Files
snakePlus/source/game_input.cpp
T

187 lines
5.8 KiB
C++

#include "game_input.h"
#include <bitset>
#include <cstdint>
#include <cstdio>
#include "consts.h"
bool handle_input_frame(InputContext &ctx) {
scanKeys();
const uint32_t keys = keysDown();
if ((keys != 0U) && *ctx.internals) {
consoleSelect(ctx.topScreen);
std::string key_str = "\x1b[6;0Hkeys = " + std::bitset<16>(keys).to_string();
puts(key_str.c_str());
}
if (((keys & KEY_START) != 0U) && ((keys & KEY_L) != 0U)) {
return false;
}
if ((keys != 0U) && ((keys & KEY_SELECT) != 0U)) {
*ctx.internals = !(*ctx.internals);
if (*ctx.internals) {
setBackdropColor(RGB15(0, 0, 7));
} else {
setBackdropColor(RGB15(0, 0, 0));
consoleSelect(ctx.topScreen);
consoleClear();
invalidate_hud(*ctx.renderAssets);
}
}
if (ctx.state->scene == Scene::Menu) {
if ((keys != 0U) && ((keys & (KEY_UP | KEY_DOWN)) != 0U)) {
const int delta = ((keys & KEY_UP) != 0U) ? -1 : 1;
ctx.state->menuSelection = (ctx.state->menuSelection + delta + MENU_ITEM_COUNT) % MENU_ITEM_COUNT;
draw_menu(*ctx.state, *ctx.renderAssets, audio_is_music_enabled(*ctx.audio));
}
if ((keys != 0U) && (((keys & KEY_A) != 0U) || ((keys & KEY_START) != 0U))) {
switch (ctx.state->menuSelection) {
case 0:
ctx.state->scene = Scene::Playing;
ctx.init_game();
draw_game(*ctx.state, *ctx.renderAssets);
break;
case 1:
ctx.state->hardMode = !ctx.state->hardMode;
draw_menu(*ctx.state, *ctx.renderAssets, audio_is_music_enabled(*ctx.audio));
break;
case 2:
audio_toggle_music(*ctx.audio);
draw_menu(*ctx.state, *ctx.renderAssets, audio_is_music_enabled(*ctx.audio));
break;
default:
break;
}
}
return true;
}
if ((ctx.state->paused || ctx.state->gameOver) && (keys != 0U) && ((keys & KEY_B) != 0U)) {
ctx.state->scene = Scene::Menu;
ctx.state->paused = false;
draw_menu(*ctx.state, *ctx.renderAssets, audio_is_music_enabled(*ctx.audio));
return true;
}
if (!ctx.state->paused && !ctx.state->gameOver) {
const bool cursed = ctx.state->curseTicksRemaining > 0;
uint16_t requested_dir = 0;
bool has_dir_input = false;
if ((keys != 0U) && ((keys & KEY_UP) != 0U)) {
requested_dir = cursed ? 2 : 0;
has_dir_input = true;
} else if ((keys != 0U) && ((keys & KEY_RIGHT) != 0U)) {
requested_dir = cursed ? 3 : 1;
has_dir_input = true;
} else if ((keys != 0U) && ((keys & KEY_DOWN) != 0U)) {
requested_dir = cursed ? 0 : 2;
has_dir_input = true;
} else if ((keys != 0U) && ((keys & KEY_LEFT) != 0U)) {
requested_dir = cursed ? 1 : 3;
has_dir_input = true;
}
if (has_dir_input) {
bool is_reversing = false;
if (ctx.state->snake.size() >= 2) {
const auto &head = ctx.state->snake.front();
const auto &neck = ctx.state->snake.at(1);
int next_x = head[0];
int next_y = head[1];
switch (requested_dir) {
case 0:
next_y--;
break;
case 1:
next_x++;
break;
case 2:
next_y++;
break;
case 3:
next_x--;
break;
default:
break;
}
if (next_x > X_MAX) {
next_x = 0;
} else if (next_x < 0) {
next_x = X_MAX;
}
if (next_y > Y_MAX) {
next_y = 0;
} else if (next_y < 0) {
next_y = Y_MAX;
}
if (next_x == neck[0] && next_y == neck[1]) {
is_reversing = true;
}
} else {
if ((ctx.state->snakeDirection + 2) % 4 == requested_dir) {
is_reversing = true;
}
}
if (is_reversing) {
audio_play_denied(*ctx.audio);
} else if (ctx.state->snakeDirection != requested_dir) {
ctx.state->snakeDirection = requested_dir;
draw_game(*ctx.state, *ctx.renderAssets);
}
}
}
if (ctx.state->paused) {
if ((keys != 0U) && ((keys & KEY_X) != 0U)) {
audio_toggle_music(*ctx.audio);
}
if ((keys != 0U) && ((keys & KEY_Y) != 0U)) {
ctx.state->hardMode = !ctx.state->hardMode;
ctx.init_game();
draw_game(*ctx.state, *ctx.renderAssets);
}
}
if ((keys != 0U) && ((keys & KEY_R) != 0U)) {
lcdSwap();
}
if ((keys != 0U) && ((keys & KEY_START) != 0U)) {
if (!ctx.state->gameOver) {
ctx.state->paused = !ctx.state->paused;
if (ctx.state->paused) {
consoleSelect(ctx.topScreen);
audio_play_pause(*ctx.audio);
audio_pause_music_if_enabled(*ctx.audio);
puts("\x1b[11;12HPaused");
invalidate_hud(*ctx.renderAssets);
} else {
audio_resume_music_if_enabled(*ctx.audio);
audio_play_unpause(*ctx.audio);
consoleSelect(ctx.topScreen);
consoleClear();
invalidate_hud(*ctx.renderAssets);
}
} else {
ctx.init_game();
}
}
return true;
}