implemented yes/no dialogs

This commit is contained in:
Rudis Muiznieks 2022-06-19 09:37:50 -05:00
parent 267a66b434
commit b92d1260bd
Signed by: rudism
GPG Key ID: CABF2F86EF7884F9
3 changed files with 150 additions and 51 deletions

1
.gitignore vendored
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@ -1,2 +1,3 @@
build/
slangin.hex
.ccls-cache/

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@ -26,13 +26,16 @@ enum GameState {
STATE_BUY_GUN_DIALOG,
STATE_BUY_COAT_DIALOG,
STATE_DO_WEED_DIALOG,
STATE_DID_WEED_DIALOG_1,
STATE_DID_WEED_DIALOG_2,
STATE_HEAL_DIALOG,
STATE_BUY_QTY_INPUT,
STATE_SELL_QTY_INPUT,
STATE_PAY_LOAN_INPUT,
STATE_BORROW_INPUT,
STATE_DEPOSIT_INPUT,
STATE_WITHDRAW_INPUT
STATE_WITHDRAW_INPUT,
STATE_GAME_OVER
};
enum GameLocation {
@ -128,7 +131,7 @@ void loop() {
case STATE_TITLE:
arduboy.setCursor(25, 10);
arduboy.print(F("Slangin' v0.9"));
menu[0] = F("New Game");
menu[0] = F("Hit the Streets");
menuLength = 1;
menuSmall = false;
menuCols = false;
@ -158,7 +161,7 @@ void loop() {
case STATE_INVENTORY:
drawStatusBar();
drawTitle("Trenchcoat");
drawTitle(F("Trenchcoat"));
buildDrugMenu(pInventory);
drawMenu(menuSmall, menuCols, menuLength, menu);
break;
@ -166,8 +169,8 @@ void loop() {
case STATE_BUY_MENU:
case STATE_SELL_MENU:
drawStatusBar();
if (sGameState == STATE_BUY_MENU) drawTitle("Buy Drugs");
else drawTitle("Sell Drugs");
if (sGameState == STATE_BUY_MENU) drawTitle(F("Buy Drugs"));
else drawTitle(F("Sell Drugs"));
buildDrugMenu(sDrugPrices);
drawMenu(menuSmall, menuCols, menuLength, menu);
drawMenuIndicator(menuSelected, menuSmall, menuCols, menuLength, menu, false);
@ -192,7 +195,7 @@ void loop() {
case STATE_SHARK_MENU:
drawStatusBar();
drawTitle("Loan Shark");
drawTitle(F("Loan Shark"));
menu[0] = F("Repay Loan");
menu[1] = F("Borrow Money");
menuLength = 2;
@ -204,7 +207,7 @@ void loop() {
case STATE_BANK_MENU:
drawStatusBar();
drawTitle("Bank");
drawTitle(F("Bank"));
menu[0] = F("Deposit Money");
menu[1] = F("Withdraw Money");
menuLength = 2;
@ -215,7 +218,37 @@ void loop() {
break;
case STATE_INFO_DIALOG:
case STATE_BUY_GUN_DIALOG:
case STATE_BUY_COAT_DIALOG:
case STATE_DO_WEED_DIALOG:
case STATE_HEAL_DIALOG:
drawDialog();
if (sGameState != STATE_INFO_DIALOG) drawYesNoPrompt();
break;
case STATE_DID_WEED_DIALOG_1:
dialog[0] = "You hallucinate on the";
dialog[1] = "wildest trip of your";
dialog[2] = "life stumble onto the";
dialog[3] = "subway tracks and get";
dialog[4] = "creamed by a train.";
dialogLength = 5;
dialogSmall = true;
drawDialog();
// draw a comma manually since the font doesn't have one
arduboy.drawRect(32, 34, 1, 1, WHITE);
arduboy.drawRect(31, 35, 1, 1, WHITE);
sPreviousGameState = STATE_DID_WEED_DIALOG_2;
break;
case STATE_DID_WEED_DIALOG_2:
dialog[0] = "";
dialog[1] = " Just say no";
dialog[2] = " to drugs.";
dialogLength = 3;
dialogSmall = false;
drawDialog();
sPreviousGameState = STATE_GAME_OVER;
break;
case STATE_BUY_QTY_INPUT:
@ -263,6 +296,21 @@ void loop() {
drawMoney(55, 46, pMoney);
drawQtySelector(F("Amt"));
break;
case STATE_GAME_OVER: {
int score = floor(sqrt((pSavingsAmount + pMoney - pLoanAmount) / 31.5));
if (score > 100) score = 100;
dialog[0] = "";
dialog[1] = " Game over!";
dialog[2] = " Your score: ";
dialog[2] += String(score);
dialog[3] = " out of 100.";
dialogSmall = false;
dialogLength = 4;
sPreviousGameState = STATE_TITLE;
drawDialog();
break;
}
}
screenInitialized = true;
}
@ -337,8 +385,47 @@ void loop() {
}
case STATE_INVENTORY:
case STATE_INFO_DIALOG:
case STATE_DID_WEED_DIALOG_1:
case STATE_DID_WEED_DIALOG_2:
case STATE_GAME_OVER:
checkBackedOut(true);
break;
case STATE_BUY_GUN_DIALOG:
case STATE_BUY_COAT_DIALOG:
case STATE_DO_WEED_DIALOG:
case STATE_HEAL_DIALOG:
if (!checkBackedOut(false)) { // backed out = no
if (arduboy.justPressed(A_BUTTON)) { // yes
screenInitialized = false;
switch (sGameState) {
case STATE_BUY_GUN_DIALOG:
pGuns++;
pMoney -= 400;
pCapacity -= 5;
sGameState = STATE_TURN_MENU;
break;
case STATE_BUY_COAT_DIALOG:
pCapacity += 10;
pMoney -= 200;
sGameState = STATE_TURN_MENU;
break;
case STATE_DO_WEED_DIALOG:
sGameState = STATE_DID_WEED_DIALOG_1;
break;
case STATE_HEAL_DIALOG:
pMoney -= 1000;
pHealth = 50;
sGameState = STATE_TURN_MENU;
break;
}
}
}
break;
case STATE_SELL_QTY_INPUT:
case STATE_BUY_QTY_INPUT:
case STATE_PAY_LOAN_INPUT:
@ -424,23 +511,23 @@ void drawStatusBar() {
const int chars = numberChars(remaining);
const int x = 128 - ((chars + 9) * 4);
font3x5.setCursor(1, 0);
font3x5.print("Guns ");
font3x5.print(F("Guns "));
font3x5.print(pGuns);
font3x5.setCursor(x, 0);
font3x5.print("Capacity ");
font3x5.print(F("Capacity "));
font3x5.print(remaining);
} else {
const int chars = numberChars(pMoney);
const int x = 128 - (chars * 4);
if (sGameState == STATE_SHARK_MENU || sGameState == STATE_BANK_MENU) {
font3x5.setCursor(1, 0);
font3x5.print(sGameState == STATE_SHARK_MENU ? "Loan" : "Acct");
font3x5.print(sGameState == STATE_SHARK_MENU ? F("Loan") : F("Acct"));
Sprites::drawOverwrite(19, 1, spriteDollar, 0);
font3x5.setCursor(25, 0);
font3x5.print(sGameState == STATE_SHARK_MENU ? pLoanAmount : pSavingsAmount);
} else {
font3x5.setCursor(1, 0);
font3x5.print("Day");
font3x5.print(F("Day"));
font3x5.setCursor(14, 0);
font3x5.print(sCurrentDay);
}
@ -528,3 +615,10 @@ void drawQtyInputTotal() {
}
drawQtySelectorAmount();
}
void drawYesNoPrompt() {
font3x5.setCursor(74, 55);
font3x5.print(F("A Yes B No"));
arduboy.drawCircle(75, 58, 5, WHITE);
arduboy.drawCircle(103, 58, 5, WHITE);
}

View File

@ -20,13 +20,11 @@ void initializeNewGame() {
}
sCurrentDay = 0;
incrementDay(); // start on day 1
incrementDay(false); // start on day 1
}
void incrementDay() {
void incrementDay(const bool withInterest) {
sCurrentDay++;
// TODO: check for game over
sAlreadyBorrowed = false;
// generate new drug prices
@ -36,59 +34,65 @@ void incrementDay() {
sDrugPrices[DRUG_WEED] = (random(43) + 33) * 10;
sDrugPrices[DRUG_SPEED] = (random(16) + 7) * 10;
sDrugPrices[DRUG_LUDES] = (random(5) + 1) * 10;
// loan and savings interest
if (withInterest) {
pLoanAmount = floor(pLoanAmount * 1.1);
pSavingsAmount = floor(pSavingsAmount * 1.06);
}
}
void newDayRandomEvent() {
const int eventId = random(20);
const int eventId = 14; //random(20);
sPreviousGameState = STATE_TURN_MENU;
dialogSmall = false;
switch (eventId) {
case 1:
dialog[0] = "Rival dealers are";
dialog[1] = "selling cheap";
dialog[2] = "ludes!!!";
dialog[0] = F("Rival dealers are");
dialog[1] = F("selling cheap");
dialog[2] = F("ludes!!!");
dialogLength = 3;
sDrugPrices[DRUG_LUDES] = 2;
sGameState = STATE_INFO_DIALOG;
break;
case 2:
dialog[0] = "Weed prices have";
dialog[1] = "bottomed out!!!";
dialog[0] = F("Weed prices have");
dialog[1] = F("bottomed out!!!");
dialogLength = 2;
sDrugPrices[DRUG_WEED] = 122;
sGameState = STATE_INFO_DIALOG;
break;
case 3:
dialog[0] = "Pigs are selling";
dialog[1] = "cheap heroine";
dialog[2] = "from last week's";
dialog[3] = "raid!!!!";
dialog[0] = F("Pigs are selling");
dialog[1] = F("cheap heroine");
dialog[2] = F("from last week's");
dialog[3] = F("raid!!!!");
dialogLength = 4;
sDrugPrices[DRUG_HEROINE] = random(1150) + 850;
sGameState = STATE_INFO_DIALOG;
break;
case 4:
case 5:
dialog[0] = "Addicts are";
dialog[1] = "buying heroine";
dialog[2] = "at outrageous";
dialog[3] = "prices!!!";
dialog[0] = F("Addicts are");
dialog[1] = F("buying heroine");
dialog[2] = F("at outrageous");
dialog[3] = F("prices!!!");
dialogLength = 4;
sDrugPrices[DRUG_HEROINE] = random(25001) + 18000;
sGameState = STATE_INFO_DIALOG;
break;
case 6:
case 7:
dialog[0] = "Pigs made a big";
dialog[1] = "coke bust! Prices";
dialog[2] = "are outrageous!!!!";
dialog[0] = F("Pigs made a big");
dialog[1] = F("coke bust! Prices");
dialog[2] = F("are outrageous!!!!");
dialogLength = 3;
sDrugPrices[DRUG_COCAINE] = random(60001) + 80000;
sGameState = STATE_INFO_DIALOG;
break;
case 8:
dialog[0] = "You were mugged";
dialog[1] = "in the subway!";
dialog[0] = F("You were mugged");
dialog[1] = F("in the subway!");
dialogLength = 2;
pMoney = round(pMoney / 3.0) * 2;
sGameState = STATE_INFO_DIALOG;
@ -98,10 +102,10 @@ void newDayRandomEvent() {
case 11: {
if (playerDrugInventoryCount() >= 50) {
const int pigs = eventId == 9 ? 1 : eventId == 10 ? 3 : 4;
dialog[0] = "Officer Hardass and";
dialog[0] = F("Officer Hardass and");
dialog[1] = String(pigs);
dialog[1] += F(" of his deputies");
dialog[2] = "are after you!";
dialog[2] = F("are after you!");
dialogLength = 3;
sPreviousGameState = STATE_FIGHT_MENU;
sGameState = STATE_INFO_DIALOG;
@ -114,15 +118,15 @@ void newDayRandomEvent() {
case 13: {
if (pMoney >= 500 && playerCapacityRemaining() >= 5) {
const int x = random(3);
dialog[0] = "Will you buy a";
dialog[0] = F("Will you buy a");
if (x == 0 || x == 1) {
dialog[1] = x == 0 ? "baretta for" : ".44 magnum for";
dialog[2] = "400 dollars?";
dialog[1] = x == 0 ? F("baretta for") : F(".44 magnum for");
dialog[2] = F("400 dollars?");
dialogLength = 3;
} else {
dialog[1] = "saturday night";
dialog[2] = "special for 400";
dialog[3] = "dollars?";
dialog[1] = F("saturday night");
dialog[2] = F("special for 400");
dialog[3] = F("dollars?");
dialogLength = 4;
}
sGameState = STATE_BUY_GUN_DIALOG;
@ -132,19 +136,19 @@ void newDayRandomEvent() {
break;
}
case 14:
dialog[0] = "There's some weed";
dialog[1] = "here that smells";
dialog[2] = "like good stuff!!";
dialog[3] = "Will you smoke it?";
dialog[0] = F("There's some weed");
dialog[1] = F("here that smells");
dialog[2] = F("like good stuff!!");
dialog[3] = F("Will you smoke it?");
dialogLength = 4;
sGameState = STATE_DO_WEED_DIALOG;
break;
case 15:
if (pMoney >= 300) {
dialog[0] = "Will you buy a new";
dialog[1] = "trenchcoat with";
dialog[2] = "more pockets for";
dialog[3] = "200 bucks?";
dialog[0] = F("Will you buy a new");
dialog[1] = F("trenchcoat with");
dialog[2] = F("more pockets for");
dialog[3] = F("200 bucks?");
dialogLength = 4;
sGameState = STATE_BUY_COAT_DIALOG;
} else {
@ -221,7 +225,7 @@ void handleMenuAction() {
break;
case STATE_JET_MENU:
incrementDay();
incrementDay(true);
pLocation = menuSelected < pLocation ? menuSelected : menuSelected + 1;
newDayRandomEvent();
break;