//单个僵尸移动 void game_zombie_move(double& after_move_x, double& after_move_y, int start_move_x) { dbLoadImage("image\\background1.jpg",30); dbLoadImage("image\\SeedBank3.png",31); dbLoadImage("image\\SeedBank0.png",32); dbSprite(2,0,0,30); dbLoadImage("image\\Zombie_digger_head2.png",20); if(start_move_x==0) { dbSprite(1,after_move_x,after_move_y,20); dbSetSpritePriority(1,99); } else { dbSprite(1,after_move_x-10,after_move_y,20); dbSetSpritePriority(1,99); after_move_x = dbSpriteX(1); after_move_y = dbSpriteY(1); dbSprite(2,0,0,30); dbSprite(3,0,0,31); dbSprite(4,0,0,32); } }
void BiPlaneGameUI::addPlayerSpeedo(void) { // Get the ID Handling singlton MyIdHandler* mih = &MyIdHandler::get(); // Grab some ID's for the speedo and needle (one for the image, one for the sprite) this->speedoImageId = mih->getImageId(); this->speedoSpriteId = mih->getSpriteId(); this->speedoNeedleImageId = mih->getImageId(); this->speedoNeedleSpriteId = mih->getSpriteId(); // Load the resources dbLoadImage("Media/speedo.png", this->speedoImageId, 1); dbLoadImage("Media/needle.png", this->speedoNeedleImageId, 1); // Define the speedo sprite dbSprite(this->speedoSpriteId, 0, 0, this->speedoImageId); dbHideSprite(this->speedoSpriteId); dbSetSpriteAlpha(this->speedoSpriteId, 33); // Define the needle sprite, offsetting it's center so it pivots nicely dbSprite(this->speedoNeedleSpriteId, 0, 0, this->speedoNeedleImageId); dbHideSprite(this->speedoNeedleSpriteId); dbOffsetSprite(this->speedoNeedleSpriteId, 43, 12); dbSetSpriteAlpha(this->speedoNeedleSpriteId, 33); // Define the position of the speedo... this->speedoX = dbScreenWidth() - dbSpriteWidth(this->speedoSpriteId) - 16; this->speedoY = dbScreenHeight() - dbSpriteHeight(this->speedoSpriteId) - 16; // ... an the needle this->needleX = this->speedoX + (dbSpriteWidth(this->speedoSpriteId) / 2); this->needleY = this->speedoY + (dbSpriteHeight(this->speedoSpriteId) / 2); }
MaudioButton::MaudioButton(int MlocationX, int MlocationY, const int MspriteNO, char* MpicName , const int MonButtonImageNO, char* MoffPicName , const int MoffButtonImageNO) { active = 1; imageNO = MonButtonImageNO; offImageNO = MoffButtonImageNO; spriteNO = MspriteNO; locationX = MlocationX; locationY = MlocationY; dbLoadImage ( MpicName , imageNO); dbLoadImage ( MoffPicName , offImageNO ); }
MSvstar::MSvstar(char* MplanetPicName , float MLocationX, float MLocationY, b2World * world , int MspriteNO , int MimageNO ) { active = 1; imageNO = MimageNO; spriteNO = MspriteNO; locationX = MLocationX; locationY = MLocationY; dbLoadImage ( MplanetPicName , imageNO); dbSetSpritePriority( spriteNO , 3); b2BodyDef vstarBodyDef; vstarBodyDef.type = b2_staticBody; b2CircleShape vstarShape; vstarShape.m_radius = dbSpriteWidth(spriteNO)/2 * realToPhy; b2FixtureDef vstarFixtureDef; vstarFixtureDef.shape = &vstarShape; vstarFixtureDef.density = 1; vstarFixtureDef.restitution = 1.0f; b2Body * vstar; vstarBodyDef.position.Set(locationX,locationY); vstar = world->CreateBody(&vstarBodyDef); vstar ->CreateFixture(&vstarFixtureDef); }
Mobstacle::Mobstacle(char* MplanetPicName , int MimageNO , float MLocationX, float MLocationY , int MspriteNO , int MobsAngle ) { active = 1; imageNO = MimageNO; spriteNO = MspriteNO; locationX = MLocationX; locationY = MLocationY; angle = MobsAngle; dbLoadImage ( MplanetPicName , imageNO); dbSetSpritePriority( spriteNO , 3); }
Tiny_Roid::Tiny_Roid(int load) { obj = TINY_OBJ; dbLoadObject("asteroid//AST_05.X", obj); dbLoadImage( "asteroid//AST2.BMP",obj ); dbTextureObject(obj,obj); SC_SetupObject(obj, 1, 2); SC_AllowObjectScaling(obj); dbScaleObject(obj, 2, 2, 2); //dbSetObjectAmbient ( ASTERIOD3, 0 ); dbHideObject(obj); }
Small_Roid::Small_Roid(int load) { obj = SMALL_OBJ; dbLoadObject("asteroid//AST_04.X", obj); dbLoadImage( "asteroid//AST1.BMP",obj ); dbTextureObject(obj,obj); SC_SetupObject(obj, 1, 2); SC_AllowObjectScaling(obj); dbScaleObject(obj, 2, 3, 3); //dbSetObjectAmbient ( ASTERIOD3, 0 ); dbHideObject(obj); }
Medium_Roid::Medium_Roid(int load) { obj = MEDIUM_OBJ; dbLoadObject("asteroid//AST_02.X", obj); dbLoadImage( "asteroid//AST3.BMP",obj ); dbTextureObject(obj,obj); SC_SetupObject(obj, 1, 2); SC_AllowObjectScaling(obj); dbScaleObject(obj, 3, 3, 5); //dbSetObjectAmbient ( ASTERIOD3, 0 ); dbHideObject(obj); }
Big_Roid::Big_Roid(int load) { obj = BIG_OBJ; dbLoadObject("asteroid//AST_03.X", obj); dbLoadImage( "asteroid//AST5.BMP",obj ); dbTextureObject(obj,obj); SC_SetupObject(obj, 1, 2); SC_AllowObjectScaling(obj); dbScaleObject(obj, 4, 3, 6); //dbSetObjectAmbient ( ASTERIOD3, 0 ); dbHideObject(obj); }
Large_Roid::Large_Roid(int load) { obj = LARGE_OBJ; dbLoadObject("asteroid//AST_01.X", obj); dbLoadImage( "asteroid//AST4.BMP",obj ); dbTextureObject(obj,obj); SC_SetupObject(obj, 1, 2); SC_AllowObjectScaling(obj); dbScaleObject(obj, 5, 4, 7); //dbSetObjectAmbient ( ASTERIOD3, 0 ); dbHideObject(obj); }
//设置障碍 void game_plant_move(double& after_move_x, double& after_move_y) { dbLoadImage("image\\Tallnut_body.png",80); int x,y; if(mouseFullClick(x,y)) { after_move_x=x; after_move_y=y; dbSprite(20,x-99/2,y-146/2,80); dbSetSpritePriority(20,99); dbWait(100); } }
void DarkGDK() { //Set variables int X; int Y; //Window title dbSetWindowTitle("Treasure Map"); //Set key color dbSetImageColorKey(0, 255, 0); //Load image dbLoadImage("treasure map.bmp", 1); //Display image dbPasteImage(1, 0, 0); //Enter X coordinate dbPrint("Please enter the X coordinate for treasure!"); X = atoi( dbInput() ); //Enter Y coordinate dbPrint("Please enter the Y coordinate for treasure!"); Y = atoi( dbInput() ); DWORD red = dbRGB(255, 0, 0); DWORD black = dbRGB(0, 0, 0); dbInk(red, black); //Draw the X dbLine(X-10, Y-10, X+10, Y+10); dbLine(X-10, Y+10, X+10, Y-10); //Wait for user to press a key dbWaitKey(); }
void world::dimArea(char interval[], void *classPointer) { int timeInterval = atoi(interval); int *currentXCord = static_cast<world*>(classPointer)->currentX; //Get our x coordinate from our class int *currentYCord = static_cast<world*>(classPointer)->currentY; //Get our y coordinate from our class int numberOfSpritesPlus1 = (static_cast<world*>(classPointer)->numOfSprites)+1; int numberOfImagesPlus1 = (static_cast<world*>(classPointer)->numOfImages)+1; dbSyncOn ( ); dbSyncRate ( 60 ); dbLoadImage("background.png",numberOfImagesPlus1); dbSprite(numberOfSpritesPlus1,0,0,numberOfImagesPlus1); dbPlaySound(3); for(int i = 0; i < 255 && LoopGDK(); i+=5) { //Make our screen slightly darker each time. The speed is controlled by the timeInterval variable. static_cast<world*>(classPointer)->updateWorld(*currentXCord,*currentYCord); dbSetSpriteAlpha(numberOfSpritesPlus1,i); dbPasteSprite(numberOfSpritesPlus1,0,0); dbWait(timeInterval); dbSync(); } for(int i = 0; i <= 100 && LoopGDK(); i+=5) { //Keep out screen dark for a little bit static_cast<world*>(classPointer)->updateWorld(*currentXCord,*currentYCord); dbWait(timeInterval); dbSync(); } for(int i = 255; i >= 0 && LoopGDK(); i-=5) { //Now make our screen lighter so we can see again. static_cast<world*>(classPointer)->updateWorld(*currentXCord,*currentYCord); dbSetSpriteAlpha(numberOfSpritesPlus1,i); dbPasteSprite(numberOfSpritesPlus1,0,0); dbWait(timeInterval); dbSync(); } }
void world::passGuess(char triggerName[], void *classPointer) { int *currentXCord = static_cast<world*>(classPointer)->currentX; int *currentYCord = static_cast<world*>(classPointer)->currentY; int numbers = 0; char messageTotal[150] = "Well you seem to have the\nurge to leave. Why not stay\nfor a bit though? If you\ntruly want to go, then\nsimply guess the password:"******""; int spaceBar = 0; int correctPassword = 0; dbSyncOn ( ); dbSyncRate ( 60 ); dbLoadImage("textBackground.png",numberOfImages+1); dbLoadImage("passwordBackground.png",numberOfImages+2); while(LoopGDK() && numbers <= 6){ //Now we have to sustain our environment again. dbWait(10); //How quick the message is typed //dbCenterText(30,90,dbStr(dbMouseX())); //dbCenterText(30,120,dbStr(dbMouseY())); static_cast<world*>(classPointer)->updateWorld(*currentXCord,*currentYCord); //Let's send our xCord and yCord that we got to our class. dbPasteImage((numberOfImages+1),385,0); dbPasteImage((numberOfImages+2),405,200); if(messageCharLength < totalLength) { //Just like in our printText function messageTemp[messageCharLength] = messageTotal[messageCharLength]; messageTemp[messageCharLength+1] = '\0'; messageCharLength++; } if(dbMouseClick() == 1) { if((dbMouseX() >= 449) && (dbMouseX() <= 472) && (dbMouseY() >= 273) && (dbMouseY() <= 297)) { //If our mouse is over the 1 button strncat(passwordInput,"1",1); numbers++; dbPlaySound(12); } else if((dbMouseX() >= 500) && (dbMouseX() <= 523) && (dbMouseY() >= 273) && (dbMouseY() <= 297)) { //If our mouse is over the 2 button strncat(passwordInput,"2",1); numbers++; dbPlaySound(12); } else if((dbMouseX() >= 552) && (dbMouseX() <= 575) && (dbMouseY() >= 273) && (dbMouseY() <= 297)) { //If our mouse is over the 3 button strncat(passwordInput,"3",1); numbers++; dbPlaySound(12); } else if((dbMouseX() >= 449) && (dbMouseX() <= 472) && (dbMouseY() >= 306) && (dbMouseY() <= 330)) { //If our mouse is over the 4 button strncat(passwordInput,"4",1); numbers++; dbPlaySound(12); } else if((dbMouseX() >= 500) && (dbMouseX() <= 523) && (dbMouseY() >= 306) && (dbMouseY() <= 330)) { //If our mouse is over the 5 button strncat(passwordInput,"5",1); numbers++; dbPlaySound(12); } else if((dbMouseX() >= 552) && (dbMouseX() <= 575) && (dbMouseY() >= 306) && (dbMouseY() <= 330)) { //If our mouse is over the 6 button strncat(passwordInput,"6",1); numbers++; dbPlaySound(12); } else if((dbMouseX() >= 449) && (dbMouseX() <= 472) && (dbMouseY() >= 339) && (dbMouseY() <= 363)) { //If our mouse is over the 7 button strncat(passwordInput,"7",1); numbers++; dbPlaySound(12); } else if((dbMouseX() >= 500) && (dbMouseX() <= 523) && (dbMouseY() >= 339) && (dbMouseY() <= 363)) { //If our mouse is over the 8 button strncat(passwordInput,"8",1); numbers++; dbPlaySound(12); } else if((dbMouseX() >= 552) && (dbMouseX() <= 575) && (dbMouseY() >= 339) && (dbMouseY() <= 363)) { //If our mouse is over the 9 button strncat(passwordInput,"9",1); numbers++; dbPlaySound(12); } else if((dbMouseX() >= 500) && (dbMouseX() <= 523) && (dbMouseY() >= 372) && (dbMouseY() <= 396)) { //If our mouse is over the 0 button strncat(passwordInput,"0",1); numbers++; dbPlaySound(12); } dbWait(300); } if(numbers == 7) { //Now let's create a local instance of our world for the new mesage strcpy(messageTemp,""); if(strcmp(passwordInput,"1433434") == 0) {//Now let's check to see if they got the password correct strcpy(messageTotal,"Congratulations! That's\nthe right password!"); correctPassword++; dbInk(dbRGB(0,255,0),dbRGB(0,0,0)); dbPlaySound(14); } else { strcpy(messageTotal,"Sorry, but that's not the\npassword. Please try again."); dbInk(dbRGB(255,0,0),dbRGB(0,0,0)); dbPlaySound(13); } totalLength = strlen(messageTotal); messageCharLength = 0; while(LoopGDK() && spaceBar == 0) { dbWait(10); static_cast<world*>(classPointer)->updateWorld(*currentXCord,*currentYCord); //Let's send our xCord and yCord that we got to our class. dbPasteImage((numberOfImages+1),385,0); dbPasteImage((numberOfImages+2),405,200); if(messageCharLength < totalLength) { //Lets loop through our message again. messageTemp[messageCharLength] = messageTotal[messageCharLength]; messageTemp[messageCharLength+1] = '\0'; messageCharLength++; } if(dbKeyState(57) == 1) { spaceBar++; } dbSetTextSize(36); if(correctPassword == 1) { dbCenterText(512,12,"Correct"); dbCenterText(512,42,"Password!:"); } else { dbCenterText(512,12,"Incorrect"); dbCenterText(512,42,"Password:"******"Guess The"); dbCenterText(512,42,"Password:"); dbSetTextSize(12); dbText(395,85,messageTemp); dbSetTextSize(36); dbText(455,220,passwordInput); dbSync(); } } if(correctPassword == 1){ for(int i = 0; i <= 100; i++) { dbDeleteSprite(i); dbSync(); } endingScreen(classPointer); //Go to the ending screen, since you won! } dbWait(300); }
void world::printText(char text[], void *classPointer) { char title[30]; //Our title for the object. char titleRow1[15] = ""; char titleRow2[15] = ""; char messageTotal[700]; //Our entire message char messageTemp[700]; //Our temp message that is printed to the screen. int *currentXCord = static_cast<world*>(classPointer)->currentX; //Our way to get the current xCord of our main class, using a static function. (Uses a class pointer) int *currentYCord = static_cast<world*>(classPointer)->currentY; int page = 0; //What page are we on? (Index numbered) int messageCharLength = 0; //What's the length of our temporary message? int totalLength; //The length of our entire message int iteration = 0; //Used later to see if we were able to find a space at the end of our text line. int numberCharsToEnd = 0; //How many characters are between our \n and the original end of the line? char *time = dbGetTime(); //dbGetTime returns the char pointer of a copy of the original time *(time+2) = '\0'; //Just an example. Same as "time[2] = '\0'" (educational purposes, and equivalent) int hour = atoi(time); int numberOfImagesPlus1 = (static_cast<world*>(classPointer)->numOfImages)+1; dbSyncOn ( ); dbSyncRate ( 60 ); dbLoadImage("textBackground.png",numberOfImagesPlus1); if(strcmp(text,"bed") == 0) { //If our event text matches the given text strcpy(title,"Bed:"); strcpy(messageTotal,"I\'m pretty tired. It\'s been a very long "); if(hour <= 12) { strncat(messageTotal,"morning. ", 9); } else if(hour >= 13 && hour <= 18) { strncat(messageTotal,"day. ",5); } else { strncat(messageTotal,"night. ", 7); } strncat(messageTotal,"I think I'm going to just take a rest...",40); } else if(strcmp(text,"characterTV") == 0) { strcpy(title,"Character\'s TV:"); strcpy(messageTotal,"Oh. Awesome. My favorite show is on!"); dbPlaySound(4); } else if(strcmp(text,"characterComputer") == 0) { strcpy(title,"Character\'s Computer:"); strcpy(messageTotal,"Hm. It\'s been forever since I have done anything productive on here. Where is my flash drive?"); dbPlaySound(7); } else if(strcmp(text,"familyTV") == 0) { strcpy(title,"Family TV:"); strcpy(messageTotal,"Yes! Just in time to watch my favorite movie!"); dbPlaySound(5); } else if(strcmp(text,"familyComp") == 0) { strcpy(title,"Family Computer:"); strcpy(messageTotal,"What? There's a message from the creator of this game on my facebook: \"Hello. I hope you\'re enjoying the game. I put much time this game... Not sweat though. Programming doesn't usually make you sweat, thank goodness... As I was saying though, hope you're having fun!\""); dbPlaySound(6); } else if(strcmp(text,"tableFront") == 0) { strcpy(title,"Living Room Table:"); strcpy(messageTotal,"The tiles are very smooth, and cold to the touch. Each one has its own wavy pattern to it, as the tiles rise and lower at seemingly random spots. Each appears as if it's slightly warped."); } else if(strcmp(text,"tableBack") == 0) { strcpy(title,"Living Room Table:"); strcpy(messageTotal,"Where's the TV remote... Oh. Here it is. Now what do I watch though?"); } else if(strcmp(text,"smallTable") == 0) { strcpy(title,"Small Table:"); strcpy(messageTotal,"I'm not actually sure what goes here... poor little table."); } else if(strcmp(text,"couch") == 0) { strcpy(title,"Living Room Couch:"); strcpy(messageTotal,"This is such a comfy couch. It\'s all cushiony and stuff. The pillows are awesome too. What a nice couch."); } else if(strcmp(text,"chair") == 0) { strcpy(title,"Living Room Chair:"); strcpy(messageTotal,"The chair seems to radiate fall. It has various patterns, each created by an array of leaves changing their colors. The couch as a whole has a slight orange tint to it, from all of the various leaves... So very poetic!"); } else if(strcmp(text,"mainCloset") == 0) { strcpy(title,"Living Room Closet:"); strcpy(messageTotal,"There are several vaious objects behind the door, for no one to see. Not even I know what\'s behind there!"); } else if(strcmp(text,"kitchnTable") == 0) { strcpy(title,"Kitchen Table:"); strcpy(messageTotal,"The kitchen table has several various types of food on it. There are also four plates set out, each at its seemingly designated spot. It must be time for "); if(hour <= 11) { strncat(messageTotal,"breakfast. ", 11); } else if(hour >= 12 && hour <= 16) { strncat(messageTotal,"lunch. ",7); } else { strncat(messageTotal,"dinner. ", 8); } } else if(strcmp(text,"counter") == 0) { strcpy(title,"Kitchen Counter:"); strcpy(messageTotal,"The counter has a few food items on it, each varying greatly from the other. They almost all seem to be focused around "); if(hour <= 11) { strncat(messageTotal,"breakfast ", 10); } else if(hour >= 12 && hour <= 16) { strncat(messageTotal,"lunch ",6); } else { strncat(messageTotal,"dinner ", 7); } strncat(messageTotal,"though. It makes sense, considering the time of day.",52); } else if(strcmp(text,"kitchnSink") == 0) { strcpy(title,"Kitchen Sink:"); strcpy(messageTotal,"It's so shiny, I can almost see my reflection!...Wow. What a nice looking person!"); dbPlaySound(8); } else if(strcmp(text,"fridge") == 0) { strcpy(title,"Fridge:"); strcpy(messageTotal,"There are several different types of food in here...What? There's a note inside: \"Hello player. I hope you're enjoying this level. If this was the first thing that you went to though, I don\'t know what to tell you. Otherwise, congrats on exploring! By the way, remember the number 1433434...\""); dbPlaySound(9); } else if(strcmp(text,"stove") == 0) { strcpy(title,"Stove:"); strcpy(messageTotal,"The stove is off. Good. Those pesky things can get hot sometimes!"); } else if(strcmp(text,"upCloset") == 0) { strcpy(title,"Hallway Closet:"); strcpy(messageTotal,"*Try to turn the door knob* Darn it. It's locked!"); dbPlaySound(10); } else if(strcmp(text,"upperRoom") == 0) { strcpy(title,"Relative's Room:"); strcpy(messageTotal,"*Get ready to turn door knob* Well... maybe I should wait to go in here. There's so much more to look at!"); } else if(strcmp(text,"bathroom") == 0) { strcpy(title,"Bathroom:"); strcpy(messageTotal,"Um...I'm not quite sure if I should narrate this... Let's say no for right now..."); } else if(strcmp(text,"lowCloset") == 0) { strcpy(title,"Hallway Closet:"); strcpy(messageTotal,"*Turn the door knob, but can't open the door* What? Seems like something is holding the door back... weird..."); dbPlaySound(11); } //////////////////// // // //Below is the main part of this function. // // //////////////////// totalLength = strlen(messageTotal); //We're going to perform an initial check through our main message. This will allow us to already have all of the '\n's where they need to be, so we can easily //print our the message later. (Without any checking) for(int i = 0; i <= totalLength; i++) { //Loop through our main message if(((i+1)+numberCharsToEnd) % 29 == 0) { //So if the next character in the string is going to hit the edge (if it's divisible by 29 with no remainders, plus our difference which we'll talk about later.) if(messageTotal[i+1] == ' ') { //first check if our next character is a space. If so, then just change it out for a \n messageTotal[i+1] = '\n'; } else { //I guess it wasn't. Now let's check to see if there's a space before this, at most 29 characters away. Let's also make sure that we stop if we reach 0. (That means we reached the beginning of the line, and there are no spaces in front of us) for(int j = i; j >= 0 && iteration < 29; j--) { if(messageTotal[j] == ' ') { //We found a character that's both a space and within our limits! Now we make it \n, tell the program that we found one by setting iteration to 0, //And add the difference between our previous end of line, to our numberCharsToEnd variable. messageTotal[j] = '\n'; iteration = 0; numberCharsToEnd = ((i+1)+numberCharsToEnd)-(j+1); //The j-1 makes it so our lines align properly. break; } iteration++; //we didn't find any spaces at this character, so let's keep looking. Since I'm looking further, I increment my variable to say how far back I'm looking. (remember 29 max!) } } if(iteration != 0) { //It looks like we didn't find any spaces. I guess we'll have to chop the word in half so it doesn't run off of the page (our only option) for(int j = totalLength; j >= i; j--) { //Move everything over to the right by 1. messageTotal[j+1] = messageTotal[j]; } totalLength++; //Remember: by moving everything over by 1, we made the string size 1 larger. messageTotal[i] = '\n'; //now insert our \n where we have our emprty space from moving everything over. (Technically our first duplicated space) iteration = 0; //Now, make sure to reset our iteration variable. } } }//End for i messageTotal[totalLength] = '\0'; //After all of that, we need to remember to have a \0 at the end of our string. if(strlen(title) > 15) { //If our title's going to run off of the page, we need to break it in half. char *spaceLocation = strchr(title,' '); while(strchr(spaceLocation + 1 ,' ') != NULL && (strchr(spaceLocation + 1 ,' ')-title) <= 15) { //Try and make our space cut-off as far on the first line as possible (get as much on the first line as we can) spaceLocation = strchr(spaceLocation + 1, ' '); } strncpy(titleRow1,title,spaceLocation-title); //Copy our first title row titleRow1[spaceLocation-title] = '\0'; strncpy(titleRow2,title+(spaceLocation-title)+1,(strlen(title)-(spaceLocation-title))); //Now our second title row } dbWait(400); while(LoopGDK() && page < 1){ //Now we have to sustain our environment by pasting our images and sprites. Otherwise, they wouldn't stay on the screen as we type our characters. dbWait(10); //How quick the message is typed. (the delay) static_cast<world*>(classPointer)->updateWorld(*currentXCord,*currentYCord); //Let's send our xCord and yCord that we got to our class. dbPasteImage(numberOfImagesPlus1,385,0); if(dbKeyState(57) == 1) { //Did we press the space bar? dbWait(400); page++; } if(messageCharLength < totalLength) { //Now since we did all of our computation at the beginning, we can now just add characters to the string every time instead of looping through it. messageTemp[messageCharLength] = messageTotal[messageCharLength]; messageTemp[messageCharLength+1] = '\0'; /* NOTE: Since we check to make sure that our object is less than the total length, once it's equal to it, we have already added the \0 ahead of it! (the [messageCharLength+1] part) */ messageCharLength++; } if(titleRow1[0] != 0) { //If we had to split our title up dbSetTextSize(36); dbCenterText(512,12,titleRow1); dbCenterText(512,42,titleRow2); dbSetTextSize(12); dbText(395,85,messageTemp); } else { dbSetTextSize(36); dbCenterText(512,12,title); dbSetTextSize(12); dbText(395,55,messageTemp); } dbSync(); } dbWait(400); }
void world::setWorld(char input[], int &xCord, int &yCord) { //Used to we our current level or stage if(strcmp(input,"stage1") == 0) { //If it's equal to stage 1: strcpy(currentworld,"stage1"); //Set our current world to stage1 strcpy(character,"character.png"); //Set our character map to character.png dbCreateAnimatedSprite(1,character,4,4,1); //Do our initial setups such as making our sprite sheet usable and setting our x and y coordinates. xCord = 150; yCord = 50; currentX = &xCord; currentY = &yCord; dbLoadImage("carpet.png",2); //Now we can load out images for later. These images can be used by both sprites and actual pictures. dbLoadImage("wall.png",3); dbLoadImage("closet.png",4); dbLoadImage("bunkBed.png",5); dbLoadImage("bedLower.png",6); dbLoadImage("characterTV.png",7); dbLoadImage("computer.png",8); dbLoadImage("mainTV.png",9); dbLoadImage("mainTable.png",10); dbLoadImage("couch.png",11); dbLoadImage("chair.png",12); dbLoadImage("kitchenTable.png",13); dbLoadImage("kitchenFloor.png",14); dbLoadImage("kitchenLeftCounter.png",15); dbLoadImage("kitchenRightCounter.png",16); dbLoadImage("background.png",17); dbLoadImage("doorRight.png",18); dbLoadImage("doorLeft.png",19); dbLoadImage("mainDoor.png",20); dbLoadImage("mainComputer.png",21); dbLoadImage("smallTable.png",22); dbLoadImage("doorFacing.png",23); dbLoadImage("roomDoorFacing.png",24); dbLoadImage("roomDoorSide.png",25); dbLoadSound("doorOpen.wav",1); dbLoadSound("doorClose.wav",2); dbLoadSound("silence.wav",3); dbLoadSound("TV.wav",4); dbLoadSound("mainTV.wav",5); dbLoadSound("mainPC.wav",6); dbLoadSound("characterComp.wav",7); dbLoadSound("sink.wav",8); dbLoadSound("fridge.wav",9); dbLoadSound("locked.wav",10); dbLoadSound("blocked.wav",11); dbLoadSound("beep.wav",12); dbLoadSound("wrong.wav",13); dbLoadSound("correct.wav",14); numOfImages = 25; //Sprites 2 through 17 are used for the walls. For demonstration on how to set sprites and objects, please see sprite 19+ dbSprite(2,80,0,3); dbSizeSprite(2,15,440); setObject(80,0,15,440); dbSprite(3,80,0,3); dbSizeSprite(3,140,15); setObject(80,0,140,15); dbSprite(4,170,98,3); dbSizeSprite(4,15,47); setObject(170,98,15,47); dbSprite(5,220,0,3); dbSizeSprite(5,15,142); setObject(220,0,15,142); dbSprite(6,80,130,3); dbSizeSprite(6,98,135); setObject(80,145,98,120); dbSprite(7,227,0,3); dbSizeSprite(7,90,280); setObject(227,0,90,280); dbSprite(8,220,182,3); dbSizeSprite(8,30,38); setObject(220,182,30,38); dbSprite(9,170,185,3); dbSizeSprite(9,15,15); setObject(170,185,15,15); dbSprite(10,170,240,3); dbSizeSprite(10,15,113); setObject(170,240,15,112); dbSprite(12,220,260,3); dbSizeSprite(12,30,20); setObject(220,260,30,20); dbSprite(13,80,430,3); dbSizeSprite(13,305,15); setObject(80,430,305,15); dbSprite(14,376,280,3); dbSizeSprite(14,9,20); setObject(376,280,9,20); dbSprite(15,376,340,3); dbSizeSprite(15,9,100); setObject(376,340,9,100); dbSprite(16,95,110,4); dbSizeSprite(16,75,20); dbSprite(17,95,25,5); dbSizeSprite(17,35,53); //Whenever you wish to set object collision checking, you can simply use the setObject function. This function takes 4 arguments. The x1 coordinate, the y1 coordinate, the x length, and the y length. Within these boundaries, it is treated as solid material. Characters cannot walk through these coordinates on the screen. //Example: setObject(95,26,33,2) makes an object at x coordinate 95, y coordinate 26, and makes it have a width of 33 pixels and a height of 2 pixels. setObject(95,26,33,2); //Character bed top setObject(95,26,2,50); //Character bed left side setObject(95,74,34,1); //Character bed bottom setObject(193,29,27,34); //CharacterTV dbSprite(19,160,15,8); //Character computer dbSizeSprite(19,28,17); //Makes the image for the sprite stretch to the specifications. The second argument is width, and the third is height. setObject(160,15,28,17); dbSprite(20,265,303,9); //Character Tv (Rotation involved) dbSizeSprite(20,24,37); dbRotateSprite(20,-90); setObject(265,280,36,23); dbSprite(21,263,365,10); //Main table dbSizeSprite(21,40,25); setObject(263,365,40,25); dbSprite(22,95,265,15); //Left counter dbSizeSprite(22,21,90); setObject(95,265,21,66); dbSprite(23,149,265,16); //Right counter dbSizeSprite(23,21,90); setObject(149,265,21,83); setObject(95,384,33,46); //All of this chunk is the kitchen table. One for each. (Round objects to be implemented) setObject(95,381,23,3); setObject(130,388,2,42); setObject(133,391,1,39); setObject(136,394,1,36); setObject(137,396,1,34); setObject(138,397,1,33); setObject(139,399,1,31); setObject(140,402,1,28); dbSprite(24,218,142,18); //Relative room dbSizeSprite(24,9,40); setObject(220,142,9,40); dbSprite(25,218,220,18); //Closet below relative room dbSizeSprite(25,9,40); setObject(220,220,9,40); dbSprite(26,178,145,19); //Upper closet dbSizeSprite(26,9,40); setObject(178,145,7,40); dbSprite(27,178,200,19); //Bathroom dbSizeSprite(27,9,40); setObject(178,200,7,40); dbSprite(28,374,300,20); //Main door dbSizeSprite(28,11,40); setObject(376,300,9,40); dbSprite(29,185,316,21); //Main computer dbSizeSprite(29,16,32); setObject(185,316,16,32); dbSprite(30,360,370,22); //Small table dbSizeSprite(30,12,17); setObject(360,370,12,17); dbSprite(31,352,0,3); //Wall to the right of main closet dbSizeSprite(31,33,280); setObject(352,0,33,280); dbSprite(32,317,0,3); //Wall behind main closet dbSizeSprite(32,35,278); setObject(317,0,35,278); dbSprite(33,317,268,23); //Closet close to door dbSizeSprite(33,35,12); setObject(317,268,35,12); dbSprite(34,185,98,24); //Character door dbSizeSprite(34,35,12); setObject(185,98,35,12); numOfSprites = 34; //Much like the objects, to set an event at a certain coordinate, use the setEvent function. The arguments are the x1 coordinate, the y1 coordinate, the x length, the y length, the argument to be sent to the function, and the actual function name itself. Note: currently, the argument has to be a string. //Example: setEvent(80,24,50,54,"bed",printText) makes an event at the x coordinate 80 and y coordinate 24. It has a width of 50 and a height downward of 54. Whenever and event happens, the text "bed" is sent to the printText function. setEvent(80,24,50,54,"bed",printText); setEvent(80,24,50,54,"40",dimArea); setEvent(193,29,27,34,"characterTV",printText); setEvent(160,15,28,17,"characterComputer",printText); setEvent(265,279,36,24,"familyTV",printText); setEvent(185,316,16,32,"familyComp",printText); setEvent(263,365,40,12,"tableFront",printText); setEvent(263,378,40,12,"tableBack",printText); setEvent(360,370,12,17,"smallTable",printText); setEvent(243,400,80,30,"couch",printText); setEvent(325,400,45,30,"chair",printText); setEvent(317,268,35,12,"mainCloset",printText); setEvent(93,375,55,55,"kitchnTable",printText); setEvent(95,265,21,22,"counter",printText); setEvent(95,288,21,20,"kitchnSink",printText); setEvent(95,309,21,23,"counter",printText); setEvent(149,265,21,20,"fridge",printText); setEvent(149,286,21,20,"counter",printText); setEvent(149,307,21,24,"stove",printText); setEvent(149,332,21,17,"counter",printText); setEvent(178,145,9,40,"upCloset",printText); setEvent(218,142,9,40,"upperRoom",printText); setEvent(178,200,9,40,"bathroom",printText); setEvent(218,220,9,40,"lowCloset",printText); setEvent(185,98,35,12,"roomDoor",changeState); setEvent(376,300,9,40,"mainDoor",passGuess); } }