Heliothryx game update fix:

- added forgotten rsgamelogic.c and rsgamelogic.h files. Sorry :)



git-svn-id: svn://kolibrios.org@5293 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
alpine 2014-12-30 07:42:46 +00:00
parent 7cadd5ef29
commit ac3a880786
2 changed files with 445 additions and 0 deletions

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#include "rsgamelogic.h"
#include "rsgametext.h"
#include "rsgamemenu.h"
#include "rsgamedraw.h"
#include "rskos.h"
#include "rsgentex.h"
#include "rssoundgen.h"
#include "rsnoise.h"
#include "rs/rsplatform.h"
#ifdef RS_USE_C_LIBS // linux version
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "rs/rskeyboard.h"
#endif
int next_rock_timer = 0;
void next_stage_now() {
game.stage_timer = 0;
game.stage++;
};
void next_stage_after(int t) {
if (game.stage_timer > t) {
next_stage_now();
};
};
void next_stage_after_sec(int t) {
next_stage_after(t*25);
};
int check_collision(int obj1, int obj2) {
// obj1 must be bullet
// obj2 can be anything
if ( game.objs[obj1].obj_type == OBJ_BULLET ) {
if ( ( abs(game.objs[obj1].y - game.objs[obj2].y) < ( 4 + game.objs[obj2].radius ) )
&& ( abs( (game.objs[obj1].x - 8) - game.objs[obj2].x) < ( 8 + game.objs[obj2].radius ) ) ){
return 1;
};
};
return 0;
};
int check_collision_with_player(int obj1) {
const int player_radius = 3;
int obj_radius = game.objs[obj1].radius;
// if (game.objs[obj1].obj_type == OBJ_RED_BULLET) {
// obj_radius = 3;
// };
// if ( game.objs[obj1].obj_type == OBJ_RED_BULLET ) {
if ( ( abs(game.objs[obj1].y - game.player_y) < ( obj_radius + player_radius ) )
&& ( abs( (game.objs[obj1].x ) - game.player_x) < ( obj_radius + 4 + player_radius ) ) ){
return 1;
};
// };
return 0;
};
void player_hit() {
game.health--;
if (game.health < 1) {
game.status = STATUS_MENU;
menu_open( MENU_GAME_OVER );
};
};
void GameProcess() {
if (game.status == STATUS_PLAYING) {
// shoot
if ( ( (game.shoot_keypressed) || (is_key_pressed(RS_ATTACK_KEY_MASK)) ) && (game.ammo>0) ) {
game.shoot_delay ++;
if (game.shoot_delay > GAME_SHOOT_PERIOD) {
// if (game.ammo > 0) {
game.shoot_restore_delay = 0;
game.ammo--;
soundbuf_play(&game.sound_test1);
game_obj_add( game_obj( OBJ_BULLET, 0, 0, 0, game.player_x+5, game.player_y, 0, 0.0) );
// };
game.shoot_delay -= GAME_SHOOT_PERIOD;
game.shoot_keypressed = 0;
};
}
else {
if (game.ammo < GAME_AMMO_MAX) {
game.shoot_restore_delay++;
if (game.shoot_restore_delay > GAME_SHOOT_PERIOD * 2) {
game.shoot_delay++;
if (game.shoot_delay > GAME_SHOOT_PERIOD) {
game.ammo++;
game.shoot_delay -= GAME_SHOOT_PERIOD;
};
};
};
};
int speed = 4;
int bullet_speed = 11;
int red_bullet_speed = 8;
int rock_speed = 6;
game.player_x += speed * ( is_key_pressed(RS_ARROW_RIGHT_MASK) - is_key_pressed(RS_ARROW_LEFT_MASK) );
game.player_y += speed * ( is_key_pressed(RS_ARROW_DOWN_MASK) - is_key_pressed(RS_ARROW_UP_MASK) );
game.player_x = rs_clamp_i(game.player_x, 5, GAME_WIDTH-25);
game.player_y = rs_clamp_i(game.player_y, 5, GAME_HEIGHT - 25);
game.tz += 1;
game.stage_timer++;
if (game.stage == 0) {
// level start
next_stage_after_sec(3);
}
else if (game.stage == 1) {
// game.stage = 4;
// rocks
next_rock_timer--;
if (next_rock_timer < 1) {
next_rock_timer = 9 + rs_rand()%16;
//game_obj_add( game_obj( ((rs_rand() % 512) > 256) ? OBJ_ROCK : OBJ_MINIROCK, 0, rs_rand() % ROCKS_COUNT , 32, GAME_WIDTH + 100, 30 + rs_rand()%(GAME_HEIGHT-60), 0, 0.0 ) );
game_obj_add( game_obj( OBJ_ROCK, OBJ_FLAG_ENEMY, rs_rand() % ROCKS_COUNT , game.tex_rocks[0].w/2, GAME_WIDTH + 50, 30 + rs_rand()%(GAME_HEIGHT-90), 0, 0.0 ) );
};
next_stage_after_sec(12);
}
if (game.stage == 2) {
next_stage_after_sec(4);
}
else if (game.stage == 3) {
// rocks
next_rock_timer--;
if (next_rock_timer < 1) {
next_rock_timer = 10 + rs_rand()%16;
//game_obj_add( game_obj( ((rs_rand() % 512) > 256) ? OBJ_ROCK : OBJ_MINIROCK, 0, rs_rand() % ROCKS_COUNT , 32, GAME_WIDTH + 100, 30 + rs_rand()%(GAME_HEIGHT-60), 0, 0.0 ) );
game_obj_add( game_obj( OBJ_MINIROCK, OBJ_FLAG_ENEMY, rs_rand() % ROCKS_COUNT , game.tex_minirocks[0].w/2, GAME_WIDTH + 50, 30 + rs_rand()%(GAME_HEIGHT-90), 0, 0.0 ) );
};
next_stage_after_sec(16);
}
else if (game.stage == 4) {
next_stage_after_sec(4);
}
else if (game.stage == 5) {
// rocks
next_rock_timer--;
if (next_rock_timer < 1) {
next_rock_timer = 5;
//game_obj_add( game_obj( ((rs_rand() % 512) > 256) ? OBJ_ROCK : OBJ_MINIROCK, 0, rs_rand() % ROCKS_COUNT , 32, GAME_WIDTH + 100, 30 + rs_rand()%(GAME_HEIGHT-60), 0, 0.0 ) );
game_obj_add( game_obj( OBJ_MINIROCK, OBJ_FLAG_ENEMY | OBJ_FLAG_SIN, rs_rand() % ROCKS_COUNT , game.tex_minirocks[0].w/2, GAME_WIDTH + 50, GAME_HEIGHT/8, 0, 0.0 ) );
};
next_stage_after_sec(6);
}
else if (game.stage == 6) {
// mix rocks
next_rock_timer--;
if (next_rock_timer < 1) {
next_rock_timer = 9 + rs_rand()%12;
//game_obj_add( game_obj( ((rs_rand() % 512) > 256) ? OBJ_ROCK : OBJ_MINIROCK, 0, rs_rand() % ROCKS_COUNT , 32, GAME_WIDTH + 100, 30 + rs_rand()%(GAME_HEIGHT-60), 0, 0.0 ) );
game_obj_add( game_obj( rs_rand()%1024 < 768 ? OBJ_MINIROCK : OBJ_ROCK, OBJ_FLAG_ENEMY, rs_rand() % ROCKS_COUNT ,
rs_rand()%1024 < 768 ? game.tex_minirocks[0].w/2 : game.tex_rocks[0].w/2, GAME_WIDTH + 100, 30 + rs_rand()%(GAME_HEIGHT-90), 0, 0.0 ) );
};
next_stage_after_sec(10);
}
else if (game.stage == 7) {
if (game.stage_timer > 3*25) {
next_stage_now();
game_obj_add( game_obj( OBJ_TURRET, OBJ_FLAG_ENEMY | OBJ_FLAG_BOSS, 60, game.tex_rocks[0].w/2, GAME_WIDTH+60, GAME_HEIGHT/2, 0, 0.0 ) );
};
}
else if (game.stage == 8) {
if ( IS_BIT_SET(game.flags, GAME_FLAG_BOSS_DESTROYED) ) {
next_stage_now();
};
}
else if (game.stage == 9) {
next_stage_after_sec(2);
}
else if (game.stage == 10) {
game.status = STATUS_MENU;
menu_open( MENU_LEVEL_PASSED );
level_passed_score_str[1] = '0' + (game.score / 100) % 10;
level_passed_score_str[2] = '0' + (game.score / 10) % 10;
level_passed_score_str[3] = '0' + (game.score / 1) % 10;
};
int i, j;
game_obj_t *obj;
for (i = 0; i < game.objs_count; i++) {
obj = &(game.objs[i]);
if (obj->obj_type == OBJ_BULLET) {
obj->x += bullet_speed;
if (obj->x > GAME_WIDTH) {
// destroy object
game_obj_remove(i);
i--;
continue;
};
for (j = 0; j < game.objs_count; j++) {
if (IS_BIT_SET(game.objs[j].flags, OBJ_FLAG_ENEMY)) {
if (check_collision(i, j)) {
if (IS_BIT_SET( game.objs[j].flags, OBJ_FLAG_BOSS)) {
game.objs[j].tag--;
if (game.objs[j].tag < 1) {
BIT_SET( game.objs[j].flags, OBJ_FLAG_DESTROYED );
BIT_SET( game.flags, GAME_FLAG_BOSS_DESTROYED );
game.score += 50;
};
}
else {
BIT_SET( game.objs[j].flags, OBJ_FLAG_DESTROYED );
game.score += game.objs[j].obj_type == OBJ_ROCK ? 2 : 3;
};
game_obj_remove(i);
i--;
break; // continue parent loop
};
};
};
}
else if (obj->obj_type == OBJ_RED_BULLET) {
obj->x -= red_bullet_speed;
if (obj->x < 4) {
// destroy object
game_obj_remove(i);
i--;
continue;
};
if (check_collision_with_player(i)) {
player_hit();
game_obj_remove(i);
i--;
continue;
};
}
else if (obj->obj_type == OBJ_EXPLOSION) {
obj->t++;
if (obj->t >= EXPLOSIONS_COUNT) {
game_obj_remove(i);
i--;
continue;
};
}
else if ( (obj->obj_type == OBJ_ROCK) || (obj->obj_type == OBJ_MINIROCK) ) {
obj->x -= rock_speed;
if (obj->x < - obj->radius * 2) {
game_obj_remove(i);
i--;
continue;
};
if ( IS_BIT_SET(obj->flags, OBJ_FLAG_SIN) ) {
obj->f += 0.2;
obj->y += 7.0 * sin(obj->f);
};
if ( check_collision_with_player(i) ) {
player_hit();
game_obj_remove(i);
i--;
continue;
};
}
else if ( obj->obj_type == OBJ_TURRET ) {
if (obj->x > GAME_WIDTH*3/4) {
obj->x -= 2;
}
else {
obj->f += 0.03;
obj->y = GAME_HEIGHT * ( 0.5 + 0.3*sin(obj->f) );
};
obj->t--;
if (obj->t < 1) {
game_obj_add( game_obj( OBJ_RED_BULLET, 0, 0, 3, obj->x - 30, obj->y, 0, 0) );
obj->t = 10 + rs_rand() % 20;
};
};
};
for (i = 0; i < game.objs_count; i++) {
if ( IS_BIT_SET( game.objs[i].flags, OBJ_FLAG_DESTROYED ) ) {
game_obj_add( game_obj( OBJ_EXPLOSION, 0, 0, EXPLOSION_RADIUS, game.objs[i].x, game.objs[i].y, 0, 0.0 ) );
game_obj_remove(i);
i--;
};
};
};
game_draw();
}

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#ifndef RSGAMELOGIC_H_INCLUDED
#define RSGAMELOGIC_H_INCLUDED
/*
Heliothryx
Game by Roman Shuvalov
*/
#ifndef RS_LINUX
#ifndef RS_WIN32
#ifndef RS_KOS
#error Please specify platform
#endif
#endif
#endif
#include "rsgame.h"
void GameProcess();
#endif // RSGAME_H_INCLUDED