Gave an extra jumping frame for non-hard mode; Curr scroll now loops; Title changed to ER

This commit is contained in:
David Volovskiy 2024-07-16 22:35:07 -04:00
parent ed3c4d3c30
commit abc0bedbde

View file

@ -31,22 +31,23 @@ typedef enum {
JUMP,
JUMPING_1,
JUMPING_2,
JUMPING_3,
JUMP_COUNT
} ScrollingJumpState;
} RunnerJumpState;
typedef enum {
SCREEN_TITLE = 0,
SCREEN_PLAYING,
SCREEN_LOSE,
SCREEN_COUNT
} ScrollingCurrScreen;
} RunnerCurrScreen;
typedef enum {
DIFF_NORM = 0, // 8x speed; 4 0's min;
DIFF_HARD, // 8x speed; 3 0's min; 2 - Easy 4x speed; 4 0's min
DIFF_EASY, // 4x speed; 4 0's min
DIFF_NORM = 0, // 8x speed; 4 0's min; jump is 3 frames
DIFF_HARD, // 8x speed; 3 0's min; jump is 2 frames
DIFF_EASY, // 4x speed; 4 0's min; jump is 3 frames
DIFF_COUNT
} ScrollingDifficulty;
} RunnerDifficulty;
#define NUM_GRID 12
#define FREQ 8
@ -158,7 +159,7 @@ static void display_title(endless_runner_state_t *state) {
memset(&game_state, 0, sizeof(game_state));
game_state.sec_before_moves = 1; // The first obstacles will all be 0s, which is about an extra second of delay.
if (state -> soundOn) game_state.sec_before_moves--; // Start chime is about 1 second
watch_display_string("SC SEL ", 0);
watch_display_string("ER SEL ", 0);
display_score(state -> hi_score);
display_difficulty(state -> difficulty);
}
@ -167,7 +168,7 @@ static void display_lose_screen(endless_runner_state_t *state) {
movement_request_tick_frequency(1);
state -> curr_screen = SCREEN_LOSE;
state -> curr_score = 0;
watch_display_string(" LOSEr", 4);
watch_display_string(" U LOSE ", 0);
if (state -> soundOn)
watch_buzzer_play_note(BUZZER_NOTE_A1, 600);
else
@ -195,16 +196,19 @@ static bool display_obstacle(bool obstacle, int grid_loc, endless_runner_state_t
case 1:
if (obstacle) { // If an obstacle is here, it means the ball cleared it
success_jump = true;
if (state -> curr_score < MAX_DISP_SCORE) {
state -> curr_score++;
if (state -> curr_score > state -> hi_score)
// Counter will continuously roll over, but high score will max out on the first roll-over
state -> curr_score = (state -> curr_score + 1) % (MAX_DISP_SCORE + 1);
if (state -> curr_score == 0) // This means the counter rolled over
state -> hi_score = MAX_DISP_SCORE + 1;
else if (state -> curr_score > state -> hi_score)
state -> hi_score = state -> curr_score;
display_score(state -> curr_score);
}
}
//fall through
case 0:
if (obstacle) // If an obstacle is here, it means the ball cleared it
success_jump = true;
//fall through
case 5:
if (obstacle)
watch_set_pixel(0, 18 + grid_loc);
@ -308,9 +312,12 @@ bool endless_runner_face_loop(movement_event_t event, movement_settings_t *setti
game_state.jump_state = JUMPING_1;
break;
case JUMPING_1:
game_state.jump_state = JUMPING_2;
game_state.jump_state = (state -> difficulty == DIFF_HARD) ? JUMPING_3 : JUMPING_2;
break;
case JUMPING_2:
game_state.jump_state = JUMPING_3;
break;
case JUMPING_3:
game_state.jump_state = NOT_JUMPING;
display_ball(game_state.jump_state);
if (state -> soundOn){
@ -323,8 +330,10 @@ bool endless_runner_face_loop(movement_event_t event, movement_settings_t *setti
default:
break;
}
if (game_state.jump_state == NOT_JUMPING && (game_state.loc_2_on || game_state.loc_3_on))
if (game_state.jump_state == NOT_JUMPING && (game_state.loc_2_on || game_state.loc_3_on)) {
delay_ms(200); // To show the player jumping onto the obstacle before displaying the lose screen.
display_lose_screen(state);
}
break;
}
break;
@ -332,7 +341,7 @@ bool endless_runner_face_loop(movement_event_t event, movement_settings_t *setti
case EVENT_ALARM_BUTTON_UP:
if (state -> curr_screen == SCREEN_TITLE) {
state -> curr_screen = SCREEN_PLAYING;
movement_request_tick_frequency(state -> difficulty == DIFF_EASY ? FREQ_EASY : FREQ);
movement_request_tick_frequency((state -> difficulty == DIFF_EASY) ? FREQ_EASY : FREQ);
watch_display_string(" ", 4);
display_ball(false);
do // Avoid the first array of obstacles being a boring line of 0s