implemented inventory screen
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2f2ae4012e
commit
df2f32f1b1
15
Makefile
15
Makefile
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@ -1,11 +1,14 @@
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slangin.hex: build
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SOURCE=$(wildcard *.ino)
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BIN=./build/aurdino.avr.leonardo/slangin.ino.hex
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$(BIN): $(SOURCE)
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arduino-cli compile -b arduino:avr:leonardo -e .
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slangin.hex: $(BIN)
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cp ./build/arduino.avr.leonardo/slangin.ino.hex ./slangin.hex
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build:
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arduino-cli compile -b arduino:avr:leonardo -e .
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run: slangin.hex
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sim_arduboy -k 1073741906,1073741905,1073741904,1073741903,104,116 -p 6 ./slangin.hex
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clean:
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rm -rf ./build ./slangin.hex
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run: slangin.hex
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sim_arduboy -p 6 ./slangin.hex
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69
slangin.ino
69
slangin.ino
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@ -16,12 +16,12 @@ enum GameState {
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STATE_TITLE = 0,
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STATE_TURN_MENU,
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STATE_JET_MENU,
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STATE_INVENTORY,
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STATE_BUY_MENU,
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STATE_SELL_MENU,
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STATE_FIGHT_MENU,
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STATE_SHARK_MENU,
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STATE_BANK_MENU,
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STATE_INVENTORY,
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STATE_INFO_DIALOG,
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STATE_QUESTION_DIALOG,
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STATE_AMOUNT_DIALOG,
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@ -99,6 +99,8 @@ void loop() {
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if (!(arduboy.nextFrame()))
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return;
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arduboy.pollButtons();
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// draw screen if needed
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if (!screenInitialized) {
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arduboy.clear();
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@ -138,15 +140,16 @@ void loop() {
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case STATE_INVENTORY:
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drawStatusBar();
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drawTitle(F("Trenchcoat"));
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buildDrugMenu(pInventory);
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drawMenu(menuSmall, menuCols, menuLength, menu);
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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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switch (sGameState) {
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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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@ -154,7 +157,13 @@ void loop() {
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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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case STATE_BANK_MENU: {
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if (arduboy.justPressed(UP_BUTTON) ||
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arduboy.justPressed(DOWN_BUTTON) ||
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arduboy.justPressed(LEFT_BUTTON) ||
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arduboy.justPressed(RIGHT_BUTTON) ||
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arduboy.justPressed(A_BUTTON) ||
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arduboy.justPressed(B_BUTTON)) {
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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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@ -199,15 +208,17 @@ void loop() {
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}
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}
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drawMenuIndicator(menuSelected, menuSmall, menuCols, menuLength, menu, false);
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}
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break;
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case STATE_INVENTORY:
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// TODO: not working
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}
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case STATE_INVENTORY: {
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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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}
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arduboy.display();
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}
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@ -216,10 +227,19 @@ void loop() {
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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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if (sGameState == STATE_INVENTORY) {
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const int chars = numberChars(pCapacity);
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const int x = 128 - ((chars + 9) * 4);
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font3x5.setCursor(1, 0);
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font3x5.print("Guns ");
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font3x5.print(pGuns);
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font3x5.setCursor(x, 0);
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font3x5.print("Capacity ");
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font3x5.print(pCapacity);
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} else {
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const int chars = numberChars(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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@ -227,8 +247,39 @@ void drawStatusBar() {
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font3x5.setCursor(x, 0);
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font3x5.print(pMoney);
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}
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arduboy.fillRect(0, 8, 128, 1, WHITE);
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}
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void drawTitle(const String title) {
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font4x6.setCursor(6, 11);
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font4x6.setCursor(6, 12);
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font4x6.print(title);
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}
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void buildDrugMenu(int extra[6]) {
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int lengths[6];
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int col1Max = 0;
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int col2Max = 0;
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for (int i = 0; i < 6; i++) {
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int extraLen = numberChars(extra[i]);
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lengths[i] = lookupDrug(i).length() + 1 + extraLen;
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if (i < 3 && lengths[i] > col1Max) col1Max = lengths[i];
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if (i >= 3 && lengths[i] > col2Max) col2Max = lengths[i];
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}
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for (int i = 0; i < 6; i++) {
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int colMax = i < 3 ? col1Max : col2Max;
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menu[i] = lookupDrug(i) + F(" ");
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for (int s = 0; s < colMax - lengths[i]; s++) {
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menu[i] = menu[i] + F(" ");
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}
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menu[i] = menu[i] + extra[i];
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}
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menuLength = 6;
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menuCols = true;
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menuSmall = col1Max + col2Max > 22;
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}
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int numberChars(int num) {
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int length = 1;
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while (num /= 10) length++;
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return length;
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}
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