kolibrios-fun/programs/games/LaserTank/trunk/LaserTank.cpp

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#include "smalllibc/kosSyst.h"
#include "smalllibc/kosFile.h"
#include "smalllibc/sprintf.h"
#include "smalllibc/func.h"
#include "render.h"
#include "image.h"
#define MODE_MENU 0
#define MODE_LEVELS 1
#define MODE_GAME 2
#define MODE_PAUSE 4
#define GAME_NONE 0
#define GAME_VICTORY 1
#define GAME_DEFEAT 2
#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_WALL_X 20
#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";
struct Level
{
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;
int levelPage = 0;
RGBA img_tank[576];
RGB img_water[576];
RGB img_brick[11][576];
RGB img_waterbox[576];
RGB img_ground[576];
RGB img_crater[576];
RGB img_wall[576];
RGB img_wall_x[576];
RGB img_wall_h[576];
RGB img_wall_v[576];
RGB img_finish[576];
RGBA img_box[576];
RGBA img_laser[576];
RGB img_mirror[4][576];
RGBA img_mini_mirror[2304];
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_gamebg[9216];
RGBA img_black[576];
RGB img_pandus[3][12];
RGBA img_number_box[2550];
RGBA img_numbers[3500];
RGBA img_button1[3249];
RGBA img_button_arrow[375];
RGB img_levels[147456];
RGB img_buttons[3][13053];
Player player;
CKosRender* renderPlayer;
CKosImage* objPlayer;
CKosImage* objPlayer1;
CKosRender* renderBox;
CKosRender* renderWater;
CKosImage* objLaser;
CKosImage* objLaser1;
CKosImage* objLaser2;
CKosImage* objMiniMirror;
CKosImage* objBox;
CKosImage* objGun;
CKosImage* objExplosion;
CKosImage* objblack;
CKosRender* renderLevels;
CKosImage* objnumber_box;
CKosImage* objnumbers;
CKosImage* objbutton1;
CKosImage* objbutton_arrow;
int gameMode = MODE_MENU;
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)
{
return (point.X > rect.X && point.Y > rect.Y && point.X < rect.X + rect.Width && point.Y < rect.Y + rect.Height);
}
struct Button
{
Rect rect;
char* caption;
Button() {}
Button(char* caption, Rect rect)
{
this->caption = caption;
this->rect = rect;
}
};
Button ToGame("Game", Rect(150, 258, 224, 50));
Button ToExit("Exit", Rect(150, 321, 224, 50));
struct LvlItem
{
Byte s;
Byte d;
Byte l;
};
LvlItem level[16][16];
char GetField(Point position, bool din)
{
if (position.X < 0 || position.Y < 0 || position.X > 15 || position.Y > 15)
return FIELD_WALL;
if (din && level[position.Y][position.X].d != FIELD_NONE)
return level[position.Y][position.X].d;
return level[position.Y][position.X].s;
}
void SetMode(int mode)
{
gameMode = mode;
draw_window();
}
bool IsWater(Point pos)
{
if (pos.X < 0 || pos.Y < 0 || pos.X > 15 || pos.Y > 15)
return true;
Byte code = GetField(pos, false);
return (code == FIELD_WATER || code == FIELD_BOX_WATER);
}
void RenderPandus(Point pos)
{
bool is[10];
for (int y = 0; y < 3; ++y)
for (int x = 0; x < 3; ++x)
is[y * 3 + x + 1] = IsWater(pos + Point(x-1, y-1));
if (!is[6])
{
if (!is[2] || is[3])
renderWater->RenderImg((RGB*)img_pandus[0], Point(23, 0), 1, 12);
else
renderWater->RenderImg((RGB*)img_pandus[1], Point(23, 0), 1, 12);
if (!is[8] || is[9])
renderWater->RenderImg((RGB*)img_pandus[2], Point(23, 12), 1, 12);
else
renderWater->RenderImg((RGB*)img_pandus[1], Point(23, 12), 1, 12);
}
if (!is[2])
{
if (!is[4] || is[1])
renderWater->RenderImg((RGB*)img_pandus[0], Point(0, 0), 12, 1);
else
renderWater->RenderImg((RGB*)img_pandus[1], Point(0, 0), 12, 1);
if (!is[6] || is[3])
renderWater->RenderImg((RGB*)img_pandus[2], Point(12, 0), 12, 1);
else
renderWater->RenderImg((RGB*)img_pandus[1], Point(12, 0), 12, 1);
}
if (!is[4])
{
if (!is[8] || is[7])
renderWater->RenderImg((RGB*)img_pandus[2], Point(0, 12), 1, 12);
else
renderWater->RenderImg((RGB*)img_pandus[1], Point(0, 12), 1, 12);
if (!is[2] || is[1])
renderWater->RenderImg((RGB*)img_pandus[0], Point(0, 0), 1, 12);
else
renderWater->RenderImg((RGB*)img_pandus[1], Point(0, 0), 1, 12);
}
if (!is[8])
{
if (!is[6] || is[9])
renderWater->RenderImg((RGB*)img_pandus[0], Point(12, 23), 12, 1);
else
renderWater->RenderImg((RGB*)img_pandus[1], Point(12, 23), 12, 1);
if (!is[4] || is[7])
renderWater->RenderImg((RGB*)img_pandus[2], Point(0, 23), 12, 1);
else
renderWater->RenderImg((RGB*)img_pandus[1], Point(0, 23), 12, 1);
}
}
RGB* GetImg(Point position, bool din)
{
switch (GetField(position, din))
{
case FIELD_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:
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_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:
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 FIELD_CRATER:
return (RGB*)img_crater;
case FIELD_BOX:
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objBox->Draw(Point(0, 0), 0);
return renderBox->buffer;
case FIELD_FINISH:
return (RGB*)img_finish;
case FIELD_BRICK:
return (RGB*)img_brick[level[position.Y][position.X].l];
case FIELD_BRICK_DES:
return (RGB*)img_brick1;
case FIELD_BOX_WATER:
// return (RGB*)img_waterbox;
renderWater->RenderImg((RGB*)img_waterbox, Point(0, 0), 24, 24);
RenderPandus(position);
return renderWater->buffer;
case FIELD_WATER:
renderWater->RenderImg((RGB*)img_water, Point(0, 0), 24, 24);
RenderPandus(position);
return renderWater->buffer;
// return (RGB*)img_water;
}
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_CRATER:
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)
{
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);
}
void MoveElement(Point a, Point b, int element)
{
level[a.Y][a.X].d = FIELD_NONE;
DrawElevent(a, false);
if (level[b.Y][b.X].s == FIELD_WATER)
{
if (element == FIELD_BOX)
level[b.Y][b.X].s = FIELD_BOX_WATER;
}
else
level[b.Y][b.X].d = element;
DrawElevent(b, true);
}
void animation(Point vector, float angle, int obj)
{
for (int i = 2; i < 23; ++i)
{
kos_WindowRedrawStatus(1);
DrawElevent(player.position, false);
DrawElevent(player.position + vector, false);
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);
renderPlayer->Draw(player.position * 24 + vector * i);
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, false), vector * -i, 24, 24);
renderBox->RenderImg(GetImg(player.position + vector * 2, false), vector * -i + vector * 24, 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_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((player.position + vector) * 24 + vector * i);
}
kos_WindowRedrawStatus(2);
pause(1);
}
if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == obj)
MoveElement(player.position + vector, player.position + vector * 2, GetField(player.position + vector, true));
DrawElevent(player.position, true);
DrawElevent(player.position + vector, true);
player.position = player.position + vector;
//kos_PutImage(GetImg(player.position + vector), 24, 24, 24 * player.position.X, 24 * player.position.Y);
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, RGB color)
{
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)
{
case 1:
objLaser->Draw(Point(0, 0), 0, color);
break;
case 2:
objLaser->Draw(Point(0, 0), 90, color);
break;
case 3:
objLaser2->Draw(Point(0, 0), 0, color);
break;
default:
objLaser1->Draw(Point(0, 0), (float)frame, color);
}
renderBox->Draw(position * 24);
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)
{
Point vector = vec;
Point position = pos + vector;
bool en = true;
Byte code;
bool LaserGun = false;
while (en)
{
code = GetField(position, true);
switch (code)
{
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))
{
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)
{
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objExplosion->Draw(Point(0, 0), 0, i);
renderBox->Draw((position)* 24);
pause(2);
}
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();
return;
}
else
{
if (!LaserMoveElement(position, vector, code, color))
{
for (int i = 2; i < 23; ++i)
pause(1);
}
else
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_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_CRATER:
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)
{
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objExplosion->Draw(Point(0, 0), 0, i);
renderBox->Draw((position)* 24);
pause(2);
}
level[player.position.Y][player.position.X].s = FIELD_CRATER;
gameStatus = GAME_DEFEAT;
SetMode(MODE_PAUSE);
return;
}
else
{
if (level[position.Y][position.X].l == 1)
DrawLaser(position, 3, color);
else
DrawLaser(position, (vector.X != 0) ? 1 : 2, color);
}
break;
case 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:
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:
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:
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:
if (vector == Point(-1, 0) || vector == Point(0, -1))
{
vector = (vector.Y == -1) ? Point(1, 0) : Point(0, 1);
DrawLaser(position, 0, color);
}
else
{
for (int i = 2; i < 23; ++i)
pause(1);
en = false;
}
break;
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, color);
}
else
{
for (int i = 2; i < 23; ++i)
pause(1);
en = false;
}
break;
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, color);
}
else
{
for (int i = 2; i < 23; ++i)
pause(1);
en = false;
}
break;
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, color);
}
else
{
for (int i = 2; i < 23; ++i)
pause(1);
en = false;
}
break;
default:
for (int i = 2; i < 23; ++i)
pause(1);
en = false;
}
position = position + vector;
}
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;
}
if (LaserGun)
ExistGun(player.position);
}
void player_move(Point vector, float angle)
{
if (player.vector == vector)
{
Byte code = GetField(player.position + vector, true);
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_1:
case FIELD_GUN_2:
case FIELD_GUN_3:
case FIELD_BOX:
switch (GetField(player.position + vector * 2, true))
{
case FIELD_GROUND:
case FIELD_CRATER:
case FIELD_WATER:
case FIELD_BOX_WATER:
case FIELD_BRICK_DES:
animation(vector, angle, code);
return;
}
break;
case FIELD_FINISH:
gameStatus = GAME_VICTORY;
SetMode(MODE_PAUSE);
draw_window();
break;
case FIELD_NONE:
case FIELD_BRICK:
case FIELD_WALL:
case FIELD_WALL_H:
case FIELD_WALL_V:
case FIELD_WALL_X:
case FIELD_WATER:
case FIELD_MISSLE_0:
case FIELD_MISSLE_1:
case FIELD_MISSLE_2:
case FIELD_MISSLE_3:
break;
default:
animation(vector, angle, -1);
}
}
else
{
int cnt;
float addAngle;
if (player.vector == vector * -1)
{
cnt = 48;
addAngle = 3.5f;
}
else
{
cnt = 24;
if (player.angle == 270 && angle == 0 || player.angle == 0 && angle == 270)
addAngle = (player.angle == 0) ? -3.5f : 3.5f;
else
addAngle = (angle < player.angle) ? -3.5f : 3.5f;
}
for (int i = 1; i < cnt - 1; ++i)
{
player.angle += addAngle;
renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
objPlayer->Draw(Point(0, 0), player.angle);
renderPlayer->Draw(player.position * 24);
pause(1);
}
player.vector = vector;
player.angle = angle;
renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
objPlayer->Draw(Point(0, 0), player.angle);
renderPlayer->Draw(player.position * 24);
}
}
void key_press(int key)
{
//rtlDebugOutString(ftoa(key));
switch (gameMode)
{
case MODE_MENU:
if (key == 27)
kos_ExitApp();
if (key == 13 || key == 32)
SetMode(MODE_LEVELS);
break;
case MODE_LEVELS:
if (key == 27)
SetMode(MODE_MENU);
if (levelPage > 0 && key == 183)
{
levelIndex -= 30;
draw_window();
}
else
if (levelPage < (int)(levelCount / 30) && key == 184)
{
levelIndex += 30;
if (levelIndex >= levelCount)
levelIndex = levelCount - 1;
draw_window();
}
// 179, 100 D Right
if ((key == 179 || key == 100) && (levelIndex + 1) < levelCount)
{
levelIndex++;
draw_window();
}
// 176, 97 A Left
if ((key == 176 || key == 97) && levelIndex > 0)
{
levelIndex--;
draw_window();
}
// 119, 178: W Up
if ((key == 119 || key == 178) && (levelIndex - 6) >= 0)
{
levelIndex -= 6;
draw_window();
}
// 177, 115 S Down
if ((key == 177 || key == 115) && (levelIndex + 6) < levelCount)
{
levelIndex += 6;
draw_window();
}
if (key == 13 || key == 32)
{
openLevel(levelIndex);
SetMode(MODE_GAME);
}
break;
case MODE_PAUSE:
if (key == 27)
SetMode(MODE_LEVELS);
if ((key == 32 || key == 13) && (gameStatus == GAME_NONE || (gameStatus == GAME_VICTORY && levelIndex < (levelCount - 1))))
{
if (gameStatus == GAME_VICTORY)
openLevel(levelIndex + 1);
SetMode(MODE_GAME);
}
if (key == 114 || (gameStatus == GAME_DEFEAT && (key == 32 || key == 13)))
{
openLevel(levelIndex);
SetMode(MODE_GAME);
}
break;
case MODE_GAME:
switch (key)
{
case 119: // Up
case 178: // W
if (gameStatus == GAME_NONE)
player_move(Point(0, -1), 270);
break;
case 177: // Down
case 115: // S
if (gameStatus == GAME_NONE)
player_move(Point(0, 1), 90);
break;
case 176: // Left
case 97: // A
if (gameStatus == GAME_NONE)
player_move(Point(-1, 0), 180);
break;
case 179: // Right
case 100: // D
if (gameStatus == GAME_NONE)
player_move(Point(1, 0), 0);
break;
case 32: // Space
if (gameStatus == GAME_NONE)
Laser(player.position, player.vector, (RGB)0x00FF00);
break;
case 13:
//rtlDebugOutString(ftoa(rtlRand()));
// openLevel(levelIndex + 1);
if (gameStatus == GAME_VICTORY)
openLevel(levelIndex + 1);
else
if (gameStatus == GAME_DEFEAT)
openLevel(levelIndex);
break;
case 27:
SetMode(MODE_PAUSE);
}
break;
}
}
void MousePress(int button, Point position)
{
//rtlDebugOutString("Mouse");
//rtlDebugOutString(ftoa(position.X));
//rtlDebugOutString(ftoa(position.Y));
Point level_pos = Point(0, 0);
switch (gameMode)
{
case MODE_MENU:
if (CollRecrVsPoint(position, ToGame.rect))
SetMode(MODE_LEVELS);
if (CollRecrVsPoint(position, ToExit.rect))
kos_ExitApp();
break;
case MODE_LEVELS:
if (CollRecrVsPoint(position, ToExit.rect))
SetMode(MODE_MENU);
else
if (levelPage > 0 && CollRecrVsPoint(position, Rect(9, 318, 57, 57)))
{
levelIndex -= 30;
draw_window();
}
else
if (levelPage < (int)(levelCount / 30) && CollRecrVsPoint(position, Rect(70, 318, 57, 57)))
{
levelIndex += 30;
if (levelIndex >= levelCount)
levelIndex = levelCount - 1;
draw_window();
}
else
{
levelPage = (int)(levelIndex / 30);
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;
case MODE_PAUSE:
if (CollRecrVsPoint(position, Rect(77, 318, 229, 57)))
SetMode(MODE_LEVELS);
else
if (CollRecrVsPoint(position, Rect(77, 255, 229, 57)))
{
openLevel(levelIndex);
SetMode(MODE_GAME);
}
else
if (CollRecrVsPoint(position, Rect(77, 192, 229, 57)) && (gameStatus == GAME_NONE || (gameStatus == GAME_VICTORY && levelIndex < (levelCount - 1))))
{
if (gameStatus == GAME_VICTORY)
openLevel(levelIndex + 1);
SetMode(MODE_GAME);
}
case MODE_GAME:
break;
}
}
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)
{
kos_WindowRedrawStatus(1);
kos_DefineAndDrawWindow(10, 40, 384 + 9, 384 + 25, 0x33, 0x444444, 0, 0, (Dword)header);
Point level_pos = Point(0, 0);
switch (gameMode)
{
case MODE_MENU:
kos_PutImage((RGB*)img_menu, 384, 384, 0, 0);
// kos_PutImage((RGB*)img_button, 150, 50, ToGame.rect.X, ToGame.rect.Y);
break;
case MODE_LEVELS:
renderLevels->RenderImg(img_levels, Point(0, 0), 384, 384);
levelPage = (int)(levelIndex / 30);
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 (levelIndex != i)
{
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);
}
else
{
objnumber_box->Draw(Point(11 + level_pos.X * 62, 11 + 61 * level_pos.Y), 0, (RGB)0xAA0000);
draw_level_number(Point(11 + level_pos.X * 62, 11 + 61 * level_pos.Y), i + 1, (RGB)0xAA0000);
}
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;
case MODE_PAUSE:
for (int y = 0; y < 4; y++)
for (int x = 0; x < 4; x++)
renderLevels->RenderImg((RGB*)img_gamebg, Point(96 * x, 96 * y), 96, 96);
for (int y = 0; y < 16; y++)
for (int x = 0; x < 16; x++)
if (level[y][x].s != FIELD_NONE)
renderLevels->RenderImg(GetImg(Point(x, y), true), Point(24 * x, 24 * y), 24, 24);
switch (gameStatus)
{
case GAME_NONE:
objPlayer1->Draw(player.position * 24, player.angle);
break;
case GAME_VICTORY:
kos_WriteTextToWindow(30, 10, 0x80, 0xFFFFFF, "VICTORY", 0);
break;
case GAME_DEFEAT:
kos_WriteTextToWindow(30, 10, 0x80, 0xFFFFFF, "DEFEAT", 0);
break;
}
for (int y = 0; y < 16; y++)
for (int x = 0; x < 16; x++)
objblack->Draw(Point(24 * x, 24 * y), 0);
if (gameStatus == GAME_NONE || (gameStatus == GAME_VICTORY && levelIndex < (levelCount - 1)))
renderLevels->RenderImg((RGB*)img_buttons[1], Point(77, 192), 229, 57);
renderLevels->RenderImg((RGB*)img_buttons[2], Point(77, 255), 229, 57);
renderLevels->RenderImg((RGB*)img_buttons[0], Point(77, 318), 229, 57);
renderLevels->Draw(Point(0, 0));
break;
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 x = 0; x < 16; x++)
if (level[y][x].s != FIELD_NONE)
kos_PutImage(GetImg(Point(x, y), true), 24, 24, 24 * x, 24 * y);
if(gameStatus != GAME_DEFEAT)
{
renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
objPlayer->Draw(Point(0, 0), player.angle);
renderPlayer->Draw(player.position * 24);
}
break;
}
kos_WindowRedrawStatus(2);
}
void LevelsLoad()
{
char *cPtr;
cPtr = strrchr(kosExePath, '/');
if (cPtr == NULL)
{
rtlDebugOutString("Invalid path to executable.");
return;
}
cPtr[1] = 0;
strcpy(cPtr + 1, "data.lvl");
CKosFile *file = new CKosFile(kosExePath);
Byte block[256];
while (file->Read(block, 256) == 256)
{
levelCount++;
}
//levelCount++;
//rtlDebugOutString(ftoa(levelCount));
levels = new Level[levelCount];
file->Seek(0, SEEK_SET);
for (int i = 0; i < levelCount; ++i)
{
file->Read(block, 256);
int k = 0;
for (int y = 0; y < 16; y++)
for (int x = 0; x < 16; x++)
{
levels[i].fileds[y][x] = block[k];
k++;
}
}
}
void openLevel(int index)
{
levelIndex = index;
for (int y = 0; y < 16; y++)
for (int x = 0; x < 16; x++)
{
level[y][x].s = levels[index].fileds[y][x];
level[y][x].d = FIELD_NONE;
level[y][x].l = 0;
switch (levels[index].fileds[y][x])
{
case FIELD_BOX:
case FIELD_GUN_0:
case FIELD_GUN_1:
case FIELD_GUN_2:
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].d = levels[index].fileds[y][x];
break;
case FIELD_HERO:
player = Player(Point(x, y));
level[y][x].s = FIELD_GROUND;
break;
case FIELD_BRICK:
level[y][x].l = 0;
break;
}
}
gameStatus = GAME_NONE;
draw_window();
}
void kos_Main()
{
//rtlDebugOutString(" ");
//rtlDebugOutString("kos_Main");
char *cPtr;
cPtr = strrchr(kosExePath, '/');
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ;)
if (cPtr == NULL)
{
rtlDebugOutString("Invalid path to executable.");
return;
}
cPtr[1] = 0;
strcpy(cPtr + 1, "data01.pak");
CKosFile *file = new CKosFile(kosExePath);
file->LoadTex((Byte*)img_box, 4, 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);
for (int i = 0; i < 4; ++i)
file->LoadTex((Byte*)img_mirror[i], 3, 24, 24);
//for (int i = 0; i < 4; ++i)
file->LoadTex((Byte*)img_mini_mirror, 4, 24, 96);
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_menu, 3, 384, 384);
file->LoadTex((Byte*)img_explosion, 4, 24, 336);
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);
for (int i = 0; i < 3; ++i)
file->LoadTex((Byte*)img_pandus[i], 3, 12, 1);
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);
file->LoadTex((Byte*)img_black, 4, 24, 24);
for (int i = 0; i < 3; ++i)
file->LoadTex((Byte*)img_buttons[i], 3, 229, 57);
delete file;
renderPlayer = new CKosRender(24, 24);
objPlayer = new CKosImage(renderPlayer, (RGBA*)img_tank, 24, 24);
renderWater = new CKosRender(24, 24);
renderBox = new CKosRender(24, 24);
objLaser = new CKosImage(renderBox, (RGBA*)img_laser, 24, 24);
objLaser->SetMode(DRAW_ALPHA_ADD);
objLaser1 = new CKosImage(renderBox, (RGBA*)img_laser1, 24, 24);
objLaser1->SetMode(DRAW_ALPHA_ADD);
objLaser2 = new CKosImage(renderBox, (RGBA*)img_laser2, 24, 24);
objLaser2->SetMode(DRAW_ALPHA_ADD);
//for (int i = 0; i < 4; ++i)
objMiniMirror = new CKosImage(renderBox, (RGBA*)img_mini_mirror, 24, 24);
objMiniMirror->SetFrameSize(24, 24);
objBox = new CKosImage(renderBox, (RGBA*)img_box, 24, 24);
objGun = new CKosImage(renderBox, (RGBA*)img_gun, 24, 24);
objExplosion = new CKosImage(renderBox, (RGBA*)img_explosion, 24, 24);
objExplosion->SetFrameSize(24, 24);
renderLevels = new CKosRender(384, 384);
objPlayer1 = new CKosImage(renderLevels, (RGBA*)img_tank, 24, 24);
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);
objblack = new CKosImage(renderLevels, (RGBA*)img_black, 24, 24);
LevelsLoad();
openLevel(0);
kos_SetMaskForEvents(0x27);
for (;;)
{
switch (kos_WaitForEvent())
{
case 1:
draw_window();
break;
case 2:
Byte keyCode;
kos_GetKey(keyCode);
key_press(keyCode);
break;
case 3:
kos_ExitApp();
break;
case 6:
Dword buttons;
int mX, mY;
kos_GetMouseState(buttons, mX, mY);
if (buttons & 1)
MousePress(MOUSE_LEFT, Point(mX, mY));
break;
}
}
}