forked from KolibriOS/kolibrios
1c2d34b341
Fix start position to 15 level Fix draw window and fix resize Fix mouse position git-svn-id: svn://kolibrios.org@5474 a494cfbc-eb01-0410-851d-a64ba20cac60
1494 lines
36 KiB
C++
1494 lines
36 KiB
C++
#include "smalllibc/kosSyst.h"
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#include "smalllibc/kosFile.h"
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#include "smalllibc/sprintf.h"
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#include "smalllibc/func.h"
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#include "render.h"
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#include "image.h"
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#define MODE_MENU 0
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#define MODE_LEVELS 1
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#define MODE_GAME 2
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#define MODE_PAUSE 4
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#define GAME_NONE 0
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#define GAME_VICTORY 1
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#define GAME_DEFEAT 2
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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_WALL_X 20
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#define FIELD_WALL_H 21
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#define FIELD_WALL_V 22
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#define FIELD_BOX_WATER 23
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#define FIELD_BRICK_DES 24
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#define FIELD_CRATER 25
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char* header = "Laser Tank";
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bool w_redraw = true;
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struct Level
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{
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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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Dword buttons;
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int mX, mY;
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for (int i = 0; i < 10; ++i)
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{
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kos_GetKey(keyCode);
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kos_GetMouseState(buttons, mX, mY);
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}
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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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int levelPage = 0;
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float clickTime = 0;
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RGBA img_tank[576];
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RGB img_water[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_crater[576];
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RGB img_wall[576];
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RGB img_wall_x[576];
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RGB img_wall_h[576];
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RGB img_wall_v[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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RGB img_mirror[4][576];
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RGBA img_mini_mirror[2304];
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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_gamebg[9216];
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RGBA img_black[576];
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RGB img_pandus[3][12];
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RGBA img_number_box[2550];
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RGBA img_numbers[3500];
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RGBA img_button1[3249];
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RGBA img_button_arrow[375];
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RGB img_levels[147456];
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RGB img_buttons[3][13053];
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Player player;
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CKosRender* renderPlayer;
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CKosImage* objPlayer;
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CKosImage* objPlayer1;
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CKosRender* renderBox;
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CKosRender* renderWater;
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CKosImage* objLaser;
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CKosImage* objLaser1;
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CKosImage* objLaser2;
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CKosImage* objMiniMirror;
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CKosImage* objBox;
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CKosImage* objGun;
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CKosImage* objExplosion;
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CKosImage* objblack;
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CKosRender* renderLevels;
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CKosImage* objnumber_box;
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CKosImage* objnumbers;
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CKosImage* objbutton1;
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CKosImage* objbutton_arrow;
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int gameMode = MODE_MENU;
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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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return (point.X > rect.X && point.Y > rect.Y && point.X < rect.X + rect.Width && point.Y < rect.Y + rect.Height);
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}
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struct Button
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{
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Rect rect;
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char* caption;
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Button() {}
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Button(char* caption, Rect rect)
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{
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this->caption = caption;
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this->rect = rect;
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}
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};
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Button ToGame("Game", Rect(150, 258, 224, 50));
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Button ToExit("Exit", Rect(150, 321, 224, 50));
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struct LvlItem
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{
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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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LvlItem level[16][16];
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char GetField(Point position, bool din)
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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 FIELD_WALL;
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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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void SetMode(int mode)
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{
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gameMode = mode;
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draw_window();
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pause(40);
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}
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bool IsWater(Point pos)
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{
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if (pos.X < 0 || pos.Y < 0 || pos.X > 15 || pos.Y > 15)
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return true;
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Byte code = GetField(pos, false);
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return (code == FIELD_WATER || code == FIELD_BOX_WATER);
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}
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void RenderPandus(Point pos)
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{
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bool is[10];
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for (int y = 0; y < 3; ++y)
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for (int x = 0; x < 3; ++x)
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is[y * 3 + x + 1] = IsWater(pos + Point(x-1, y-1));
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if (!is[6])
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{
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if (!is[2] || is[3])
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renderWater->RenderImg((RGB*)img_pandus[0], Point(23, 0), 1, 12);
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else
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renderWater->RenderImg((RGB*)img_pandus[1], Point(23, 0), 1, 12);
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if (!is[8] || is[9])
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renderWater->RenderImg((RGB*)img_pandus[2], Point(23, 12), 1, 12);
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else
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renderWater->RenderImg((RGB*)img_pandus[1], Point(23, 12), 1, 12);
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}
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if (!is[2])
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{
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if (!is[4] || is[1])
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renderWater->RenderImg((RGB*)img_pandus[0], Point(0, 0), 12, 1);
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else
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renderWater->RenderImg((RGB*)img_pandus[1], Point(0, 0), 12, 1);
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if (!is[6] || is[3])
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renderWater->RenderImg((RGB*)img_pandus[2], Point(12, 0), 12, 1);
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else
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renderWater->RenderImg((RGB*)img_pandus[1], Point(12, 0), 12, 1);
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}
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if (!is[4])
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{
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if (!is[8] || is[7])
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renderWater->RenderImg((RGB*)img_pandus[2], Point(0, 12), 1, 12);
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else
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renderWater->RenderImg((RGB*)img_pandus[1], Point(0, 12), 1, 12);
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if (!is[2] || is[1])
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renderWater->RenderImg((RGB*)img_pandus[0], Point(0, 0), 1, 12);
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else
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renderWater->RenderImg((RGB*)img_pandus[1], Point(0, 0), 1, 12);
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}
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if (!is[8])
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{
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if (!is[6] || is[9])
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renderWater->RenderImg((RGB*)img_pandus[0], Point(12, 23), 12, 1);
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else
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renderWater->RenderImg((RGB*)img_pandus[1], Point(12, 23), 12, 1);
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if (!is[4] || is[7])
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renderWater->RenderImg((RGB*)img_pandus[2], Point(0, 23), 12, 1);
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else
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renderWater->RenderImg((RGB*)img_pandus[1], Point(0, 23), 12, 1);
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}
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}
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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 FIELD_WALL:
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return (RGB*)img_wall;
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case FIELD_WALL_X:
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return (RGB*)img_wall_x;
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case FIELD_WALL_H:
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return (RGB*)img_wall_h;
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case FIELD_WALL_V:
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return (RGB*)img_wall_v;
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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_BOX_MISSLE_0:
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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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objMiniMirror->Draw(Point(0, 0), 0, 0);
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return renderBox->buffer;
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case FIELD_BOX_MISSLE_1:
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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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objMiniMirror->Draw(Point(0, 0), 0, 1);
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return renderBox->buffer;
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case FIELD_BOX_MISSLE_2:
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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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objMiniMirror->Draw(Point(0, 0), 0, 2);
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return renderBox->buffer;
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case FIELD_BOX_MISSLE_3:
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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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objMiniMirror->Draw(Point(0, 0), 0, 3);
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return renderBox->buffer;
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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 FIELD_CRATER:
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return (RGB*)img_crater;
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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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case FIELD_FINISH:
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return (RGB*)img_finish;
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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_BRICK_DES:
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return (RGB*)img_brick1;
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case FIELD_BOX_WATER:
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// return (RGB*)img_waterbox;
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renderWater->RenderImg((RGB*)img_waterbox, Point(0, 0), 24, 24);
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RenderPandus(position);
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return renderWater->buffer;
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case FIELD_WATER:
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renderWater->RenderImg((RGB*)img_water, Point(0, 0), 24, 24);
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RenderPandus(position);
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return renderWater->buffer;
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// return (RGB*)img_water;
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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_CRATER:
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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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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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}
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void MoveElement(Point a, Point b, int element)
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{
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level[a.Y][a.X].d = FIELD_NONE;
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DrawElevent(a, false);
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if (level[b.Y][b.X].s == FIELD_WATER)
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{
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if (element == FIELD_BOX)
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level[b.Y][b.X].s = FIELD_BOX_WATER;
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}
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else
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level[b.Y][b.X].d = element;
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DrawElevent(b, true);
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}
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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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kos_WindowRedrawStatus(1);
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DrawElevent(player.position, false);
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DrawElevent(player.position + vector, false);
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renderPlayer->RenderImg(GetImg(player.position, false), vector * -i, 24, 24);
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renderPlayer->RenderImg(GetImg(player.position + vector, false), vector * -i + vector * 24, 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 == obj)
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{
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//renderBox->RenderImg(GetImg(player.position + vector, true), Point(0, 0), 24, 24);
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renderBox->RenderImg(GetImg(player.position + vector, false), vector * -i, 24, 24);
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renderBox->RenderImg(GetImg(player.position + vector * 2, false), vector * -i + vector * 24, 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_MISSLE_0:
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objMiniMirror->Draw(Point(0, 0), 0, 0);
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break;
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case FIELD_BOX_MISSLE_1:
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objMiniMirror->Draw(Point(0, 0), 0, 1);
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break;
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case FIELD_BOX_MISSLE_2:
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objMiniMirror->Draw(Point(0, 0), 0, 2);
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break;
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case FIELD_BOX_MISSLE_3:
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objMiniMirror->Draw(Point(0, 0), 0, 3);
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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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pause(1);
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}
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if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == obj)
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MoveElement(player.position + vector, player.position + vector * 2, GetField(player.position + vector, true));
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DrawElevent(player.position, true);
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DrawElevent(player.position + vector, true);
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player.position = player.position + vector;
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//kos_PutImage(GetImg(player.position + vector), 24, 24, 24 * player.position.X, 24 * player.position.Y);
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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, RGB color)
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{
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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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Byte code = GetField(position, true);
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if (code == FIELD_BOX_MISSLE_0 || code == FIELD_BOX_MISSLE_1 || code == FIELD_BOX_MISSLE_2 || code == FIELD_BOX_MISSLE_3)
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objMiniMirror->Draw(Point(0, 0), 0, code - FIELD_BOX_MISSLE_0);
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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, color);
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break;
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case 2:
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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, color);
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break;
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default:
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||
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)
|
||
{
|
||
sProcessInfo sPI;
|
||
kos_ProcessInfo(&sPI);
|
||
if (sPI.rawData[70] & 0x04)
|
||
return;
|
||
//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);
|
||
else
|
||
if ((key == 32 || key == 13) && (gameStatus == GAME_NONE || (gameStatus == GAME_VICTORY && levelIndex < (levelCount - 1))))
|
||
{
|
||
if (gameStatus == GAME_VICTORY)
|
||
openLevel(levelIndex + 1);
|
||
SetMode(MODE_GAME);
|
||
}
|
||
else
|
||
if (key == 114)
|
||
{
|
||
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)
|
||
{
|
||
if (w_redraw)
|
||
{
|
||
kos_WindowRedrawStatus(1);
|
||
|
||
//kos_DefineAndDrawWindow(50, 50, 640, 506 - 22 + kos_GetSkinHeight(), 0x74, 0xEEEEEE, 0, 0, (Dword)windowTitle);
|
||
|
||
kos_DefineAndDrawWindow(10, 40, 384 + 9, 384 + 25, 0x74, 0x444444, 0, 0, (Dword)header);
|
||
kos_WindowRedrawStatus(2);
|
||
w_redraw = false;
|
||
}
|
||
|
||
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;
|
||
}
|
||
}
|
||
|
||
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:
|
||
w_redraw = true;
|
||
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;
|
||
}
|
||
}
|
||
}
|