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/*********************************/
/* THRESHOLD ( // */
/* main ( )/ */
/* by salade )(/ */
/* ________________ ( /) */
/* ()__)____________))))) :^} */
/*********************************/
#include "window.hpp"
#include "gameplay.hpp"
#include <iostream>
gameState gs = TITLE;
int main(void) {
initWindow();
// Main game loop
InitWindow(SCREENWIDTH, SCREENHEIGHT, "WIP -- coolspace");
Game* game = new Game("../meta/maps/stage_1_start.bfm");
while (!WindowShouldClose()) /* Detect window close button or ESC key */
{
switch (gs) {
case (TITLE):
{
if (IsKeyPressed(KEY_ENTER))
{
gs = GAMEPLAY;
game->start();
}
break ;
}
case (GAMEPLAY):
{
break ;
}
case (NEXT):
{
if (IsKeyPressed(KEY_ENTER))
{
gs = TITLE;
std::string next("../meta/maps/");
next += game->getNext();
delete game;
CloseAudioDevice();
if (game->getNext() != "0") {
game = new Game(next);
}
}
break ;
}
case (ENDING):
{
if (IsKeyPressed(KEY_ENTER))
{
gs = TITLE;
auto current = game->getCurrent();
delete game;
CloseAudioDevice();
game = new Game(current);
}
break ;
}
}
BeginDrawing();
ClearBackground(COOLPURPLE);
switch (gs) {
case (TITLE):
{
DrawRectangle((SCREENWIDTH / 2), (SCREENHEIGHT / 2), 200, 200, BLACK);
DrawText("THRESHOLD", (SCREENWIDTH / 2) - 140, SCREENHEIGHT / 2, 40, RED);
DrawText("PRESS ENTER", (SCREENWIDTH / 2) - 140, (SCREENHEIGHT / 2) + 50, 40, MAROON);
break ;
}
case (GAMEPLAY):
{
if (auto code = game->getKeys()) {
if (code == 1) // death
{gs = ENDING;}
else if (code == 2) // level end
{gs = NEXT;}
}
game->draw();
break ;
}
case (NEXT):
{
ClearBackground(COOLPURPLE);
DrawCircle(SCREENWIDTH / 2, SCREENHEIGHT / 2, 200, BLACK);
DrawText("STAGE CLEARED\nNEXT LEVEL :\n", (SCREENWIDTH / 2) - 200, (SCREENHEIGHT / 2) - 50, 40, WHITE);
DrawText(game->getNext().c_str(), (SCREENWIDTH / 2) - 100, (SCREENHEIGHT / 2) + 50, 40, WHITE);
break ;
}
case (ENDING):
{
DrawCircle(SCREENWIDTH / 2, SCREENHEIGHT / 2, 200, BLACK);
DrawText("GOOD BYE", (SCREENWIDTH / 2) - 100, SCREENHEIGHT / 2, 40, WHITE);
break ;
}
}
EndDrawing();
}
EndMode2D();
CloseWindow();
return 0;
}
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