mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-11-24 01:39:35 +03:00
LaserTank new laser wall added, new mirror box added, fix render
git-svn-id: svn://kolibrios.org@5296 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
parent
158e212af1
commit
62d9d697a9
@ -137,8 +137,7 @@ extra_files = {
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{"kolibrios/emul/", "common/emul/zsnes"},
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{"kolibrios/games/doom/", "common/games/doom/*"},
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{"kolibrios/games/fara/fara.gfx", "common/games/fara.gfx"},
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{"kolibrios/games/LaserTank/", "common/games/LaserTank/levels.lvl"},
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{"kolibrios/games/LaserTank/", "common/games/LaserTank/arh.pak"},
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{"kolibrios/games/LaserTank/", "common/games/LaserTank/*"},
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{"kolibrios/games/jumpbump/", "common/games/jumpbump/*"},
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{"kolibrios/games/lrl/", "common/games/lrl/*"},
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{"kolibrios/games/rstearth/barret_8bpp.png", PROGS .. "/games/rstearth/resources/barret_8bpp.png"},
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BIN
data/common/games/LaserTank/data.lvl
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data/common/games/LaserTank/data.lvl
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36
data/common/games/LaserTank/data02.pak
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36
data/common/games/LaserTank/data02.pak
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@ -35,9 +35,12 @@
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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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#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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@ -57,46 +60,59 @@ void pause(int time)
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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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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[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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RGB img_button[7500];
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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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Player player;
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CKosRender* renderPlayer;
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CKosImage* objPlayer;
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CKosRender* renderLaser;
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CKosRender* renderBox;
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CKosImage* objLaser;
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CKosImage* objLaser1;
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CKosImage* objLaser2;
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CKosRender* renderMirror;
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CKosImage* objMiniMirror[4];
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CKosRender* renderBox;
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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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CKosRender* renderExplosion;
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CKosImage* objExplosion;
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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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@ -147,6 +163,12 @@ RGB* GetImg(Point position, bool 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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@ -155,6 +177,22 @@ RGB* GetImg(Point position, bool din)
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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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@ -173,11 +211,12 @@ RGB* GetImg(Point position, bool din)
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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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// return (RGB*)img_box;
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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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@ -202,6 +241,7 @@ Byte CollField(Point position)
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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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@ -220,7 +260,6 @@ Byte CollField(Point position)
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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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@ -253,22 +292,18 @@ void DrawElevent(Point position, bool din)
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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 MoveBox(Point a, Point b)
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void MoveElement(Point a, Point b, int element)
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{
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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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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 (code = FIELD_BOX)
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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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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 = code;
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DrawElevent(b, true);
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}
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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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@ -276,28 +311,45 @@ void animation(Point vector, float angle, int obj)
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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, true), Point(0, 0), 24, 24);
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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, 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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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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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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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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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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@ -309,7 +361,7 @@ void animation(Point vector, float angle, int obj)
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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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MoveBox(player.position + vector, player.position + vector * 2);
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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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@ -323,7 +375,10 @@ void animation(Point vector, float angle, int obj)
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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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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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@ -336,12 +391,76 @@ void DrawLaser(Point position, int frame, RGB color)
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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, color);
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objLaser1->Draw(Point(0, 0), (float)frame, color);
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}
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renderLaser->Draw(position * 24);
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renderBox->Draw(position * 24);
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level[position.Y][position.X].l = 1;
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}
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bool LaserMoveElement(Point position, Point vector, int code, RGB color)
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{
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if (position + vector != player.position)
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{
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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_CRATER:
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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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renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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if (vector.X != 0)
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objLaser->Draw((vector.X > 0) ? Point(i - 24, 0) : Point(24 - i, 0), 0, color);
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else
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objLaser->Draw((vector.Y > 0) ? Point(0, i - 24) : Point(0, 24 - i), 90, color);
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renderBox->Draw(position * 24);
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DrawElevent(position + vector, false);
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renderBox->RenderImg(GetImg(position, false), vector * -i, 24, 24);
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renderBox->RenderImg(GetImg(position + vector, false), vector * -i + vector * 24, 24, 24);
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switch (code)
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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((position)* 24 + vector * i);
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kos_Pause(1);
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}
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MoveElement(position, position + vector, code);
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return true;
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}
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}
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return false;
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}
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void Laser(Point pos, Point vec, RGB color)
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{
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Point vector = vec;
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@ -374,50 +493,25 @@ void Laser(Point pos, Point vec, RGB color)
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}
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for (int i = 0; i < 14; ++i)
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{
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renderExplosion->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
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renderBox->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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renderBox->Draw((position)* 24);
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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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if (level[position.Y][position.X].s == FIELD_GROUND)
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level[position.Y][position.X].s = FIELD_CRATER;
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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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if (!LaserMoveElement(position, vector, code, color))
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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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{
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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((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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pause(1);
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}
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else
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LaserGun = true;
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}
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en = false;
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@ -437,7 +531,26 @@ void Laser(Point pos, Point vec, RGB color)
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}
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en = false;
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break;
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case FIELD_WALL_X:
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break;
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case FIELD_WALL_H:
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if (vector.X == 0)
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{
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for (int i = 2; i < 23; ++i)
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pause(1);
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en = false;
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}
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break;
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case FIELD_WALL_V:
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if (vector.Y == 0)
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{
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for (int i = 2; i < 23; ++i)
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pause(1);
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en = false;
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}
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break;
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case FIELD_GROUND:
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case FIELD_CRATER:
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case FIELD_WATER:
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case FIELD_FINISH:
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case FIELD_BRICK_DES:
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@ -455,11 +568,12 @@ void Laser(Point pos, Point vec, RGB color)
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}
|
||||
for (int i = 0; i < 14; ++i)
|
||||
{
|
||||
renderExplosion->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
|
||||
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24);
|
||||
objExplosion->Draw(Point(0, 0), 0, i);
|
||||
renderExplosion->Draw((position)* 24);
|
||||
renderBox->Draw((position)* 24);
|
||||
pause(2);
|
||||
}
|
||||
level[player.position.Y][player.position.X].s = FIELD_CRATER;
|
||||
gameStatus = GAME_DEFEAT;
|
||||
draw_window();
|
||||
return;
|
||||
@ -472,6 +586,82 @@ void Laser(Point pos, Point vec, RGB color)
|
||||
DrawLaser(position, (vector.X != 0) ? 1 : 2, color);
|
||||
}
|
||||
break;
|
||||
case FIELD_BOX_MISSLE_0:
|
||||
rtlDebugOutString("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:
|
||||
rtlDebugOutString("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:
|
||||
rtlDebugOutString("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:
|
||||
rtlDebugOutString("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))
|
||||
{
|
||||
@ -498,11 +688,11 @@ void Laser(Point pos, Point vec, RGB color)
|
||||
en = false;
|
||||
}
|
||||
break;
|
||||
case FIELD_MISSLE_3:
|
||||
if (vector == Point(-1, 0) || vector == Point(0, 1))
|
||||
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, 270, color);
|
||||
vector = (vector.Y == 1) ? Point(-1, 0) : Point(0, -1);
|
||||
DrawLaser(position, 180, color);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -511,11 +701,11 @@ void Laser(Point pos, Point vec, RGB color)
|
||||
en = false;
|
||||
}
|
||||
break;
|
||||
case FIELD_MISSLE_2:
|
||||
if (vector == Point(1, 0) || vector == Point(0, 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, 180, color);
|
||||
vector = (vector.Y == 1) ? Point(1, 0) : Point(0, -1);
|
||||
DrawLaser(position, 270, color);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -551,14 +741,35 @@ void player_move(Point vector, float angle)
|
||||
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:
|
||||
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:
|
||||
@ -573,6 +784,9 @@ void player_move(Point vector, float angle)
|
||||
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:
|
||||
@ -632,10 +846,12 @@ void key_press(int key)
|
||||
switch (gameMode)
|
||||
{
|
||||
case MODE_MENU:
|
||||
|
||||
if (key = 27)
|
||||
kos_ExitApp();
|
||||
break;
|
||||
case MODE_LEVELS:
|
||||
|
||||
if (key = 27)
|
||||
SetMode(MODE_MENU);
|
||||
break;
|
||||
case MODE_GAME:
|
||||
switch (key)
|
||||
@ -665,13 +881,18 @@ void key_press(int key)
|
||||
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_LEVELS);
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -682,17 +903,50 @@ 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_GAME);
|
||||
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)))
|
||||
{
|
||||
levelPage--;
|
||||
draw_window();
|
||||
}
|
||||
else
|
||||
if (levelPage < (int)(levelCount / 30) && CollRecrVsPoint(position, Rect(70, 318, 57, 57)))
|
||||
{
|
||||
levelPage++;
|
||||
draw_window();
|
||||
}
|
||||
else
|
||||
{
|
||||
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_GAME:
|
||||
|
||||
@ -700,11 +954,30 @@ void MousePress(int button, Point position)
|
||||
}
|
||||
}
|
||||
|
||||
void draw_level_number(Point position, int number, RGB color) // 0x252317
|
||||
{
|
||||
if (number > 99)
|
||||
{
|
||||
objnumbers->Draw(position + Point(4, 12), 0, (int)(number / 100), color);
|
||||
objnumbers->Draw(position + Point(18, 12), 0, (int)((number % 100) / 10), color);
|
||||
objnumbers->Draw(position + Point(32, 12), 0, (int)(number % 10), color);
|
||||
}
|
||||
else
|
||||
if (number > 9)
|
||||
{
|
||||
objnumbers->Draw(position + Point(11, 12), 0, (int)((number % 100) / 10), color);
|
||||
objnumbers->Draw(position + Point(25, 12), 0, (int)(number % 10), color);
|
||||
}
|
||||
else
|
||||
if (number < 10)
|
||||
objnumbers->Draw(position + Point(18, 12), 0, number, color);
|
||||
}
|
||||
|
||||
void draw_window(void)
|
||||
{
|
||||
kos_WindowRedrawStatus(1);
|
||||
kos_DefineAndDrawWindow(10, 40, 384 + 9, 384 + 25, 0x33, 0x444444, 0, 0, (Dword)header);
|
||||
|
||||
Point level_pos = Point(0, 0);
|
||||
switch (gameMode)
|
||||
{
|
||||
case MODE_MENU:
|
||||
@ -715,20 +988,48 @@ void draw_window(void)
|
||||
|
||||
break;
|
||||
case MODE_LEVELS:
|
||||
renderLevels->RenderImg(img_levels, Point(0, 0), 384, 384);
|
||||
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++;
|
||||
}
|
||||
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);
|
||||
|
||||
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_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 (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);
|
||||
}
|
||||
kos_PutImage(GetImg(Point(x, y), true), 24, 24, 24 * x, 24 * y);
|
||||
}
|
||||
|
||||
switch (gameStatus)
|
||||
@ -761,7 +1062,7 @@ void LevelsLoad()
|
||||
return;
|
||||
}
|
||||
cPtr[1] = 0;
|
||||
strcpy(cPtr + 1, "levels.lvl");
|
||||
strcpy(cPtr + 1, "data.lvl");
|
||||
|
||||
CKosFile *file = new CKosFile(kosExePath);
|
||||
|
||||
@ -806,6 +1107,10 @@ void openLevel(int index)
|
||||
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;
|
||||
@ -835,7 +1140,7 @@ void kos_Main()
|
||||
return;
|
||||
}
|
||||
cPtr[1] = 0;
|
||||
strcpy(cPtr + 1, "arh.pak");
|
||||
strcpy(cPtr + 1, "data01.pak");
|
||||
|
||||
CKosFile *file = new CKosFile(kosExePath);
|
||||
|
||||
@ -852,44 +1157,68 @@ void kos_Main()
|
||||
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);
|
||||
//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_button, 3, 150, 50);
|
||||
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);
|
||||
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);
|
||||
|
||||
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);
|
||||
renderBox = new CKosRender(24, 24);
|
||||
objLaser = new CKosImage(renderBox, (RGBA*)img_laser, 24, 24);
|
||||
objLaser->SetMode(DRAW_ALPHA_ADD);
|
||||
objLaser1 = new CKosImage(renderLaser, (RGBA*)img_laser1, 24, 24);
|
||||
objLaser1 = new CKosImage(renderBox, (RGBA*)img_laser1, 24, 24);
|
||||
objLaser1->SetMode(DRAW_ALPHA_ADD);
|
||||
objLaser2 = new CKosImage(renderLaser, (RGBA*)img_laser2, 24, 24);
|
||||
objLaser2 = new CKosImage(renderBox, (RGBA*)img_laser2, 24, 24);
|
||||
objLaser2->SetMode(DRAW_ALPHA_ADD);
|
||||
|
||||
renderMirror = new CKosRender(24, 24);
|
||||
//for (int i = 0; i < 4; ++i)
|
||||
objMiniMirror = new CKosImage(renderBox, (RGBA*)img_mini_mirror, 24, 24);
|
||||
objMiniMirror->SetFrameSize(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 = new CKosImage(renderBox, (RGBA*)img_explosion, 24, 24);
|
||||
objExplosion->SetFrameSize(24, 24);
|
||||
|
||||
renderLevels = new CKosRender(384, 384);
|
||||
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);
|
||||
|
||||
LevelsLoad();
|
||||
|
||||
openLevel(0);
|
||||
|
@ -52,10 +52,19 @@ void CKosImage::Draw(Point position, float angle, int frame)
|
||||
Draw(position, angle);
|
||||
}
|
||||
|
||||
void CKosImage::Draw(Point position, float angle, int frame, RGB color)
|
||||
{
|
||||
this->isColor = true;
|
||||
this->color = color;
|
||||
this->frame = frame;
|
||||
Draw(position, angle);
|
||||
this->isColor = false;
|
||||
}
|
||||
|
||||
void CKosImage::Draw(Point position, float angle)
|
||||
{
|
||||
float alpha;
|
||||
Point p, p1;
|
||||
Point p, p1, p2;
|
||||
RGB pixel, newPixel;
|
||||
RGBA addPixel;
|
||||
int PixelID;
|
||||
@ -77,19 +86,22 @@ void CKosImage::Draw(Point position, float angle)
|
||||
double SinRad = sin(a);
|
||||
double CosRad = cos(a);
|
||||
|
||||
for (int y = 0; y < 24; ++y)
|
||||
for (int x = 0; x < 24; ++x)
|
||||
for (int y = 0; y < this->height; ++y)
|
||||
for (int x = 0; x < this->width; ++x)
|
||||
{
|
||||
p1 = Point(x, y) - center;
|
||||
|
||||
p.X = roundInt(p1.X * CosRad - p1.Y * SinRad) + center.X;
|
||||
p.Y = roundInt(p1.X * SinRad + p1.Y * CosRad) + center.Y;
|
||||
|
||||
if (p.X >= 0 && p.X < this->width && p.Y >= 0 && p.Y < this->height)
|
||||
p2 = Point(x + fix.X + position.X, y + fix.Y + position.Y);
|
||||
|
||||
if (p.X >= 0 && p.X < this->width && p.Y >= 0 && p.Y < this->height
|
||||
&& p2.X >= 0 && p2.Y >= 0 && p2.X < this->render->width && p2.Y < this->render->height)
|
||||
{
|
||||
p.Y += this->frame * this->frameHeight;
|
||||
addPixel = this->buffer[this->getPixel(p.X, p.Y)];
|
||||
PixelID = this->render->getPixel(x + fix.X, y + fix.Y);
|
||||
PixelID = this->render->getPixel(p2.X, p2.Y);
|
||||
pixel = this->render->buffer[PixelID];
|
||||
|
||||
if (addPixel.a > 0)
|
||||
|
@ -21,6 +21,7 @@ public:
|
||||
void Draw(Point position, float angle, RGB color);
|
||||
void Draw(Point position, float angle);
|
||||
void Draw(Point position, float angle, int frame);
|
||||
void Draw(Point position, float angle, int frame, RGB color);
|
||||
void SetMode(int mode);
|
||||
void SetFrameSize(int width, int height);
|
||||
protected:
|
||||
|
@ -22,10 +22,10 @@ void CKosRender::Draw(Point position)
|
||||
|
||||
void CKosRender::RenderImg(RGB *img, Point position, int width, int height)
|
||||
{
|
||||
for (int i = 0; i < width * height; i++)
|
||||
this->buffer[i] = img[i];
|
||||
// if ( )
|
||||
// this->buffer[getPixel(x, y)]
|
||||
for (int y = position.Y; y < position.Y + height; y++)
|
||||
for (int x = position.X; x < position.X + width; x++)
|
||||
if (x >= 0 && y >= 0 && x < this->width && y < this->height)
|
||||
this->buffer[y * width + x] = img[(y - position.Y) * width + (x - position.X)];
|
||||
}
|
||||
|
||||
int CKosRender::getPixel(int x, int y)
|
||||
|
Loading…
Reference in New Issue
Block a user