2011-08-20 14:49:54 +02:00
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; ESCape
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; LD21 entry
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; 2011 - Ruben Mueller, Aaron Mueller
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EnableExplicit
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2011-08-20 17:49:22 +02:00
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; Initialize subsystems
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2011-08-20 18:18:52 +02:00
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If InitSprite() = 0 Or InitKeyboard() = 0 Or InitSound() = 0
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2011-08-20 17:49:22 +02:00
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MessageRequester("Error", "Sorry, can't keep up.", 0)
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End
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EndIf
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2011-08-20 14:49:54 +02:00
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XIncludeFile "Structs.pbi"
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XIncludeFile "Globals.pbi"
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XIncludeFile "Draw.pbi"
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XIncludeFile "Functions.pbi"
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XIncludeFile "Events.pbi"
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2011-08-20 17:49:22 +02:00
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2011-08-20 14:49:54 +02:00
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; Initialize all the variables and stuff. I think we refactor this
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; into a separate file if it gets messy.
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GameStates("MAIN_MENU")\DrawFun = @DrawMenu()
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GameStates("MAIN_MENU")\HandleEventFun = @HandleEventMenu()
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2011-08-20 17:49:22 +02:00
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GameStates("RLY_QUIT")\DrawFun = @DrawMenu()
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GameStates("RLY_QUIT")\HandleEventFun = @HandleEventMenu()
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2011-08-20 14:49:54 +02:00
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GameStates("RUNNING_GAME")\DrawFun = @DrawRunningGame()
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GameStates("RUNNING_GAME")\HandleEventFun = @HandleEventRunningGame()
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2011-08-20 17:49:22 +02:00
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; Initialize the menus
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2011-08-20 16:49:48 +02:00
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Menus("MAIN_MENU")\Title = "ESCape"
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2011-08-20 14:49:54 +02:00
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Define Item.GameMenuItem
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Item.GameMenuItem\Label = "Escape now!"
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Item.GameMenuItem\Selected = #True
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2011-08-20 17:49:22 +02:00
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Item.GameMenuItem\TargetState = "RUNNING_GAME"
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2011-08-20 14:49:54 +02:00
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AddElement(Menus("MAIN_MENU")\Entries())
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menus("MAIN_MENU")\Entries() = Item
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Define Item.GameMenuItem
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Item.GameMenuItem\Label = "End game"
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Item.GameMenuItem\Selected = #False
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2011-08-20 17:49:22 +02:00
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Item.GameMenuItem\TargetState = "RLY_QUIT"
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2011-08-20 14:49:54 +02:00
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AddElement(Menus("MAIN_MENU")\Entries())
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menus("MAIN_MENU")\Entries() = Item
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2011-08-20 17:49:22 +02:00
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Menus("RLY_QUIT")\Title = "Really quit?"
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Define Item.GameMenuItem
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Item.GameMenuItem\Label = "Yes, let me go!"
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Item.GameMenuItem\Selected = #True
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Item.GameMenuItem\TargetState = "QUIT"
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AddElement(Menus("RLY_QUIT")\Entries())
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menus("RLY_QUIT")\Entries() = Item
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Define Item.GameMenuItem
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Item.GameMenuItem\Label = "No way!"
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Item.GameMenuItem\Selected = #False
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Item.GameMenuItem\TargetState = "MAIN_MENU"
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AddElement(Menus("RLY_QUIT")\Entries())
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menus("RLY_QUIT")\Entries() = Item
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2011-08-20 16:49:48 +02:00
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*ActiveMenu.GameMenu = @Menus(CurrentState)
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2011-08-20 14:49:54 +02:00
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2011-08-20 17:40:18 +02:00
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2011-08-20 14:49:54 +02:00
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; Start the main loop which will create the window, wait for events and draw things
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; on the screen. To escape from this loop, press ESC or close the window.
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If OpenWindow(0, 0, 0, Screen\Width, Screen\Height, title, #PB_Window_ScreenCentered)
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OpenWindowedScreen(WindowID(0), 0, 0, Screen\Width, Screen\Height, 0, 0, 0)
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2011-08-20 17:49:22 +02:00
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InitTileset()
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2011-08-20 14:49:54 +02:00
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Repeat
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; Event loop
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Repeat
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Define Event = WindowEvent()
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Until Event = 0
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; Handle global events
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ExamineKeyboard()
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If KeyboardReleased(#PB_Key_F)
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CloseScreen()
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If Fullscreen = 0
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OpenScreen(800, 600, 32, Title)
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Fullscreen = 1
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Else
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OpenWindowedScreen(WindowID(0), 0, 0, 800, 600, 0, 0, 0)
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Fullscreen = 0
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EndIf
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EndIf
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2011-08-20 17:49:22 +02:00
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Debug CurrentState
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2011-08-20 14:49:54 +02:00
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; Handle the events for the current state
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GameStates(CurrentState)\HandleEventFun()
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; Draw the stuff on the screen
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FlipBuffers()
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ClearScreen(RGB(0, 0, 0))
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2011-08-20 17:57:26 +02:00
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If StartDrawing(ScreenOutput()) And CurrentState <> "QUIT"
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2011-08-20 14:49:54 +02:00
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GameStates(CurrentState)\DrawFun()
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StopDrawing()
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EndIf
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Delay(1)
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2011-08-20 17:49:22 +02:00
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Until CurrentState = "QUIT"
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2011-08-20 14:49:54 +02:00
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EndIf
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2011-08-20 17:04:33 +02:00
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2011-08-20 17:40:18 +02:00
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End
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2011-08-20 17:49:22 +02:00
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2011-08-20 17:40:18 +02:00
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DataSection
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Gfx_Tileset:
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2011-08-20 17:49:22 +02:00
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IncludeBinary "../data/gfx/tileset01.bmp"
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