Beispiel #1
0
/*..........................................................................*/
static LRESULT CALLBACK WndProc(HWND hWnd, UINT iMsg,
                                WPARAM wParam, LPARAM lParam)
{
    switch (iMsg) {

        /* Perform initialization upon cration of the main dialog window
        * NOTE: Any child-windows are NOT created yet at this time, so
        * the GetDlgItem() function can't be used (it will return NULL).
        */
        case WM_CREATE: {
            l_hWnd = hWnd; /* save the window handle */

            /* initialize the owner-drawn buttons...
            * NOTE: must be done *before* the first drawing of the buttons,
            * so WM_INITDIALOG is too late.
            */
            OwnerDrawnButton_init(&l_userBtn,
                       LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_BTN_UP)),
                       LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_BTN_DWN)),
                       LoadCursor(NULL, IDC_HAND));
            return 0;
        }

        /* Perform initialization after all child windows have been created */
        case WM_INITDIALOG: {
            GraphicDisplay_init(&l_oled,
                       BSP_SCREEN_WIDTH,  2U, /* scale horizontally by 2 */
                       BSP_SCREEN_HEIGHT, 2U, /* scale vertically by 2 */
                       GetDlgItem(hWnd, IDC_LCD), c_offColor);

            SegmentDisplay_init(&l_userLED,
                                1U,  /* 1 "segment" (the LED itself) */
                                2U); /* 2 bitmaps (for LED OFF/ON states) */
            SegmentDisplay_initSegment(&l_userLED,
                 0U, GetDlgItem(hWnd, IDC_LED));
            SegmentDisplay_initBitmap(&l_userLED,
                 0U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_LED_OFF)));
            SegmentDisplay_initBitmap(&l_userLED,
                 1U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_LED_ON)));

            SegmentDisplay_init(&l_scoreBoard,
                                4U,   /* 4 "segments" (digits 0-3) */
                                10U); /* 10 bitmaps (for 0-9 states) */
            SegmentDisplay_initSegment(&l_scoreBoard,
                 0U, GetDlgItem(hWnd, IDC_SEG0));
            SegmentDisplay_initSegment(&l_scoreBoard,
                 1U, GetDlgItem(hWnd, IDC_SEG1));
            SegmentDisplay_initSegment(&l_scoreBoard,
                 2U, GetDlgItem(hWnd, IDC_SEG2));
            SegmentDisplay_initSegment(&l_scoreBoard,
                 3U, GetDlgItem(hWnd, IDC_SEG3));
            SegmentDisplay_initBitmap(&l_scoreBoard,
                 0U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG0)));
            SegmentDisplay_initBitmap(&l_scoreBoard,
                 1U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG1)));
            SegmentDisplay_initBitmap(&l_scoreBoard,
                 2U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG2)));
            SegmentDisplay_initBitmap(&l_scoreBoard,
                 3U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG3)));
            SegmentDisplay_initBitmap(&l_scoreBoard,
                 4U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG4)));
            SegmentDisplay_initBitmap(&l_scoreBoard,
                 5U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG5)));
            SegmentDisplay_initBitmap(&l_scoreBoard,
                 6U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG6)));
            SegmentDisplay_initBitmap(&l_scoreBoard,
                 7U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG7)));
            SegmentDisplay_initBitmap(&l_scoreBoard,
                 8U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG8)));
            SegmentDisplay_initBitmap(&l_scoreBoard,
                 9U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG9)));

            BSP_updateScore(0U);

            /* --> QP: spawn the application thread to run main_gui() */
            Q_ALLEGE(CreateThread(NULL, 0, &appThread, NULL, 0, NULL)
                     != (HANDLE)0);
            return 0;
        }

        case WM_DESTROY: {
            BSP_terminate(0);
            return 0;
        }

        /* commands from regular buttons and menus... */
        case WM_COMMAND: {
            SetFocus(hWnd);
            switch (wParam) {
                case IDOK:
                case IDCANCEL: {
                    BSP_terminate(0);
                    break;
                }
            }
            return 0;
        }

        /* owner-drawn buttons... */
        case WM_DRAWITEM: {
            LPDRAWITEMSTRUCT pdis = (LPDRAWITEMSTRUCT)lParam;
            switch (pdis->CtlID) {
                case IDC_USER: {  /* USER owner-drawn button */
                    switch (OwnerDrawnButton_draw(&l_userBtn, pdis)) {
                        case BTN_DEPRESSED: {
                            playerTrigger();
                            SegmentDisplay_setSegment(&l_userLED, 0U, 1U);
                            break;
                        }
                        case BTN_RELEASED: {
                            SegmentDisplay_setSegment(&l_userLED, 0U, 0U);
                            break;
                        }
                        default: {
                            break;
                        }
                    }
                    break;
                }
            }
            return 0;
        }

        /* mouse input... */
        case WM_MOUSEWHEEL: {
            if ((HIWORD(wParam) & 0x8000U) == 0U) {/* wheel turned forward? */
                moveShipUp();
            }
            else { /* the wheel was turned backwards */
                moveShipDown();
            }
            return 0;
        }

        /* keyboard input... */
        case WM_KEYDOWN: {
            switch (wParam) {
                case VK_UP:
                    moveShipUp();
                    break;
                case VK_DOWN:
                    moveShipDown();
                    break;
                case VK_SPACE:
                    playerTrigger();
                    break;
            }
            return 0;
        }

    }
    return DefWindowProc(hWnd, iMsg, wParam, lParam) ;
}
//prototype
int main(void){

	bool done = false;
	bool redraw = true;
	const int FPS = 60;
	bool isGameOver = false;
	
	//object variables
	spaceShip ship;
	Bullet bullets[NUM_BULLETS];
	Comet comets[NUM_COMETS];

	ALLEGRO_DISPLAY *display = NULL;
	ALLEGRO_EVENT_QUEUE *eventQueue = NULL;
	ALLEGRO_TIMER *timer = NULL;
	ALLEGRO_FONT *font18 = NULL;

	

	
	//check if allegro is initialised <allegro_native_dialog.h>
	if(!al_init()){ 
		return -1;
	}

	display = al_create_display(WIDTH,HEIGHT);
	

	//check if display was created
	if(!display){
		return -1;
	}

	al_init_primitives_addon();
	al_install_keyboard();
	al_init_font_addon();
	al_init_ttf_addon();

	eventQueue = al_create_event_queue();
	timer= al_create_timer(1.0/FPS);

	srand(time(NULL)); // gives the rand() some value
	initShip(ship);
	initBullet(bullets, NUM_BULLETS);
	initComet(comets, NUM_COMETS);

	font18 = al_load_font("arial.ttf",18,0);
	
	al_register_event_source(eventQueue, al_get_keyboard_event_source());
	al_register_event_source(eventQueue, al_get_timer_event_source(timer));
	al_register_event_source(eventQueue, al_get_display_event_source(display)); //event os display resize closing, moving

	al_start_timer(timer);

	while(!done){
	
		ALLEGRO_EVENT ev;
		al_wait_for_event(eventQueue, &ev);

		if (ev.type==ALLEGRO_EVENT_TIMER){
			redraw=true;
			if(keys[UP]){
				moveShipUp(ship);
			}
			if(keys[DOWN]){
				moveShipDown(ship);
			}
			if(keys[LEFT]){
				moveShipLeft(ship);
			}
			if(keys[RIGHT]){
				moveShipRight(ship);
			}

			if(!isGameOver){
				updateBullet(bullets,NUM_BULLETS);
				startComet(comets, NUM_COMETS);
				updateComet(comets, NUM_COMETS);
				collideBullet(bullets,NUM_BULLETS, comets, NUM_BULLETS, ship);
				collideComet(comets, NUM_COMETS, ship);
			
				if (ship.lives <= 0){
					isGameOver = true;
				}
			}

			
		}
		// when clicling on red X icon to close the game
		else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE){
			done=true;
		
		}
		else if (ev.type==ALLEGRO_EVENT_KEY_DOWN){
			switch(ev.keyboard.keycode){
				case ALLEGRO_KEY_ESCAPE:
					done=true;
					break;
				case ALLEGRO_KEY_UP:
					keys[UP]=true;
					break;
				case ALLEGRO_KEY_DOWN:
					keys[DOWN]=true;
					break;
				case ALLEGRO_KEY_LEFT:
					keys[LEFT]=true;
					break;
				case ALLEGRO_KEY_RIGHT:
					keys[RIGHT]=true;
					break;
				case ALLEGRO_KEY_SPACE:
					keys[SPACE]=true;
					fireBullet(bullets, NUM_BULLETS, ship);
					break;
			}
		}
		else if (ev.type==ALLEGRO_EVENT_KEY_UP){
			switch(ev.keyboard.keycode){
				//make sure when exiting the program exit with esc button
				case ALLEGRO_KEY_ESCAPE:
					done=true;
					break;
				case ALLEGRO_KEY_UP:
					keys[UP]=false;
					break;
				case ALLEGRO_KEY_DOWN:
					keys[DOWN]=false;
					break;
				case ALLEGRO_KEY_LEFT:
					keys[LEFT]=false;
					break;
				case ALLEGRO_KEY_RIGHT:
					keys[RIGHT]=false;
					break;
				case ALLEGRO_KEY_SPACE:
					keys[SPACE]=false;
					break;
			}
		}
		if (redraw && al_is_event_queue_empty(eventQueue)){ // I only draw the screen if there no more event
			redraw=false;

			if(!isGameOver){			
				drawShip(ship);
				drawBullet(bullets,NUM_BULLETS);
				drawComet(comets, NUM_COMETS);

				al_draw_textf(font18, al_map_rgb(255,0,255), 5, 5, 0, "Player has %i lives left. Player has destroyed %i objects", ship.lives, ship.score);
			}
			else{
				al_draw_textf(font18, al_map_rgb(0,255,255),WIDTH / 2, HEIGHT / 2, ALLEGRO_ALIGN_CENTRE, "Game Over, Pal. Final Score: %i", ship.score);
			}

			al_flip_display();
			al_clear_to_color(al_map_rgb(0,0,0)); //that prevents the filled rectangle draw imga just like snake style	
	
		}
		
		//make sure when exiting the program exit with esc button
		
		// when clicling on red X icon to close the game
		}

	//al_rest(5.0);
	al_destroy_display(display);
//hadouken

return 0;
}
//prototype
int main(void){

	bool done = false;
	bool redraw = true;
	const int FPS = 60;

	//object variables
	spaceShip ship;
	Bullet bullets[5];

	ALLEGRO_DISPLAY *display = NULL;
	ALLEGRO_EVENT_QUEUE *eventQueue = NULL;
	ALLEGRO_TIMER *timer = NULL;

	
	//check if allegro is initialised <allegro_native_dialog.h>
	if(!al_init()){ 
		return -1;
	}

	display = al_create_display(WIDTH,HEIGHT);
	

	//check if display was created
	if(!display){
		return -1;
	}

	al_init_primitives_addon();
	al_install_keyboard();
	//to capture keyboard events
	eventQueue = al_create_event_queue();
	timer = al_create_timer(1.0 / FPS);


	initShip(ship);
	initBullet(bullets,NUM_BULLETS);

	//register the keyboard to eventQueue
	al_register_event_source(eventQueue,al_get_keyboard_event_source());
	al_register_event_source(eventQueue,al_get_timer_event_source(timer));
	al_register_event_source(eventQueue,al_get_display_event_source(display));

	al_start_timer(timer);

	while(!done){
		ALLEGRO_EVENT ev;
		al_wait_for_event(eventQueue,&ev);
		if(ev.type == ALLEGRO_EVENT_TIMER){
			redraw=true;

			if(keys[UP]){
				moveShipUp(ship);
			}
			if(keys[DOWN]){
				moveShipDown(ship);
			}
			if(keys[LEFT]){
				moveShipLeft(ship);
			}
			if(keys[RIGHT]){
				moveShipRight(ship);
			}

			updateBullet(bullets,NUM_BULLETS);
		
		}
		else if(ev.type  == ALLEGRO_EVENT_DISPLAY_CLOSE){
			done=true;
		}
		else if(ev.type == ALLEGRO_EVENT_KEY_DOWN){
			switch(ev.keyboard.keycode){
			case ALLEGRO_KEY_ESCAPE:
				done = true;
				break;
			case ALLEGRO_KEY_UP:
				keys[UP] = true;
				break;
			case ALLEGRO_KEY_DOWN:
				keys[DOWN] = true;
				break;
			case ALLEGRO_KEY_LEFT:
				keys[LEFT] = true;
				break;
			case ALLEGRO_KEY_RIGHT:
				keys[RIGHT] = true;
				break;
			case ALLEGRO_KEY_SPACE:
				keys[SPACE] = true;
				fireBullet(bullets, NUM_BULLETS, ship);
				break;

			}
		}

		else if(ev.type == ALLEGRO_EVENT_KEY_UP){
			switch(ev.keyboard.keycode){
			case ALLEGRO_KEY_ESCAPE:
				done = true;
				break;
			case ALLEGRO_KEY_UP:
				keys[UP] = false;
				break;
			case ALLEGRO_KEY_DOWN:
				keys[DOWN] = false;
				break;
			case ALLEGRO_KEY_LEFT:
				keys[LEFT] = false;
				break;
			case ALLEGRO_KEY_RIGHT:
				keys[RIGHT] = false;
				break;
			case ALLEGRO_KEY_SPACE:
				keys[SPACE] = false;
				break;
			}
		}

		if(redraw && al_is_event_queue_empty(eventQueue)){
			redraw = false;
			drawShip(ship);
			//without updating the bullets they will be only create a static spot in the screen, limited to n number of bullets
			drawBullet(bullets,NUM_BULLETS);
			// when clicling on red X icon to close the game
			al_flip_display();
			al_clear_to_color(al_map_rgb(0,0,0)); //that prevents the filled rectangle draw imga just like snake style	
		}
		//make sure when exiting the program exit with esc button
		
		}

	//al_rest(5.0);
	al_destroy_display(display);
//hadouken

return 0;
}