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implement a demo mode
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parent
22790bdc44
commit
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5 changed files with 95 additions and 60 deletions
2
Makefile
2
Makefile
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@ -29,7 +29,7 @@ GAME_ASM_SRCS = tk2k_startup_module.s preserve_zero_pages.s input_asm.s sound.s
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GAME_C_SRCS = game_main.c input.c utility.c game_graphics.c line_data.c game_logic.c arrows_pic.c tiles.c graph_misc_data.c
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DEMO_ASM_SRCS = tk2k_startup_module.s preserve_zero_pages.s input_asm.s sound.s
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DEMO_C_SRCS = demo_main.c input.c utility.c game_graphics.c line_data.c game_logic.c arrows_pic.c tiles.c graph_misc_data.c
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DEMO_C_SRCS = demo_main.c input.c utility.c game_graphics_demo.c line_data.c game_logic.c arrows_pic.c tiles.c graph_misc_data.c
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# Object files
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MASTER_OBJS = $(MASTER_ASM_SRCS:%.s=%.o) $(MASTER_C_SRCS:%.c=%.o)
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102
src/demo_main.c
102
src/demo_main.c
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@ -31,7 +31,8 @@
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#define HIGH_TEXT_X 32
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#define HIGH_TEXT_Y 107
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#define WIN_SCORE_BONUS 10000
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#define KEY_LOOP_LEN 0x2FFF
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#define MAX_DEMO_MOVES 30
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static state_page_data* state_page = (state_page_data*)STATE_PAGE;
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static shared_page_data *shared_page = (shared_page_data*)SHARED_PAGE;
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@ -53,18 +54,6 @@ void main(void) {
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// Reset the game, calculate the initial score depending on which tiles we randomly get
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score = reset_game();
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// Load the game
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if(gad->mode == GAME_MODE_LOAD) {
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gad->mode = GAME_MODE_NORMAL;
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memcpy(get_front_grid(), (void*)(state_page->save_grid), GRID_SIDE * GRID_SIDE);
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moves_count = state_page->saved_moves_count;
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score = calculate_score();
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// We loaded an empty save, just restart the game
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if (!score) score = reset_game();
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}
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// Draw the initial state of the game
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draw_game_background(state_page->hi_score);
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@ -76,51 +65,51 @@ void main(void) {
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swap_display_buffers();
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while(1) { // Game loop
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lfsr_update();
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uint16_t lfsr = lfsr_update();
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switch(read_kb()) {
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case K_UP:
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SND_TAP();
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done = step_game(GAME_STEP_UP);
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ddraw_direction_arrows(GRAPH_ARROW_UP);
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break;
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case K_DOWN:
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SND_TAP();
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done = step_game(GAME_STEP_DOWN);
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ddraw_direction_arrows(GRAPH_ARROW_DOWN);
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break;
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case K_LEFT:
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SND_TAP();
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done = step_game(GAME_STEP_LEFT);
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ddraw_direction_arrows(GRAPH_ARROW_LEFT);
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break;
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case K_RIGHT:
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SND_TAP();
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done = step_game(GAME_STEP_RIGHT);
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ddraw_direction_arrows(GRAPH_ARROW_RIGHT);
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break;
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case K_CTRL_R:
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// Any key will let us out of this, wait some time for a keypress
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uint16_t k_loop_count = KEY_LOOP_LEN;
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while(k_loop_count--) {
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if(read_any_key()) {
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snd_mod_button();
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score = 0; // We'll reset the score
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done = -1;
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done = 1;
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break;
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case K_CTRL_S: // The following two will return early
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snd_mod_button();
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memcpy((void*)(state_page->save_grid), get_front_grid(), GRID_SIDE * GRID_SIDE);
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state_page->saved_moves_count = moves_count;
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shared_page->master_command = MASTER_COMMAND_SAVE;
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case K_CTRL_L:
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snd_mod_button();
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sync_display1_buffer();
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shared_page->next_module_idx = 4;
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gad->mode = GAME_MODE_LOAD;
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return;
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default:
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continue; // Do nothing, loop again
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}
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}
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if(!done) {
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switch((lfsr & 0x0003) + 1) {
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case K_UP:
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SND_TAP();
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done = step_game(GAME_STEP_UP);
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ddraw_direction_arrows(GRAPH_ARROW_UP);
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break;
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case K_DOWN:
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SND_TAP();
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done = step_game(GAME_STEP_DOWN);
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ddraw_direction_arrows(GRAPH_ARROW_DOWN);
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break;
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case K_LEFT:
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SND_TAP();
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done = step_game(GAME_STEP_LEFT);
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ddraw_direction_arrows(GRAPH_ARROW_LEFT);
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break;
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case K_RIGHT:
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SND_TAP();
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done = step_game(GAME_STEP_RIGHT);
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ddraw_direction_arrows(GRAPH_ARROW_RIGHT);
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break;
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default:
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continue; // Do nothing, loop again
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}
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}
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// Increase the count of moves we made (unless we lost or reset the game)
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if(done >= 0) moves_count++;
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if(done >= 0) {
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moves_count++;
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done = done || (moves_count >= MAX_DEMO_MOVES);
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}
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// Draw the number of moves
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draw_number(moves_count, MOVES_TEXT_WIDTH, MOVES_TEXT_X, MOVES_TEXT_Y);
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@ -130,7 +119,6 @@ void main(void) {
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// If we have won, or we got a reset request, break out of this loop
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if(done) {
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score += (done > 0) ? WIN_SCORE_BONUS : 0;
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draw_number(score, SCORE_TEXT_WIDTH, SCORE_TEXT_X, SCORE_TEXT_Y);
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swap_display_buffers(); // Make sure we show the latest changes
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break;
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@ -157,9 +145,11 @@ void main(void) {
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// Sync the display buffers
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sync_display1_buffer();
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dld->mode = (done > 0) ? DLOG_MODE_WIN : DLOG_MODE_LOSE;
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dld->score = score;
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// Always go back to the start dialog
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dld->mode = DLOG_MODE_START;
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dld->score = 0;
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clear_display_buffers();
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return;
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}
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@ -21,7 +21,10 @@
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static state_page_data* state_page = (state_page_data*)STATE_PAGE;
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static shared_page_data *shared_page = (shared_page_data*)SHARED_PAGE;
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#define WAIT_COUNTER_END 0xFFFF
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void main(void) {
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uint16_t wait_counter = 0;
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dlog_data *dld = (dlog_data *)(shared_page->module_data);
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game_data *gad = (game_data *)(shared_page->module_data);
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@ -54,10 +57,16 @@ void main(void) {
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shared_page->next_module_idx = 4; // Go to the GAME module
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gad->mode = GAME_MODE_NORMAL; // Set the proper start mode for the game
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while(!read_any_key()) {
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while(!read_any_key() && (wait_counter != WAIT_COUNTER_END)) {
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wait_counter++;
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lfsr_update();
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}
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if (wait_counter == WAIT_COUNTER_END) {
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shared_page->next_module_idx = 5; // Actually go to the DEMO module
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return;
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}
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snd_mod_button();
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return;
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@ -78,7 +78,7 @@ static const uint8_t box_content_start[BOX_CONTENT_SIZE] = {
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0, 0, 0, 0, 0, 0, 0,203, 77, 0, 0, 77, 0, 0, 77,192, 77, 0, 77, 77,211, 0, 0, 77, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 77, 77,211, 0, 0, 77, 0, 0, 77, 0, 77, 0, 77,198, 84, 0, 0, 77, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 20, 11, 50, 48, 52, 56, 0, 0, 0, 0, 0, 0, 0, 0, 0, 22, 50, 46, 48, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 20, 11, 50, 48, 52, 56, 0, 0, 0, 0, 0, 0, 0, 0, 0, 22, 50, 46, 49, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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@ -109,6 +109,27 @@ static const uint8_t instruction_box[INSTR_BOX_SIZE] = {
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79, 0, 50, 48, 50, 53, 0, 50, 46, 48, 0, 79
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};
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static const uint8_t demo_box[INSTR_BOX_SIZE] = {
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4, 5, 13, 15, 0, 0, 13, 15, 4, 5, 0, 0,
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0, 4, 5, 13, 15, 0, 0, 13, 15, 4, 5, 0,
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0, 0, 4, 5, 13, 15, 0, 0, 13, 15, 4, 5,
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5, 0, 0, 4, 5, 13, 15, 0, 0, 13, 15, 4,
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4, 5, 0, 0, 4, 5, 13, 15, 0, 0, 13, 15,
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15, 4, 5, 0, 0, 4, 5, 13, 15, 0, 0, 13,
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13, 15, 4, 5, 0, 0, 4, 5, 13, 15, 0, 0,
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79, 0, 50, 48, 50, 53, 0, 50, 46, 48, 0, 79
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};
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#ifdef _DEMO_MODE_
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#define DEMO_TOP_TEXT_WIDTH 14
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#define DEMO_TOP_TEXT_HEIGHT 1
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#define DEMO_TOP_TEXT_X 7
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#define DEMO_TOP_TEXT_Y 0
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static const uint8_t demo_top_text[DEMO_TOP_TEXT_WIDTH * DEMO_TOP_TEXT_HEIGHT] = {
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32, 16, 21, 19, 8, 32, 1, 14, 25, 32, 11, 5, 25, 32
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};
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#endif /* _DEMO_MODE_ */
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// The grid is 5x5 squares,
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// It is offset on the left side by 7 pixels and on the top by 14
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@ -135,6 +156,10 @@ void draw_game_background(uint16_t hi_score) {
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// Draw the borders
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draw_field_borders_on_buffer(0x0F, buf);
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#ifdef _DEMO_MODE_
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draw_graph_char_box(DEMO_TOP_TEXT_X, DEMO_TOP_TEXT_Y, DEMO_TOP_TEXT_WIDTH, DEMO_TOP_TEXT_HEIGHT, demo_top_text, front_buf);
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#endif
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// Draw required pics
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draw_picture(SCORE_PIC_WIDTH_BYTES, SCORE_PIC_HEIGHT, 31, 14, score_pic_data, buf);
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draw_picture(MOVES_PIC_WIDTH_BYTES, MOVES_PIC_HEIGHT, 31, 45, moves_pic_data, buf);
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@ -144,8 +169,12 @@ void draw_game_background(uint16_t hi_score) {
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// Draw the high-score. This won't change at every turn, so makes sense to just draw once
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direct_draw_number(hi_score, HIGH_TEXT_WIDTH, HIGH_TEXT_X, HIGH_TEXT_Y, front_buf);
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// Draw instruction box
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// Draw demo or instruction box
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#ifdef _DEMO_MODE_
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draw_graph_char_box(INSTR_BOX_X, INSTR_BOX_Y, INSTR_BOX_WIDTH, INSTR_BOX_HEIGHT, demo_box, front_buf);
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#else
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draw_graph_char_box(INSTR_BOX_X, INSTR_BOX_Y, INSTR_BOX_WIDTH, INSTR_BOX_HEIGHT, instruction_box, front_buf);
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#endif
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// Copy the data from display page 1 to 2
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memcpy((void*)DISPLAY_PAGE_2, (void*)DISPLAY_PAGE_1, DISPLAY_PAGE_SIZE);
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@ -207,6 +236,10 @@ void draw_tiles(void) {
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// Re-draw the borders, to restore the correct width
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draw_field_borders_on_buffer(0x0F, back_buf);
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#ifdef _DEMO_MODE_
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draw_graph_char_box(DEMO_TOP_TEXT_X, DEMO_TOP_TEXT_Y, DEMO_TOP_TEXT_WIDTH, DEMO_TOP_TEXT_HEIGHT, demo_top_text, back_buf);
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#endif
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}
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#define ENDGAME_BOX_X_OFFSET 2
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3
src/game_graphics_demo.c
Normal file
3
src/game_graphics_demo.c
Normal file
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@ -0,0 +1,3 @@
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#define _DEMO_MODE_ 1
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#include "game_graphics.c"
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