starting on state management
This commit is contained in:
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d3bc64781b
commit
2f2ae4012e
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@ -0,0 +1,37 @@
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String lookupLocation(GameLocation loc) {
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switch (loc) {
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case LOC_BRONX:
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return F("Bronx");
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case LOC_GHETTO:
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return F("Ghetto");
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case LOC_CENTRAL_PARK:
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return F("Central Park");
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case LOC_MANHATTEN:
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return F("Manhatten");
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case LOC_CONEY_ISLAND:
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return F("Coney Island");
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case LOC_BROOKLYN:
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return F("Brooklyn");
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default:
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return F("");
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}
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}
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String lookupDrug(Drug drug) {
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switch (drug) {
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case DRUG_COCAINE:
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return F("Cocaine");
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case DRUG_HEROINE:
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return F("Heroine");
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case DRUG_ACID:
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return F("Acid");
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case DRUG_WEED:
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return F("Weed");
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case DRUG_SPEED:
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return F("Speed");
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case DRUG_LUDES:
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return F("Ludes");
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default:
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return F("");
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}
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}
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8
menu.ino
8
menu.ino
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@ -29,9 +29,9 @@ void computeMenuSizes(const bool small, const bool cols,
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const int newLen = items[i + col1Count].length();
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if (newLen > col2Width) col2Width = newLen;
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}
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x1 = 66 - round((col1Width + col2Width + 2.5) * (charWidth / 2.0));
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x2 = x1 + round((col1Width + 2.5) * charWidth);
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y = 40 - round(col1Count * (charHeight / 2.0));
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x1 = 66 - round((col1Width + col2Width + 1.75) * (charWidth / 2.0));
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x2 = x1 + round((col1Width + 1.75) * charWidth);
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y = 42 - round(col1Count * (charHeight / 2.0));
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} else { // one column
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int colWidth = 0;
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for (int i = 0; i < itemCount; i++) {
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@ -40,7 +40,7 @@ void computeMenuSizes(const bool small, const bool cols,
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}
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x1 = 66 - round(colWidth * (charWidth / 2.0));
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x2 = -1;
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y = 40 - round(itemCount * (charHeight / 2.0));
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y = 42 - round(itemCount * (charHeight / 2.0));
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}
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}
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93
slangin.ino
93
slangin.ino
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@ -52,12 +52,20 @@ enum DialogType {
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DIALOG_AMOUNT
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};
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const uint8_t PROGMEM spriteDollar[] = {
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5, 5,
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0x12, 0x15, 0x1f, 0x15, 0x09,
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};
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/**************/
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/* game state */
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/**************/
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bool screenInitialized;
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GameState sGameState;
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GameState sPreviousGameState;
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int sCurrentDay;
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int sDrugPrices[6];
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int sRandomEvent;
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/****************/
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/* player state */
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@ -69,7 +77,7 @@ GameLocation pLocation;
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int pGuns;
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int pCapacity;
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int pHealth;
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int pInventory[6] = {0};
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int pInventory[6];
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String menu[8];
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int menuLength = 0;
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@ -93,43 +101,72 @@ void loop() {
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// draw screen if needed
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if (!screenInitialized) {
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menuSelected = 0;
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arduboy.clear();
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menuSelected = 0;
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switch (sGameState) {
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case STATE_TITLE:
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arduboy.setCursor(25, 10);
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arduboy.print(F("Slangin' v0.9"));
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menu[0] = F("Cocaine 00000");
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menu[1] = F("Heroine 00000");
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menu[2] = F("Acid 0000");
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menu[3] = F("Weed 000");
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menu[4] = F("Speed 000");
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menu[5] = F("Ludes 00");
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menuLength = 6;
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menu[0] = F("New Game");
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menuLength = 1;
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menuSmall = false;
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menuCols = true;
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drawMenu(menuSmall, menuCols, menuLength, menu);
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drawMenuIndicator(menuSelected, menuSmall, menuCols, menuLength, menu, false);
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break;
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case STATE_TURN_MENU:
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drawStatusBar();
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drawTitle(lookupLocation(pLocation));
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menu[0] = F("Trenchcoat");
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menu[1] = F("Buy Drugs");
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menu[2] = F("Sell Drugs");
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menu[3] = F("Jet");
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if (pLocation == LOC_BRONX) {
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menu[4] = F("Loan Shark");
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menu[5] = F("Bank");
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menuLength = 6;
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} else {
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menuLength = 4;
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}
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menuSmall = false;
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menuCols = true;
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drawMenu(menuSmall, menuCols, menuLength, menu);
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drawMenuIndicator(menuSelected, menuSmall, menuCols, menuLength, menu, false);
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break;
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case STATE_INVENTORY:
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drawStatusBar();
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drawTitle(F("Trenchcoat"));
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break;
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}
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screenInitialized = true;
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}
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// handle user input
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arduboy.pollButtons();
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switch (sGameState) {
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// menu screens
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case STATE_TITLE:
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case STATE_TURN_MENU:
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case STATE_JET_MENU:
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case STATE_BUY_MENU:
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case STATE_SELL_MENU:
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case STATE_FIGHT_MENU:
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case STATE_SHARK_MENU:
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case STATE_BANK_MENU:
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drawMenuIndicator(menuSelected, menuSmall, menuCols, menuLength, menu, true);
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int col1Count = round(menuLength / 2.0);
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int inCol = menuSelected < col1Count ? 1 : 2;
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if (arduboy.justPressed(DOWN_BUTTON)) {
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menuSelected++;
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if (menuSelected >= menuLength) menuSelected = menuLength - 1;
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} else if (arduboy.justPressed(UP_BUTTON)) {
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menuSelected--;
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if (menuSelected < 0) menuSelected = 0;
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} else if (arduboy.justPressed(RIGHT_BUTTON)) {
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if (menuCols && inCol == 1) {
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menuSelected += col1Count;
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@ -137,6 +174,7 @@ void loop() {
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menuSelected++;
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}
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if (menuSelected >= menuLength) menuSelected = menuLength - 1;
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} else if (arduboy.justPressed(LEFT_BUTTON)) {
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if (menuCols && inCol == 2) {
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menuSelected -= col1Count;
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@ -144,11 +182,31 @@ void loop() {
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menuSelected--;
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}
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if (menuSelected < 0) menuSelected = 0;
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} else if (arduboy.justPressed(A_BUTTON)) {
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// advance to next state
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handleMenuAction();
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} else if (arduboy.justPressed(B_BUTTON)) {
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// return to turn menu from the other menus
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if (sGameState == STATE_JET_MENU ||
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sGameState == STATE_BUY_MENU ||
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sGameState == STATE_SELL_MENU ||
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sGameState == STATE_SHARK_MENU ||
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sGameState == STATE_BANK_MENU) {
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sGameState = STATE_TURN_MENU;
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}
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}
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drawMenuIndicator(menuSelected, menuSmall, menuCols, menuLength, menu, false);
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break;
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case STATE_INVENTORY:
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// TODO: not working
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if (arduboy.justPressed(B_BUTTON)) {
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screenInitialized = false;
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sGameState = STATE_TURN_MENU;
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}
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break;
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}
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arduboy.display();
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@ -157,7 +215,20 @@ void loop() {
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/***********************/
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/* screen draw heplers */
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/***********************/
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void drawStatusBar() {
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const int chars = log10(pMoney);
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const int x = 128 - (chars * 4);
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Sprites::drawOverwrite(x - 6, 1, spriteDollar, 0);
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arduboy.fillRect(0, 8, 128, 1, WHITE);
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font3x5.setCursor(1, 0);
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font3x5.print("Day");
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font3x5.setCursor(14, 0);
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font3x5.print(sCurrentDay);
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font3x5.setCursor(x, 0);
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font3x5.print(pMoney);
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}
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void drawTitle(const String title) {
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font4x6.setCursor(6, 8);
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font4x6.setCursor(6, 11);
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font4x6.print(title);
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}
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@ -0,0 +1,68 @@
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void initializeNewGame() {
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sGameState = STATE_TURN_MENU;
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pMoney = 2000;
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pLoanAmount = 5000;
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pSavingsAmount = 0;
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pLocation = LOC_BRONX;
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pGuns = 0;
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pCapacity = 100;
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pHealth = 50;
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for (int i = 0; i < 6; i++) {
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pInventory[i] = 0;
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}
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sCurrentDay = 0;
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incrementDay(); // start on day 1
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sRandomEvent = 0; // no event on first day
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}
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void incrementDay() {
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sCurrentDay++;
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// TODO: check for game over
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// generate new drug prices
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sDrugPrices[DRUG_COCAINE] = rand() % 12001 + 16000;
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sDrugPrices[DRUG_HEROINE] = rand() % 7001 + 5000;
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sDrugPrices[DRUG_ACID] = (rand() % 35 + 10) * 100;
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sDrugPrices[DRUG_WEED] = (rand() % 43 + 33) * 10;
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sDrugPrices[DRUG_SPEED] = (rand() % 16 + 7) * 10;
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sDrugPrices[DRUG_LUDES] = (rand() % 5 + 1) * 10;
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}
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void handleMenuAction() {
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screenInitialized = false;
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switch (sGameState) {
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case STATE_TITLE:
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switch (menuSelected) {
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case 0: // new game
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initializeNewGame();
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break;
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// TODO: continue/load saved
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}
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break;
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case STATE_TURN_MENU:
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switch (menuSelected) {
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case 0: // trenchcoat
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sGameState = STATE_INVENTORY;
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break;
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case 1: // buy drugs
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case 2: // sell drugs
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case 3: // jet
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case 4: // loan shark
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case 5: // bank
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break;
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}
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break;
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case STATE_JET_MENU:
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case STATE_BUY_MENU:
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case STATE_SELL_MENU:
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case STATE_SHARK_MENU:
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case STATE_BANK_MENU:
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break;
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}
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}
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