mirror of
https://github.com/Maschell/PushA_NX.git
synced 2024-11-25 01:06:53 +01:00
108 lines
2.8 KiB
C
108 lines
2.8 KiB
C
#include "draw.h"
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#include "input.h"
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#include <stdio.h>
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#define IDLE 0
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#define IN_GAME 1
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#define RESULT 2
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int main(){
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// initialize and get graphics context
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Graphics* g = init();
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struct PADData pad_data;
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PADInit();
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int x = 10;
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int y = 8;
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int game_state = IDLE;
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int frame_counter = 0;
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int round_duration = 60 * 10; //10 seconds;
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int button_count = 0;
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int last_buttons = 0;
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int buttons_r = 0;
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int score = 0;
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int highscore = 0;
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int isHighscore = 0;
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while(1){
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// draw backgroung
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background(g, 0x00, 0x00, 0x00);
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//Read input data
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PADRead(&pad_data);
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buttons_r = (last_buttons & (~pad_data.btns_h));
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/*if(pad_data.btns_h & PAD_BUTTON_LEFT){
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x--;
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}
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if(pad_data.btns_h & PAD_BUTTON_RIGHT){
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x++;
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}
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if(pad_data.btns_h & PAD_BUTTON_DOWN){
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y++;
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}
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if(pad_data.btns_h & PAD_BUTTON_UP){
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y--;
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}*/
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drawStringf(g, 20, 0, "Highscore: %d", highscore);
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drawStringf(g, 30, 28, "PUSH A by Maschell", highscore);
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drawStringf(g, 0, 28, "Press PLUS to exit");
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printf(" pad: %08X %08X\n", pad_data.btns_h,buttons_r);
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if(game_state == IDLE){
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drawStringf(g, x, y, "Press MINUS to start!");
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if(pad_data.btns_h & PAD_BUTTON_MINUS){
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game_state = IN_GAME;
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}
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}else if(game_state == IN_GAME){
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frame_counter++;
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if(buttons_r & PAD_BUTTON_A){
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button_count++;
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}
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float secLeft = (round_duration - frame_counter) /60.0f;
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drawStringf(g, x, y, "Press A as fast as you can!");
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drawStringf(g, x, y+2, "Time left: %0.2f seconds!",secLeft);
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drawStringf(g, x, y+4, "Current score: %d", button_count);
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if(frame_counter > round_duration){
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score = button_count;
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button_count = 0;
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frame_counter = 0;
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if(score > highscore){
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highscore = score;
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isHighscore = 1;
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}
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game_state = RESULT;
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}
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}else if(game_state == RESULT){
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drawStringf(g, x, y, "Score: %d", score);
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drawStringf(g, x, y+2,"Press MINUS to try again.");
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if(isHighscore){
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drawStringf(g, x, y+4,"NEW HIGHSCORE!");
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}
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if(pad_data.btns_h & PAD_BUTTON_MINUS){
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game_state = IN_GAME;
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isHighscore = 0;
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}
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}
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if(pad_data.btns_h & PAD_BUTTON_PLUS){
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break;
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}
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update(g);
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usleep(16);
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last_buttons = pad_data.btns_h;
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}
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// clean up graphics
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deinit(g);
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PADDestroy();
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return 0;
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}
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