func endGame() { teletype.Reset() n := universe.NKill() if n >= 64 { teletype.PrintUpper(grammar.Generate(rune('W')) + "\n") } if vanity.IsWorthyScore(records, uint8(n)) { setMode(modeName) } else { setMode(modeVanity) } }
func setMode(m mode) { fourierIsVisible = false fallIsVisible = false radarIsVisible = false scoreIsVisible = false dividerCount = 0 switch m { case modeSplash: teletype.PrintUpper(title + "\n") teletype.PrintUpper(edition + "\n") teletype.PrintUpper("By Arch D. Robison\n") var err error records, err = vanity.ReadFromFile() if err != nil { if devConfig { teletype.Print(err.Error()) } } case modeName: teletype.Reset() teletype.PrintUpper(grammar.GenerateWithNumber(rune('H'), universe.NKill()) + "\n") teletype.PrintUpper("Please enter your name:\n") teletype.DisplayCursor(true) case modeTraining, modeGame: universe.BeginGame(m == modeTraining) // Temporarily set NLiveMax to 0. End of boot sequence will set it to 1. universe.SetNLiveMax(0) startBootSequence() case modeVanity: teletype.Reset() teletype.DisplayCursor(false) teletype.PrintUpper("Supreme Freqs\n\nScore Player\n") for _, r := range records { teletype.PrintUpper(fmt.Sprintf("%5d %s\n", r.Score, r.Name)) } } currentMode = m setMenus(m) }
/* The "boot sequence" was created in the 1990's to create eye candy while the program was slowly computing lookup tables. By the mid-2000s machines were so fast that it has no practical purpose anymore. But to retain the original look of Frequon Invaders, it's done nonethless, with the teletype techno-babble. It like the flutes on concrete columnes. */ func advanceBootSequence(dt float32) { if bootSequenceIndex < 0 || bootSequenceIndex >= 10 { return } bootSequenceFrac += dt if bootSequenceFrac < bootSequencePeriod { return } bootSequenceFrac = 0 n := bootSequenceIndex bootSequenceIndex = n + 1 if 1 <= n && n <= 8 { teletype.PrintUpper(grammar.Generate(rune('0' + n))) teletype.PrintChar('\n') } if 0 < n && n <= 8 { sound.Play(sound.Wobble, float32(n+1)*0.25) } switch n { case 1: break case 2, 3, 4: dividerCount = n - 1 case 5: fallIsVisible = true case 6: radarIsVisible = true radarIsRunning = true case 7: scoreIsVisible = true case 9: // C++ original does following actions for n==8, but that hides the 8th techobabble. fourierIsVisible = true setZoom(zoomGrow) teletype.Reset() } }
func startBootSequence() { bootSequenceIndex = 0 bootSequenceFrac = 0 teletype.DisplayCursor(false) teletype.Reset() }
var ( beginGameItem, trainingItem *menu.SimpleItem exitItem = menu.MakeSimpleItem("Exit", func() { nimble.Quit() }) ) // Items for "Display" menu var autoGain = menu.MakeCheckItem("Autogain", true, nil) // Items for "Ratings" menu var ( highScores *menu.SimpleItem cpuSpeed = menu.MakeSimpleItem("CPU Speed", func() { teletype.Reset() teletype.PrintUpper(fmt.Sprintf("HFT SPEED = %.1f GFlops\n", fourier.Benchmark()*1E-9)) }) ) // State of stationary/moving radio buttons on the "Invaders" menu. var letFrequonsMove = menu.RadioState{OnSelect: func(value int) { if value == 0 { universe.SetVelocityMax(0) } else { universe.SetVelocityMax(30. / 1440. * math32.Sqrt(float32(screenWidth*screenHeight))) } }} // State of "maximum number of Frequons" buttons on the "Invaders" menu. var maxFrequon = menu.RadioState{Value: 1, OnSelect: func(value int) {