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BloodQueen.c
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#include <stdlib.h>
#include <stdio.h>
#include "myLib.h"
#include "text.h"
#include "title.h"
#include "grass.h"
#include "castle.h"
#include "player1.h"
#include "gameover.h"
#include "heart.h"
#include "portal.h"
#include "tree.h"
#include "palacecut.h"
#include "forestcut.h"
#include "portalcut.h"
#include "castlecut.h"
#include "castledoor.h"
#include "throne.h"
#include "bosscut.h"
int main()
{
//Set mode and BG
REG_DISPCTL = MODE3 | BG2_ENABLE;
// State enum definition
enum GBAState {
START,
START_IDLE,
STAGE1,
STAGE1_IDLE,
STAGE2,
STAGE2_IDLE,
STAGE3,
STAGE3_IDLE,
STAGE4,
STAGE4_IDLE,
STAGE5,
STAGE5_IDLE,
STAGE6,
STAGE6_IDLE,
STAGE7,
STAGE7_IDLE,
STAGE8,
STAGE8_IDLE,
STAGE9,
STAGE9_IDLE,
STAGE10,
STAGE10_IDLE,
STAGE11,
STAGE11_IDLE,
STAGE12,
STAGE12_IDLE,
STAGE13,
STAGE13_IDLE,
STAGE14,
STAGE14_IDLE,
GAMEOVER,
GAMEOVER_IDLE,
FOREST,
PORTAL,
CASTLE,
PALACE,
BOSS
};
//Current state
enum GBAState state = START;
//Key press boolean
int selectPressed = 0;
//If true, player is in a stage
int inGame = 0;
//Spawn data, where player starts and jumps to on death
int spawnX = 0;
int spawnY = 0;
//Structs
PLAYER me;
PLAYER oldMe; //Needed for repainting
PATH paths[32]; //You can have up to 32 paths per stage
BOUND bounds[32]; //You can have up to 32 bounds per stage
ENEMY enemies[32]; //You can have up to 32 enemies per stage
//Struct variables
int numPaths = 0;
int numBounds = 0;
int numEnemies = 0;
u16 pathColor = BLACK;
char* labelMessage = "";
int labelWidth = 0;
u16 labelColor = BLACK;
//Init player objects offscreen
me.size = 15;
me.x = -me.size;
me.y = -me.size;
oldMe.x = -me.size;
oldMe.y = -me.size;
//Declare a local instance of the extern
int life = 0;
//Game loop
while(1)
{
waitForVblank();
//State machine
switch(state) {
//START State
case START:
//Reset
inGame = 0;
life = 99;
//Set offscreen in the case you are coming from another state
me.x = -me.size;
me.y = -me.size;
oldMe.x = -me.size;
oldMe.y = -me.size;
//Draw graphic
drawImage3(0, 0, TITLE_WIDTH, TITLE_HEIGHT, title);
//Change state
state = START_IDLE;
break;
//Idle START state
case START_IDLE:
//Advance on START
if(KEY_DOWN_NOW(BUTTON_START)) {
state = FOREST;
}
break;
//STAGE1 State
case STAGE1:
//Player is now inGame
#include "stage1.h"
break;
//Idle STAGE1 state
case STAGE1_IDLE:
if(me.x + me.size == 240)
state = STAGE2;
break;
//STAGE2 State
case STAGE2:
#include "stage2.h"
break;
//Idle STAGE2 state
case STAGE2_IDLE:
if(me.x + me.size == 240)
state = STAGE3;
break;
//STAGE3 State
case STAGE3:
#include "stage3.h"
break;
//Idle STAGE3 state
case STAGE3_IDLE:
if(me.x + me.size == 240)
state = STAGE4;
break;
//STAGE4 State
case STAGE4:
#include "stage4.h"
break;
//Idle STAGE4 state
case STAGE4_IDLE:
if(me.x + me.size == 240)
state = STAGE5;
break;
//STAGE5 State
case STAGE5:
#include "stage5.h"
break;
//Idle STAGE5 state
case STAGE5_IDLE:
if(me.x + me.size == 200 && me.y < 80)
state = PORTAL;
if(me.x + me.size == 230 && me.y > 80)
state = CASTLE;
break;
//STAGE6 State
case STAGE6:
#include "stage6.h"
break;
//Idle STAGE6 state
case STAGE6_IDLE:
if(me.x + me.size == 240)
state = STAGE7;
break;
//STAGE7 State
case STAGE7:
#include "stage7.h"
break;
//Idle STAGE7 state
case STAGE7_IDLE:
if(me.x + me.size == 240)
state = STAGE8;
break;
//STAGE8 State
case STAGE8:
#include "stage8.h"
break;
//Idle STAGE8 state
case STAGE8_IDLE:
if(me.x + me.size == 240)
state = STAGE9;
break;
//STAGE9 State
case STAGE9:
#include "stage9.h"
break;
//Idle STAGE9 state
case STAGE9_IDLE:
if(me.x + me.size == 240)
state = STAGE10;
break;
//STAGE10 State
case STAGE10:
#include "stage10.h"
break;
//Idle STAGE10 state
case STAGE10_IDLE:
if(me.x + me.size == 240)
state = PALACE;
break;
//STAGE11 State
case STAGE11:
#include "stage11.h"
break;
//Idle STAGE11 state
case STAGE11_IDLE:
if(me.x + me.size == 240)
state = STAGE12;
break;
//STAGE12 State
case STAGE12:
#include "stage12.h"
break;
//Idle STAGE12 state
case STAGE12_IDLE:
if(me.x + me.size == 240)
state = STAGE13;
break;
//STAGE13 State
case STAGE13:
#include "stage13.h"
break;
//Idle STAGE13 state
case STAGE13_IDLE:
if(me.x + me.size == 240)
state = STAGE14;
break;
//STAGE14 State
case STAGE14:
#include "stage14.h"
break;
//Idle STAGE14 state
case STAGE14_IDLE:
if(me.x + me.size == 240)
state = BOSS;
break;
//GAMEOVER State
case GAMEOVER:
inGame = 0;
drawImage3(0, 0, GAMEOVER_WIDTH, GAMEOVER_HEIGHT, gameover);
drawString(150, 3, "Press A to restart", WHITE);
state = GAMEOVER_IDLE;
break;
//Idle GAMEOVER state
case GAMEOVER_IDLE:
if(KEY_DOWN_NOW(BUTTON_A))
state = START;
break;
//Forest cutscene
case FOREST:
inGame = 0;
drawImage3(0, 0, FORESTCUT_WIDTH, FORESTCUT_HEIGHT, forestcut);
if(KEY_DOWN_NOW(BUTTON_A)) {
state = STAGE1;
inGame = 1;
}
break;
//Castle cutscene
case CASTLE:
inGame = 0;
drawImage3(0, 0, CASTLECUT_WIDTH, CASTLECUT_HEIGHT, castlecut);
if(KEY_DOWN_NOW(BUTTON_A)) {
state = STAGE6;
inGame = 1;
}
break;
//Palace cutscene
case PALACE:
inGame = 0;
drawImage3(0, 0, PALACECUT_WIDTH, PALACECUT_HEIGHT, palacecut);
if(KEY_DOWN_NOW(BUTTON_A)) {
state = STAGE11;
inGame = 1;
}
break;
//Portal cutscene
case PORTAL:
inGame = 0;
drawImage3(0, 0, PORTALCUT_WIDTH, PORTALCUT_HEIGHT, portalcut);
if(KEY_DOWN_NOW(BUTTON_A)) {
state = STAGE11;
inGame = 1;
}
break;
//Boss cutscene
case BOSS:
inGame = 0;
drawImage3(0, 0, BOSSCUT_WIDTH, BOSSCUT_HEIGHT, bosscut);
drawString(150, 3, "To be continued?", WHITE);
if(KEY_DOWN_NOW(BUTTON_A)) {
state = START;
inGame = 0;
}
break;
}
//Stage painter
if(inGame) {
//Draw the old player
drawRect(oldMe.y,oldMe.x,me.size,me.size,pathColor);
//Draw the player
drawTransparent(me.y, me.x, me.size, me.size, player1);
//Update old player position
oldMe.x = me.x;
oldMe.y = me.y;
//Collision Detection
unsigned char mov = getMovementData(me.x, me.y, me.size, bounds, numBounds);
//Enemy logic
int r = enemyLogic(enemies, numEnemies, me, pathColor);
if(r) {
life--;
if(life == 0)
state = GAMEOVER;
me.x = spawnX;
me.y = spawnY;
drawHealth(life);
}
//Key UP ARROW listener
if(KEY_DOWN_NOW(BUTTON_UP))
{
if(mov & 1)
me.y--;
}
//Key DOWN ARROW listener
if(KEY_DOWN_NOW(BUTTON_DOWN))
{
if(mov & 2)
me.y++;
}
//Key RIGHT ARROW listener
if(KEY_DOWN_NOW(BUTTON_RIGHT))
{
if(mov & 4)
me.x++;
}
//Key LEFT ARROW listener
if(KEY_DOWN_NOW(BUTTON_LEFT))
{
if(mov & 8)
me.x--;
}
}
//Reset the game on select
if(KEY_DOWN_NOW(BUTTON_SELECT) && !selectPressed){
state = START;
selectPressed = 1;
} else {
selectPressed = 0;
}
}
}