Diffstat (limited to 'noncore/games/sfcave-sdl/gates_game.cpp') (more/less context) (ignore whitespace changes)
-rw-r--r-- | noncore/games/sfcave-sdl/gates_game.cpp | 15 |
1 files changed, 14 insertions, 1 deletions
diff --git a/noncore/games/sfcave-sdl/gates_game.cpp b/noncore/games/sfcave-sdl/gates_game.cpp index 1a9bc89..762801d 100644 --- a/noncore/games/sfcave-sdl/gates_game.cpp +++ b/noncore/games/sfcave-sdl/gates_game.cpp @@ -1,104 +1,117 @@ #include "SDL_gfxPrimitives.h" #include "constants.h" #include "gates_game.h" #include "random.h" GatesGame :: GatesGame( SFCave *p, int w, int h, int diff ) : Game( p, w, h, diff ) { gameName = "Gates"; difficulty = MENU_DIFFICULTY_EASY; blockUpdateRate = 200; terrain = new Terrain( w, h ); player = new Player( w, h ); highScore = 0; } GatesGame :: ~GatesGame() { + // terrain and player get deleted by parent class } void GatesGame :: init() { Game :: init(); blockHeight = 80; blockWidth = 20; lastGateBottomY = 0; gateDistance = 75; nextGate = nextInt( 50 ) + gateDistance; gapHeight = 75; switch( difficulty ) { case MENU_DIFFICULTY_EASY: gapHeight = 75; player->setMovementInfo( 0.4, 0.6, 4, 5 ); break; case MENU_DIFFICULTY_NORMAL: gapHeight = 50; player->setMovementInfo( 0.4, 0.6, 4, 5 ); break; case MENU_DIFFICULTY_HARD: gapHeight = 25; player->setMovementInfo( 0.6, 0.8, 6, 7 ); break; + case MENU_DIFFICULTY_CUSTOM: + { + // Read custom difficulty settings for this game + gapHeight = parent->loadIntSetting( "Gates_custom_gapHeight", 75 ); + + double thrust = parent->loadDoubleSetting( "Gates_custom_player_thrust", 0.4 ); + double gravity = parent->loadDoubleSetting( "Gates_custom_player_gravity", 0.6 ); + double maxUp = parent->loadDoubleSetting( "Gates_custom_player_maxupspeed", 4.0 ); + double maxDown = parent->loadDoubleSetting( "Gates_custom_player_maxdownspeed", 5.0 ); + player->setMovementInfo( thrust, gravity, maxUp, maxDown ); + + break; + } } for ( int i = 0 ; i < BLOCKSIZE ; ++i ) blocks[i].y( -1 ); } void GatesGame :: update( int state ) { Game::update( state ); // Game logic goes here if ( state == STATE_PLAYING ) { if ( nrFrames % 3 == 0 ) score ++; if ( nrFrames % 500 == 0 ) { if ( gapHeight > 75 ) gapHeight -= 5; } // Slightly random gap distance if ( nrFrames >= nextGate ) { nextGate = nrFrames + nextInt( 50 ) + gateDistance; addGate(); } if ( checkCollisions() ) { -// printf( "Crashed!\n" ); parent->changeState( STATE_CRASHING ); return; } terrain->moveTerrain( 5 ); moveBlocks( 5 ); player->move( press ); } } void GatesGame :: draw( SDL_Surface *screen ) { Game::preDraw( screen ); if ( parent->getState() == STATE_PLAYING ) { // Screen drawing goes here terrain->drawTerrain( screen ); player->draw( screen ); drawBlocks( screen ); } else |