Implemented a menu screen but transitioning from the menu to the running game doesn't work yet

This commit is contained in:
2026-05-13 15:45:38 -04:00
parent 41d0646dba
commit b30fbee605
3 changed files with 256 additions and 37 deletions

View File

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