Completed the QUICK_GAME mode
- Still needs more testing before release
This commit is contained in:
parent
97c95dacd4
commit
51d7b679ef
|
@ -422,7 +422,7 @@ local function add_level_exit(room)
|
|||
end
|
||||
|
||||
local function build_normal_room(room)
|
||||
local crumbling = CURRENT_LEVEL > 3 and random(8) == 1
|
||||
local crumbling = (CURRENT_LEVEL > 3 or QUICK_MODE) and random(8) == 1
|
||||
|
||||
add_tiles_to_room(room, crumbling)
|
||||
add_random_decor_to_room(room)
|
||||
|
@ -437,10 +437,10 @@ local function build_normal_room(room)
|
|||
if crumbling then
|
||||
room.modifier.type = "CRUMBLING"
|
||||
room.modifier.arg = ""
|
||||
elseif CURRENT_LEVEL > 3 and random(8) == 1 then
|
||||
elseif (CURRENT_LEVEL > 3 or QUICK_MODE) and random(8) == 1 then
|
||||
room.modifier.type = "FIRE"
|
||||
room.modifier.arg = ""
|
||||
elseif ((not pitsAdded and CURRENT_LEVEL > 1) or CURRENT_LEVEL > 3) and random(8) == 1 then
|
||||
elseif ((not pitsAdded and (CURRENT_LEVEL > 1 or QUICK_MODE)) or CURRENT_LEVEL > 3) and random(8) == 1 then
|
||||
directions = { "LEFT", "RIGHT", "UP", "DOWN" }
|
||||
room.modifier.type = "WINDY"
|
||||
room.modifier.arg = directions[random(#directions)]
|
||||
|
|
43
src/main.c
43
src/main.c
|
@ -162,6 +162,7 @@ static float deltaTime = 1.0;
|
|||
static double renderScale = 1.0;
|
||||
static Turn currentTurn = PLAYER;
|
||||
static class_t playerClass = WARRIOR;
|
||||
static bool quickGame = false;
|
||||
static GameState gGameState;
|
||||
static SDL_Rect mainViewport;
|
||||
static SDL_Rect gameViewport;
|
||||
|
@ -386,9 +387,24 @@ goToCharacterMenu(void *unused)
|
|||
{
|
||||
UNUSED(unused);
|
||||
charSelectMenu = menu_create_character_selector(on_character_select, gCamera);
|
||||
characterSelectScreen = screen_create_characterselect(gRenderer);
|
||||
gGameState = CHARACTER_MENU;
|
||||
}
|
||||
|
||||
static void
|
||||
startRegularGame(void *unused)
|
||||
{
|
||||
quickGame = false;
|
||||
goToCharacterMenu(unused);
|
||||
}
|
||||
|
||||
static void
|
||||
startQuickGame(void *unused)
|
||||
{
|
||||
quickGame = true;
|
||||
goToCharacterMenu(unused);
|
||||
}
|
||||
|
||||
static void
|
||||
goToMainMenu(void *unused)
|
||||
{
|
||||
|
@ -429,7 +445,7 @@ static void
|
|||
createInGameGameOverMenu(void)
|
||||
{
|
||||
static TEXT_MENU_ITEM menu_items[] = {
|
||||
{ "NEW GAME", "Start a new game",
|
||||
{ "NEW GAME", "Start a new game with the same settings",
|
||||
goToCharacterMenu },
|
||||
{ "MAIN MENU", "", goToMainMenu },
|
||||
{ "QUIT", "Exit game", exitGame },
|
||||
|
@ -460,7 +476,12 @@ static void
|
|||
initMainMenu(void)
|
||||
{
|
||||
static TEXT_MENU_ITEM menu_items[] = {
|
||||
{ "PLAY", "Play a standard 20 level game", goToCharacterMenu },
|
||||
{ "PLAY",
|
||||
"Play a standard 20 level game. Redommended for new players",
|
||||
startRegularGame },
|
||||
{ "QUICK PLAY",
|
||||
"Play a 12 level game with more action earlier in the game",
|
||||
startQuickGame },
|
||||
{ "SCORES", "View your top 10 scores", viewScoreScreen },
|
||||
{ "CREDITS", "View game credits", viewCredits },
|
||||
{ "QUIT", "Exit game", exitGame },
|
||||
|
@ -471,11 +492,10 @@ initMainMenu(void)
|
|||
|
||||
gMap = map_lua_generator_single_room__run(cLevel, gRenderer);
|
||||
|
||||
menu_create_text_menu(&mainMenu, &menu_items[0], 4, gRenderer);
|
||||
menu_create_text_menu(&mainMenu, &menu_items[0], 5, gRenderer);
|
||||
mixer_play_music(MENU_MUSIC);
|
||||
creditsScreen = screen_create_credits(gRenderer);
|
||||
scoreScreen = screen_create_hiscore(gRenderer);
|
||||
characterSelectScreen = screen_create_characterselect(gRenderer);
|
||||
}
|
||||
|
||||
static void
|
||||
|
@ -507,10 +527,6 @@ resetGame(void)
|
|||
screen_destroy(scoreScreen);
|
||||
scoreScreen = NULL;
|
||||
|
||||
if (characterSelectScreen)
|
||||
screen_destroy(characterSelectScreen);
|
||||
characterSelectScreen = NULL;
|
||||
|
||||
if (inGameMenu)
|
||||
menu_destroy(inGameMenu);
|
||||
inGameMenu = NULL;
|
||||
|
@ -522,7 +538,7 @@ resetGame(void)
|
|||
particle_engine_clear();
|
||||
|
||||
info("Building new map");
|
||||
gMap = map_lua_generator_run(cLevel, gRenderer);
|
||||
gMap = map_lua_generator_run(cLevel, quickGame, gRenderer);
|
||||
|
||||
gPlayer->sprite->pos = (Position) {
|
||||
TILE_DIMENSION, TILE_DIMENSION };
|
||||
|
@ -635,6 +651,8 @@ handle_main_input(void)
|
|||
gGameState = MENU;
|
||||
break;
|
||||
case CHARACTER_MENU:
|
||||
screen_destroy(characterSelectScreen);
|
||||
characterSelectScreen = NULL;
|
||||
menu_destroy(charSelectMenu);
|
||||
charSelectMenu = NULL;
|
||||
gGameState = MENU;
|
||||
|
@ -726,9 +744,9 @@ check_next_level(void)
|
|||
if (tile->levelExit) {
|
||||
mixer_play_effect(NEXT_LEVEL);
|
||||
++cLevel;
|
||||
if (cLevel > 19) {
|
||||
if (cLevel > (quickGame ? 11 : 19)) {
|
||||
mixer_play_music(BOSS_MUSIC0);
|
||||
} else if (cLevel % 5 == 0) {
|
||||
} else if (cLevel % (quickGame ? 3 : 5) == 0) {
|
||||
gui_log("You sense something powerful in the vicinity");
|
||||
mixer_play_music(BOSS_MUSIC0);
|
||||
} else {
|
||||
|
@ -960,7 +978,7 @@ run_game(void)
|
|||
check_next_level();
|
||||
}
|
||||
|
||||
if (gGameState == PLAYING && cLevel >= 20) {
|
||||
if (gGameState == PLAYING && (cLevel >= 20 || (quickGame && cLevel >= 12))) {
|
||||
gGameState = COMPLETED;
|
||||
createInGameGameOverMenu();
|
||||
gui_event_message("Your break is over!");
|
||||
|
@ -968,6 +986,7 @@ run_game(void)
|
|||
gui_event_message("Well done!");
|
||||
end_game_details();
|
||||
#ifdef STEAM_BUILD
|
||||
if (cLevel >= 20)
|
||||
steam_set_achievement(BACK_TO_WORK);
|
||||
register_scores();
|
||||
#endif // STEAM_BUILD
|
||||
|
|
|
@ -468,7 +468,7 @@ l_read_file(lua_State *L)
|
|||
}
|
||||
|
||||
static Map*
|
||||
generate_map(unsigned int level, const char *file, SDL_Renderer *renderer)
|
||||
generate_map(unsigned int level, const char *file, bool quickGame, SDL_Renderer *renderer)
|
||||
{
|
||||
int status, result;
|
||||
|
||||
|
@ -526,7 +526,7 @@ generate_map(unsigned int level, const char *file, SDL_Renderer *renderer)
|
|||
lua_pushinteger(L, level);
|
||||
lua_setglobal(L, "CURRENT_LEVEL");
|
||||
|
||||
lua_pushboolean(L, false);
|
||||
lua_pushboolean(L, quickGame);
|
||||
lua_setglobal(L, "QUICK_MODE");
|
||||
|
||||
// Add custom searcher
|
||||
|
@ -557,13 +557,13 @@ generate_map(unsigned int level, const char *file, SDL_Renderer *renderer)
|
|||
Map* map_lua_generator_single_room__run(unsigned int level, SDL_Renderer *renderer)
|
||||
{
|
||||
char file[] = "menumapgen.lua";
|
||||
return generate_map(level, file, renderer);
|
||||
return generate_map(level, file, false, renderer);
|
||||
}
|
||||
|
||||
Map* map_lua_generator_run(unsigned int level, SDL_Renderer *renderer)
|
||||
Map* map_lua_generator_run(unsigned int level, bool quickGame, SDL_Renderer *renderer)
|
||||
{
|
||||
char file[] = "mapgen.lua";
|
||||
return generate_map(level, file, renderer);
|
||||
return generate_map(level, file, quickGame, renderer);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -21,7 +21,7 @@
|
|||
|
||||
#include "map.h"
|
||||
|
||||
Map* map_lua_generator_run(unsigned int level, SDL_Renderer *renderer);
|
||||
Map* map_lua_generator_run(unsigned int level, bool quickGame, SDL_Renderer *renderer);
|
||||
Map* map_lua_generator_single_room__run(unsigned int level, SDL_Renderer *renderer);
|
||||
|
||||
#endif // MAP_LUA_H_
|
||||
|
|
|
@ -51,7 +51,7 @@ menu_create(void)
|
|||
sprite_load_text_texture(menu->menuDescription,
|
||||
"GUI/SDS_8x8.ttf",
|
||||
0,
|
||||
12,
|
||||
10,
|
||||
1);
|
||||
menu->menuDescription->fixed = true;
|
||||
menu->menuDescription->pos = POS(20, SCREEN_HEIGHT - 20);
|
||||
|
|
Loading…
Reference in New Issue