Beispiel #1
0
void Hero::atack()
{

	/* 主人公の攻撃(当たり判定) */
	if ( state == H_ATACK )
	{
		/* チャージの長さにより 攻撃力、攻撃範囲、攻撃距離を設定 */
		int power, angle, range, level;
		setAtackStatus( power, angle, range, level );
		chargeCounter = 0;

		hitCount = 0;
		for ( auto ite = enemies.begin(); ite != enemies.end(); /* iteは進めない */  )
		{
			Vector ePos = (*ite)->getPosition();
			double eRad = (*ite)->getRadius();

			if ( collisionDetect( ePos, angle, range ) )
			{
				(*ite)->takeDamage( power );
				hitCount ++;
				if ( (*ite)->getHP() <= 0 )
				{
					ite = enemies.erase( ite );
				}
				else
				{
					ite++;
				}
			}
			else
			{
				ite++;
			}
		}
		if ( level == 1 )
		{
			if ( 0 <  hitCount ) soundMap["atack"]->play();
			else				
			{
				soundMap["swing"]->play();
				drawSwing = FRAME_SPAN_DRAW;
			}
		}
		if ( level == 2 )
		{
			GameScene::addOnomatope( "dogo", Vector( 0, 0.35, 1.3 ), FRAME_SPAN_DRAW, Color( 0, 0, 1 ) );
			soundMap["atack2"]->play();
		}
	}


	/* チャージ中から攻撃中に遷移 */
	if ( state == H_CHARGE )
	{
		soundMap["charge"]->stop();
		setState( H_ATACK );
	}

}
Beispiel #2
0
void BattleScene::gameController(float dt)
{//to drive the main logic
	GameMaster::getInstance()->update(dt);
	collisionDetect(dt);
	solveAttacks(dt);
	moveCamera(dt);
}
Beispiel #3
0
int contactPhi(RigidBodyManipulator* r, SupportStateElement& supp, void *map_ptr, VectorXd &phi, double terrain_height)
{
  std::unique_ptr<RigidBody>& b = r->bodies[supp.body_idx];
  int nc = supp.contact_pt_inds.size();
  phi.resize(nc);

  if (nc<1) return nc;

  Vector3d contact_pos,pos,posB,normal; Vector4d tmp;

  int i=0;
  for (std::set<int>::iterator pt_iter=supp.contact_pt_inds.begin(); pt_iter!=supp.contact_pt_inds.end(); pt_iter++) {
    if (*pt_iter<0 || *pt_iter>=b->contact_pts.cols()) 
      mexErrMsgIdAndTxt("DRC:ControlUtil:BadInput","requesting contact pt %d but body only has %d pts",*pt_iter,b->contact_pts.cols());
    
    tmp = b->contact_pts.col(*pt_iter);
    r->forwardKin(supp.body_idx,tmp,0,contact_pos);
    collisionDetect(map_ptr,contact_pos,pos,NULL,terrain_height);
    pos -= contact_pos;  // now -rel_pos in matlab version
    
    phi(i) = pos.norm();
    if (pos.dot(normal)>0)
      phi(i)=-phi(i);
    i++;
  }
  return nc;
}
Beispiel #4
0
void moveZombies(){
	int i;
	for(i=1;i<MAX_ENTITIES;i++){
		float maxZombieSpeed=.10;
		allEntities[i].prevYpos = allEntities[i].curYpos;
		allEntities[i].prevXpos = allEntities[i].curXpos;
		if(allEntities[i].isAlive){	 
			if(((float)(clock() - allEntities[i].lastMoveClock)/CLOCKS_PER_SEC) > allEntities[i].speed ){
				getNextPos(allEntities[i].curYpos,allEntities[i].curXpos,allEntities[0].curYpos,allEntities[0].curXpos);
				
				struct CollisionEvent collisionEvent = collisionDetect(nextPos.y,nextPos.x);
				if(collisionEvent.collidedWithBoundary || collisionEvent.collidedWithUnPassableChar || collisionEvent.collidedWithItem || collisionEvent.collidedWithEntity){
						if(collisionEvent.collidedWithEntity){
							if(collisionEvent.collidedWithEntity->type,"zombie"){
							}
						}
				}
				else{
					allEntities[i].curYpos = nextPos.y;
					allEntities[i].curXpos = nextPos.x;
				}
				allEntities[i].lastMoveClock=clock();
			}	
		}
	}	
}
Beispiel #5
0
int contactConstraintsBV(RigidBodyManipulator *r, int nc, std::vector<double> support_mus, std::vector<SupportStateElement,Eigen::aligned_allocator<SupportStateElement>>& supp, void *map_ptr, MatrixXd &B, MatrixXd &JB, MatrixXd &Jp, VectorXd &Jpdotv, MatrixXd &normals, double terrain_height)
{
  int j, k=0, nq = r->num_positions;

  B.resize(3,nc*2*m_surface_tangents);
  JB.resize(nq,nc*2*m_surface_tangents);
  Jp.resize(3*nc,nq);
  Jpdotv.resize(3*nc);
  normals.resize(3, nc);
  
  Vector3d contact_pos,pos,normal; 
  MatrixXd J(3,nq);
  Matrix<double,3,m_surface_tangents> d;
  
  for (std::vector<SupportStateElement,Eigen::aligned_allocator<SupportStateElement>>::iterator iter = supp.begin(); iter!=supp.end(); iter++) {
    double mu = support_mus[iter - supp.begin()];
    double norm = sqrt(1+mu*mu); // because normals and ds are orthogonal, the norm has a simple form
    if (nc>0) {
      for (auto pt_iter=iter->contact_pts.begin(); pt_iter!=iter->contact_pts.end(); pt_iter++) {
        auto contact_pos_gradientvar = r->forwardKin(*pt_iter, iter->body_idx, 0, 0, 1);
        contact_pos = contact_pos_gradientvar.value();
        J = contact_pos_gradientvar.gradient().value();

        if (iter->use_support_surface) {
          normal = iter->support_surface.head(3);
        }
        else {
          collisionDetect(map_ptr,contact_pos,pos,&normal,terrain_height);
        }
        surfaceTangents(normal,d);
        for (j=0; j<m_surface_tangents; j++) {
          B.col(2*k*m_surface_tangents+j) = (normal + mu*d.col(j)) / norm; 
          B.col((2*k+1)*m_surface_tangents+j) = (normal - mu*d.col(j)) / norm; 
    
          JB.col(2 * k * m_surface_tangents + j) = J.transpose() * B.col(2 * k * m_surface_tangents + j);
          JB.col((2 * k + 1) * m_surface_tangents + j) = J.transpose() * B.col((2*k+1)*m_surface_tangents+j);
        }

        // store away kin sols into Jp and Jpdotv
        // NOTE: I'm cheating and using a slightly different ordering of J and Jdot here
        Jp.block(3*k,0,3,nq) = J;
        Vector3d pt = (*pt_iter).head(3);
        auto Jpdotv_grad = r->forwardJacDotTimesV(pt,iter->body_idx,0,0,0);
        Jpdotv.block(3*k,0,3,1) = Jpdotv_grad.value();
        normals.col(k) = normal;
        
        k++;
      }
    }
  }

  return k;
}
void LayeredHairMesh::simulate()
{
	auto state = simPts;
	state.insert(state.end(), simVel.begin(), simVel.end());
	externalUpdate(state);
	internalUpdate(state);
	collisionDetect(state);

	int compSize = simPts.size();
	simPts.clear();
	simPts.insert(simPts.end(), state.begin(), state.begin() + compSize);
	simVel.clear();
	simVel.insert(simVel.end(), state.begin() + compSize, state.end());
}
void goLeft (void)
{ 
 unsigned char t;
 for (t=0; t<2; t++)
 {
 if ((y2pos==4) && (y2point==7))
 {}
 else
 {
 unsigned char i,j;
 char m, n;
 for (j=0; j<60; j++)
 { 
 for (i=0; i<5; i++)
 {
  if (i==0) 
  {
   m = (0B10000000)&(blockFall[4][j]); 
   m = m>>7;
  }
   n = (0B10000000)&(blockFall[i][j]); 
   n = n>>7;
   blockFall[i][j] = (blockFall[i][j])<<1;
   blockFall[i][j] |= m;
   m = n;
   }
  }
  collisionDetect();
  if(collision)
  {
   collision =0;
   slideRight();
  }
  else
  {
   y1point +=1;
   y2point +=1;
   if (y1point >7)
   {
    y1pos +=1;
    y1point =0;
   }
  if (y2point >7)
    {
    y2pos +=1;
    y2point =0;
   } 
  }
 }
}
Beispiel #8
0
int contactConstraintsBV(RigidBodyManipulator *r, int nc, double mu, std::vector<SupportStateElement>& supp, void *map_ptr, MatrixXd &B, MatrixXd &JB, MatrixXd &Jp, MatrixXd &Jpdot, MatrixXd &normals, double terrain_height)
{
  int j, k=0, nq = r->num_dof;

  B.resize(3,nc*2*m_surface_tangents);
  JB.resize(nq,nc*2*m_surface_tangents);
  Jp.resize(3*nc,nq);
  Jpdot.resize(3*nc,nq);
  normals.resize(3, nc);
  
  Vector3d contact_pos,pos,posB,normal; Vector4d tmp;
  MatrixXd J(3,nq);
  Matrix<double,3,m_surface_tangents> d;
  double norm = sqrt(1+mu*mu); // because normals and ds are orthogonal, the norm has a simple form
  
  for (std::vector<SupportStateElement>::iterator iter = supp.begin(); iter!=supp.end(); iter++) {
    std::unique_ptr<RigidBody>& b = r->bodies[iter->body_idx];
    if (nc>0) {
      for (std::set<int>::iterator pt_iter=iter->contact_pt_inds.begin(); pt_iter!=iter->contact_pt_inds.end(); pt_iter++) {
        if (*pt_iter<0 || *pt_iter>=b->contact_pts.cols()) mexErrMsgIdAndTxt("DRC:ControlUtil:BadInput","requesting contact pt %d but body only has %d pts",*pt_iter,b->contact_pts.cols());
        tmp = b->contact_pts.col(*pt_iter);
        r->forwardKin(iter->body_idx,tmp,0,contact_pos);
        r->forwardJac(iter->body_idx,tmp,0,J);

        collisionDetect(map_ptr,contact_pos,pos,&normal,terrain_height);
        surfaceTangents(normal,d);
        for (j=0; j<m_surface_tangents; j++) {
          B.col(2*k*m_surface_tangents+j) = (normal + mu*d.col(j)) / norm; 
          B.col((2*k+1)*m_surface_tangents+j) = (normal - mu*d.col(j)) / norm; 
    
          JB.col(2*k*m_surface_tangents+j) = J.transpose()*B.col(2*k*m_surface_tangents+j);
          JB.col((2*k+1)*m_surface_tangents+j) = J.transpose()*B.col((2*k+1)*m_surface_tangents+j);
        }

        // store away kin sols into Jp and Jpdot
        // NOTE: I'm cheating and using a slightly different ordering of J and Jdot here
        Jp.block(3*k,0,3,nq) = J;
        r->forwardJacDot(iter->body_idx,tmp,0,J);
        Jpdot.block(3*k,0,3,nq) = J;
        normals.col(k) = normal;
        
        k++;
      }
    }
  }
  
  return k;
}
Beispiel #9
0
Mode PlayMode::frame()
{
  if(!paused)
  {
    background->draw();
    if(!handleInput())
      return MENU;
    if(!crashed)
    {
      moveField();
      background->update();
      updatePlayer();
      generateWalls();
      generateObstacles();
      generateItems();
    }
    updatePlayerTail();
    particles->draw(0);
    particles->draw(2);
    drawStuff();
    particles->draw(4);
    drawPlayer();
    particles->draw(1);
    floating->draw();
    collisionDetect();
    obstacleCounter();
    drawScorePanel();
    if(crashed && !gameOverExplosionTime--)
    {
      globalStore->seconds = playtime / 60;
      globalStore->score = score;
      globalStore->obstacles = passed;
      globalStore->stars = collected;
      storage->read();
      storage->insert(score);
      return GAMEOVER;
    }
    particles->update();
    floating->update();
  } else
  {
    drawPauseScreen();
    if(!handleInput())
      return MENU;
  }
  return PLAY;
}
Beispiel #10
0
/* 引数stepの状態での攻撃を行う*/
void Hero::atack( int level )
{
	
	int power, angle, range;
	//setAtackStatus( power, angle, range, level );
	setAtackStatus( power, angle, range );
	hitCount = 0;
	for ( auto ite = enemies.begin(); ite != enemies.end(); /* iteは進めない */  )
	{
		Vector ePos = (*ite)->getPosition();
		double eRad = (*ite)->getRadius();

		if ( collisionDetect( ePos, angle, range ) )
		{
			(*ite)->takeDamage( power );
			hitCount ++;
			if ( (*ite)->getHP() <= 0 )
			{
				ite = enemies.erase( ite );
			}
			else
			{
				ite++;
			}
		}
		else
		{
			ite++;
		}
	}

	if ( justAtack )
	{
		//GameScene::addOnomatope( "dogo", Vector( 0, 0.35, 1.3 ), FRAME_SPAN_DRAW, Color( 0, 0, 1 ) );
		soundMap["atack"]->play();
	}
	else 
	{
		if ( 0 <  hitCount ) soundMap["atack"]->play();
		else				
		{
			soundMap["swing"]->play();
			if ( level == 0 )	GameScene::addScript( "h_swing", Point2D( 0.7, 0.5 ), H_FRAME_SPAN_ATACK, Color( 0, 1, 1 ), 0.4,  20 );
			else				GameScene::addScript( "h_swing", Point2D( 0.1, 0.6 ), H_FRAME_SPAN_ATACK, Color( 0, 1, 1 ), 0.4,  -20 );
		}
	}
}
Beispiel #11
0
int contactConstraintsBV(RigidBodyManipulator *r, int nc, double mu, std::vector<SupportStateElement>& supp, void *map_ptr, MatrixXd &B, MatrixXd &JB, MatrixXd &Jp, MatrixXd &Jpdot, MatrixXd &normals, double terrain_height)
{
  int j, k=0, nq = r->num_positions;

  B.resize(3,nc*2*m_surface_tangents);
  JB.resize(nq,nc*2*m_surface_tangents);
  Jp.resize(3*nc,nq);
  Jpdot.resize(3*nc,nq);
  normals.resize(3, nc);
  
  Vector3d contact_pos,pos,posB,normal; 
  MatrixXd J(3,nq);
  Matrix<double,3,m_surface_tangents> d;
  double norm = sqrt(1+mu*mu); // because normals and ds are orthogonal, the norm has a simple form
  
  for (std::vector<SupportStateElement>::iterator iter = supp.begin(); iter!=supp.end(); iter++) {
    if (nc>0) {
      for (std::vector<Vector4d,aligned_allocator<Vector4d>>::iterator pt_iter=iter->contact_pts.begin(); pt_iter!=iter->contact_pts.end(); pt_iter++) {
        r->forwardKin(iter->body_idx,*pt_iter,0,contact_pos);
        r->forwardJac(iter->body_idx,*pt_iter,0,J);

        collisionDetect(map_ptr,contact_pos,pos,&normal,terrain_height);
        surfaceTangents(normal,d);
        for (j=0; j<m_surface_tangents; j++) {
          B.col(2*k*m_surface_tangents+j) = (normal + mu*d.col(j)) / norm; 
          B.col((2*k+1)*m_surface_tangents+j) = (normal - mu*d.col(j)) / norm; 
    
          JB.col(2*k*m_surface_tangents+j) = J.transpose()*B.col(2*k*m_surface_tangents+j);
          JB.col((2*k+1)*m_surface_tangents+j) = J.transpose()*B.col((2*k+1)*m_surface_tangents+j);
        }

        // store away kin sols into Jp and Jpdot
        // NOTE: I'm cheating and using a slightly different ordering of J and Jdot here
        Jp.block(3*k,0,3,nq) = J;
        r->forwardJacDot(iter->body_idx,*pt_iter,0,J);
        Jpdot.block(3*k,0,3,nq) = J;
        normals.col(k) = normal;
        
        k++;
      }
    }
  }
  
  return k;
}
Beispiel #12
0
int contactConstraints(RigidBodyManipulator *r, int nc, std::vector<SupportStateElement,Eigen::aligned_allocator<SupportStateElement>>& supp, void *map_ptr, MatrixXd &n, MatrixXd &D, MatrixXd &Jp, MatrixXd &Jpdot,double terrain_height)
{
  int j, k=0, nq = r->num_positions;

  n.resize(nc,nq);
  D.resize(nq,nc*2*m_surface_tangents);
  Jp.resize(3*nc,nq);
  Jpdot.resize(3*nc,nq);
  
  Vector3d contact_pos,pos,normal;
  MatrixXd J(3,nq);
  Matrix<double,3,m_surface_tangents> d;
  
  for (std::vector<SupportStateElement,Eigen::aligned_allocator<SupportStateElement>>::iterator iter = supp.begin(); iter!=supp.end(); iter++) {
    if (nc>0) {
      for (std::vector<Vector4d,aligned_allocator<Vector4d>>::iterator pt_iter=iter->contact_pts.begin(); pt_iter!=iter->contact_pts.end(); pt_iter++) {
        r->forwardKin(iter->body_idx,*pt_iter,0,contact_pos);
        r->forwardJac(iter->body_idx,*pt_iter,0,J);

        collisionDetect(map_ptr,contact_pos,pos,&normal,terrain_height);
        surfaceTangents(normal,d);

        n.row(k) = normal.transpose()*J;
        for (j=0; j<m_surface_tangents; j++) {
          D.col(2*k*m_surface_tangents+j) = J.transpose()*d.col(j);
          D.col((2*k+1)*m_surface_tangents+j) = -D.col(2*k*m_surface_tangents+j);
        }

        // store away kin sols into Jp and Jpdot
        // NOTE: I'm cheating and using a slightly different ordering of J and Jdot here
        Jp.block(3*k,0,3,nq) = J;
        r->forwardJacDot(iter->body_idx,*pt_iter,0,J);
        Jpdot.block(3*k,0,3,nq) = J;
        
        k++;
      }
    }
  }
  
  return k;
}
Beispiel #13
0
int contactPhi(RigidBodyManipulator* r, SupportStateElement& supp, void *map_ptr, VectorXd &phi, double terrain_height)
{
  int nc = static_cast<int>(supp.contact_pts.size());
  phi.resize(nc);

  if (nc<1) return nc;

  Vector3d contact_pos,pos,normal;

  int i=0;
  for (std::vector<Vector4d,aligned_allocator<Vector4d>>::iterator pt_iter=supp.contact_pts.begin(); pt_iter!=supp.contact_pts.end(); pt_iter++) {
    r->forwardKin(supp.body_idx,*pt_iter,0,contact_pos);
    collisionDetect(map_ptr,contact_pos,pos,&normal,terrain_height);
    pos -= contact_pos;  // now -rel_pos in matlab version
    phi(i) = pos.norm();
    if (pos.dot(normal)>0)
      phi(i)=-phi(i);
    i++;
  }
  return nc;
}
struct CollisionEvent collisionDetect(int objYpos, int objXpos){
	int i;
	for(i=1; i<MAX_ENTITIES; i++){
		if(allEntities[i].isAlive){
			if(objYpos==allEntities[i].curYpos && objXpos==allEntities[i].curXpos || (objYpos==allEntities[i].prevYpos && objXpos==allEntities[i].prevXpos && mvwinch(viewportWin,objYpos,objXpos)==allEntities[i].symbol)){
				struct CollisionEvent collisionEvent = {.collidedWithEntity=&allEntities[i]};
				return collisionEvent;
			}
		}
	}
	for(i=0; i<MAX_ITEMS; i++){
		if(allItems[i].isAlive){
			if(objYpos==allItems[i].curYpos && objXpos==allItems[i].curXpos){
				struct CollisionEvent collisionEvent = {.collidedWithItem=&allItems[i]};
				return collisionEvent;
			}
		}
	}
	
	for(i=0; i<strlen(unpassableChars); i++){
		if (mvwinch(viewportWin,objYpos,objXpos)==unpassableChars[i]){
			struct CollisionEvent collisionEvent = {.collidedWithUnPassableChar=1};
			return collisionEvent;
		}
	}
	
	if((objYpos < 1 || objYpos > viewportWinRows-2) || (objXpos < 1 || objXpos > viewportWinCols-2)){
			struct CollisionEvent collisionEvent = {.collidedWithBoundary=1};
			return collisionEvent;
	}

	struct CollisionEvent collisionEvent = {.collidedWithItem=0,.collidedWithEntity=0,.collidedWithUnPassableChar=0,.collidedWithBoundary=0};
	return collisionEvent;
}

void checkProjectileCollision(struct Projectile *projectileRef ){
	struct CollisionEvent collisionEvent = collisionDetect(projectileRef->curYpos, projectileRef->curXpos);
	if(collisionEvent.collidedWithEntity){
		if(!strcmp(collisionEvent.collidedWithEntity->type,"zombie")){
			projectileRef->isAlive=0;
			collisionEvent.collidedWithEntity->isAlive=0;
			allEntities[0].killCount++;
			allEntities[0].hitCount++;
			if (allEntities[0].killCount != 0 && allEntities[0].killCount%5==0){
				itemModifier++;
				if(zombieModifier>5){
					zombieModifier-=5;
				}
			}
		}
	}
	else if(collisionEvent.collidedWithUnPassableChar==1 || collisionEvent.collidedWithBoundary==1){
			projectileRef->isAlive=0;
	}
}

void checkPlayerCollision(){
	struct CollisionEvent collisionEvent = collisionDetect(allEntities[0].curYpos, allEntities[0].curXpos);
	if(collisionEvent.collidedWithEntity){
		if(!strcmp(collisionEvent.collidedWithEntity->type,"zombie")){
			allEntities[0].isAlive=0;
			updateViewportWin();
			sleep(1);
			drawGameOverWin();
		}			
	}
	if(collisionEvent.collidedWithItem){
		if(!strcmp(collisionEvent.collidedWithItem->type,"Pistol")){
			if(allEntities[0].weapons[1].isAlive){
				addMagazine(&allEntities[0].weapons[1]);
				collisionEvent.collidedWithItem->isAlive=0;
			}
			else if(!allEntities[0].weapons[1].isAlive){
				allEntities[0].weapons[1].isAlive=1;
				allEntities[0].weapons[1].curCapacity=allEntities[0].weapons[1].maxCapacity;
				if(allEntities[0].curWeapon==0){
					allEntities[0].curWeapon=1;
				}
				collisionEvent.collidedWithItem->isAlive=0;
			}
		}			
		if(!strcmp(collisionEvent.collidedWithItem->type,"Shotgun")){
			if(allEntities[0].weapons[2].isAlive){
				addMagazine(&allEntities[0].weapons[2]);
				collisionEvent.collidedWithItem->isAlive=0;
			}
			else if(!allEntities[0].weapons[2].isAlive){
				allEntities[0].weapons[2].isAlive=1;
				allEntities[0].weapons[2].curCapacity=allEntities[0].weapons[2].maxCapacity;
				if(allEntities[0].curWeapon==0){
					allEntities[0].curWeapon=2;
				}
				collisionEvent.collidedWithItem->isAlive=0;
			}
		}			
	}
}
Beispiel #15
0
void gameLoop(){
	while(1) {
		secsElapsed = (float)(clock() - startTime)/CLOCKS_PER_SEC;
		moveProjectiles();
		updateViewportWin();
		if((float)(clock() - timerStart)/CLOCKS_PER_SEC > 1){
			tryRandomEvent();
			timerStart=clock();
		}
		if((int)secsElapsed%10){
			zombieModifier++;
		}
		moveZombies();
		updateViewportWin();
		updateInfoWin();
		doupdate();
		int ch;
		ch = getch();
		switch(ch){
			case 'w':
			case 'W':{
				struct CollisionEvent collisionEvent = collisionDetect(allEntities[0].curYpos-1,allEntities[0].curXpos);
				if(!collisionEvent.collidedWithUnPassableChar && !collisionEvent.collidedWithBoundary){
					allEntities[0].prevXpos=allEntities[0].curXpos;
					allEntities[0].prevYpos=allEntities[0].curYpos;
					allEntities[0].curYpos--;
				};
				break;
			}
			case 's':	
			case 'S':{
				struct CollisionEvent collisionEvent = collisionDetect(allEntities[0].curYpos+1,allEntities[0].curXpos);
				if(!collisionEvent.collidedWithUnPassableChar && !collisionEvent.collidedWithBoundary){
					allEntities[0].prevXpos=allEntities[0].curXpos;
					allEntities[0].prevYpos=allEntities[0].curYpos;
					allEntities[0].curYpos++;
				};
				break;
			}
			case 'a':
			case 'A':{
				struct CollisionEvent collisionEvent = collisionDetect(allEntities[0].curYpos,allEntities[0].curXpos-1);
				if(!collisionEvent.collidedWithUnPassableChar && !collisionEvent.collidedWithBoundary){
					allEntities[0].prevYpos=allEntities[0].curYpos;
					allEntities[0].prevXpos=allEntities[0].curXpos;
					allEntities[0].curXpos--;
				};
				break;
			}
			case 'd':
			case 'D':{
				struct CollisionEvent collisionEvent = collisionDetect(allEntities[0].curYpos,allEntities[0].curXpos+1);
				if(!collisionEvent.collidedWithUnPassableChar && !collisionEvent.collidedWithBoundary){
					allEntities[0].prevYpos=allEntities[0].curYpos;
					allEntities[0].prevXpos=allEntities[0].curXpos;
					allEntities[0].curXpos++;
				};
				break;
			}
			case KEY_UP:{
				if(allEntities[0].weapons[allEntities[0].curWeapon].curCapacity>0 || allEntities[0].curWeapon == 0){
					fireWeapon(&allEntities[0].weapons[allEntities[0].curWeapon], "up");
				}
				break;
			}
			case KEY_LEFT:{
				if(allEntities[0].weapons[allEntities[0].curWeapon].curCapacity>0 || allEntities[0].curWeapon == 0){
					fireWeapon(&allEntities[0].weapons[allEntities[0].curWeapon], "left");
				}
				break;
			}
			case KEY_DOWN:{
				if(allEntities[0].weapons[allEntities[0].curWeapon].curCapacity>0 || allEntities[0].curWeapon == 0){
					fireWeapon(&allEntities[0].weapons[allEntities[0].curWeapon], "down");
				}
				break;
			}
			case KEY_RIGHT:{
				if(allEntities[0].weapons[allEntities[0].curWeapon].curCapacity>0 || allEntities[0].curWeapon == 0){
					fireWeapon(&allEntities[0].weapons[allEntities[0].curWeapon], "right");
				}
				break;
			}
			case 'r':
			case 'R':{
				if(allEntities[0].weapons[allEntities[0].curWeapon].curMags > 0 && allEntities[0].weapons[allEntities[0].curWeapon].curCapacity < allEntities[0].weapons[allEntities[0].curWeapon].maxCapacity ){
					reload(&allEntities[0].weapons[allEntities[0].curWeapon]);
				}
				break;
			}
			case '0':{
				allEntities[0].curWeapon=0;
				break;
			}
			case '1':{
				if(allEntities[0].weapons[1].isAlive){
					allEntities[0].curWeapon=1;
				}
				break;
			}
			case '2':{
				if(allEntities[0].weapons[2].isAlive){
					allEntities[0].curWeapon=2;
				}
				break;
			}
			case '3':{
				if(allEntities[0].weapons[3].isAlive){
					allEntities[0].curWeapon=3;
				}
				break;
			}
			case '4':{
				if(allEntities[0].weapons[4].isAlive){
					allEntities[0].curWeapon=4;
				}
				break;
			}
			default:
				allEntities[0].prevYpos=allEntities[0].curYpos;
				allEntities[0].prevXpos=allEntities[0].curXpos;
				break;
		}
		if(allEntities[0].weapons[allEntities[0].curWeapon].curCapacity==0 && allEntities[0].weapons[allEntities[0].curWeapon].curMags==0){
			allEntities[0].curWeapon=0;
		}
		updateViewportWin();
		checkPlayerCollision();
		updateViewportWin();
	}
}
Beispiel #16
0
//main
int main() {
  REG_DISPCNT = MODE_3 | BG2_ENABLE;

  enum GBAState state = START;
  enum GBAState prevState = state;

  while(1) {
		waitForVblank();
		switch(state) {
		case START:
			drawImage3(0,0,SPLASH_WIDTH,SPLASH_HEIGHT,splash);
			prevState = START;
			state = NODRAW;
			break;
		case NODRAW:

			if (prevState == START) {
				if (KEY_DOWN_NOW(BUTTON_START)) {
					state = GAME;
				}
				if (KEY_DOWN_NOW(BUTTON_A)) {
					state = HELP;
				}
			}
			if (prevState == HELP) {
				if (KEY_DOWN_NOW(BUTTON_SELECT)) {
					state = START;
				}
			}
			if (prevState == GAMEOVER) {
				if (KEY_DOWN_NOW(BUTTON_SELECT)) {
					state = START;
				}
			}

			break;
		case GAME:
			drawImage3(0,0,GAME2_WIDTH,GAME2_HEIGHT,game2);

			char stuff[4] = "000\0";
		  stuff[0] = 48 + (clearedRows/100)%10;
		  stuff[1] = 48 + (clearedRows/10)%10;
		  stuff[2] = 48 + clearedRows%10;
		  drawImagePartial(25, 180, 20, 30, GAME2_WIDTH, game2);
		  drawString(25,180,stuff, WHITE);

      block curr = randomBlock();
			block next = randomBlock();
      drawBlock(curr);
			int button = 0;
      while(1) {
				delay(20);
        if (KEY_DOWN_NOW(BUTTON_SELECT)) {
					prevState = GAME;
					state = START;
          break;
        }

        block old = curr;
        tick++;
        if (collisionDetectBottom(curr) == 1) {
          rowCheck(curr);
					curr = next;
					next = randomBlock();
					if(collisionDetect(curr) == 1) {
						prevState = GAME;
						state = GAMEOVER;
						break;
					}
        } else {
          if(KEY_DOWN_NOW(BUTTON_LEFT) && collisionDetectLeft(curr) == 0){
              curr.x--;
          } else if(KEY_DOWN_NOW(BUTTON_RIGHT) && collisionDetectRight(curr) == 0){
              curr.x++;
          } else if(KEY_DOWN_NOW(BUTTON_DOWN) && collisionDetectBottom(curr) == 0){
              curr.y--;
          } else if(button == 0 && KEY_DOWN_NOW(BUTTON_UP) && rotationDetect(curr) == 0){
							button = 1;
              rotateBlock(&curr);
          } else if (tick > 20) {
            tick = 0;
            curr.y--;
          } else if (!KEY_DOWN_NOW(BUTTON_DOWN)){
						//drawString(25,70,"stuff stuff", WHITE);
						button = 0;
					}
          waitForVblank();
          eraseBlock(old);
          drawBlock(curr);
        }
      }
      clearBoard();
      drawRect(4,4,70,10, BLACK);
			break;
		case GAMEOVER:
      drawImage3(0,0,END_WIDTH,END_HEIGHT,end);
			prevState = GAMEOVER;
			state = NODRAW;
			break;
		case HELP:
			drawImage3(0,0,HELP_WIDTH,HELP_HEIGHT,help);
			prevState = HELP;
			state = NODRAW;
			break;
		}
	}

  return 0;
}
Beispiel #17
0
void playBlock(void)
{
 unsigned char a=0;
 collisionDetect();
 if(collision > 0)
 {
  arrayOr();
  lcdWrite();
  gameOver();
 }
 else
 {
 goDown();
 arrayOr();
 collisionDetect();
 bottomReachDetect();
 if( (collision+bottom) == 0)
 {
 a = (PINC&0B00001111);
 if (a == 0B00001110) 
 {
  goLeft();
 }
 if (a == 0B00001101) 
 {
  goRight();
 }
 if (a == 0B00000111) 
 {
  blockTurn();
 }
  if (a== 0B00001011)
 {
  _delay_ms(50);
 }
 else
 {
  switch(level)
  {
  case 1:
  _delay_ms(500);
  break;
  
  case 2:
  _delay_ms(350);
  break;
  
  case 3:
  _delay_ms(250);
  break;
  
  case 4:
  _delay_ms(125);
  break;
  
  case 5:
  _delay_ms(75);
  break;
  }
 }
 }
 if (collision==0)
 {
  lcdWrite();
 }
 }
}
Beispiel #18
0
int main(void)
{
	gamestate game;
	SDL_Window* window = NULL;
	game.renderer = NULL;
	
	SDL_Init(SDL_INIT_VIDEO);

	time_t t;

	srand(time(&t));

	window = SDL_CreateWindow(
		"Game Window",
		SDL_WINDOWPOS_UNDEFINED,
		SDL_WINDOWPOS_UNDEFINED,
		640,
		480,
		0
	);
	
	if (window == NULL)
	{
		printf("Window initialization failed: %s\n", SDL_GetError());
		return 1;
	}
											
	game.renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
	
	TTF_Init();
	
	if (game.renderer == NULL)
	{
		printf("Rendering failed: %s\n", SDL_GetError());
		return 1;
	}
	
	loadGame(&game);

	int done = 0;
	
	while (!done)
	{
		processEvents(window, &done, &game);
		process(&game);
		collisionDetect(&game);
		doRender(&game);
	}
	
	SDL_DestroyTexture(game.spook[0]);
	SDL_DestroyTexture(game.spook[1]);
	SDL_DestroyTexture(game.spook[2]);
	SDL_DestroyTexture(game.tile);
	
	if (game.label != NULL)
	{
		SDL_DestroyTexture(game.label);
	}

	TTF_CloseFont(game.font);
	SDL_DestroyWindow(window);
	SDL_DestroyRenderer(game.renderer);
	
	TTF_Quit();
	
	SDL_Quit();
	return 0;
}
Beispiel #19
0
void level::globalCollisions()
{
    collisionDetect(fireList,enemyList);
    playerShip->collectFireUpgrades(fireUpgradeList);
    playerShip->collectLifeUpgrades(lifeUpgradeList);
}
Beispiel #20
0
int main()
{	
	Start:	// 게임 재시작을 위한 레이블

	/* 재시작했을 경우를 대비해 게임과 관련된 변수들을 여기서 초기화 */
	i = 0;
	restart = 0;		// 재시작 여부 저장할 변수 초기화
	dir = 0;		// 오른쪽으로 이동하도록 초기화
	cnt = 0;		// 비동기 조작을 위한 변수 초기화

	item_cnt = 0;		// 먹이 먹은 수 초기화
	score = 0;		// 점수 초기화
	length = 1;		// 지렁이 길이 초기화 (처음 길이: 1)
	x[0] = 3;		// 지렁이 초기 x좌표 초기화
	y[0] = 3;		// 지렁이 초기 y좌표 초기화

	for (i = 1 ; i < 100 ; i++) // 길이가 1이고 배열의 크기가 100이므로 나머지 1~99 배열값들을 0으로 초기화
	{
		x[i] = 0;
	}

	/* 테두리 장식 */
	gotoxy(0,0);
	printf("+-------------------------------------------------+\n"); // 맨 윗줄 장식
	for (i = 1 ; i <= 22 ; i++)
	{
	printf("|                                                 |\n");
	}
	printf("+-------------------------------------------------+\n"); // 맨 아랫줄 장식

	/* 오른쪽 부분에 게임 이름 소개 */
	gotoxy(52,0);
	printf("+-----------------------+\n");
	for (i = 1 ; i <= 3 ; i++)
	{
	gotoxy(52,i);
	printf("|                       |\n");
	}
	gotoxy(52,4);
	printf("+-----------------------+\n");
	
	gotoxy(56,2);
	printf("지렁이 게임 : 9조");
	
	/* 오른쪽 부분에 점수(초기값 0)을 출력 */
	gotoxy(57,7);
	printf("Score : %d     ", score);

	/* 오른쪽 부분에 지렁이 길이를 출력 */
	gotoxy(56,9);
	printf("Length : %d    ", length);
	
	/* 먹이의 좌표를 랜덤으로 지정 */
	item_x = (rand() % 49) + 1; // x좌표 출력 범위: 1 ~ 49 
	item_y = (rand() % 22) + 1; // y좌표 출력 범위: 1 ~ 22

	/* 초기 위치에 지렁이를 출력 */
	for (i = 0 ; i < length ; i++)
	{
		gotoxy(x[i],y[i]);
		printf("*");
	}

	/* 초기 위치에 먹이를 출력 */
	gotoxy(item_x,item_y);
	printf("@");

	while (1)
	{
		if (_kbhit()) // 키보드 값을 입력받는 경우에만 실행
		{
			key = _getch();       // 입력받은 키값을 key에 저장
					
			if (key == 'w')		  // w를 입력받으면 위쪽
			{
				if (dir != 3)	  // 아래쪽으로 움직이지 않도록
					dir = 2;
			}
			else if (key == 's')  // s를 입력받으면 아래쪽
			{
				if (dir != 2)	  // 위쪽으로 움직이지 않도록
					dir = 3;
			}
			else if (key == 'a')  // a를 입력받으면 왼쪽
			{
				if (dir != 0)	  // 오른쪽으로 움직이지 않도록
					dir = 1;
			}
			else if (key == 'd')  // d를 입력받으면 오른쪽
			{
				if (dir != 1)	  // 왼쪽으로 움직이지 않도록
					dir = 0;
			}
		}

		/* 벽이나 자기 몸에 부딪히면 종료 */
		if (collisionDetect() == 1)
			break;

		/* 먹이에 부딪혔을 때 먹이 수 카운트, 점수 올리기 */
		if (collisionDetect() == 2)
		{
			/* 새로운 먹이의 좌표를 지정 */
			item_x = (rand() % 49) + 1; // x좌표 출력 범위: 1 ~ 49
			item_y = (rand() % 22) + 1; // y좌표 출력 범위: 1 ~ 22

			/* 새로운 먹이의 위치에 새로운 먹이를 출력 */
			gotoxy(item_x, item_y);
			printf("@");

			item_cnt++;			// 먹이 먹은 수를 증가
			score = score + (length * 10);	// 점수를 올림

			gotoxy(57,7);					
			printf("Score : %d", score);	// 증가한 점수를 출력

			/* 먹이 먹었을 때 지렁이가 향하는 방향에 따라 새 지렁이가 생성되는 위치를 달리 함 */
			if (dir == 0)				// 오른쪽을 향할 때
			{
				new_x = x[length-1] + 1;
				new_y = y[length-1];
			}

			else if (dir == 1)			// 왼쪽을 향할 때
			{
				new_x = x[length-1] - 1;
				new_y = y[length-1];
			}
				
			else if (dir == 2)			// 위쪽을 향할 때
			{
				new_x = x[length-1];
				new_y = y[length-1] - 1;
			}

			else if (dir == 3)			// 아래쪽을 향할 때
			{
				new_x = x[length-1];
				new_y = y[length-1] + 1;
			}

			/* 새로운 머리를 출력 */
			gotoxy(new_x,new_y);
			printf("*");
				
			length++;			// 길이를 증가

			/* 새 좌표를 이식 */
			x[length-1] = new_x;
			y[length-1] = new_y;

			gotoxy(56,9);
			printf("Length : %d", length);	// 증가한 길이를 출력
		}

		while ((cnt++) % speed == 0) // 비동기 조작 (큰 while문 반복시마다 cnt가 증가)
		{
			is_collide = collisionDetect();

			if (is_collide == 1) // is_collide가 1일 때 빠져나옴
			{
				break;
			} 
			else 
			{
				/* 꼬리 지우기 */
				gotoxy(x[0], y[0]);
				printf(" ");

				/* 몸통 움직이기 */
				i = 1;
				while (i < length)	// 원래 몸통 좌표값을 하나씩 밀기
				{
					x[i-1] = x[i];
					y[i-1] = y[i];
					i++;
				}

				/* 새 머리 이동 */
				if (dir == 0)
					x[length-1]++;	// 오른쪽 이동
				else if (dir == 1)
					x[length-1]--;	// 왼쪽 이동
				else if (dir == 2)
					y[length-1]--;	// 위쪽 이동
				else if (dir == 3)
					y[length-1]++;	// 아래쪽 이동

				/* 새 머리 그리기 */
				gotoxy(x[length-1], y[length-1]);
				printf("*");
			}

		Sleep(1000/(5+item_cnt));	// 먹이 먹은 수에 따라 지렁이 속도 조절

		}
	}

	/* 테두리에 닿아서 while문 빠져나오면 게임 오버 문구 출력 */
	gotoxy(58,12);
	printf("< Game Over >"); // 게임 오버 출력

	/* 점수에 따른 사용자의 수준 출력 */
	if (score >= 0 && score <= 550)		// 0 ~ 550: 하수
	{
		gotoxy(56,14);
		printf("당신은 하수입니다.");
	}
	else if (score > 550 && score <= 1200)	// 551 ~ 1200: 중수
	{
		gotoxy(56,14);
		printf("당신은 중수입니다.");
	}
	else if (score > 1200 && score <= 2100)	// 1201 ~ 2100: 고수
	{
		gotoxy(56,14);
		printf("당신은 고수입니다!");
	}
	else if (score > 2100)	// 2101 ~ : 지존
	{
		gotoxy(56,14);
		printf("당신은 지존입니다!!");
	}

	Continue:

	/* 계속할 건지 여부 묻고 키 입력 받음 */
	gotoxy(55,16);
	printf("Continue? (Y/N) : ");

	restart = getche();			// 키값을 하나 입력받으면 입력받은 문자 출력 후 바로 다음 줄 실행

	if (restart == 'y' || restart == 'Y')	// 'y'나 'Y'를 입력받았을 때
	{
		/* 오른쪽 항목을 모두 지움 */
		for (i = 0 ; i <= 23 ; i++)
		{
			gotoxy(51,i);
			printf("                                                                                     ");
		}
		goto Start;	// 게임 시작 부분으로 복귀
	}
	else if (restart == 'n' || restart == 'N')	// 'n'이나 'N'을 입력받았을 때
	{
		/* 키 잘못 입력한 데에 대한 경고 메시지가 있었다면 지움 */
		gotoxy(53,18);
		printf("                          ");

		/* 5초 후에 종료 */
		for (i=0 ; i<=4 ; i++)
		{
			gotoxy(55,16);
			printf("%d초 후에 종료됩니다.", 5-i); // 몇 초 남았는지 출력
			Sleep(1000); // 1초간 휴식
		}
	}
	else // 위의 두 경우에 해당하지 않는 문자를 입력받았을 때
	{
		/* 잘못 입력시 잘못 입력한 문자를 가림 */
		gotoxy(73,16);
		printf(" ");
		
		gotoxy(53,18);
		printf("* Y,y,N,n 중 하나 입력 *");

		goto Continue;	// 문구를 다시 출력
	}

	return 0;
}