LaserTank new laser wall added, new mirror box added, fix render

git-svn-id: svn://kolibrios.org@5296 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
ZblCoder 2014-12-30 15:03:06 +00:00
parent 158e212af1
commit 62d9d697a9
9 changed files with 495 additions and 118 deletions

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@ -137,8 +137,7 @@ extra_files = {
{"kolibrios/emul/", "common/emul/zsnes"}, {"kolibrios/emul/", "common/emul/zsnes"},
{"kolibrios/games/doom/", "common/games/doom/*"}, {"kolibrios/games/doom/", "common/games/doom/*"},
{"kolibrios/games/fara/fara.gfx", "common/games/fara.gfx"}, {"kolibrios/games/fara/fara.gfx", "common/games/fara.gfx"},
{"kolibrios/games/LaserTank/", "common/games/LaserTank/levels.lvl"}, {"kolibrios/games/LaserTank/", "common/games/LaserTank/*"},
{"kolibrios/games/LaserTank/", "common/games/LaserTank/arh.pak"},
{"kolibrios/games/jumpbump/", "common/games/jumpbump/*"}, {"kolibrios/games/jumpbump/", "common/games/jumpbump/*"},
{"kolibrios/games/lrl/", "common/games/lrl/*"}, {"kolibrios/games/lrl/", "common/games/lrl/*"},
{"kolibrios/games/rstearth/barret_8bpp.png", PROGS .. "/games/rstearth/resources/barret_8bpp.png"}, {"kolibrios/games/rstearth/barret_8bpp.png", PROGS .. "/games/rstearth/resources/barret_8bpp.png"},

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@ -35,9 +35,12 @@
#define FIELD_BOX_MISSLE_1 17 #define FIELD_BOX_MISSLE_1 17
#define FIELD_BOX_MISSLE_2 18 #define FIELD_BOX_MISSLE_2 18
#define FIELD_BOX_MISSLE_3 19 #define FIELD_BOX_MISSLE_3 19
#define FIELD_BRICK_DES 20 #define FIELD_WALL_X 20
#define FIELD_BOX_WATER 21 #define FIELD_WALL_H 21
#define FIELD_WALL_V 22
#define FIELD_BOX_WATER 23
#define FIELD_BRICK_DES 24
#define FIELD_CRATER 25
char* header = "Laser Tank"; char* header = "Laser Tank";
@ -57,46 +60,59 @@ void pause(int time)
Level *levels; Level *levels;
int levelCount = 0; int levelCount = 0;
int levelIndex = 0; int levelIndex = 0;
int levelPage = 0;
RGBA img_tank[576]; RGBA img_tank[576];
RGB img_water[576]; RGB img_water[576];
RGB img_brick[11][576]; RGB img_brick[11][576];
RGB img_waterbox[576]; RGB img_waterbox[576];
RGB img_ground[576]; RGB img_ground[576];
RGB img_crater[576];
RGB img_wall[576]; RGB img_wall[576];
RGB img_wall_x[576];
RGB img_wall_h[576];
RGB img_wall_v[576];
RGB img_finish[576]; RGB img_finish[576];
RGBA img_box[576]; RGBA img_box[576];
RGBA img_laser[576]; RGBA img_laser[576];
RGB img_mirror[4][576]; RGB img_mirror[4][576];
RGBA img_mini_mirror[4][576]; RGBA img_mini_mirror[2304];
RGBA img_laser1[576]; RGBA img_laser1[576];
RGBA img_laser2[576]; RGBA img_laser2[576];
RGB img_brick1[576]; RGB img_brick1[576];
RGB img_menu[147456]; RGB img_menu[147456];
RGBA img_explosion[8064]; RGBA img_explosion[8064];
RGBA img_gun[576]; RGBA img_gun[576];
RGB img_gamebg[9216];
RGB img_button[7500]; RGBA img_number_box[2550];
RGBA img_numbers[3500];
RGBA img_button1[3249];
RGBA img_button_arrow[375];
RGB img_levels[147456];
Player player; Player player;
CKosRender* renderPlayer; CKosRender* renderPlayer;
CKosImage* objPlayer; CKosImage* objPlayer;
CKosRender* renderLaser; CKosRender* renderBox;
CKosImage* objLaser; CKosImage* objLaser;
CKosImage* objLaser1; CKosImage* objLaser1;
CKosImage* objLaser2; CKosImage* objLaser2;
CKosImage* objMiniMirror;
CKosRender* renderMirror;
CKosImage* objMiniMirror[4];
CKosRender* renderBox;
CKosImage* objBox; CKosImage* objBox;
CKosImage* objGun; CKosImage* objGun;
CKosImage* objExplosion;
CKosRender* renderExplosion; CKosRender* renderLevels;
CKosImage* objExplosion; CKosImage* objnumber_box;
CKosImage* objnumbers;
CKosImage* objbutton1;
CKosImage* objbutton_arrow;
int gameMode = MODE_MENU; int gameMode = MODE_MENU;
int gameStatus = GAME_NONE; int gameStatus = GAME_NONE;
@ -147,6 +163,12 @@ RGB* GetImg(Point position, bool din)
{ {
case FIELD_WALL: case FIELD_WALL:
return (RGB*)img_wall; return (RGB*)img_wall;
case FIELD_WALL_X:
return (RGB*)img_wall_x;
case FIELD_WALL_H:
return (RGB*)img_wall_h;
case FIELD_WALL_V:
return (RGB*)img_wall_v;
case FIELD_MISSLE_0: case FIELD_MISSLE_0:
return (RGB*)img_mirror[0]; return (RGB*)img_mirror[0];
case FIELD_MISSLE_1: case FIELD_MISSLE_1:
@ -155,6 +177,22 @@ RGB* GetImg(Point position, bool din)
return (RGB*)img_mirror[2]; return (RGB*)img_mirror[2];
case FIELD_MISSLE_3: case FIELD_MISSLE_3:
return (RGB*)img_mirror[3]; return (RGB*)img_mirror[3];
case FIELD_BOX_MISSLE_0:
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objMiniMirror->Draw(Point(0, 0), 0, 0);
return renderBox->buffer;
case FIELD_BOX_MISSLE_1:
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objMiniMirror->Draw(Point(0, 0), 0, 1);
return renderBox->buffer;
case FIELD_BOX_MISSLE_2:
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objMiniMirror->Draw(Point(0, 0), 0, 2);
return renderBox->buffer;
case FIELD_BOX_MISSLE_3:
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objMiniMirror->Draw(Point(0, 0), 0, 3);
return renderBox->buffer;
case FIELD_GUN_0: case FIELD_GUN_0:
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objGun->Draw(Point(0, 0), 0); objGun->Draw(Point(0, 0), 0);
@ -173,11 +211,12 @@ RGB* GetImg(Point position, bool din)
return renderBox->buffer; return renderBox->buffer;
case FIELD_GROUND: case FIELD_GROUND:
return (RGB*)img_ground; return (RGB*)img_ground;
case FIELD_CRATER:
return (RGB*)img_crater;
case FIELD_BOX: case FIELD_BOX:
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objBox->Draw(Point(0, 0), 0); objBox->Draw(Point(0, 0), 0);
return renderBox->buffer; return renderBox->buffer;
// return (RGB*)img_box;
case FIELD_FINISH: case FIELD_FINISH:
return (RGB*)img_finish; return (RGB*)img_finish;
case FIELD_BRICK: case FIELD_BRICK:
@ -202,6 +241,7 @@ Byte CollField(Point position)
case FIELD_NONE: case FIELD_NONE:
case FIELD_WATER: case FIELD_WATER:
case FIELD_GROUND: case FIELD_GROUND:
case FIELD_CRATER:
case FIELD_BOX_WATER: case FIELD_BOX_WATER:
case FIELD_BRICK_DES: case FIELD_BRICK_DES:
case FIELD_FINISH: case FIELD_FINISH:
@ -220,7 +260,6 @@ Byte CollField(Point position)
bool ExistGun1(Point position, Point vec, int gun) bool ExistGun1(Point position, Point vec, int gun)
{ {
rtlDebugOutString("ExistGun");
Point pos = position; Point pos = position;
Byte result = 1; Byte result = 1;
@ -253,22 +292,18 @@ void DrawElevent(Point position, bool din)
kos_PutImage(GetImg(position, din), 24, 24, 24 * position.X, 24 * position.Y); kos_PutImage(GetImg(position, din), 24, 24, 24 * position.X, 24 * position.Y);
} }
void MoveBox(Point a, Point b) void MoveElement(Point a, Point b, int element)
{ {
Byte code = GetField(a, true);
level[a.Y][a.X].d = FIELD_NONE; level[a.Y][a.X].d = FIELD_NONE;
DrawElevent(a, true); DrawElevent(a, false);
if (level[b.Y][b.X].s == FIELD_WATER) if (level[b.Y][b.X].s == FIELD_WATER)
{ {
if (code = FIELD_BOX) if (element == FIELD_BOX)
level[b.Y][b.X].s = FIELD_BOX_WATER; level[b.Y][b.X].s = FIELD_BOX_WATER;
DrawElevent(b, true);
} }
else else
{ level[b.Y][b.X].d = element;
level[b.Y][b.X].d = code; DrawElevent(b, true);
DrawElevent(b, true);
}
} }
void animation(Point vector, float angle, int obj) void animation(Point vector, float angle, int obj)
@ -276,28 +311,45 @@ void animation(Point vector, float angle, int obj)
for (int i = 2; i < 23; ++i) for (int i = 2; i < 23; ++i)
{ {
kos_WindowRedrawStatus(1); kos_WindowRedrawStatus(1);
DrawElevent(player.position, false); DrawElevent(player.position, false);
DrawElevent(player.position + vector, false); DrawElevent(player.position + vector, false);
renderPlayer->RenderImg(GetImg(player.position, true), Point(0, 0), 24, 24); renderPlayer->RenderImg(GetImg(player.position, false), vector * -i, 24, 24);
renderPlayer->RenderImg(GetImg(player.position + vector, false), vector * -i + vector * 24, 24, 24);
objPlayer->Draw(Point(0, 0), angle); objPlayer->Draw(Point(0, 0), angle);
renderPlayer->Draw(player.position * 24 + vector * i); renderPlayer->Draw(player.position * 24 + vector * i);
if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == obj) if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == obj)
{ {
renderBox->RenderImg(GetImg(player.position + vector, true), Point(0, 0), 24, 24); //renderBox->RenderImg(GetImg(player.position + vector, true), Point(0, 0), 24, 24);
renderBox->RenderImg(GetImg(player.position + vector, false), vector * -i, 24, 24);
renderBox->RenderImg(GetImg(player.position + vector * 2, false), vector * -i + vector * 24, 24, 24);
switch (obj) switch (obj)
{ {
case FIELD_GUN_0: case FIELD_GUN_0:
objGun->Draw(Point(0, 0), 0); objGun->Draw(Point(0, 0), 0);
break; break;
case FIELD_GUN_1: case FIELD_GUN_1:
objGun->Draw(Point(0, 0), 90); objGun->Draw(Point(0, 0), 90);
break; break;
case FIELD_GUN_2: case FIELD_GUN_2:
objGun->Draw(Point(0, 0), 180); objGun->Draw(Point(0, 0), 180);
break; break;
case FIELD_GUN_3: case FIELD_GUN_3:
objGun->Draw(Point(0, 0), 270); objGun->Draw(Point(0, 0), 270);
break;
case FIELD_BOX_MISSLE_0:
objMiniMirror->Draw(Point(0, 0), 0, 0);
break;
case FIELD_BOX_MISSLE_1:
objMiniMirror->Draw(Point(0, 0), 0, 1);
break;
case FIELD_BOX_MISSLE_2:
objMiniMirror->Draw(Point(0, 0), 0, 2);
break;
case FIELD_BOX_MISSLE_3:
objMiniMirror->Draw(Point(0, 0), 0, 3);
break; break;
case FIELD_BOX: case FIELD_BOX:
objBox->Draw(Point(0, 0), 0); objBox->Draw(Point(0, 0), 0);
@ -309,7 +361,7 @@ void animation(Point vector, float angle, int obj)
} }
if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == obj) if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == obj)
MoveBox(player.position + vector, player.position + vector * 2); MoveElement(player.position + vector, player.position + vector * 2, GetField(player.position + vector, true));
DrawElevent(player.position, true); DrawElevent(player.position, true);
DrawElevent(player.position + vector, true); DrawElevent(player.position + vector, true);
@ -323,7 +375,10 @@ void animation(Point vector, float angle, int obj)
void DrawLaser(Point position, int frame, RGB color) void DrawLaser(Point position, int frame, RGB color)
{ {
renderLaser->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
Byte code = GetField(position, true);
if (code == FIELD_BOX_MISSLE_0 || code == FIELD_BOX_MISSLE_1 || code == FIELD_BOX_MISSLE_2 || code == FIELD_BOX_MISSLE_3)
objMiniMirror->Draw(Point(0, 0), 0, code - FIELD_BOX_MISSLE_0);
switch (frame) switch (frame)
{ {
case 1: case 1:
@ -336,12 +391,76 @@ void DrawLaser(Point position, int frame, RGB color)
objLaser2->Draw(Point(0, 0), 0, color); objLaser2->Draw(Point(0, 0), 0, color);
break; break;
default: default:
objLaser1->Draw(Point(-1, 0), (float)frame, color); objLaser1->Draw(Point(0, 0), (float)frame, color);
} }
renderLaser->Draw(position * 24); renderBox->Draw(position * 24);
level[position.Y][position.X].l = 1; level[position.Y][position.X].l = 1;
} }
bool LaserMoveElement(Point position, Point vector, int code, RGB color)
{
if (position + vector != player.position)
{
switch (GetField(position + vector, true))
{
case FIELD_GROUND:
case FIELD_CRATER:
case FIELD_WATER:
case FIELD_BRICK_DES:
case FIELD_BOX_WATER:
for (int i = 2; i < 23; ++i)
{
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
if (vector.X != 0)
objLaser->Draw((vector.X > 0) ? Point(i - 24, 0) : Point(24 - i, 0), 0, color);
else
objLaser->Draw((vector.Y > 0) ? Point(0, i - 24) : Point(0, 24 - i), 90, color);
renderBox->Draw(position * 24);
DrawElevent(position + vector, false);
renderBox->RenderImg(GetImg(position, false), vector * -i, 24, 24);
renderBox->RenderImg(GetImg(position + vector, false), vector * -i + vector * 24, 24, 24);
switch (code)
{
case FIELD_GUN_0:
objGun->Draw(Point(0, 0), 0);
break;
case FIELD_GUN_1:
objGun->Draw(Point(0, 0), 90);
break;
case FIELD_GUN_2:
objGun->Draw(Point(0, 0), 180);
break;
case FIELD_GUN_3:
objGun->Draw(Point(0, 0), 270);
break;
case FIELD_BOX_MISSLE_0:
objMiniMirror->Draw(Point(0, 0), 0, 0);
break;
case FIELD_BOX_MISSLE_1:
objMiniMirror->Draw(Point(0, 0), 0, 1);
break;
case FIELD_BOX_MISSLE_2:
objMiniMirror->Draw(Point(0, 0), 0, 2);
break;
case FIELD_BOX_MISSLE_3:
objMiniMirror->Draw(Point(0, 0), 0, 3);
break;
case FIELD_BOX:
objBox->Draw(Point(0, 0), 0);
}
renderBox->Draw((position)* 24 + vector * i);
kos_Pause(1);
}
MoveElement(position, position + vector, code);
return true;
}
}
return false;
}
void Laser(Point pos, Point vec, RGB color) void Laser(Point pos, Point vec, RGB color)
{ {
Point vector = vec; Point vector = vec;
@ -374,50 +493,25 @@ void Laser(Point pos, Point vec, RGB color)
} }
for (int i = 0; i < 14; ++i) for (int i = 0; i < 14; ++i)
{ {
renderExplosion->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objExplosion->Draw(Point(0, 0), 0, i); objExplosion->Draw(Point(0, 0), 0, i);
renderExplosion->Draw((position)* 24); renderBox->Draw((position)* 24);
pause(2); pause(2);
} }
level[position.Y][position.X].d = FIELD_NONE; level[position.Y][position.X].d = FIELD_NONE;
if (level[position.Y][position.X].s == FIELD_GROUND)
level[position.Y][position.X].s = FIELD_CRATER;
draw_window(); draw_window();
return; return;
} }
else else
if (position + vector != player.position) {
switch (GetField(position + vector, true)) if (!LaserMoveElement(position, vector, code, color))
{ {
case FIELD_GROUND:
case FIELD_WATER:
case FIELD_BRICK_DES:
case FIELD_BOX_WATER:
for (int i = 2; i < 23; ++i) for (int i = 2; i < 23; ++i)
{ pause(1);
DrawElevent(position, false); }
DrawElevent(position + vector, true); else
DrawLaser(position, (vector.X != 0) ? 1 : 2, color);
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
switch (code)
{
case FIELD_GUN_0:
objGun->Draw(Point(0, 0), 0);
break;
case FIELD_GUN_1:
objGun->Draw(Point(0, 0), 90);
break;
case FIELD_GUN_2:
objGun->Draw(Point(0, 0), 180);
break;
case FIELD_GUN_3:
objGun->Draw(Point(0, 0), 270);
break;
case FIELD_BOX:
objBox->Draw(Point(0, 0), 0);
}
renderBox->Draw((position) * 24 + vector * i);
kos_Pause(1);
}
MoveBox(position, position + vector);
LaserGun = true; LaserGun = true;
} }
en = false; en = false;
@ -437,7 +531,26 @@ void Laser(Point pos, Point vec, RGB color)
} }
en = false; en = false;
break; break;
case FIELD_WALL_X:
break;
case FIELD_WALL_H:
if (vector.X == 0)
{
for (int i = 2; i < 23; ++i)
pause(1);
en = false;
}
break;
case FIELD_WALL_V:
if (vector.Y == 0)
{
for (int i = 2; i < 23; ++i)
pause(1);
en = false;
}
break;
case FIELD_GROUND: case FIELD_GROUND:
case FIELD_CRATER:
case FIELD_WATER: case FIELD_WATER:
case FIELD_FINISH: case FIELD_FINISH:
case FIELD_BRICK_DES: case FIELD_BRICK_DES:
@ -455,11 +568,12 @@ void Laser(Point pos, Point vec, RGB color)
} }
for (int i = 0; i < 14; ++i) for (int i = 0; i < 14; ++i)
{ {
renderExplosion->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objExplosion->Draw(Point(0, 0), 0, i); objExplosion->Draw(Point(0, 0), 0, i);
renderExplosion->Draw((position)* 24); renderBox->Draw((position)* 24);
pause(2); pause(2);
} }
level[player.position.Y][player.position.X].s = FIELD_CRATER;
gameStatus = GAME_DEFEAT; gameStatus = GAME_DEFEAT;
draw_window(); draw_window();
return; return;
@ -472,6 +586,82 @@ void Laser(Point pos, Point vec, RGB color)
DrawLaser(position, (vector.X != 0) ? 1 : 2, color); DrawLaser(position, (vector.X != 0) ? 1 : 2, color);
} }
break; break;
case FIELD_BOX_MISSLE_0:
rtlDebugOutString("FIELD_BOX_MISSLE_0");
if (vector == Point(-1, 0) || vector == Point(0, -1))
{
vector = (vector.Y == -1) ? Point(1, 0) : Point(0, 1);
DrawLaser(position, 0, color);
}
else
{
if (!LaserMoveElement(position, vector, code, color))
{
for (int i = 2; i < 23; ++i)
pause(1);
}
else
LaserGun = true;
en = false;
}
break;
case FIELD_BOX_MISSLE_1:
rtlDebugOutString("FIELD_BOX_MISSLE_1");
if (vector == Point(0, -1) || vector == Point(1, 0))
{
vector = (vector.Y == -1) ? Point(-1, 0) : Point(0, 1);
DrawLaser(position, 90, color);
}
else
{
if (!LaserMoveElement(position, vector, code, color))
{
for (int i = 2; i < 23; ++i)
pause(1);
}
else
LaserGun = true;
en = false;
}
break;
case FIELD_BOX_MISSLE_2:
rtlDebugOutString("FIELD_BOX_MISSLE_2");
if (vector == Point(1, 0) || vector == Point(0, 1))
{
vector = (vector.Y == 1) ? Point(-1, 0) : Point(0, -1);
DrawLaser(position, 180, color);
}
else
{
if (!LaserMoveElement(position, vector, code, color))
{
for (int i = 2; i < 23; ++i)
pause(1);
}
else
LaserGun = true;
en = false;
}
break;
case FIELD_BOX_MISSLE_3:
rtlDebugOutString("FIELD_BOX_MISSLE_3");
if (vector == Point(-1, 0) || vector == Point(0, 1))
{
vector = (vector.Y == 1) ? Point(1, 0) : Point(0, -1);
DrawLaser(position, 270, color);
}
else
{
if (!LaserMoveElement(position, vector, code, color))
{
for (int i = 2; i < 23; ++i)
pause(1);
}
else
LaserGun = true;
en = false;
}
break;
case FIELD_MISSLE_0: case FIELD_MISSLE_0:
if (vector == Point(-1, 0) || vector == Point(0, -1)) if (vector == Point(-1, 0) || vector == Point(0, -1))
{ {
@ -498,11 +688,11 @@ void Laser(Point pos, Point vec, RGB color)
en = false; en = false;
} }
break; break;
case FIELD_MISSLE_3: case FIELD_MISSLE_2:
if (vector == Point(-1, 0) || vector == Point(0, 1)) if (vector == Point(1, 0) || vector == Point(0, 1))
{ {
vector = (vector.Y == 1) ? Point(1, 0) : Point(0, -1); vector = (vector.Y == 1) ? Point(-1, 0) : Point(0, -1);
DrawLaser(position, 270, color); DrawLaser(position, 180, color);
} }
else else
{ {
@ -511,11 +701,11 @@ void Laser(Point pos, Point vec, RGB color)
en = false; en = false;
} }
break; break;
case FIELD_MISSLE_2: case FIELD_MISSLE_3:
if (vector == Point(1, 0) || vector == Point(0, 1)) if (vector == Point(-1, 0) || vector == Point(0, 1))
{ {
vector = (vector.Y == 1) ? Point(-1, 0) : Point(0, -1); vector = (vector.Y == 1) ? Point(1, 0) : Point(0, -1);
DrawLaser(position, 180, color); DrawLaser(position, 270, color);
} }
else else
{ {
@ -551,14 +741,35 @@ void player_move(Point vector, float angle)
Byte code = GetField(player.position + vector, true); Byte code = GetField(player.position + vector, true);
switch (code) switch (code)
{ {
case FIELD_BOX_MISSLE_0:
case FIELD_BOX_MISSLE_1:
case FIELD_BOX_MISSLE_2:
case FIELD_BOX_MISSLE_3:
switch (GetField(player.position + vector * 2, true))
{
case FIELD_GROUND:
case FIELD_CRATER:
case FIELD_WATER:
case FIELD_BOX_WATER:
case FIELD_BRICK_DES:
if (code == FIELD_BOX_MISSLE_0 && (vector == Point(1, 0) || vector == Point(0, 1))
|| code == FIELD_BOX_MISSLE_1 && (vector == Point(-1, 0) || vector == Point(0, 1))
|| code == FIELD_BOX_MISSLE_2 && (vector == Point(-1, 0) || vector == Point(0, -1))
|| code == FIELD_BOX_MISSLE_3 && (vector == Point(1, 0) || vector == Point(0, -1))
)
animation(vector, angle, code);
return;
}
break;
case FIELD_GUN_0: case FIELD_GUN_0:
case FIELD_GUN_1: case FIELD_GUN_1:
case FIELD_GUN_2: case FIELD_GUN_2:
case FIELD_GUN_3: case FIELD_GUN_3:
case FIELD_BOX: case FIELD_BOX:
switch (GetField(player.position + vector * 2, true)) switch (GetField(player.position + vector * 2, true))
{ {
case FIELD_GROUND: case FIELD_GROUND:
case FIELD_CRATER:
case FIELD_WATER: case FIELD_WATER:
case FIELD_BOX_WATER: case FIELD_BOX_WATER:
case FIELD_BRICK_DES: case FIELD_BRICK_DES:
@ -573,6 +784,9 @@ void player_move(Point vector, float angle)
case FIELD_NONE: case FIELD_NONE:
case FIELD_BRICK: case FIELD_BRICK:
case FIELD_WALL: case FIELD_WALL:
case FIELD_WALL_H:
case FIELD_WALL_V:
case FIELD_WALL_X:
case FIELD_WATER: case FIELD_WATER:
case FIELD_MISSLE_0: case FIELD_MISSLE_0:
case FIELD_MISSLE_1: case FIELD_MISSLE_1:
@ -632,10 +846,12 @@ void key_press(int key)
switch (gameMode) switch (gameMode)
{ {
case MODE_MENU: case MODE_MENU:
if (key = 27)
kos_ExitApp();
break; break;
case MODE_LEVELS: case MODE_LEVELS:
if (key = 27)
SetMode(MODE_MENU);
break; break;
case MODE_GAME: case MODE_GAME:
switch (key) switch (key)
@ -665,13 +881,18 @@ void key_press(int key)
Laser(player.position, player.vector, (RGB)0x00FF00); Laser(player.position, player.vector, (RGB)0x00FF00);
break; break;
case 13: case 13:
rtlDebugOutString(ftoa(rtlRand()));
// openLevel(levelIndex + 1); // openLevel(levelIndex + 1);
if (gameStatus == GAME_VICTORY) if (gameStatus == GAME_VICTORY)
openLevel(levelIndex + 1); openLevel(levelIndex + 1);
else else
if (gameStatus == GAME_DEFEAT) if (gameStatus == GAME_DEFEAT)
openLevel(levelIndex); openLevel(levelIndex);
break; break;
case 27:
SetMode(MODE_LEVELS);
} }
break; break;
} }
@ -682,17 +903,50 @@ void MousePress(int button, Point position)
//rtlDebugOutString("Mouse"); //rtlDebugOutString("Mouse");
//rtlDebugOutString(ftoa(position.X)); //rtlDebugOutString(ftoa(position.X));
//rtlDebugOutString(ftoa(position.Y)); //rtlDebugOutString(ftoa(position.Y));
Point level_pos = Point(0, 0);
switch (gameMode) switch (gameMode)
{ {
case MODE_MENU: case MODE_MENU:
if (CollRecrVsPoint(position, ToGame.rect)) if (CollRecrVsPoint(position, ToGame.rect))
SetMode(MODE_GAME); SetMode(MODE_LEVELS);
if (CollRecrVsPoint(position, ToExit.rect)) if (CollRecrVsPoint(position, ToExit.rect))
kos_ExitApp(); kos_ExitApp();
break; break;
case MODE_LEVELS: case MODE_LEVELS:
if (CollRecrVsPoint(position, ToExit.rect))
SetMode(MODE_MENU);
else
if (levelPage > 0 && CollRecrVsPoint(position, Rect(9, 318, 57, 57)))
{
levelPage--;
draw_window();
}
else
if (levelPage < (int)(levelCount / 30) && CollRecrVsPoint(position, Rect(70, 318, 57, 57)))
{
levelPage++;
draw_window();
}
else
{
for (int i = levelPage * 30; i < min(levelCount, (levelPage + 1) * 30); i++)
{
if (i % 6 == 0 && i != levelPage * 30)
{
level_pos.X = 0;
level_pos.Y++;
}
if (CollRecrVsPoint(position, Rect(11 + level_pos.X * 62, 11 + 61 * level_pos.Y, 51, 50)))
{
openLevel(i);
//rtlDebugOutString(ftoa(i));
SetMode(MODE_GAME);
return;
}
level_pos.X++;
}
}
break; break;
case MODE_GAME: case MODE_GAME:
@ -700,11 +954,30 @@ void MousePress(int button, Point position)
} }
} }
void draw_level_number(Point position, int number, RGB color) // 0x252317
{
if (number > 99)
{
objnumbers->Draw(position + Point(4, 12), 0, (int)(number / 100), color);
objnumbers->Draw(position + Point(18, 12), 0, (int)((number % 100) / 10), color);
objnumbers->Draw(position + Point(32, 12), 0, (int)(number % 10), color);
}
else
if (number > 9)
{
objnumbers->Draw(position + Point(11, 12), 0, (int)((number % 100) / 10), color);
objnumbers->Draw(position + Point(25, 12), 0, (int)(number % 10), color);
}
else
if (number < 10)
objnumbers->Draw(position + Point(18, 12), 0, number, color);
}
void draw_window(void) void draw_window(void)
{ {
kos_WindowRedrawStatus(1); kos_WindowRedrawStatus(1);
kos_DefineAndDrawWindow(10, 40, 384 + 9, 384 + 25, 0x33, 0x444444, 0, 0, (Dword)header); kos_DefineAndDrawWindow(10, 40, 384 + 9, 384 + 25, 0x33, 0x444444, 0, 0, (Dword)header);
Point level_pos = Point(0, 0);
switch (gameMode) switch (gameMode)
{ {
case MODE_MENU: case MODE_MENU:
@ -715,20 +988,48 @@ void draw_window(void)
break; break;
case MODE_LEVELS: case MODE_LEVELS:
renderLevels->RenderImg(img_levels, Point(0, 0), 384, 384);
for (int i = levelPage * 30; i < min(levelCount, (levelPage + 1) * 30); i++)
{
if (i % 6 == 0 && i != levelPage * 30)
{
level_pos.X = 0;
level_pos.Y++;
}
objnumber_box->Draw(Point(11 + level_pos.X * 62, 11 + 61 * level_pos.Y), 0);
draw_level_number(Point(11 + level_pos.X * 62, 11 + 61 * level_pos.Y), i + 1, (RGB)0x252317);
level_pos.X++;
}
if (levelPage > 0)
{
objbutton1->Draw(Point(9, 318), 0);
objbutton_arrow->Draw(Point(24, 338), 0);
}
if (levelPage < (int)(levelCount / 30))
{
objbutton1->Draw(Point(70, 318), 0);
objbutton_arrow->Draw(Point(89, 339), 180);
}
renderLevels->Draw(Point(0, 0));
//kos_PutImage((RGB*)img_ground, 24, 24, 100, 100);
break; break;
case MODE_GAME: case MODE_GAME:
for (int y = 0; y < 4; y++)
for (int x = 0; x < 4; x++)
kos_PutImage((RGB*)img_gamebg, 96, 96, 96 * x, 96 * y);
for (int y = 0; y < 16; y++) for (int y = 0; y < 16; y++)
for (int x = 0; x < 16; x++) for (int x = 0; x < 16; x++)
{ {
if (level[y][x].s != FIELD_NONE) if (level[y][x].s != FIELD_NONE)
kos_PutImage(GetImg(Point(x, y), true), 24, 24, 24 * x, 24 * y); kos_PutImage(GetImg(Point(x, y), true), 24, 24, 24 * x, 24 * y);
if (level[y][x].d == FIELD_BOX)
{
renderBox->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
objBox->Draw(Point(0, 0), 0);
renderBox->Draw(Point(x, y) * 24);
}
} }
switch (gameStatus) switch (gameStatus)
@ -761,7 +1062,7 @@ void LevelsLoad()
return; return;
} }
cPtr[1] = 0; cPtr[1] = 0;
strcpy(cPtr + 1, "levels.lvl"); strcpy(cPtr + 1, "data.lvl");
CKosFile *file = new CKosFile(kosExePath); CKosFile *file = new CKosFile(kosExePath);
@ -806,6 +1107,10 @@ void openLevel(int index)
case FIELD_GUN_1: case FIELD_GUN_1:
case FIELD_GUN_2: case FIELD_GUN_2:
case FIELD_GUN_3: case FIELD_GUN_3:
case FIELD_BOX_MISSLE_0:
case FIELD_BOX_MISSLE_1:
case FIELD_BOX_MISSLE_2:
case FIELD_BOX_MISSLE_3:
level[y][x].s = FIELD_GROUND; level[y][x].s = FIELD_GROUND;
level[y][x].d = levels[index].fileds[y][x]; level[y][x].d = levels[index].fileds[y][x];
break; break;
@ -835,7 +1140,7 @@ void kos_Main()
return; return;
} }
cPtr[1] = 0; cPtr[1] = 0;
strcpy(cPtr + 1, "arh.pak"); strcpy(cPtr + 1, "data01.pak");
CKosFile *file = new CKosFile(kosExePath); CKosFile *file = new CKosFile(kosExePath);
@ -852,44 +1157,68 @@ void kos_Main()
for (int i = 0; i < 4; ++i) for (int i = 0; i < 4; ++i)
file->LoadTex((Byte*)img_mirror[i], 3, 24, 24); file->LoadTex((Byte*)img_mirror[i], 3, 24, 24);
for (int i = 0; i < 4; ++i) //for (int i = 0; i < 4; ++i)
file->LoadTex((Byte*)img_mini_mirror[4], 4, 24, 24); file->LoadTex((Byte*)img_mini_mirror, 4, 24, 96);
file->LoadTex((Byte*)img_tank, 4, 24, 24); file->LoadTex((Byte*)img_tank, 4, 24, 24);
file->LoadTex((Byte*)img_wall, 3, 24, 24); file->LoadTex((Byte*)img_wall, 3, 24, 24);
file->LoadTex((Byte*)img_water, 3, 24, 24); file->LoadTex((Byte*)img_water, 3, 24, 24);
file->LoadTex((Byte*)img_waterbox, 3, 24, 24); file->LoadTex((Byte*)img_waterbox, 3, 24, 24);
file->LoadTex((Byte*)img_menu, 3, 384, 384); file->LoadTex((Byte*)img_menu, 3, 384, 384);
file->LoadTex((Byte*)img_button, 3, 150, 50);
file->LoadTex((Byte*)img_explosion, 4, 24, 336); file->LoadTex((Byte*)img_explosion, 4, 24, 336);
file->LoadTex((Byte*)img_gun, 4, 24, 24); file->LoadTex((Byte*)img_gun, 4, 24, 24);
file->LoadTex((Byte*)img_gamebg, 3, 96, 96);
delete file;
strcpy(cPtr + 1, "data02.pak");
file = new CKosFile(kosExePath);
file->LoadTex((Byte*)img_levels, 3, 384, 384);
file->LoadTex((Byte*)img_number_box, 4, 51, 50);
file->LoadTex((Byte*)img_numbers, 4, 14, 250);
file->LoadTex((Byte*)img_button1, 4, 57, 57);
file->LoadTex((Byte*)img_button_arrow, 4, 25, 15);
file->LoadTex((Byte*)img_wall_h, 3, 24, 24);
file->LoadTex((Byte*)img_wall_v, 3, 24, 24);
file->LoadTex((Byte*)img_wall_x, 3, 24, 24);
file->LoadTex((Byte*)img_crater, 3, 24, 24);
delete file; delete file;
renderPlayer = new CKosRender(24, 24); renderPlayer = new CKosRender(24, 24);
objPlayer = new CKosImage(renderPlayer, (RGBA*)img_tank, 24, 24); objPlayer = new CKosImage(renderPlayer, (RGBA*)img_tank, 24, 24);
renderLaser = new CKosRender(24, 24); renderBox = new CKosRender(24, 24);
objLaser = new CKosImage(renderLaser, (RGBA*)img_laser, 24, 24); objLaser = new CKosImage(renderBox, (RGBA*)img_laser, 24, 24);
objLaser->SetMode(DRAW_ALPHA_ADD); objLaser->SetMode(DRAW_ALPHA_ADD);
objLaser1 = new CKosImage(renderLaser, (RGBA*)img_laser1, 24, 24); objLaser1 = new CKosImage(renderBox, (RGBA*)img_laser1, 24, 24);
objLaser1->SetMode(DRAW_ALPHA_ADD); objLaser1->SetMode(DRAW_ALPHA_ADD);
objLaser2 = new CKosImage(renderLaser, (RGBA*)img_laser2, 24, 24); objLaser2 = new CKosImage(renderBox, (RGBA*)img_laser2, 24, 24);
objLaser2->SetMode(DRAW_ALPHA_ADD); objLaser2->SetMode(DRAW_ALPHA_ADD);
renderMirror = new CKosRender(24, 24); //for (int i = 0; i < 4; ++i)
objMiniMirror = new CKosImage(renderBox, (RGBA*)img_mini_mirror, 24, 24);
objMiniMirror->SetFrameSize(24, 24);
for (int i = 0; i < 4; ++i)
objMiniMirror[i] = new CKosImage(renderMirror, (RGBA*)img_mini_mirror[i], 24, 24);
renderBox = new CKosRender(24, 24);
objBox = new CKosImage(renderBox, (RGBA*)img_box, 24, 24); objBox = new CKosImage(renderBox, (RGBA*)img_box, 24, 24);
objGun = new CKosImage(renderBox, (RGBA*)img_gun, 24, 24); objGun = new CKosImage(renderBox, (RGBA*)img_gun, 24, 24);
renderExplosion = new CKosRender(24, 24); objExplosion = new CKosImage(renderBox, (RGBA*)img_explosion, 24, 24);
objExplosion = new CKosImage(renderExplosion, (RGBA*)img_explosion, 24, 24);
objExplosion->SetFrameSize(24, 24); objExplosion->SetFrameSize(24, 24);
renderLevels = new CKosRender(384, 384);
objnumber_box = new CKosImage(renderLevels, (RGBA*)img_number_box, 51, 50);
objnumbers = new CKosImage(renderLevels, (RGBA*)img_numbers, 14, 25);
objnumbers->SetFrameSize(14, 25);
objbutton1 = new CKosImage(renderLevels, (RGBA*)img_button1, 57, 57);
objbutton_arrow = new CKosImage(renderLevels, (RGBA*)img_button_arrow, 25, 15);
LevelsLoad(); LevelsLoad();
openLevel(0); openLevel(0);

View File

@ -52,10 +52,19 @@ void CKosImage::Draw(Point position, float angle, int frame)
Draw(position, angle); Draw(position, angle);
} }
void CKosImage::Draw(Point position, float angle, int frame, RGB color)
{
this->isColor = true;
this->color = color;
this->frame = frame;
Draw(position, angle);
this->isColor = false;
}
void CKosImage::Draw(Point position, float angle) void CKosImage::Draw(Point position, float angle)
{ {
float alpha; float alpha;
Point p, p1; Point p, p1, p2;
RGB pixel, newPixel; RGB pixel, newPixel;
RGBA addPixel; RGBA addPixel;
int PixelID; int PixelID;
@ -77,19 +86,22 @@ void CKosImage::Draw(Point position, float angle)
double SinRad = sin(a); double SinRad = sin(a);
double CosRad = cos(a); double CosRad = cos(a);
for (int y = 0; y < 24; ++y) for (int y = 0; y < this->height; ++y)
for (int x = 0; x < 24; ++x) for (int x = 0; x < this->width; ++x)
{ {
p1 = Point(x, y) - center; p1 = Point(x, y) - center;
p.X = roundInt(p1.X * CosRad - p1.Y * SinRad) + center.X; p.X = roundInt(p1.X * CosRad - p1.Y * SinRad) + center.X;
p.Y = roundInt(p1.X * SinRad + p1.Y * CosRad) + center.Y; p.Y = roundInt(p1.X * SinRad + p1.Y * CosRad) + center.Y;
if (p.X >= 0 && p.X < this->width && p.Y >= 0 && p.Y < this->height) p2 = Point(x + fix.X + position.X, y + fix.Y + position.Y);
if (p.X >= 0 && p.X < this->width && p.Y >= 0 && p.Y < this->height
&& p2.X >= 0 && p2.Y >= 0 && p2.X < this->render->width && p2.Y < this->render->height)
{ {
p.Y += this->frame * this->frameHeight; p.Y += this->frame * this->frameHeight;
addPixel = this->buffer[this->getPixel(p.X, p.Y)]; addPixel = this->buffer[this->getPixel(p.X, p.Y)];
PixelID = this->render->getPixel(x + fix.X, y + fix.Y); PixelID = this->render->getPixel(p2.X, p2.Y);
pixel = this->render->buffer[PixelID]; pixel = this->render->buffer[PixelID];
if (addPixel.a > 0) if (addPixel.a > 0)

View File

@ -21,6 +21,7 @@ public:
void Draw(Point position, float angle, RGB color); void Draw(Point position, float angle, RGB color);
void Draw(Point position, float angle); void Draw(Point position, float angle);
void Draw(Point position, float angle, int frame); void Draw(Point position, float angle, int frame);
void Draw(Point position, float angle, int frame, RGB color);
void SetMode(int mode); void SetMode(int mode);
void SetFrameSize(int width, int height); void SetFrameSize(int width, int height);
protected: protected:

View File

@ -22,10 +22,10 @@ void CKosRender::Draw(Point position)
void CKosRender::RenderImg(RGB *img, Point position, int width, int height) void CKosRender::RenderImg(RGB *img, Point position, int width, int height)
{ {
for (int i = 0; i < width * height; i++) for (int y = position.Y; y < position.Y + height; y++)
this->buffer[i] = img[i]; for (int x = position.X; x < position.X + width; x++)
// if ( ) if (x >= 0 && y >= 0 && x < this->width && y < this->height)
// this->buffer[getPixel(x, y)] this->buffer[y * width + x] = img[(y - position.Y) * width + (x - position.X)];
} }
int CKosRender::getPixel(int x, int y) int CKosRender::getPixel(int x, int y)