breakhack/src/screen.c

218 lines
6.8 KiB
C

/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "screen.h"
#include "util.h"
#include "hiscore.h"
static Screen *
screen_create(void)
{
Screen *screen = ec_malloc(sizeof(Screen));
screen->textures = linkedlist_create();
screen->sprites = linkedlist_create();
return screen;
}
static Sprite *
credit_txt(const char *msg, SDL_Color color, int x, int y, SDL_Renderer *renderer)
{
Sprite *s = sprite_create();
sprite_load_text_texture(s, "GUI/SDS_8x8.ttf", 0, 14, 1);
texture_load_from_text(s->textures[0], msg, color, C_BLACK, renderer);
s->pos = (Position) { x, y };
s->fixed = true;
s->dim = s->textures[0]->dim;
return s;
}
static Sprite *
score_txt(const char *msg, SDL_Color color, int x, int y, SDL_Renderer *renderer)
{
Sprite *s = sprite_create();
sprite_load_text_texture(s, "GUI/SDS_8x8.ttf", 0, 10, 1);
texture_load_from_text(s->textures[0], msg, color, C_BLACK, renderer);
s->pos = (Position) { x, y };
s->fixed = true;
s->dim = s->textures[0]->dim;
return s;
}
Screen *
screen_create_credits(SDL_Renderer *renderer)
{
int x = 20;
int y = 50;
unsigned int columnOffset = 160;
Screen *screen = screen_create();
linkedlist_push(&screen->sprites, credit_txt("- Game -", C_BLUE, x, y, renderer));
y += 30;
linkedlist_push(&screen->sprites, credit_txt("Code:", C_YELLOW, x, y, renderer));
linkedlist_push(&screen->sprites, credit_txt("Linus Probert", C_WHITE, x + columnOffset, y, renderer));
y += 20;
linkedlist_push(&screen->sprites, credit_txt("liquidityc.github.io", C_WHITE, x + columnOffset, y, renderer));
y += 20;
linkedlist_push(&screen->sprites, credit_txt("@LiquidityC", C_WHITE, x + columnOffset, y, renderer));
y += 20;
linkedlist_push(&screen->sprites, credit_txt("AmigaOS 4", C_YELLOW, x, y, renderer));
y += 20;
linkedlist_push(&screen->sprites, credit_txt("port:", C_YELLOW, x, y, renderer));
linkedlist_push(&screen->sprites, credit_txt("George Sokianos", C_WHITE, x + columnOffset, y, renderer));
y += 40;
linkedlist_push(&screen->sprites, credit_txt(" - Graphics -", C_BLUE, x, y, renderer));
y += 30;
linkedlist_push(&screen->sprites, credit_txt("Tileset:", C_YELLOW, x, y, renderer));
linkedlist_push(&screen->sprites, credit_txt("DragonDePlatino", C_WHITE, x + columnOffset, y, renderer));
y += 20;
linkedlist_push(&screen->sprites, credit_txt("Palette:", C_YELLOW, x, y, renderer));
linkedlist_push(&screen->sprites, credit_txt("DawnBringer", C_WHITE, x + columnOffset, y, renderer));
y += 60;
linkedlist_push(&screen->sprites, credit_txt(" - Music and Sound -", C_BLUE, x, y, renderer));
y += 30;
linkedlist_push(&screen->sprites, credit_txt("Music:", C_YELLOW, x, y, renderer));
linkedlist_push(&screen->sprites, credit_txt("Eric Matyas", C_WHITE, x + columnOffset, y, renderer));
y += 20;
linkedlist_push(&screen->sprites, credit_txt("www.soundimage.org", C_WHITE, x + columnOffset, y, renderer));
y += 30;
linkedlist_push(&screen->sprites, credit_txt("Sound:", C_YELLOW, x, y, renderer));
linkedlist_push(&screen->sprites, credit_txt("Eric Matyas", C_WHITE, x + columnOffset, y, renderer));
y += 20;
linkedlist_push(&screen->sprites, credit_txt("www.soundimage.org", C_WHITE, x + columnOffset, y, renderer));
y += 30;
linkedlist_push(&screen->sprites, credit_txt("ArtisticDuded", C_WHITE, x + columnOffset, y, renderer));
y += 20;
linkedlist_push(&screen->sprites, credit_txt("opengameart.org/users/artisticdude", C_WHITE, x + columnOffset, y, renderer));
linkedlist_push(&screen->sprites, score_txt("Press ESC to go back", C_RED, 15, SCREEN_HEIGHT - 25, renderer));
return screen;
}
Screen *
screen_create_hiscore(SDL_Renderer *renderer)
{
Screen *screen = screen_create();
int y = 40;
int dateCol = 50;
int goldCol = 250;
int lvlCol = 400;
int dlvlCol = 550;
linkedlist_push(&screen->sprites, score_txt("Date",
C_GREEN,
dateCol,
y,
renderer));
linkedlist_push(&screen->sprites, score_txt("Gold",
C_GREEN,
goldCol,
y,
renderer));
linkedlist_push(&screen->sprites, score_txt("Level",
C_GREEN,
lvlCol,
y,
renderer));
linkedlist_push(&screen->sprites, score_txt("Depth",
C_GREEN,
dlvlCol,
y,
renderer));
LinkedList *scores = hiscore_get_top10();
while (scores) {
y += 30;
HiScore *score = linkedlist_pop(&scores);
char content[80];
m_sprintf(content, 80, "%s", score->timestamp);
linkedlist_push(&screen->sprites,
score_txt(content,
C_WHITE,
dateCol,
y,
renderer));
m_sprintf(content, 80, "%.2lf", score->gold);
linkedlist_push(&screen->sprites,
score_txt(content,
C_YELLOW,
goldCol,
y,
renderer));
m_sprintf(content, 80, "%d", score->playerLevel);
linkedlist_push(&screen->sprites,
score_txt(content,
C_BLUE,
lvlCol,
y,
renderer));
m_sprintf(content, 80, "%d", score->dungeonLevel);
linkedlist_push(&screen->sprites,
score_txt(content,
C_RED,
dlvlCol,
y,
renderer));
hiscore_destroy(score);
}
linkedlist_push(&screen->sprites, score_txt("Press ESC to go back", C_RED, 15, SCREEN_HEIGHT - 25, renderer));
return screen;
}
Screen *
screen_create_characterselect(SDL_Renderer *renderer)
{
Screen *screen = screen_create();
Sprite *s = sprite_create();
sprite_load_text_texture(s, "GUI/SDS_8x8.ttf", 0, 18, 1);
texture_load_from_text(s->textures[0], "Choose your class:", C_BLUE, C_WHITE, renderer);
s->pos = (Position) { (SCREEN_WIDTH - s->textures[0]->dim.width) >> 1, 80 };
s->fixed = true;
s->dim = s->textures[0]->dim;
linkedlist_push(&screen->sprites, s);
return screen;
}
void
screen_render(Screen *screen, Camera *cam)
{
LinkedList *textures = screen->textures;
while (textures) {
texture_render(textures->data, NULL, cam);
textures = textures->next;
}
LinkedList *sprites = screen->sprites;
while (sprites) {
sprite_render(sprites->data, cam);
sprites = sprites->next;
}
}
void
screen_destroy(Screen *screen)
{
while (screen->textures)
texture_destroy(linkedlist_pop(&screen->textures));
while (screen->sprites)
sprite_destroy(linkedlist_pop(&screen->sprites));
free(screen);
}