Implemented a menu screen but transitioning from the menu to the running game doesn't work yet
This commit is contained in:
261
src/akgltest.c
261
src/akgltest.c
@@ -21,9 +21,30 @@
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#define AKGLTEST_STATE_WAITFORINPUT 1 << 8
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#define AKGLTEST_STATE_LOADING 1 << 9
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#define AKGLTEST_STATE_RUNNING 1 << 10
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#define AKGLTEST_STATE_MAPMENU 1 << 11
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#define AKGLTEST_STATE_QUIT 1 << 12
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int numsprites = 8;
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#define AKGLTEST_CONTROLMAP_MENU 0
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#define AKGLTEST_CONTROLMAP_INGAMEACTOR 1
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int menuselection = 0;
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int maxmenu = 2;
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int numchars = 2;
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char *characterpaths[] = {
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"assets/characters/littleguy.json",
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"assets/characters/menupointer.json"
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};
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int numsounds = 2;
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char *soundfiles[] = {
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"assets/vgmenuhighlight.wav",
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"assets/vgmenuselect.wav"
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};
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int numsprites = 9;
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char *spritepaths[] = {
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"assets/sprites/menupointer.json",
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"assets/sprites/little_guy_walking_left.json",
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"assets/sprites/little_guy_walking_right.json",
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"assets/sprites/little_guy_walking_up.json",
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@@ -36,6 +57,70 @@ char *spritepaths[] = {
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char dirnamebuf[1024];
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_menu(void *appstate, SDL_Event *event)
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{
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akgl_Actor *menupointer = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "menupointer", NULL);
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, menupointer, AKERR_NULLPOINTER, "missing actor");
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_MAPMENU);
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GAME_ControlMaps[AKGLTEST_CONTROLMAP_INGAMEACTOR].target = NULL;
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GAME_ControlMaps[AKGLTEST_CONTROLMAP_MENU].target = menupointer;
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menupointer->visible = true;
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_running(void *appstate, SDL_Event *event)
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{
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akgl_Actor *menupointer = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "menupointer", NULL);
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akgl_Actor *actorptr = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "actor", NULL);
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, menupointer, AKERR_NULLPOINTER, "missing actor");
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FAIL_ZERO_RETURN(e, actorptr, AKERR_NULLPOINTER, "missing actor");
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_MAPMENU);
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GAME_ControlMaps[AKGLTEST_CONTROLMAP_INGAMEACTOR].target = actorptr;
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GAME_ControlMaps[AKGLTEST_CONTROLMAP_MENU].target = NULL;
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menupointer->visible = false;
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actorptr->visible = true;
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_MAPMENU);
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_RUNNING);
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if ( menuselection == 0 ) {
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strcpy((char *)&dirnamebuf, "assets/imagemap.tmj");
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PASS(e, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap));
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} else if ( menuselection == 1 ) {
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strcpy((char *)&dirnamebuf, "assets/tilemap.tmj");
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PASS(e, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap));
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} else if ( menuselection == 2 ) {
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_RUNNING);
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_QUIT);
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}
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_menupointer_logic_movement(akgl_Actor *obj, SDL_Time curtime)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, obj, AKERR_NULLPOINTER, "NULL actor");
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if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
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if ( menuselection < maxmenu ) {
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menuselection += 1;
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} else {
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menuselection = 0;
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}
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} else if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
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if ( menuselection == 0 ) {
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menuselection = maxmenu;
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} else {
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menuselection -= 1;
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}
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}
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obj->y = 85 + (menuselection * 100);
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AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_MOVING_UP | AKGL_ACTOR_STATE_MOVING_DOWN));
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext AKERR_NOIGNORE *music_toggle(akgl_Actor *obj, SDL_Event *event)
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{
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SDL_PropertiesID bgmprops = 0;
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@@ -64,13 +149,40 @@ akerr_ErrorContext AKERR_NOIGNORE *savegame(akgl_Actor *obj, SDL_Event *event)
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return akgl_game_save("assets/savegame.bin");
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}
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akerr_ErrorContext AKERR_NOIGNORE *user_breakpoint(akgl_Actor *obj, SDL_Event *event)
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akerr_ErrorContext AKERR_NOIGNORE *quit_game(akgl_Actor *obj, SDL_Event *event)
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{
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PREPARE_ERROR(errctx);
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SDL_Log("User breakpoint hit");
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_QUIT);
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SDL_Log("Quitting game");
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_load_assets()
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{
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PREPARE_ERROR(errctx);
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for ( int i = 0; i < numsprites ; i++) {
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strcpy((char *)&dirnamebuf, spritepaths[i]);
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SDL_Log("Loading sprite %s (%d of %d)....", (char *)&dirnamebuf, i, numsprites);
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PASS(errctx, akgl_sprite_load_json((char *)&dirnamebuf));
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}
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for ( int i = 0; i < numchars ; i++ ) {
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strcpy((char *)&dirnamebuf, characterpaths[i]);
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SDL_Log("Loading character %s (%d of %d)....", (char *)&dirnamebuf, i, numchars);
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PASS(errctx, akgl_character_load_json((char *)&dirnamebuf));
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}
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_actor_visible(char *actorname, bool visible)
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{
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PREPARE_ERROR(e);
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akgl_Actor *actorptr = NULL;
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actorptr = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, actorname, NULL);
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FAIL_ZERO_RETURN(e, actorptr, AKERR_NULLPOINTER, "%s missing in registry", actorname);
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actorptr->visible = visible;
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SUCCEED_RETURN(e);
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}
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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akgl_Actor *actorptr = NULL;
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@@ -92,12 +204,22 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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CATCH(errctx, akgl_game_init_screen());
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CATCH(errctx, akgl_controller_list_keyboards());
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for ( int i = 0; i < numsprites ; i++) {
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strcpy((char *)&dirnamebuf, spritepaths[i]);
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CATCH(errctx, akgl_sprite_load_json((char *)&dirnamebuf));
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}
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strcpy((char *)&dirnamebuf, "assets/characters/littleguy.json");
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CATCH(errctx, akgl_character_load_json((char *)&dirnamebuf));
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CATCH(errctx, akgltest_load_assets());
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CATCH(errctx, akgl_heap_next_actor(&actorptr));
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CATCH(errctx, akgl_actor_initialize((akgl_Actor *)actorptr, "menupointer"));
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actorptr->basechar = SDL_GetPointerProperty(
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AKGL_REGISTRY_CHARACTER,
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"menupointer",
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NULL);
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FAIL_ZERO_BREAK(errctx, actorptr->basechar, AKERR_REGISTRY, "menupointer character missing");
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actorptr->movementlogicfunc = &akgltest_menupointer_logic_movement;
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actorptr->movement_controls_face = false;
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actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_DOWN);
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actorptr->x = 50;
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actorptr->y = 100;
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actorptr->visible = false;
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CATCH(errctx, akgl_heap_next_actor(&actorptr));
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CATCH(errctx, akgl_actor_initialize((akgl_Actor *)actorptr, "player"));
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actorptr->basechar = SDL_GetPointerProperty(
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@@ -109,14 +231,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT);
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actorptr->x = 320;
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actorptr->y = 240;
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actorptr->visible = true;
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actorptr->visible = false;
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strcpy((char *)&dirnamebuf, "assets/memories.mp3");
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CATCH(errctx, akgl_load_start_bgm((char *)&dirnamebuf));
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CATCH(errctx, music_toggle(NULL, NULL));
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strcpy((char *)&dirnamebuf, "assets/imagemap.tmj");
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CATCH(errctx, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap));
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CATCH(errctx, akgl_text_loadfont("C64Pro", "assets/C64_Pro-STYLE.ttf", 18));
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@@ -134,6 +253,29 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_CONTINUE;
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_controller_bind_universal(char *actorname, int mapid, int kbid, int jsid)
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{
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akgl_Control control;
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PREPARE_ERROR(e);
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PASS(e, akgl_controller_default(mapid, actorname, kbid, jsid));
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// set custom control maps */
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memset((void *)&control, 0x00, sizeof(akgl_Control));
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// Quit
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control.key = SDLK_ESCAPE;
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control.event_on = SDL_EVENT_KEY_DOWN;
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control.handler_on = &quit_game;
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PASS(e, akgl_controller_pushmap(mapid, &control));
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// Toggle the music
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control.key = SDLK_M;
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control.event_on = SDL_EVENT_KEY_DOWN;
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control.handler_on = &music_toggle;
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PASS(e, akgl_controller_pushmap(mapid, &control));
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_controller_get_defaults(void *appstate, SDL_Event *event)
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{
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akgl_Control control;
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@@ -148,27 +290,22 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_controller_get_defaults(void *appsta
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kbid = event->key.which;
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}
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PASS(e, akgl_controller_default(0, "player", kbid, jsid));
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// set custom control maps */
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memset((void *)&control, 0x00, sizeof(akgl_Control));
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// Breakpoint
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control.key = SDLK_ESCAPE;
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control.event_on = SDL_EVENT_KEY_DOWN;
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control.handler_on = &user_breakpoint;
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PASS(e, akgl_controller_pushmap(0, &control));
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// Toggle the music
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control.key = SDLK_M;
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control.event_on = SDL_EVENT_KEY_DOWN;
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control.handler_on = &music_toggle;
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PASS(e, akgl_controller_pushmap(0, &control));
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PASS(e, akgltest_controller_bind_universal("player", AKGLTEST_CONTROLMAP_MENU, kbid, jsid));
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PASS(e, akgltest_controller_bind_universal("menupointer", AKGLTEST_CONTROLMAP_INGAMEACTOR, kbid, jsid));
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// Save the game
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control.key = SDLK_S;
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control.event_on = SDL_EVENT_KEY_DOWN;
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control.handler_on = &savegame;
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PASS(e, akgl_controller_pushmap(0, &control));
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PASS(e, akgl_controller_pushmap(AKGLTEST_CONTROLMAP_INGAMEACTOR, &control));
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// Menu selection
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control.key = SDLK_RETURN;
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control.event_on = SDL_EVENT_KEY_DOWN;
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control.handler_on = &akgltest_set_gamemode_running;
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PASS(e, akgl_controller_pushmap(AKGLTEST_CONTROLMAP_MENU, &control));
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SUCCEED_RETURN(e);
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}
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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@@ -186,8 +323,7 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_WAITFORINPUT) ) {
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// get the player's default keyboard or gamepad id from the event
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CATCH(errctx, akgltest_controller_get_defaults(appstate, event));
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_RUNNING);
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CATCH(errctx, akgltest_set_gamemode_menu(appstate, event));
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} else {
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CATCH(errctx, akgl_controller_handle_event(appstate, event));
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}
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@@ -201,6 +337,60 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_mapmenu(void)
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{
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akgl_Actor *menupointer = NULL;
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PREPARE_ERROR(e);
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ATTEMPT {
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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PASS(e, akgl_text_rendertextat(
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SDL_GetPointerProperty(
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AKGL_REGISTRY_FONT,
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"C64Pro",
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NULL),
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"TILE MAP DEMO",
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(SDL_Color){255, 255, 255, 255},
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0,
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150,
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100)
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);
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PASS(e, akgl_text_rendertextat(
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SDL_GetPointerProperty(
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AKGL_REGISTRY_FONT,
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"C64Pro",
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NULL),
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"IMAGE MAP DEMO",
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(SDL_Color){255, 255, 255, 255},
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0,
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150,
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200)
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);
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PASS(e, akgl_text_rendertextat(
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SDL_GetPointerProperty(
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AKGL_REGISTRY_FONT,
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"C64Pro",
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NULL),
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"LOAD SAVED GAME",
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(SDL_Color){255, 255, 255, 255},
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0,
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150,
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300)
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);
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menupointer = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "menupointer", NULL);
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FAIL_ZERO_BREAK(e, menupointer, AKERR_NULLPOINTER, "actor missing from registry");
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menupointer->visible = true;
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CATCH(e, menupointer->updatefunc(menupointer));
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CATCH(e, menupointer->movementlogicfunc(menupointer, 0));
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CATCH(e, menupointer->renderfunc(menupointer, renderer));
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} CLEANUP {
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SDL_RenderPresent(renderer);
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_waitforinput(void)
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{
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@@ -242,6 +432,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_running(void)
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AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_UPDATE);
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AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_RENDER);
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AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_LAYERMASK);
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AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_TILEMAPSCALE);
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for ( i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) {
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opflags.layerid = i;
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@@ -278,11 +469,15 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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PREPARE_ERROR(e);
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ATTEMPT {
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if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_RUNNING) ) {
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if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_QUIT) ) {
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return SDL_APP_FAILURE;
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} else if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_RUNNING) ) {
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CATCH(e, akgltest_iterate_running());
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} else if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_WAITFORINPUT) ) {
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CATCH(e, akgltest_iterate_waitforinput());
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}
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} else if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_MAPMENU) ) {
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CATCH(e, akgltest_iterate_mapmenu());
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}
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} CLEANUP {
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} PROCESS(e) {
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} HANDLE_DEFAULT(e) {
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