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Game.cpp
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/* | |
Copyright (C) 2018 Pharap (@Pharap) | |
Licensed under the Apache License, Version 2.0 (the "License"); | |
you may not use this file except in compliance with the License. | |
You may obtain a copy of the License at | |
http://www.apache.org/licenses/LICENSE-2.0 | |
Unless required by applicable law or agreed to in writing, software | |
distributed under the License is distributed on an "AS IS" BASIS, | |
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
See the License for the specific language governing permissions and | |
limitations under the License. | |
Modified by Filmote and Vampirics | |
*/ | |
#include "Game.h" | |
#include "states/States.h" | |
#include "utils/Utils.h" | |
long t; | |
ISR(TIMER1_COMPA_vect) | |
{ | |
t++; | |
OCR4A = ((t*(t>>8|t>>9)&46&t>>8))^(t&t>>13|t>>6); // by xpansive | |
} | |
void Game::setup(void) { | |
// set up Timer 1 | |
TCCR1A = 0; // normal operation | |
TCCR1B = _BV(WGM12) | _BV(CS10); // CTC, no pre-scaling | |
OCR1A = 1999; // compare A register value (8000Hz) | |
TIMSK1 = _BV(OCIE1A); // interrupt on Compare A Match | |
//set up Timer 4 | |
TCCR4A = _BV(COM4A0) | _BV(PWM4A); // Fast-PWM 8-bit | |
TCCR4B = _BV(CS40); // 62500Hz | |
OCR4C = 0xFF; // Resolution to 8-bit (TOP=0xFF) | |
auto & arduboy = this->context.arduboy; | |
arduboy.boot(); | |
arduboy.flashlight(); | |
arduboy.systemButtons(); | |
arduboy.audio.begin(); | |
arduboy.initRandomSeed(); | |
arduboy.setFrameRate(60); | |
this->currentStateId = GameStateType::SplashScreen; | |
this->currentState = createState(this->currentStateId); | |
this->nextStateId = this->currentStateId; | |
this->currentState->activate(*this); | |
} | |
void Game::loop(void) { | |
auto &arduboy = this->context.arduboy; | |
if (!arduboy.nextFrame()) return; | |
arduboy.pollButtons(); | |
if (this->currentState != nullptr) this->currentState->update(*this); | |
arduboy.clear(); | |
if (this->currentState != nullptr) this->currentState->render(*this); | |
arduboy.display(); | |
while (this->changePending) { | |
this->currentState->deactivate(*this); | |
if (this->currentStateId != this->nextStateId) { | |
// Strictly speaking this does nothing, but I'm keeping it for the sake of correctness | |
this->currentState->~GameState(); | |
this->currentState = this->createState(this->nextStateId); | |
this->currentStateId = this->nextStateId; | |
} | |
this->changePending = false; | |
this->context.gameState = this->currentStateId; | |
this->currentState->activate(*this); | |
} | |
} | |
Game::Context & Game::getContext(void) { | |
return this->context; | |
} | |
const Game::Context & Game::getContext(void) const { | |
return this->context; | |
} | |
void Game::changeState(const StateId & stateId) { | |
this->nextStateId = stateId; | |
this->changePending = true; | |
} | |
Game::State * Game::createState(const StateId & stateType) { | |
switch (stateType) { | |
case GameStateType::Event: return new (&this->stateData[0]) EventState(); | |
case GameStateType::ShowCards: return new (&this->stateData[0]) ShowCardsState(); | |
case GameStateType::Resting: return new (&this->stateData[0]) RestingState(); | |
case GameStateType::TitleScreen: return new (&this->stateData[0]) TitleScreenState(); | |
case GameStateType::Trap: return new (&this->stateData[0]) TrapState(); | |
case GameStateType::Treasure: return new (&this->stateData[0]) TreasureState(); | |
case GameStateType::Merchant: return new (&this->stateData[0]) MerchantState(); | |
case GameStateType::SplashScreen: return new (&this->stateData[0]) SplashScreenState(); | |
case GameStateType::Winner: return new (&this->stateData[0]) GameOverState(); | |
case GameStateType::PlayerDead: return new (&this->stateData[0]) GameOverState(); | |
case GameStateType::Monster: | |
case GameStateType::BossMonster: | |
case GameStateType::MonsterFromEvent: return new (&this->stateData[0]) FightMonstersState(); | |
default: return nullptr; | |
} | |
} |
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