) ) {
playSound( frogger.s_squash );
frogger.deathType = SPLAT;
fprintf( stderr, "D: Frog Squashed!\n" );
frogger.alive = FALSE;
}
}
/*
* Update and draw everthing else
*/
drawImage( background, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, screen, 0, 0, 255 );
drawScore( 0, score );
drawScore( 1, hScore );
drawGoals( );
drawLives( lives );
drawLevel( level );
drawWood( );
drawTurtles( );
drawVehicles( );
if ( frogger.alive == FALSE ) {
frogger.riding = FALSE;
if ( ! drawDeathSequence( frogger.deathType ) ) {
lives--;
if ( lives < 0 ) { drawGameOver( ); }
else { froggerReset( ); }
}
}
if ( frogger.alive ) {
frogger.alive = checkTimer( );
drawImage( gfx, frogger.src.x, frogger.src.y, frogger.src.w,
frogger.src.h, screen, frogger.dst.x, frogger.dst.y, 255 );
}
if ( ! debugBorder ) {
SDL_FillRect( screen, &leftBorderRect, SDL_MapRGB( screen->format, BGCOLOR ) );
SDL_FillRect( screen, &rightBorderRect, SDL_MapRGB( screen->format, BGCOLOR ) );
}
SDL_Flip( screen );
}
void drawBackground( void ) {
/*
* Draw background map
*/
backgroundRect.x = 0;
backgroundRect.y = 0;
SDL_BlitSurface( background, NULL, screen, &backgroundRect );
SDL_UpdateRect( screen, 0, 0, 0, 0 );
}
/*
* This calculates the pixel top of the requested row
*/
int getRowPixel ( int row ) {
return ROW_BASE - ( row * HOP_DISTANCE );
}
/*
* This does collision detection based on the row frogger
* is in to help reduce overhead
*/
int collisionRow ( void ) {
int i;
if ( frogger.currentRow <= 0 ) return 0;
/* Check collision with cars */
if ( frogger.currentRow < 6 ) {
for( i = 0; i < MAX_VEHICLES; i++ ) {
if ( level >= vehicle[i].level ) {
int length = ( vehicle[i].row == 5 ) ? FRAME * 2 : FRAME; /* Trucks */
if ( collideFrogger( vehicle[i].placement[X],
vehicle[i].placement[Y], FRAME,
length ) ) {
return 1;
}
}
}
return 0;
}
/* check for collisions with turtles, logs, etc.. */
else if ( frogger.currentRow > 6 && frogger.currentRow < 12 ) {
/* here a collision is good, else death */
for( i = 0; i < MAX_TURTLES; i++ ) {
if ( collideFrogger( turtle[i].placement[X],
turtle[i].placement[Y], FRAME,
FRAME * turtle[i].count ) ) {
frogger.riding = ( turtle[i].diveStep == 3 ) ? FALSE : LEFT;
frogger.ridingIdx = i;
frogger.ridingType = TURTLE;
return 1;
}
}
for( i = 0; i < MAX_WOOD; i++ ) {
if ( collideFrogger( wood[i].placement[X],
wood[i].placement[Y], FRAME,
FRAME * wood[i].type ) ) {
frogger.riding = RIGHT;
frogger.ridingIdx = i;
frogger.ridingType = LOG;
return 1;
}
}
}
/* We're on the path, if the snake is active, check that */
else if ( frogger.currentRow == 6 ) {
frogger.riding = FALSE; /*in case we hopped off a turtle */
}
/* This leaves the goal area only */
else {
for ( i = 0; i < MAX_GOALS; i++ ) {
if ( collideFrogger( goals[i].x, goals[i].y, goals[i].w, goals[i].h ) ) {
if ( goals[i].occupied ) return 1;
goals[i].occupied++;
/* playSound( s_goal ); */
score += SCORE_GOAL;
score += ( ( int ) ( timeLeft / 10 ) ) * 10;
lives += freeFrog( score );
froggerReset( );
if ( checkGoals( ) ) levelUp( );
return 0;
}
}
return 1;
}
return 0;
}
/* If the player gets enough points, award them a free frog */
int freeFrog ( int score ) {
if ( givenFreeFrog ) return 0;
if ( score >= SCORE_FREE_FROG ) {
givenFreeFrog++;
playSound( s_freeFrog );
return 1;
}
return 0;
}
/* Check what frogger is colliding with */
int collideFrogger ( int x, int y, int h, int w ) {
h++; w++;
if ( ( frogger.placement[Y] >= ( y + h ) ) ||
( frogger.placement[X] >= ( x + w ) ) ||
( y >= ( frogger.placement[Y] + FRAME ) ) ||
( x >= ( frogger.placement[X] + FRAME ) ) ) {
return( 0 );
}
return( 1 );
}
/* Check left and right borders */
void checkFroggerBorder( void ) {
if ( frogger.placement[Y] - 5 >= getRowPixel( 0 ) ) {
frogger.placement[Y] = frogger.oldPlacement[Y];
frogger.currentRow = 0;
}
if ( ( frogger.placement[X] <= LEFT_SIDE ) ||
( frogger.placement[X] + frogger.src.w >= RIGHT_SIDE ) ) {
if ( ( frogger.currentRow == 0 ) ||
( frogger.currentRow == 6 ) ) {
frogger.placement[X] = frogger.oldPlacement[X];
}
else {
frogger.alive = FALSE;
}
}
}
void levelUp ( void ) {
int i;
fprintf ( stderr, "Level %i beat! ", level );
level++;
score += SCORE_LEVEL;
lives += freeFrog( score );
froggerReset( );
/* Play sounds */
/* Empty goals */
for ( i = 0; i < MAX_GOALS; i++ ) goals[i].occupied = 0;
/* Speed things up */
vehicle[0].speed = level;
vehicle[1].speed = level;
vehicle[2].speed = level;
vehicle[3].speed = level;
fprintf (stderr, "Starting level %i!\n", level );
}
int checkGoals ( void ) {
int savedFrogs = 0;
int i;
for ( i = 0; i < MAX_GOALS; i++ ) {
if ( goals[i].occupied ) savedFrogs++;
}
drawGoals( );
return ( savedFrogs >= 5 ) ? 1 : 0;
}
void froggerReset ( void ) {
timeLeft = MAX_TIMER;
frogger.placement[X] = FROGGER_START_X;
frogger.placement[Y] = FROGGER_START_Y;
frogger.oldPlacement[X] = FROGGER_START_X;
frogger.oldPlacement[Y] = FROGGER_START_Y;
frogger.hopCount = 0;
frogger.direction = 0;
frogger.currentRow = 0;
frogger.alive = TRUE;
frogger.riding = FALSE;
frogger.deathType = 0; /* Death type SPLAT or SPLASH */
frogger.deathCount = 0; /* death animation timer */
frogger.src.y = 0;
frogger.src.x = 0;
frogger.src.w = FRAME;
frogger.src.h = FRAME;
frogger.dst.y = frogger.placement[Y];
frogger.dst.x = frogger.placement[X];
drawImage( gfx, frogger.src.x, frogger.src.y, frogger.src.w,
frogger.src.h, screen, frogger.dst.x, frogger.dst.y, 255 );
}
/*
* This actually moves frogger... I need to come up with a better
* algorithm for calculating the distance and time
*/
void moveFrogger( void ) {
int currentFrame = 0;
int x = 0;
int y = 0;
int h = FRAME;
int w = FRAME;
int frameLow = HOP_SPEED / 3;
int frameHigh = frameLow * 2;
/* Determine which frame of frogger to display */
if ( ( frogger.hopCount >= frameLow ) && ( frogger.hopCount <= frameHigh ) )
currentFrame = FRAME;
frogger.oldPlacement[Y] = frogger.placement[Y];
frogger.oldPlacement[X] = frogger.placement[X];
switch( frogger.direction ) {
case UP:
x = currentFrame;
frogger.placement[Y] -= ( HOP_DISTANCE / HOP_SPEED );
break;
case DOWN:
x = currentFrame + ( 4 * FRAME );
frogger.placement[Y] += ( HOP_DISTANCE / HOP_SPEED );
break;
case LEFT:
x = currentFrame + ( 6 * FRAME );
frogger.placement[X] -= ( HOP_DISTANCE / HOP_SPEED );
break;
case RIGHT:
x = currentFrame + ( 2 * FRAME );
frogger.placement[X] += ( HOP_DISTANCE / HOP_SPEED );
break;
}
checkFroggerBorder( );
/* select the frame to display */
frogger.src.y = y;
frogger.src.x = x;
frogger.src.w = w;
frogger.src.h = h;
/* Set the old place to be erased */
frogger.dst.y = frogger.oldPlacement[Y];
frogger.dst.x = frogger.oldPlacement[X];
SDL_FillRect( screen, NULL, SDL_MapRGB( screen->format, BGCOLOR ) );
/* Place the new position */
frogger.dst.y = frogger.placement[Y];
frogger.dst.x = frogger.placement[X];
frogger.hopCount++;
if ( frogger.hopCount >= HOP_SPEED ) {
frogger.hopCount = 0;
frogger.direction = FALSE;
score += SCORE_HOP;
lives += freeFrog( score );
}
}
void ridingFrogger( void ) {
int speed = 0;
if ( frogger.hopCount > 0 ) return;
switch( frogger.ridingType ) {
case LOG:
speed = wood[frogger.ridingIdx].speed;
break;
case TURTLE:
speed = turtle[frogger.ridingIdx].speed + 2;
break;
}
switch( frogger.riding ) {
case LEFT:
frogger.oldPlacement[X] = frogger.placement[X];
frogger.placement[X] -= speed;
frogger.dst.x = frogger.placement[X];
break;
case RIGHT:
frogger.oldPlacement[X] = frogger.placement[X];
frogger.placement[X] += speed;
frogger.dst.x = frogger.placement[X];
break;
}
checkFroggerBorder( );
}
void drawTitleScreen( void ) {
SDL_Surface *introText;
SDL_Color fontColor = { 123, 158, 53, 255 };
int center = ( SCREEN_WIDTH / 2 ) - ( titleSurface->w / 2 );
int i;
char *txt[] = { "Press 1 for single player game",
"Press 2 for two player games",
"Press F for full screen mode",
"Press ESC to quit" };
// drawBackground( );
drawImage( titleSurface, 0, 0, titleSurface->w,
titleSurface->h, screen, center, 100, 255 );
for( i = 0; i <= 3; i++ ) {
introText = TTF_RenderText_Solid( font, txt[i], fontColor );
drawImage( introText, 0, 0, introText->w, introText->h, screen,
140, 300 + ( i * introText->h ), 255 );
}
SDL_Flip( screen );
}
void drawPauseScreen( void ) {
printf( "D: Draw Pause Screen\n" );
}
void drawGameOver( void ) {
printf( "D: Game Over\n" );
}
void playSound( Mix_Chunk *sound ) {
Mix_PlayChannel( -1, sound, 0 );
}
void setFullScreenMode( void ) {
/* Lets give fullscreen mode a try */
if ( ! fullscreen ) {
screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, 16, SDL_HWSURFACE | SDL_FULLSCREEN );
fullscreen = TRUE;
}
/* Switch back to window mode */
else {
screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, 16, SDL_HWSURFACE );
fullscreen = FALSE;
}
printf( "D: Fullscreen : %i\n", fullscreen );
}
int drawDeathSequence( int deathType ) {
int animDelay = 55;
int animOffset = ( deathType == SPLAT ) ? 8 : 11;
int dFrame = 0;
if ( frogger.deathCount < 7 ) dFrame = 0;
if ( frogger.deathCount >= 7 ) dFrame = 1;
if ( frogger.deathCount >= 14) dFrame = 2;
if ( frogger.deathCount > 20 ) animOffset = 12;
frogger.deathCount++;
if ( frogger.deathCount >= animDelay )
return 0; /* we're done with death */
drawImage( gfx, FRAME * ( animOffset + dFrame ), 0, FRAME, FRAME,
screen, frogger.placement[X], frogger.placement[Y], 255 );
return 1;
}
/* draw green timer and return 0 if out of time */
int checkTimer( void ) {
float lvl = level;
int step = ( int ) ( lvl / 2 );
if ( step < 1 ) step = 1;
if ( step > 3 ) step = 3;
timeLeft -= step;
drawTimer( (int) ( ( timeLeft / MAX_TIMER ) * TIMER_SIZE ) );
if ( timeLeft <= 0 ) return 0;
return 1;
}
void drawScore( int high, int score ) {
int x = 169;
int y = 14;
if ( score > hScore ) hScore = score;
if ( high ) x = 260;
drawNumbers( score, x, y );
}
void drawNumbers( int num, int x, int y ) {
char numStr[6] = "00000";
int i;
/* Assume anything less than 50 pixels location is a score and
* pad with '0'.
*/
if ( y <= 15 ) sprintf( numStr, "%05i", num );
else sprintf( numStr, "%i", num );
for ( i = 0; i <= 4; i++ ) {
char c = numStr[i];
int n = atoi( &c );
drawImage( gfx, n * HFRAME, FRAME * 3 , HFRAME, FRAME,
screen, x + ( i * HFRAME ) + 2, y, 255 );
}
}
/* Normally this functions manages and draws the flys, gators and saved frogs
* but if drawDebugRect below is turned on it will draw the rectangle
* used for collision detectiong for debuggin purposes in timer green
*/
void drawGoals( void ) {
int drawDebugRect = 0;
int i;
for ( i = 0; i < MAX_GOALS; i++ ) {
if ( drawDebugRect ) {
SDL_Rect d;
d.x = goals[i].x;
d.y = goals[i].y;
d.w = goals[i].w;
d.h = goals[i].h;
SDL_FillRect( screen, &d, SDL_MapRGB( screen->format, TIMER_COLOR ) );
}
if ( goals[i].occupied )
drawImage( gfx, FRAME * 15, 0, FRAME, FRAME,
screen, goals[i].x + 13, goals[i].y + 5, 255 );
}
}
void drawTimer( int length ) {
SDL_Rect timerRect;
timerRect.x = RIGHT_SIDE - 60 - length;
timerRect.y = 465;
timerRect.w = length;
timerRect.h = 15;
SDL_FillRect( screen, &timerRect, SDL_MapRGB( screen->format, TIMER_COLOR ) );
}
void drawLives( int lives ) {
int i;
int lifeFroggerSize = 16;
for( i = 0; i <= lives - 2; i++ ) {
drawImage( gfx, FRAME * 11, FRAME * 2, lifeFroggerSize, FRAME,
screen, LEFT_SIDE + ( lifeFroggerSize * i ), 450, 255 );
}
}
void drawLevel( int level ) {
int i;
int levelImageSize = 12;
for( i = 0; i <= level - 1; i++ ) {
drawImage( gfx, FRAME * 12, FRAME * 2, levelImageSize, FRAME,
screen, RIGHT_SIDE - levelImageSize - ( levelImageSize * i ), 450, 255 );
}
}
void drawWood ( void ) {
int i;
for ( i = 0; i < MAX_WOOD; i++ ) {
if ( wood[i].placement[X] > ( RIGHT_SIDE + 5 ) )
wood[i].placement[X] = LEFT_SIDE - wood[i].src.w - 5;
wood[i].placement[X] += wood[i].speed;
drawImage( gfx, wood[i].src.x, wood[i].src.y,
wood[i].src.w, wood[i].src.h,
screen, wood[i].placement[X],
wood[i].placement[Y], 255 );
}
}
void drawTurtles ( void ) {
int i = 0;
int n = 0;
int animFrame = 0;
for ( i = 0; i < MAX_TURTLES; i++ ) {
/* This managed the turtles basic 3 frames of animation */
animFrame = turtle[i].animStep;
if ( turtle[i].animDelay >= TURTLE_ANIM_TIME ) {
turtle[i].animDelay = 0;
turtle[i].animStep++;
if ( turtle[i].animStep > 2 ) turtle[i].animStep = 0;
}
else {
turtle[i].animDelay++;
}
/* If a set of turtles have dive capability, this enables that */
if ( turtle[i].canDive ) {
turtle[i].diveTime++;
/* Check if turtle is diving */
if ( turtle[i].diveStep > 0 ) {
switch( turtle[i].diveStep ) {
case 1:
animFrame = 3;
break;
case 2:
animFrame = 4;
break;
case 4:
animFrame = 4;
break;
case 5:
animFrame = 3;
break;
case 6:
turtle[i].diveStep = 0;
turtle[i].diveTime = 0;
break;
default:
animFrame = 4;
break;
}
if ( turtle[i].diveTime > DIVE_START_TIME + ( DIVE_PHASE_TIME * turtle[i].diveStep ) )
turtle[i].diveStep++;
}
else {
if ( turtle[i].diveTime > DIVE_START_TIME )
turtle[i].diveStep++;
}
}
/* Display out turtles */
for ( n = 0; n <= ( turtle[i].count - 1 ); n++ ) {
turtle[i].placement[X] -= turtle[i].speed;
if ( turtle[i].placement[X] <= LEFT_SIDE - ( turtle[i].count * FRAME ) + 10 )
turtle[i].placement[X] = RIGHT_SIDE + 10;
if ( turtle[i].diveStep != 4 )
drawImage( gfx, turtle[i].src.x + ( FRAME * animFrame ),
turtle[i].src.y, turtle[i].src.w, turtle[i].src.h,
screen, turtle[i].placement[X] + ( ( FRAME + 3 ) * n ),
turtle[i].placement[Y], 255 );
}
}
}
void drawVehicles ( void ) {
int i;
for ( i = 0; i < MAX_VEHICLES; i++ ) {
if ( vehicle[i].direction == RIGHT ) {
if ( vehicle[i].placement[X] > ( RIGHT_SIDE + 5 ) )
vehicle[i].placement[X] = LEFT_SIDE - vehicle[i].src.w - 5;
vehicle[i].placement[X] += vehicle[i].speed;
}
else {
if ( vehicle[i].placement[X] < ( LEFT_SIDE - 5 ) )
vehicle[i].placement[X] = RIGHT_SIDE + vehicle[i].src.w + 5;
vehicle[i].placement[X] -= vehicle[i].speed;
}
if ( level >= vehicle[i].level )
drawImage( gfx, vehicle[i].src.x, vehicle[i].src.y,
vehicle[i].src.w, vehicle[i].src.h,
screen, vehicle[i].placement[X],
vehicle[i].placement[Y], 255 );
}
}
void drawImage( SDL_Surface *srcimg, int sx, int sy, int sw, int sh,
SDL_Surface *dstimg, int dx, int dy, int alpha ) {
if ((!srcimg) || (alpha == 0)) return;
SDL_Rect src, dst;
src.x = sx; src.y = sy; src.w = sw; src.h = sh;
dst.x = dx; dst.y = dy; dst.w = src.w; dst.h = src.h;
if (alpha != 255) SDL_SetAlpha(srcimg, SDL_SRCALPHA, alpha);
SDL_BlitSurface(srcimg, &src, dstimg, &dst);
}
int heartbeat ( void ) {
int ticks;
if ( level ) {
if ( playing ) {
ticks = updateGameState( );
if ( ticks <= 0 ) ticks = 50;
return ticks;
}
else {
drawPauseScreen( );
return 500;
}
}
else {
drawTitleScreen( );
return 500;
}
return 50;
}
/*
* Main program starts here. We'll init the video and audio
* and then begin our main program loop here
*
*/
int main ( int argc, char **argv ) {
if ( mySDLInit( ) <= 0 ) {
fprintf( stderr, "Failure to start froggix\n" );
return 255;
}
beginGame( );
SDL_Quit( );
return 0;
}
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