kolibrios/programs/games/LaserTank/trunk/LaserTank.cpp
ZblCoder 850c90fc18 LaserTank: gun added, brick animation destroyer added
git-svn-id: svn://kolibrios.org@5287 a494cfbc-eb01-0410-851d-a64ba20cac60
2014-12-29 14:38:28 +00:00

923 lines
21 KiB
C++
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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 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_BRICK_DES 20
#define FIELD_BOX_WATER 21
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;
RGBA img_tank[576];
RGB img_water[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];
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];
Player player;
CKosRender* renderPlayer;
CKosImage* objPlayer;
CKosRender* renderLaser;
CKosImage* objLaser;
CKosImage* objLaser1;
CKosImage* objLaser2;
CKosRender* renderMirror;
CKosImage* objMiniMirror[4];
CKosRender* renderBox;
CKosImage* objBox;
CKosImage* objGun;
CKosRender* renderExplosion;
CKosImage* objExplosion;
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 (din && level[position.Y][position.X].d != FIELD_NONE)
return level[position.Y][position.X].d;
return level[position.Y][position.X].s;
}
RGB* GetImg(Point position, bool din)
{
switch (GetField(position, din))
{
case FIELD_WALL:
return (RGB*)img_wall;
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 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 FIELD_FINISH:
return (RGB*)img_finish;
case FIELD_BRICK:
return (RGB*)img_brick[level[position.Y][position.X].l];
case FIELD_WATER:
return (RGB*)img_water;
case FIELD_BOX_WATER:
return (RGB*)img_waterbox;
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);
}
void MoveBox(Point a, Point b)
{
Byte code = GetField(a, true);
level[a.Y][a.X].d = FIELD_NONE;
DrawElevent(a, true);
if (level[b.Y][b.X].s == FIELD_WATER)
{
if (code = FIELD_BOX)
level[b.Y][b.X].s = FIELD_BOX_WATER;
DrawElevent(b, true);
}
else
{
level[b.Y][b.X].d = code;
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, 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 == obj)
{
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);
pause(1);
}
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);
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)
{
renderLaser->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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(-1, 0), (float)frame, color);
}
renderLaser->Draw(position * 24);
level[position.Y][position.X].l = 1;
}
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)
{
renderExplosion->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
objExplosion->Draw(Point(0, 0), 0, i);
renderExplosion->Draw((position)* 24);
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();
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_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_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;
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;
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_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_WATER:
case FIELD_BOX_WATER:
case FIELD_BRICK_DES:
animation(vector, angle, code);
return;
}
break;
case FIELD_FINISH:
gameStatus = GAME_VICTORY;
draw_window();
break;
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, -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 SetMode(int mode)
{
gameMode = mode;
draw_window();
}
void key_press(int key)
{
//rtlDebugOutString(ftoa(key));
switch (gameMode)
{
case MODE_MENU:
break;
case MODE_LEVELS:
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:
// openLevel(levelIndex + 1);
if (gameStatus == GAME_VICTORY)
openLevel(levelIndex + 1);
else
if (gameStatus == GAME_DEFEAT)
openLevel(levelIndex);
break;
}
break;
}
}
void MousePress(int button, Point position)
{
//rtlDebugOutString("Mouse");
//rtlDebugOutString(ftoa(position.X));
//rtlDebugOutString(ftoa(position.Y));
switch (gameMode)
{
case MODE_MENU:
if (CollRecrVsPoint(position, ToGame.rect))
SetMode(MODE_GAME);
if (CollRecrVsPoint(position, ToExit.rect))
kos_ExitApp();
break;
case MODE_LEVELS:
break;
case MODE_GAME:
break;
}
}
void draw_window(void)
{
kos_WindowRedrawStatus(1);
kos_DefineAndDrawWindow(10, 40, 384 + 9, 384 + 25, 0x33, 0x444444, 0, 0, (Dword)header);
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:
break;
case MODE_GAME:
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 (level[y][x].d == FIELD_BOX)
{
renderBox->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
objBox->Draw(Point(0, 0), 0);
renderBox->Draw(Point(x, y) * 24);
}
}
switch (gameStatus)
{
case GAME_NONE:
renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24);
objPlayer->Draw(Point(0, 0), player.angle);
renderPlayer->Draw(player.position * 24);
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;
}
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, "levels.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:
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, "arh.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], 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_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;
renderPlayer = new CKosRender(24, 24);
objPlayer = new CKosImage(renderPlayer, (RGBA*)img_tank, 24, 24);
renderLaser = new CKosRender(24, 24);
objLaser = new CKosImage(renderLaser, (RGBA*)img_laser, 24, 24);
objLaser->SetMode(DRAW_ALPHA_ADD);
objLaser1 = new CKosImage(renderLaser, (RGBA*)img_laser1, 24, 24);
objLaser1->SetMode(DRAW_ALPHA_ADD);
objLaser2 = new CKosImage(renderLaser, (RGBA*)img_laser2, 24, 24);
objLaser2->SetMode(DRAW_ALPHA_ADD);
renderMirror = new CKosRender(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);
objExplosion->SetFrameSize(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;
}
}
}