forked from KolibriOS/kolibrios
LaserTank: gun added, brick animation destroyer added
git-svn-id: svn://kolibrios.org@5287 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
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0c868e2342
commit
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@ -15,39 +15,66 @@
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#define MOUSE_LEFT 0
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#define FIELD_NONE 0
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#define FIELD_WATER 1
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#define FIELD_GROUND 2
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#define FIELD_BRICK 3
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#define FIELD_WALL 4
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#define FIELD_BOX 5
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#define FIELD_MISSLE_0 6
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#define FIELD_MISSLE_1 7
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#define FIELD_MISSLE_2 8
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#define FIELD_MISSLE_3 9
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#define FIELD_HERO 10
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#define FIELD_FINISH 11
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#define FIELD_GUN_0 12
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#define FIELD_GUN_1 13
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#define FIELD_GUN_2 14
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#define FIELD_GUN_3 15
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#define FIELD_BOX_MISSLE_0 16
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#define FIELD_BOX_MISSLE_1 17
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#define FIELD_BOX_MISSLE_2 18
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#define FIELD_BOX_MISSLE_3 19
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#define FIELD_BRICK_DES 20
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#define FIELD_BOX_WATER 21
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char* header = "Laser Tank";
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struct Level
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{
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char fileds[16][16];
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Byte fileds[16][16];
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};
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void pause(int time)
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{
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kos_Pause(time);
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Byte keyCode;
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for (int i = 0; i < 10; ++i)
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kos_GetKey(keyCode);
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}
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Level *levels;
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int levelCount = 0;
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int levelIndex = 0;
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RGBA img_tank[576];
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RGB img_water[576];
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RGB img_brick[576];
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RGB img_brick[11][576];
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RGB img_waterbox[576];
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RGB img_ground[576];
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RGB img_wall[576];
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RGB img_finish[576];
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RGBA img_box[576];
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RGBA img_laser[576];
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RGBA img_mirror[576];
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RGBA img_mirror90[576];
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RGBA img_mirror180[576];
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RGBA img_mirror270[576];
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RGBA img_mini_mirror[576];
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RGBA img_mini_mirror90[576];
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RGBA img_mini_mirror180[576];
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RGBA img_mini_mirror270[576];
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RGB img_mirror[4][576];
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RGBA img_mini_mirror[4][576];
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RGBA img_laser1[576];
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RGBA img_laser2[576];
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RGB img_brick1[576];
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RGB img_menu[147456];
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RGBA img_explosion[8064];
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RGBA img_gun[576];
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RGB img_button[7500];
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@ -62,18 +89,11 @@ CKosImage* objLaser1;
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CKosImage* objLaser2;
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CKosRender* renderMirror;
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CKosImage* objMirror;
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CKosImage* objMirror90;
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CKosImage* objMirror180;
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CKosImage* objMirror270;
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CKosImage* objMiniMirror;
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CKosImage* objMiniMirror90;
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CKosImage* objMiniMirror180;
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CKosImage* objMiniMirror270;
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CKosImage* objMiniMirror[4];
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CKosRender* renderBox;
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CKosImage* objBox;
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CKosImage* objGun;
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CKosRender* renderExplosion;
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CKosImage* objExplosion;
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@ -83,6 +103,7 @@ int gameStatus = GAME_NONE;
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void draw_window();
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void openLevel(int index);
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void Laser(Point pos, Point vec, RGB color);
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bool CollRecrVsPoint(Point point, Rect rect)
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{
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@ -106,8 +127,8 @@ Button ToExit("Exit", Rect(150, 321, 224, 50));
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struct LvlItem
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{
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char s;
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char d;
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Byte s;
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Byte d;
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Byte l;
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};
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@ -115,7 +136,7 @@ LvlItem level[16][16];
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char GetField(Point position, bool din)
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{
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if (din && level[position.Y][position.X].d != ' ')
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if (din && level[position.Y][position.X].d != FIELD_NONE)
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return level[position.Y][position.X].d;
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return level[position.Y][position.X].s;
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}
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@ -124,46 +145,109 @@ RGB* GetImg(Point position, bool din)
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{
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switch (GetField(position, din))
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{
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case 's':
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case FIELD_WALL:
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return (RGB*)img_wall;
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case '7':
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renderMirror->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
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objMirror->Draw(Point(0, 0), 0);
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return renderMirror->buffer;
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case '9':
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renderMirror->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
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objMirror90->Draw(Point(0, 0), 0);
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return renderMirror->buffer;
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case '3':
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renderMirror->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
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objMirror180->Draw(Point(0, 0), 0);
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return renderMirror->buffer;
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case '1':
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renderMirror->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
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objMirror270->Draw(Point(0, 0), 0);
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return renderMirror->buffer;
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case 'h':
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case 'g':
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case FIELD_MISSLE_0:
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return (RGB*)img_mirror[0];
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case FIELD_MISSLE_1:
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return (RGB*)img_mirror[1];
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case FIELD_MISSLE_2:
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return (RGB*)img_mirror[2];
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case FIELD_MISSLE_3:
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return (RGB*)img_mirror[3];
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case FIELD_GUN_0:
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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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objGun->Draw(Point(0, 0), 0);
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return renderBox->buffer;
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case FIELD_GUN_1:
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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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objGun->Draw(Point(0, 0), 90);
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return renderBox->buffer;
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case FIELD_GUN_2:
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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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objGun->Draw(Point(0, 0), 180);
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return renderBox->buffer;
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case FIELD_GUN_3:
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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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objGun->Draw(Point(0, 0), 270);
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return renderBox->buffer;
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case FIELD_GROUND:
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return (RGB*)img_ground;
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case 'b':
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renderBox->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
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case FIELD_BOX:
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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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objBox->Draw(Point(0, 0), 0);
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return renderBox->buffer;
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// return (RGB*)img_box;
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case 'f':
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case FIELD_FINISH:
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return (RGB*)img_finish;
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case 'x':
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return (RGB*)img_brick;
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case 'w':
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case FIELD_BRICK:
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return (RGB*)img_brick[level[position.Y][position.X].l];
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case FIELD_WATER:
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return (RGB*)img_water;
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case 'e':
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case FIELD_BOX_WATER:
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return (RGB*)img_waterbox;
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case 'y':
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case FIELD_BRICK_DES:
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return (RGB*)img_brick1;
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}
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return NULL;
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}
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Byte CollField(Point position)
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{
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if (position.X < 0 || position.Y < 0 || position.X > 15 || position.Y > 15)
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return 0;
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switch (GetField(position, true))
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{
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case FIELD_NONE:
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case FIELD_WATER:
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case FIELD_GROUND:
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case FIELD_BOX_WATER:
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case FIELD_BRICK_DES:
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case FIELD_FINISH:
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return 1;
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case FIELD_GUN_0:
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return FIELD_GUN_0;
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case FIELD_GUN_1:
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return FIELD_GUN_1;
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case FIELD_GUN_2:
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return FIELD_GUN_2;
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case FIELD_GUN_3:
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return FIELD_GUN_3;
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}
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return 0;
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}
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bool ExistGun1(Point position, Point vec, int gun)
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{
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rtlDebugOutString("ExistGun");
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Point pos = position;
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Byte result = 1;
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while (result == 1)
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{
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pos = pos + vec;
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result = CollField(pos);
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}
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if (result == gun)
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{
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Laser(pos, vec * -1, (RGB)0x00CCFF);
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return true;
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}
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return false;
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}
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void ExistGun(Point position)
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{
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if (ExistGun1(position, Point(1, 0), FIELD_GUN_2))
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return;
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if (ExistGun1(position, Point(0, 1), FIELD_GUN_3))
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return;
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if (ExistGun1(position, Point(-1, 0), FIELD_GUN_0))
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return;
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ExistGun1(position, Point(0, -1), FIELD_GUN_1);
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}
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void DrawElevent(Point position, bool din)
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{
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kos_PutImage(GetImg(position, din), 24, 24, 24 * position.X, 24 * position.Y);
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@ -171,21 +255,23 @@ void DrawElevent(Point position, bool din)
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void MoveBox(Point a, Point b)
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{
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level[a.Y][a.X].d = ' ';
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Byte code = GetField(a, true);
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level[a.Y][a.X].d = FIELD_NONE;
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DrawElevent(a, true);
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if (level[b.Y][b.X].s == 'w')
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if (level[b.Y][b.X].s == FIELD_WATER)
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{
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level[b.Y][b.X].s = 'e';
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if (code = FIELD_BOX)
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level[b.Y][b.X].s = FIELD_BOX_WATER;
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DrawElevent(b, true);
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}
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else
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{
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level[b.Y][b.X].d = 'b';
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level[b.Y][b.X].d = code;
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DrawElevent(b, true);
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}
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}
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void animation(Point vector, float angle)
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void animation(Point vector, float angle, int obj)
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{
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for (int i = 2; i < 23; ++i)
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{
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@ -196,17 +282,33 @@ void animation(Point vector, float angle)
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renderPlayer->RenderImg(GetImg(player.position, true), Point(0, 0), 24, 24);
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objPlayer->Draw(Point(0, 0), angle);
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renderPlayer->Draw(player.position * 24 + vector * i);
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if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == 'b')
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if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == obj)
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{
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renderBox->RenderImg(GetImg(player.position, true), Point(0, 0), 24, 24);
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objBox->Draw(Point(0, 0), 0);
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renderBox->RenderImg(GetImg(player.position + vector, true), Point(0, 0), 24, 24);
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switch (obj)
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{
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case FIELD_GUN_0:
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objGun->Draw(Point(0, 0), 0);
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break;
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case FIELD_GUN_1:
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objGun->Draw(Point(0, 0), 90);
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break;
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case FIELD_GUN_2:
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objGun->Draw(Point(0, 0), 180);
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break;
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case FIELD_GUN_3:
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objGun->Draw(Point(0, 0), 270);
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break;
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case FIELD_BOX:
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objBox->Draw(Point(0, 0), 0);
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}
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renderBox->Draw((player.position + vector) * 24 + vector * i);
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}
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kos_WindowRedrawStatus(2);
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kos_Pause(1);
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pause(1);
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}
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if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == 'b')
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if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == obj)
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MoveBox(player.position + vector, player.position + vector * 2);
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DrawElevent(player.position, true);
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@ -216,86 +318,51 @@ void animation(Point vector, float angle)
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renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
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objPlayer->Draw(Point(0, 0), angle);
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renderPlayer->Draw(player.position * 24);
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ExistGun(player.position);
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}
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void DrawLaser(Point position, int frame)
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void DrawLaser(Point position, int frame, RGB color)
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{
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renderLaser->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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switch (frame)
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{
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case 1:
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objLaser->Draw(Point(0, 0), 0, (RGB)0x00FF00);
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break;
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objLaser->Draw(Point(0, 0), 0, color);
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break;
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case 2:
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objLaser->Draw(Point(0, 0), 90, (RGB)0x00FF00);
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objLaser->Draw(Point(0, 0), 90, color);
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break;
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case 3:
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objLaser2->Draw(Point(0, 0), 0, (RGB)0x00FF00);
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objLaser2->Draw(Point(0, 0), 0, color);
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break;
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default:
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objLaser1->Draw(Point(-1, 0), (float)frame, (RGB)0x00FF00);
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objLaser1->Draw(Point(-1, 0), (float)frame, color);
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}
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renderLaser->Draw(position * 24);
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level[position.Y][position.X].l = 1;
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}
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void PlayerLaser(void)
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void Laser(Point pos, Point vec, RGB color)
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{
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Point vector = player.vector;
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Point position = player.position + vector;
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Point vector = vec;
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Point position = pos + vector;
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bool en = true;
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Byte code;
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bool LaserGun = false;
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while (en)
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{
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switch (GetField(position, true))
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code = GetField(position, true);
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switch (code)
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{
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case 'b':
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if (position + vector != player.position)
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switch (GetField(position + vector, true))
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{
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case 'g':
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case 'w':
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case 'e':
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for (int i = 2; i < 23; ++i)
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{
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DrawElevent(position, false);
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DrawElevent(position + vector, true);
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DrawLaser(position, (vector.X != 0) ? 1 : 2);
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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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objBox->Draw(Point(0, 0), 0);
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renderBox->Draw((position) * 24 + vector * i);
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kos_Pause(1);
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}
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MoveBox(position, position + vector);
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}
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en = false;
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break;
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case 'x':
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for (int i = 0; i < 23; ++i)
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case FIELD_BOX:
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case FIELD_GUN_0:
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case FIELD_GUN_1:
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case FIELD_GUN_2:
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case FIELD_GUN_3:
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if (code == FIELD_GUN_0 && vector == Point(-1, 0) || code == FIELD_GUN_1 && vector == Point(0, -1)
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|| code == FIELD_GUN_2 && vector == Point(1, 0) || code == FIELD_GUN_3 && vector == Point(0, 1))
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{
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if (i == 11 || i == 22)
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{
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level[position.Y][position.X].l -= 1;
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if (level[position.Y][position.X].l == 2)
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{
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level[position.Y][position.X].s = 'y';
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level[position.Y][position.X].l = 0;
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}
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// rtlDebugOutString(ftoa(level[position.Y][position.X].l));
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DrawElevent(position, false);
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}
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kos_Pause(1);
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}
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en = false;
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break;
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case 'g':
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case 'w':
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case 'y':
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case 'e':
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if (player.position == position)
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{
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for (int i = 2; i < 23; ++i)
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kos_Pause(1);
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for (int y = 0; y < 16; y++)
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@ -310,7 +377,88 @@ void PlayerLaser(void)
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renderExplosion->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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objExplosion->Draw(Point(0, 0), 0, i);
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renderExplosion->Draw((position)* 24);
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kos_Pause(2);
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pause(2);
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}
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level[position.Y][position.X].d = FIELD_NONE;
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draw_window();
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return;
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}
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else
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if (position + vector != player.position)
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switch (GetField(position + vector, true))
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{
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case FIELD_GROUND:
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case FIELD_WATER:
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case FIELD_BRICK_DES:
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case FIELD_BOX_WATER:
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for (int i = 2; i < 23; ++i)
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{
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DrawElevent(position, false);
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DrawElevent(position + vector, true);
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DrawLaser(position, (vector.X != 0) ? 1 : 2, color);
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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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switch (code)
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{
|
||||
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);
|
||||
|
Binary file not shown.
Loading…
Reference in New Issue
Block a user