LaserTank: gun added, brick animation destroyer added

git-svn-id: svn://kolibrios.org@5287 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
ZblCoder 2014-12-29 14:38:28 +00:00
parent 0c868e2342
commit 850c90fc18
4 changed files with 333 additions and 222 deletions

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@ -15,39 +15,66 @@
#define MOUSE_LEFT 0
#define FIELD_NONE 0
#define FIELD_WATER 1
#define FIELD_GROUND 2
#define FIELD_BRICK 3
#define FIELD_WALL 4
#define FIELD_BOX 5
#define FIELD_MISSLE_0 6
#define FIELD_MISSLE_1 7
#define FIELD_MISSLE_2 8
#define FIELD_MISSLE_3 9
#define FIELD_HERO 10
#define FIELD_FINISH 11
#define FIELD_GUN_0 12
#define FIELD_GUN_1 13
#define FIELD_GUN_2 14
#define FIELD_GUN_3 15
#define FIELD_BOX_MISSLE_0 16
#define FIELD_BOX_MISSLE_1 17
#define FIELD_BOX_MISSLE_2 18
#define FIELD_BOX_MISSLE_3 19
#define FIELD_BRICK_DES 20
#define FIELD_BOX_WATER 21
char* header = "Laser Tank";
struct Level
{
char fileds[16][16];
Byte fileds[16][16];
};
void pause(int time)
{
kos_Pause(time);
Byte keyCode;
for (int i = 0; i < 10; ++i)
kos_GetKey(keyCode);
}
Level *levels;
int levelCount = 0;
int levelIndex = 0;
RGBA img_tank[576];
RGB img_water[576];
RGB img_brick[576];
RGB img_brick[11][576];
RGB img_waterbox[576];
RGB img_ground[576];
RGB img_wall[576];
RGB img_finish[576];
RGBA img_box[576];
RGBA img_laser[576];
RGBA img_mirror[576];
RGBA img_mirror90[576];
RGBA img_mirror180[576];
RGBA img_mirror270[576];
RGBA img_mini_mirror[576];
RGBA img_mini_mirror90[576];
RGBA img_mini_mirror180[576];
RGBA img_mini_mirror270[576];
RGB img_mirror[4][576];
RGBA img_mini_mirror[4][576];
RGBA img_laser1[576];
RGBA img_laser2[576];
RGB img_brick1[576];
RGB img_menu[147456];
RGBA img_explosion[8064];
RGBA img_gun[576];
RGB img_button[7500];
@ -62,18 +89,11 @@ CKosImage* objLaser1;
CKosImage* objLaser2;
CKosRender* renderMirror;
CKosImage* objMirror;
CKosImage* objMirror90;
CKosImage* objMirror180;
CKosImage* objMirror270;
CKosImage* objMiniMirror;
CKosImage* objMiniMirror90;
CKosImage* objMiniMirror180;
CKosImage* objMiniMirror270;
CKosImage* objMiniMirror[4];
CKosRender* renderBox;
CKosImage* objBox;
CKosImage* objGun;
CKosRender* renderExplosion;
CKosImage* objExplosion;
@ -83,6 +103,7 @@ int gameStatus = GAME_NONE;
void draw_window();
void openLevel(int index);
void Laser(Point pos, Point vec, RGB color);
bool CollRecrVsPoint(Point point, Rect rect)
{
@ -106,8 +127,8 @@ Button ToExit("Exit", Rect(150, 321, 224, 50));
struct LvlItem
{
char s;
char d;
Byte s;
Byte d;
Byte l;
};
@ -115,7 +136,7 @@ LvlItem level[16][16];
char GetField(Point position, bool din)
{
if (din && level[position.Y][position.X].d != ' ')
if (din && level[position.Y][position.X].d != FIELD_NONE)
return level[position.Y][position.X].d;
return level[position.Y][position.X].s;
}
@ -124,46 +145,109 @@ RGB* GetImg(Point position, bool din)
{
switch (GetField(position, din))
{
case 's':
case FIELD_WALL:
return (RGB*)img_wall;
case '7':
renderMirror->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
objMirror->Draw(Point(0, 0), 0);
return renderMirror->buffer;
case '9':
renderMirror->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
objMirror90->Draw(Point(0, 0), 0);
return renderMirror->buffer;
case '3':
renderMirror->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
objMirror180->Draw(Point(0, 0), 0);
return renderMirror->buffer;
case '1':
renderMirror->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
objMirror270->Draw(Point(0, 0), 0);
return renderMirror->buffer;
case 'h':
case 'g':
case FIELD_MISSLE_0:
return (RGB*)img_mirror[0];
case FIELD_MISSLE_1:
return (RGB*)img_mirror[1];
case FIELD_MISSLE_2:
return (RGB*)img_mirror[2];
case FIELD_MISSLE_3:
return (RGB*)img_mirror[3];
case FIELD_GUN_0:
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objGun->Draw(Point(0, 0), 0);
return renderBox->buffer;
case FIELD_GUN_1:
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objGun->Draw(Point(0, 0), 90);
return renderBox->buffer;
case FIELD_GUN_2:
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objGun->Draw(Point(0, 0), 180);
return renderBox->buffer;
case FIELD_GUN_3:
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objGun->Draw(Point(0, 0), 270);
return renderBox->buffer;
case FIELD_GROUND:
return (RGB*)img_ground;
case 'b':
renderBox->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
case FIELD_BOX:
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objBox->Draw(Point(0, 0), 0);
return renderBox->buffer;
// return (RGB*)img_box;
case 'f':
case FIELD_FINISH:
return (RGB*)img_finish;
case 'x':
return (RGB*)img_brick;
case 'w':
case FIELD_BRICK:
return (RGB*)img_brick[level[position.Y][position.X].l];
case FIELD_WATER:
return (RGB*)img_water;
case 'e':
case FIELD_BOX_WATER:
return (RGB*)img_waterbox;
case 'y':
case FIELD_BRICK_DES:
return (RGB*)img_brick1;
}
return NULL;
}
Byte CollField(Point position)
{
if (position.X < 0 || position.Y < 0 || position.X > 15 || position.Y > 15)
return 0;
switch (GetField(position, true))
{
case FIELD_NONE:
case FIELD_WATER:
case FIELD_GROUND:
case FIELD_BOX_WATER:
case FIELD_BRICK_DES:
case FIELD_FINISH:
return 1;
case FIELD_GUN_0:
return FIELD_GUN_0;
case FIELD_GUN_1:
return FIELD_GUN_1;
case FIELD_GUN_2:
return FIELD_GUN_2;
case FIELD_GUN_3:
return FIELD_GUN_3;
}
return 0;
}
bool ExistGun1(Point position, Point vec, int gun)
{
rtlDebugOutString("ExistGun");
Point pos = position;
Byte result = 1;
while (result == 1)
{
pos = pos + vec;
result = CollField(pos);
}
if (result == gun)
{
Laser(pos, vec * -1, (RGB)0x00CCFF);
return true;
}
return false;
}
void ExistGun(Point position)
{
if (ExistGun1(position, Point(1, 0), FIELD_GUN_2))
return;
if (ExistGun1(position, Point(0, 1), FIELD_GUN_3))
return;
if (ExistGun1(position, Point(-1, 0), FIELD_GUN_0))
return;
ExistGun1(position, Point(0, -1), FIELD_GUN_1);
}
void DrawElevent(Point position, bool din)
{
kos_PutImage(GetImg(position, din), 24, 24, 24 * position.X, 24 * position.Y);
@ -171,21 +255,23 @@ void DrawElevent(Point position, bool din)
void MoveBox(Point a, Point b)
{
level[a.Y][a.X].d = ' ';
Byte code = GetField(a, true);
level[a.Y][a.X].d = FIELD_NONE;
DrawElevent(a, true);
if (level[b.Y][b.X].s == 'w')
if (level[b.Y][b.X].s == FIELD_WATER)
{
level[b.Y][b.X].s = 'e';
if (code = FIELD_BOX)
level[b.Y][b.X].s = FIELD_BOX_WATER;
DrawElevent(b, true);
}
else
{
level[b.Y][b.X].d = 'b';
level[b.Y][b.X].d = code;
DrawElevent(b, true);
}
}
void animation(Point vector, float angle)
void animation(Point vector, float angle, int obj)
{
for (int i = 2; i < 23; ++i)
{
@ -196,17 +282,33 @@ void animation(Point vector, float angle)
renderPlayer->RenderImg(GetImg(player.position, true), Point(0, 0), 24, 24);
objPlayer->Draw(Point(0, 0), angle);
renderPlayer->Draw(player.position * 24 + vector * i);
if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == 'b')
if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == obj)
{
renderBox->RenderImg(GetImg(player.position, true), Point(0, 0), 24, 24);
objBox->Draw(Point(0, 0), 0);
renderBox->RenderImg(GetImg(player.position + vector, true), Point(0, 0), 24, 24);
switch (obj)
{
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((player.position + vector) * 24 + vector * i);
}
kos_WindowRedrawStatus(2);
kos_Pause(1);
pause(1);
}
if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == 'b')
if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == obj)
MoveBox(player.position + vector, player.position + vector * 2);
DrawElevent(player.position, true);
@ -216,86 +318,51 @@ void animation(Point vector, float angle)
renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
objPlayer->Draw(Point(0, 0), angle);
renderPlayer->Draw(player.position * 24);
ExistGun(player.position);
}
void DrawLaser(Point position, int frame)
void DrawLaser(Point position, int frame, RGB color)
{
renderLaser->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
switch (frame)
{
case 1:
objLaser->Draw(Point(0, 0), 0, (RGB)0x00FF00);
objLaser->Draw(Point(0, 0), 0, color);
break;
case 2:
objLaser->Draw(Point(0, 0), 90, (RGB)0x00FF00);
objLaser->Draw(Point(0, 0), 90, color);
break;
case 3:
objLaser2->Draw(Point(0, 0), 0, (RGB)0x00FF00);
objLaser2->Draw(Point(0, 0), 0, color);
break;
default:
objLaser1->Draw(Point(-1, 0), (float)frame, (RGB)0x00FF00);
objLaser1->Draw(Point(-1, 0), (float)frame, color);
}
renderLaser->Draw(position * 24);
level[position.Y][position.X].l = 1;
}
void PlayerLaser(void)
void Laser(Point pos, Point vec, RGB color)
{
Point vector = player.vector;
Point position = player.position + vector;
Point vector = vec;
Point position = pos + vector;
bool en = true;
Byte code;
bool LaserGun = false;
while (en)
{
switch (GetField(position, true))
code = GetField(position, true);
switch (code)
{
case 'b':
if (position + vector != player.position)
switch (GetField(position + vector, true))
{
case 'g':
case 'w':
case 'e':
for (int i = 2; i < 23; ++i)
{
DrawElevent(position, false);
DrawElevent(position + vector, true);
DrawLaser(position, (vector.X != 0) ? 1 : 2);
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objBox->Draw(Point(0, 0), 0);
renderBox->Draw((position) * 24 + vector * i);
kos_Pause(1);
}
MoveBox(position, position + vector);
}
en = false;
break;
case 'x':
for (int i = 0; i < 23; ++i)
case FIELD_BOX:
case FIELD_GUN_0:
case FIELD_GUN_1:
case FIELD_GUN_2:
case FIELD_GUN_3:
if (code == FIELD_GUN_0 && vector == Point(-1, 0) || code == FIELD_GUN_1 && vector == Point(0, -1)
|| code == FIELD_GUN_2 && vector == Point(1, 0) || code == FIELD_GUN_3 && vector == Point(0, 1))
{
if (i == 11 || i == 22)
{
level[position.Y][position.X].l -= 1;
if (level[position.Y][position.X].l == 2)
{
level[position.Y][position.X].s = 'y';
level[position.Y][position.X].l = 0;
}
// rtlDebugOutString(ftoa(level[position.Y][position.X].l));
DrawElevent(position, false);
}
kos_Pause(1);
}
en = false;
break;
case 'g':
case 'w':
case 'y':
case 'e':
if (player.position == position)
{
for (int i = 2; i < 23; ++i)
kos_Pause(1);
for (int y = 0; y < 16; y++)
@ -310,7 +377,88 @@ void PlayerLaser(void)
renderExplosion->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objExplosion->Draw(Point(0, 0), 0, i);
renderExplosion->Draw((position)* 24);
kos_Pause(2);
pause(2);
}
level[position.Y][position.X].d = FIELD_NONE;
draw_window();
return;
}
else
if (position + vector != player.position)
switch (GetField(position + vector, true))
{
case FIELD_GROUND:
case FIELD_WATER:
case FIELD_BRICK_DES:
case FIELD_BOX_WATER:
for (int i = 2; i < 23; ++i)
{
DrawElevent(position, false);
DrawElevent(position + vector, true);
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;
}
en = false;
break;
case FIELD_BRICK:
for (int i = 0; i < 6; ++i)
{
level[position.Y][position.X].l += 1;
if (level[position.Y][position.X].l == 11)
{
level[position.Y][position.X].s = FIELD_BRICK_DES;
level[position.Y][position.X].l = 0;
LaserGun = true;
}
DrawElevent(position, false);
pause(5);
}
en = false;
break;
case FIELD_GROUND:
case FIELD_WATER:
case FIELD_FINISH:
case FIELD_BRICK_DES:
case FIELD_BOX_WATER:
if (player.position == position)
{
for (int i = 2; i < 23; ++i)
kos_Pause(1);
for (int y = 0; y < 16; y++)
for (int x = 0; x < 16; x++)
if (level[y][x].l == 1)
{
DrawElevent(Point(x, y), true);
level[y][x].l = 0;
}
for (int i = 0; i < 14; ++i)
{
renderExplosion->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objExplosion->Draw(Point(0, 0), 0, i);
renderExplosion->Draw((position)* 24);
pause(2);
}
gameStatus = GAME_DEFEAT;
draw_window();
@ -319,66 +467,66 @@ void PlayerLaser(void)
else
{
if (level[position.Y][position.X].l == 1)
DrawLaser(position, 3);
DrawLaser(position, 3, color);
else
DrawLaser(position, (vector.X != 0) ? 1 : 2);
DrawLaser(position, (vector.X != 0) ? 1 : 2, color);
}
break;
case '7':
case FIELD_MISSLE_0:
if (vector == Point(-1, 0) || vector == Point(0, -1))
{
vector = (vector.Y == -1) ? Point(1, 0) : Point(0, 1);
DrawLaser(position, 0);
DrawLaser(position, 0, color);
}
else
{
for (int i = 2; i < 23; ++i)
kos_Pause(1);
pause(1);
en = false;
}
break;
case '9':
case FIELD_MISSLE_1:
if (vector == Point(0, -1) || vector == Point(1, 0))
{
vector = (vector.Y == -1) ? Point(-1, 0) : Point(0, 1);
DrawLaser(position, 90);
DrawLaser(position, 90, color);
}
else
{
for (int i = 2; i < 23; ++i)
kos_Pause(1);
pause(1);
en = false;
}
break;
case '1':
case FIELD_MISSLE_3:
if (vector == Point(-1, 0) || vector == Point(0, 1))
{
vector = (vector.Y == 1) ? Point(1, 0) : Point(0, -1);
DrawLaser(position, 270);
DrawLaser(position, 270, color);
}
else
{
for (int i = 2; i < 23; ++i)
kos_Pause(1);
pause(1);
en = false;
}
break;
case '3':
case FIELD_MISSLE_2:
if (vector == Point(1, 0) || vector == Point(0, 1))
{
vector = (vector.Y == 1) ? Point(-1, 0) : Point(0, -1);
DrawLaser(position, 180);
DrawLaser(position, 180, color);
}
else
{
for (int i = 2; i < 23; ++i)
kos_Pause(1);
pause(1);
en = false;
}
break;
default:
for (int i = 2; i < 23; ++i)
kos_Pause(1);
pause(1);
en = false;
}
position = position + vector;
@ -392,40 +540,47 @@ void PlayerLaser(void)
level[y][x].l = 0;
}
if (LaserGun)
ExistGun(player.position);
}
void player_move(Point vector, float angle)
{
if (player.vector == vector)
{
switch (GetField(player.position + vector, true))
Byte code = GetField(player.position + vector, true);
switch (code)
{
case 'b':
case FIELD_GUN_0:
case FIELD_GUN_1:
case FIELD_GUN_2:
case FIELD_GUN_3:
case FIELD_BOX:
switch (GetField(player.position + vector * 2, true))
{
case 'g':
case 'w':
case 'e':
case 'y':
animation(vector, angle);
case FIELD_GROUND:
case FIELD_WATER:
case FIELD_BOX_WATER:
case FIELD_BRICK_DES:
animation(vector, angle, code);
return;
}
break;
case 'f':
case FIELD_FINISH:
gameStatus = GAME_VICTORY;
draw_window();
break;
case ' ':
case 'x':
case 's':
case 'w':
case '7':
case '9':
case '3':
case '1':
case FIELD_NONE:
case FIELD_BRICK:
case FIELD_WALL:
case FIELD_WATER:
case FIELD_MISSLE_0:
case FIELD_MISSLE_1:
case FIELD_MISSLE_2:
case FIELD_MISSLE_3:
break;
default:
animation(vector, angle);
animation(vector, angle, -1);
}
}
else
@ -452,7 +607,7 @@ void player_move(Point vector, float angle)
renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
objPlayer->Draw(Point(0, 0), player.angle);
renderPlayer->Draw(player.position * 24);
kos_Pause(1);
pause(1);
}
player.vector = vector;
@ -507,9 +662,10 @@ void key_press(int key)
break;
case 32: // Space
if (gameStatus == GAME_NONE)
PlayerLaser();
Laser(player.position, player.vector, (RGB)0x00FF00);
break;
case 13:
// openLevel(levelIndex + 1);
if (gameStatus == GAME_VICTORY)
openLevel(levelIndex + 1);
else
@ -565,9 +721,9 @@ void draw_window(void)
for (int y = 0; y < 16; y++)
for (int x = 0; x < 16; x++)
{
if (level[y][x].s != ' ')
if (level[y][x].s != FIELD_NONE)
kos_PutImage(GetImg(Point(x, y), true), 24, 24, 24 * x, 24 * y);
if (level[y][x].d == 'b')
if (level[y][x].d == FIELD_BOX)
{
renderBox->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
objBox->Draw(Point(0, 0), 0);
@ -628,52 +784,10 @@ void LevelsLoad()
for (int y = 0; y < 16; y++)
for (int x = 0; x < 16; x++)
{
// if (block[k] != 0)
// rtlDebugOutString(ftoa(block[k]));
switch (block[k])
{
case 0:
levels[i].fileds[y][x] = ' ';
break;
case 1:
levels[i].fileds[y][x] = 'w';
break;
case 2:
levels[i].fileds[y][x] = 'g';
break;
case 3:
levels[i].fileds[y][x] = 'x';
break;
case 4:
levels[i].fileds[y][x] = 's';
break;
case 5:
levels[i].fileds[y][x] = 'b';
break;
case 6:
levels[i].fileds[y][x] = '7';
break;
case 7:
levels[i].fileds[y][x] = '9';
break;
case 8:
levels[i].fileds[y][x] = '3';
break;
case 9:
levels[i].fileds[y][x] = '1';
break;
case 10:
levels[i].fileds[y][x] = 'h';
break;
case 11:
levels[i].fileds[y][x] = 'f';
break;
}
levels[i].fileds[y][x] = block[k];
k++;
}
}
}
void openLevel(int index)
@ -683,20 +797,24 @@ void openLevel(int index)
for (int x = 0; x < 16; x++)
{
level[y][x].s = levels[index].fileds[y][x];
level[y][x].d = ' ';
level[y][x].d = FIELD_NONE;
level[y][x].l = 0;
switch (levels[index].fileds[y][x])
{
case 'b':
level[y][x].s = 'g';
level[y][x].d = 'b';
case FIELD_BOX:
case FIELD_GUN_0:
case FIELD_GUN_1:
case FIELD_GUN_2:
case FIELD_GUN_3:
level[y][x].s = FIELD_GROUND;
level[y][x].d = levels[index].fileds[y][x];
break;
case 'h':
case FIELD_HERO:
player = Player(Point(x, y));
level[y][x].s = 'g';
level[y][x].s = FIELD_GROUND;
break;
case 'x':
level[y][x].l = 6;
case FIELD_BRICK:
level[y][x].l = 0;
break;
}
}
@ -722,31 +840,29 @@ void kos_Main()
CKosFile *file = new CKosFile(kosExePath);
file->LoadTex((Byte*)img_box, 4, 24, 24);
file->LoadTex((Byte*)img_brick, 3, 24, 24);
for (int i = 0; i < 11; ++i)
file->LoadTex((Byte*)img_brick[i], 3, 24, 24);
file->LoadTex((Byte*)img_brick1, 3, 24, 24);
file->LoadTex((Byte*)img_finish, 3, 24, 24);
file->LoadTex((Byte*)img_ground, 3, 24, 24);
file->LoadTex((Byte*)img_laser, 4, 24, 24);
file->LoadTex((Byte*)img_laser1, 4, 24, 24);
file->LoadTex((Byte*)img_laser2, 4, 24, 24);
file->LoadTex((Byte*)img_mirror, 4, 24, 24);
file->LoadTex((Byte*)img_mirror90, 4, 24, 24);
file->LoadTex((Byte*)img_mirror180, 4, 24, 24);
file->LoadTex((Byte*)img_mirror270, 4, 24, 24);
for (int i = 0; i < 4; ++i)
file->LoadTex((Byte*)img_mirror[i], 3, 24, 24);
file->LoadTex((Byte*)img_mini_mirror, 4, 24, 24);
file->LoadTex((Byte*)img_mini_mirror90, 4, 24, 24);
file->LoadTex((Byte*)img_mini_mirror180, 4, 24, 24);
file->LoadTex((Byte*)img_mini_mirror270, 4, 24, 24);
for (int i = 0; i < 4; ++i)
file->LoadTex((Byte*)img_mini_mirror[4], 4, 24, 24);
file->LoadTex((Byte*)img_tank, 4, 24, 24);
file->LoadTex((Byte*)img_wall, 3, 24, 24);
file->LoadTex((Byte*)img_water, 3, 24, 24);
file->LoadTex((Byte*)img_waterbox, 3, 24, 24);
file->LoadTex((Byte*)img_brick1, 3, 24, 24);
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_gun, 4, 24, 24);
delete file;
@ -762,18 +878,13 @@ void kos_Main()
objLaser2->SetMode(DRAW_ALPHA_ADD);
renderMirror = new CKosRender(24, 24);
objMirror = new CKosImage(renderMirror, (RGBA*)img_mirror, 24, 24);
objMirror90 = new CKosImage(renderMirror, (RGBA*)img_mirror90, 24, 24);
objMirror180 = new CKosImage(renderMirror, (RGBA*)img_mirror180, 24, 24);
objMirror270 = new CKosImage(renderMirror, (RGBA*)img_mirror270, 24, 24);
objMiniMirror = new CKosImage(renderMirror, (RGBA*)img_mini_mirror, 24, 24);
objMiniMirror = new CKosImage(renderMirror, (RGBA*)img_mini_mirror90, 24, 24);
objMiniMirror = new CKosImage(renderMirror, (RGBA*)img_mini_mirror180, 24, 24);
objMiniMirror = new CKosImage(renderMirror, (RGBA*)img_mini_mirror270, 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);
objGun = new CKosImage(renderBox, (RGBA*)img_gun, 24, 24);
renderExplosion = new CKosRender(24, 24);
objExplosion = new CKosImage(renderExplosion, (RGBA*)img_explosion, 24, 24);