Ejemplo n.º 1
0
void Game::draw(void)
{
	glViewport(x,y, width * 0.7, height);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(-1.5,28.5, 31.5, -1.5, -512, 512);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity() ;

	for (int i = 0; i < 31; i++)
	{
		for (int j = 0; j < 28; j++)
		{
			
			glPushMatrix();
				glTranslatef(j,i,0);
				switch (gameboard[i][j])
				{
				case 'd':
					dot->draw();
					break;
				case 'u':
					powerup->draw();
					break;
				case '0':
				case '9':
					 break;
				default:
					wallmanager->draw(gameboard[i][j]);
					break;
				}
			glPopMatrix();
		}
	}
	pacman->draw();
	ambusher->draw();
	chaser->draw();
	fickle->draw();
	stupid->draw();

	glViewport(width * 0.7 + x, 0 + y, width * 0.3, height);	
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(-150,150, 500, -500, -512, 512);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
	
	glPushMatrix();
		glTranslatef(-50, -500, 0);
		drawScore();
		drawLives();
		drawLevel();
		//drawAuthor();
	glPopMatrix();
}
Ejemplo n.º 2
0
void CGame::drawBottomBar()
{
	//gray bar
	SDL_Rect menu = {0, 450, 800, 150 };
	SDL_SetRenderDrawColor(Window::mRenderer, 171, 171, 171, 0);
	SDL_RenderFillRect(Window::mRenderer, &menu);
	drawLives();
	drawScore();
	drawFuelGauge();
}
Ejemplo n.º 3
0
bool drawGame()
{
    arduboy.clear();
    drawScore();
    drawLives();
    drawEnemies();
    if(player.alive)
        drawPlayer();
    drawSupply();
    drawBullets();
    drawStars();
    bool finished = drawExplosions();
    arduboy.display();
    return finished;
}
Ejemplo n.º 4
0
/**
 * drawGameObjects
 * Zeichnen aller im Spiel vorhandenen Objekte und Anzeigen.
 */
void GameWorld::drawGameObjects() {

	drawPoints();
	drawTime();
	drawLives();
	drawCombo();

	if(gameState->getStatus() == STOPPED) {
		drawEndPoints();
	}

	for (std::list<GameObject*>::iterator it=GameObjectList.begin(); it!=GameObjectList.end(); ++it) {
		(*it)->draw();
	}


}
Ejemplo n.º 5
0
void UI::update(std::vector<GameObjectStruct> objects)
{
	// Clear the current renderer.
	SDL_RenderClear(renderer);

	// Draw the walls.
	drawBackground(map);

	// Draw the score.
	drawScore();

	// Draw the lives.
	drawLives();

	// Loop through all the objects and draw them.
	for(auto &element : objects)
	{
		SDL_Rect dst = {element.x*24, element.y*24, 24,24};
		SDL_RenderCopy(renderer, sheet, &clips[element.type][element.dir], &dst);
	}

	// Update the screen.
	SDL_RenderPresent(renderer);
}
Ejemplo n.º 6
0
int main()
{
    //create obj
    //X
    megaman megamanX;
    megamanX.r = 62;
    megamanX.c = 30;
    megamanX.mapX = megamanX.c;
    megamanX.mapY = megamanX.r;
    megamanX.inAir = 0;
    megamanX.lives = 20;
    //blast
    Blast blast;;
    blast.r = 0;
    blast.c = megamanX.c;
    blast.fired = 0;
    blast.speed = 8;
    //drlight
    Drlight drlight;
    drlight.r = 0;
    drlight.c = 0;
    //minion
    Minion minion;
    minion.r = 0;
    minion.c = 0;
    minion.lives = 5;
    //turret
    Turret turret;
    turret.r = 0;
    turret.c = 0;
    turret.lives = 10;
    //bullet
    Bullet bullet;
    bullet.r = 0;
    bullet.c = 0;

    //worldMap ground set up
    WorldMap worldmap[1688];
    for(int x=0; x<535; x++) {
        worldmap[x].y = 94;
    }
    for(int x=545; x<905; x++) {
        worldmap[x].y = 74;
    }
    for(int x=921; x<1688; x++) {
        worldmap[x].y = 84;
    }

// 	1. Set up REG_DISPCNT
// Enable objects (sprites) (by setting bit 10) and set the sprite dimension type (given to you by nin10kit)
// 2. Copy the palette given to into the sprite palette (SPRITEPAL)
// 3 Copy the sprite tile graphics to character block 5
// 4. For each of the 128 sprites set its attribute 0 to hide them (ATTR0_HIDE)
// 5. When you want to use a sprite pick a OamEntry.
// a. Modify its attribute 0 with its x and or this with the palette type (from nin10kit) and shape (nin10kit)
// b. Modify its attribute 1 with its y and size (nin10kit)
// c. Modify its attribute 2 with the sprite id (nin10kit)
    REG_DISPCTL = MODE4 | BG2_ENABLE | OBJ_ENABLE | X_DIMENSION_TYPE;

    DMA[3].src = X_palette;
    DMA[3].dst = SPRITEPAL;
    DMA[3].cnt = DMA_ON | X_PALETTE_SIZE;

    DMA[3].src = X;
    DMA[3].dst = SPRITEDATA;
    DMA[3].cnt = DMA_ON | X_SIZE;
    //copy
    OamEntry shadow[128];
    //make all sprites transparent
    for(int i=0; i<128; i++) {
        shadow[i].attr0 = ATTR0_HIDE;
    }

    //helper
    //((SPRITEMEM[0].attr0 &~ 0x00FF)|(20))
    //((SPRITEMEM[1].attr0 &~ 0x01FF)|(0))
    int state=0;
    int hold=0;
    while(1) {
        if(gameState==0) {
            DMA[3].src = title_palette;
            DMA[3].dst = PALETTE;
            DMA[3].cnt = DMA_ON | TITLE_PALETTE_SIZE;
            stage_stop();
            megaman_play();
        }
        while(gameState==0) {
            drawImage4(0,0,240,160,title);
            if(KEY_DOWN_NOW(BUTTON_A) || KEY_DOWN_NOW(BUTTON_START)) {
                gameState=1;
                megaman_stop();
                break;
            }
            waitForVblank();
            flipPage();
        }

        if(gameState==1) {
            //setup stage palette
            DMA[3].src = stage_palette;
            DMA[3].dst = PALETTE;
            DMA[3].cnt = DMA_ON | STAGE_PALETTE_SIZE;

            //music
            stage_play();
        }
        while(gameState==1) {

            if(KEY_DOWN_NOW(BUTTON_SELECT)) {
                for(int i=0; i<128; i++) {
                    shadow[i].attr0 = ATTR0_HIDE;
                }
                hurting=0;
                minionSpawn=0;
                turretSpawn=0;
                turretFired=0;
                megamanX.r = 62;
                megamanX.c = 30;
                megamanX.mapX = megamanX.c;
                megamanX.mapY = megamanX.r;
                megamanX.inAir = 0;
                megamanX.lives = 20;
                started=0;
                telCount=0;
                gameState=0;
            }
            //conversation
            if(started==0) {
                drawStage(30,STAGE_WIDTH,STAGE_HEIGHT,stage);
                switch (state) {
                case 0:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer[50];
                    sprintf(buffer, "X:");
                    drawString4(105,5,buffer,0);
                    sprintf(buffer, "What happened here?");
                    drawString4(120,5,buffer,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=1;
                        hold=1;
                    }
                    break;
                case 1:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer2[50];
                    sprintf(buffer2, "X:");
                    drawString4(105,5,buffer2,0);
                    sprintf(buffer2, "The highway is destroyed!");
                    drawString4(120,5,buffer2,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=2;
                        hold=1;
                    }
                    break;
                case 2:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer3[50];
                    sprintf(buffer3, "X:");
                    drawString4(105,5,buffer3,0);
                    sprintf(buffer3, "I need to turn in my CS2110 homework!");
                    drawString4(120,5,buffer3,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=3;
                        hold=1;
                    }
                    break;
                case 3:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer4[50];
                    sprintf(buffer4, "Press Right to walk, Up to jump,");
                    drawString4(105,5,buffer4,0);
                    char buffer5[50];
                    sprintf(buffer5, "B to dash, A to fire.");
                    drawString4(120,5,buffer5,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        started=1;
                        state=0;
                        hold=1;
                    }
                    break;
                }
                if(!KEY_DOWN_NOW(BUTTON_A)) {
                    hold=0;
                }
            }
            //teleports
            if(started==1) {
                drawStage(30,STAGE_WIDTH,STAGE_HEIGHT,stage);
                if(telCount<80) {
                    drawRect4(telCount,megamanX.c-1+14,30,6,149);
                    drawRect4(telCount+1,megamanX.c+14,26,2,0);
                    telCount+=8;
                }
                else if(telCount>=80 && telCount<=120) {
                    shadow[2].attr0 = megamanX.r | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                    shadow[2].attr1 = megamanX.c | X_SPRITE_SIZE;
                    shadow[2].attr2 = CHARGES_ID;
                    telCount+=8;
                }
                else {
                    shadow[2].attr0 = ATTR0_HIDE;
                    //draw megaman
                    shadow[0].attr0 = megamanX.r | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                    shadow[0].attr1 = megamanX.c | X_SPRITE_SIZE;
                    shadow[0].attr2 = X_ID;
                    started=2;
                    telCount=0;
                }
            }
            //in Game
            if(started==2) {
                //update background
                moveScreen(megamanX.mapX);
                //status check
                if(!borderCheck(megamanX.r, megamanX.c)) {
                    megamanX.lives-=1;
                    hurting=1;
                }
                if(!checkHealth(&megamanX)) {
                    //need delay here
                    // for(int i=0; i<160;i++) {
                    // 	hurt(&megamanX, shadow);
                    // }
                    for(int i=0; i<128; i++) {
                        shadow[i].attr0 = ATTR0_HIDE;
                    }
                    refreshBlast(&megamanX, &blast, shadow, 1);
                    hurting=0;
                    minionSpawn=0;
                    turretSpawn=0;
                    turretFired=0;
                    started=0;
                    gameState=3;
                }

                //buttons
                if(KEY_DOWN_NOW(BUTTON_A) && hurting==0) {
                    if(charge<102)
                        charge++;
                    if(charge>20) {
                        drawCharges(&megamanX, shadow);
                    }
                }
                if(!KEY_DOWN_NOW(BUTTON_A) && charge<=20 && charge>0 && hurting==0) {
                    blast.fired = 1;
                    blast.r = megamanX.r;
                    charge = 0;
                    blastType = 0;
                }
                else if(!KEY_DOWN_NOW(BUTTON_A) && charge<=100 && charge>20 && hurting==0) {
                    blast.fired = 1;
                    blast.r = megamanX.r;
                    charge = 0;
                    blastType = 1;
                    shadow[2].attr0 = ATTR0_HIDE;
                    chargesDelay = 0;
                }
                else if(!KEY_DOWN_NOW(BUTTON_A) && charge<=102 && charge>100 && hurting==0) {
                    blast.fired = 1;
                    blast.r = megamanX.r;
                    charge = 0;
                    blastType = 2;
                    shadow[2].attr0 = ATTR0_HIDE;
                    chargesDelay = 0;
                }
                if((KEY_DOWN_NOW(BUTTON_B) || (KEY_DOWN_NOW(BUTTON_B) && KEY_DOWN_NOW(BUTTON_RIGHT)))
                        && stopMove==0 && hurting==0) {
                    dash(&megamanX, shadow);
                    moving = 2;
                }
                if(KEY_DOWN_NOW(BUTTON_RIGHT) && !KEY_DOWN_NOW(BUTTON_UP) &&
                        !KEY_DOWN_NOW(BUTTON_LEFT) && !KEY_DOWN_NOW(BUTTON_B) &&
                        megamanX.inAir==0 && hurting==0) {
                    stopMove = 0;
                    dashCounter = 0;
                    megamanX.mapX++;
                    walk(&megamanX, shadow);
                    moving = 1;
                }
                if(KEY_DOWN_NOW(BUTTON_LEFT) && !KEY_DOWN_NOW(BUTTON_UP) &&
                        !KEY_DOWN_NOW(BUTTON_RIGHT) && !KEY_DOWN_NOW(BUTTON_B) &&
                        megamanX.inAir==0 && hurting==0) {
                    stopMove = 0;
                    dashCounter = 0;
                    if(megamanX.mapX-25>0)
                        megamanX.mapX--;
                    walk(&megamanX, shadow);
                    moving = -1;
                }
                if(KEY_DOWN_NOW(BUTTON_RIGHT) && KEY_DOWN_NOW(BUTTON_UP)
                        && megamanX.inAir==0 && hurting==0) {
                    megamanX.inAir = 1;
                    jumpForward = 1;
                    moving = 1;
                }
                if(KEY_DOWN_NOW(BUTTON_UP) && megamanX.inAir==0 && hurting==0) {
                    megamanX.inAir = 1;
                    moving = 0;
                }
                //default position
                if(!KEY_DOWN_NOW(BUTTON_START) && !KEY_DOWN_NOW(BUTTON_SELECT) &&
                        !KEY_DOWN_NOW(BUTTON_B) &&
                        !KEY_DOWN_NOW(BUTTON_R) && !KEY_DOWN_NOW(BUTTON_L) &&
                        !KEY_DOWN_NOW(BUTTON_LEFT) && !KEY_DOWN_NOW(BUTTON_RIGHT) &&
                        !KEY_DOWN_NOW(BUTTON_DOWN) && !KEY_DOWN_NOW(BUTTON_UP) &&
                        megamanX.inAir==0 && hurting==0) {
                    stopMove = 0;
                    jumpCounter = 0;
                    dashCounter = 0;
                    shadow[0].attr2 = X_ID;
                    moving = 0;
                }
                //draw blast
                drawBlast(&blast, &megamanX, shadow);
                //gap check when walking
                if(((megamanX.mapX>=535 && megamanX.mapX<=545)
                        || (megamanX.mapX>=905 && megamanX.mapX<=921))) {
                    if(megamanX.inAir==0) {
                        megamanX.inAir=1;
                        falling=1;
                        jumpCounter=4;
                    }
                }
                if(megamanX.inAir==1) {
                    jump(&megamanX, shadow);
                }
                if(falling==1) {
                    groundCheck(&megamanX, worldmap);
                }
                geoCheck(&megamanX);

                drawLives(&megamanX);
                //restore
                if(hurtTime<=0) {
                    restore(shadow);
                }

                blastCollision(&megamanX, &blast, &minion, &turret,shadow);
                if(explosionDelay==0) {
                    shadow[2].attr0 = ATTR0_HIDE;
                    explosionDelay=12;
                }
                else {
                    explosionDelay--;
                }

                //player collision
                if(hurting==0) {
                    playerCollision(&megamanX, &minion, &turret, &bullet, shadow);
                }
                //check hurt is second priority
                if(hurting==1) {
                    hurt(&megamanX, shadow);
                }

                // for testing
                // char string[50];
                // char string2[50];
                // sprintf(string, "world x: %d, y: %d", megamanX.mapX, worldmap[megamanX.mapX].y-32);
                // sprintf(string2, "I am x: %d, y: %d", megamanX.mapX, megamanX.r);
                // drawString4(10,0,string,5);
                // drawString4(20,0,string2,5);

                //Enemy
                if(((megamanX.mapX>=50 && megamanX.mapX<=250) || (megamanX.mapX>=922 && megamanX.mapX<=1122)
                        || (megamanX.mapX>=1200 && megamanX.mapX<=1300)) && minionSpawn==0) {	//more condition here to spawn in area
                    minionSpawn = 1;
                    minion.lives=5;
                    minion.c = megamanX.mapX%240+240;
                    if(megamanX.mapX>=50 && megamanX.mapX<=250) {
                        minion.r = 67;	//it's short
                    }
                    else {
                        minion.r = 57;
                    }
                }
                if(minionSpawn==1) {
                    drawMinion(&minion, shadow);
                    if(!borderCheck(minion.r,minion.c)) {
                        minionSpawn=0;
                        shadow[3].attr0 = ATTR0_HIDE;
                    }
                    if(moving!=0 && hurting==0) {
                        minion.c-=moving;
                    }
                }
                //turret
                if(((megamanX.mapX>=300 && megamanX.mapX<=650)
                        || (megamanX.mapX>=950 && megamanX.mapX<=1050)) && turretSpawn==0) {
                    turretSpawn = 1;
                    turret.lives = 10;
                    turret.c = megamanX.mapX%240+240;
                    if(megamanX.mapX>=300 && megamanX.mapX<=650) {
                        turret.r = 36;	//it's short
                    }
                    else {
                        turret.r = 46;
                    }
                }

                if(turretSpawn==1) {
                    drawTurret(&turret, shadow);
                    if(!borderCheck(turret.r,turret.c)) {
                        turretSpawn=0;
                        shadow[4].attr0 = ATTR0_HIDE;
                    }
                    else if(turretFired==0) {
                        bullet.c = turret.c-10;
                        if(megamanX.mapX>=300 && megamanX.mapX<=650) {
                            bullet.r = 45;	//it's short
                        }
                        else {
                            bullet.r = 55;
                        }
                    }
                    if(moving!=0 && hurting==0) {
                        bullet.c-=moving;
                    }

                }
                //fire
                if(turretFired==1) {
                    bulletAnimate(&bullet, shadow);
                }
                if(!borderCheck(bullet.r,bullet.c)) {
                    turretFired=0;
                    shadow[5].attr0 = ATTR0_HIDE;
                }
                else if(turretSpawn==1) {
                    if(bulletDelay<=0) {
                        turretFired=1;
                        bulletDelay=100;
                    }
                    else {
                        bulletDelay--;
                    }
                }
                if(moving!=0 && hurting==0) {
                    turret.c-=moving;
                }


                //spawn drlight when reach end
                if(megamanX.mapX>=STAGE_WIDTH-270) {	//more condition here to spawn in area
                    started=3;
                }
            }

            if(started==3) {
                for(int i=0; i<128; i++) {
                    shadow[i].attr0 = ATTR0_HIDE;
                }
                drawStage(STAGE_WIDTH-270,STAGE_WIDTH,STAGE_HEIGHT,stage);
                shadow[0].attr0 = 52 | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                shadow[0].attr1 = 30 | X_SPRITE_SIZE;
                shadow[0].attr2 = X_ID;
                drlight.c = megamanX.c+160;
                drlight.r = megamanX.r;
                shadow[6].attr0 = drlight.r | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                shadow[6].attr1 = drlight.c | X_SPRITE_SIZE;
                shadow[6].attr2 = DRLIGHT_ID;
                switch (state) {
                case 0:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer[50];
                    sprintf(buffer, "X:");
                    drawString4(105,5,buffer,0);
                    sprintf(buffer, "Professor!");
                    drawString4(120,5,buffer,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=1;
                        hold=1;
                    }
                    break;
                case 1:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer2[50];
                    sprintf(buffer2, "Professor Light:");
                    drawString4(105,5,buffer2,0);
                    sprintf(buffer2, "Finally, you have come.");
                    drawString4(120,5,buffer2,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=2;
                        hold=1;
                    }
                    break;
                case 2:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer3[50];
                    sprintf(buffer3, "X:");
                    drawString4(105,5,buffer3,0);
                    sprintf(buffer3, "Here's my assignment");
                    drawString4(120,5,buffer3,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=3;
                        hold=1;
                    }
                    break;
                case 3:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer4[50];
                    sprintf(buffer4, "Professor Light:");
                    drawString4(105,5,buffer4,0);
                    char buffer5[50];
                    sprintf(buffer5, "Goodjob X.");
                    drawString4(120,5,buffer5,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        started=4;
                        state=0;
                        hold=1;
                        break;
                    }
                    break;
                }
                if(!KEY_DOWN_NOW(BUTTON_A)) {
                    hold=0;
                }
            }

            if(started==4) {
                drawStage(STAGE_WIDTH-270,STAGE_WIDTH,STAGE_HEIGHT,stage);
                if(telCount<40) {
                    //hide megaman
                    shadow[0].attr0 = ATTR0_HIDE;
                    shadow[2].attr0 = megamanX.r | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                    shadow[2].attr1 = megamanX.c | X_SPRITE_SIZE;
                    shadow[2].attr2 = CHARGES_ID;
                    telCount+=8;
                }
                else if(telCount>=40 && telCount<=120) {
                    shadow[2].attr0 = ATTR0_HIDE;
                    drawRect4(121-telCount,megamanX.c-1+14,30,6,149);
                    drawRect4(121-telCount+1,megamanX.c+14,26,2,0);
                    telCount+=8;
                }
                else {
                    for(int i=0; i<128; i++) {
                        shadow[i].attr0 = ATTR0_HIDE;
                    }
                    megamanX.r = 62;
                    megamanX.c = 30;
                    megamanX.mapX = megamanX.c;
                    megamanX.mapY = megamanX.r;
                    megamanX.inAir = 0;
                    megamanX.lives = 20;
                    started=0;
                    telCount=0;
                    gameState=2;
                }
            }

            waitForVblank();
            flipPage();
            //update spritememory
            DMA[3].src = shadow;
            DMA[3].dst = SPRITEMEM;
            DMA[3].cnt = 128 * 4 | DMA_ON;
        }

        if(gameState==2) {
            stage_stop();
            DMA[3].src = win_palette;
            DMA[3].dst = PALETTE;
            DMA[3].cnt = DMA_ON | WIN_PALETTE_SIZE;
        }
        while(gameState==2) {
            drawImage4(0,0,240,160,win);
            if(KEY_DOWN_NOW(BUTTON_A) || KEY_DOWN_NOW(BUTTON_START) || KEY_DOWN_NOW(BUTTON_SELECT)) {
                gameState=0;
                break;
            }
            waitForVblank();
            flipPage();
        }

        if(gameState==3) {
            stage_stop();
            DMA[3].src = lost_palette;
            DMA[3].dst = PALETTE;
            DMA[3].cnt = DMA_ON | LOST_PALETTE_SIZE;
        }
        while(gameState==3) {
            drawImage4(0,0,240,160,lost);
            if(KEY_DOWN_NOW(BUTTON_A) || KEY_DOWN_NOW(BUTTON_START)) {
                hurting=0;
                megamanX.r = 62;
                megamanX.c = 30;
                megamanX.mapX = megamanX.c;
                megamanX.mapY = megamanX.r;
                megamanX.inAir = 0;
                megamanX.lives = 20;
                started=0;
                telCount=0;
                gameState=1;
                break;
            }
            if(KEY_DOWN_NOW(BUTTON_SELECT)) {
                megamanX.r = 62;
                megamanX.c = 30;
                megamanX.mapX = megamanX.c;
                megamanX.mapY = megamanX.r;
                megamanX.inAir = 0;
                megamanX.lives = 20;
                started=0;
                telCount=0;
                gameState=0;
                break;
            }
            waitForVblank();
            flipPage();
        }
    }
}
Ejemplo n.º 7
0
int game(SHIP ship, int seed) {
	srand(seed);
	int gamestate = DRAWINIT;
	int screenWidth = 240;
	int screenHeight = 160;
	int lives = 5;
	int timer = 0;
	int gravity = 1;
	int playing = 1;

	// Create old ship
	SHIP shipbase = ship;
	SHIP oldship = ship;

	// Create landing pad
	LANDINGPAD p = createLandingPad(ship);

	// Create terrain
	int NUMTERRAIN = screenWidth;
	TERRAIN *terrain = generateTerrain(p);

	int i;
	// Game Loop
	while(1){
	switch(gamestate) {
	case PAUSE:
		while(!(KEY_DOWN_NOW(BUTTON_LEFT) || 
		KEY_DOWN_NOW(BUTTON_RIGHT) || 
		KEY_DOWN_NOW(BUTTON_UP)||
		KEY_DOWN_NOW(BUTTON_SELECT)));

		if(KEY_DOWN_NOW(BUTTON_LEFT) || 
		KEY_DOWN_NOW(BUTTON_RIGHT) || 
		KEY_DOWN_NOW(BUTTON_UP));
		{
			gamestate = DRAWINIT;
			
		}
		// Return to title when select is pressed
		if(KEY_DOWN_NOW(BUTTON_SELECT))
		{
			return TITLE;
		}
		playing = 1;
		gamestate = START;
		break;
	case DRAWINIT:
		// Set initial background
		DMA[3].src = BG;
		DMA[3].dst = videoBuffer;
		DMA[3].cnt = DMA_ON | 38400;

		// Draw the ship
		drawShip(ship);

		// Draw Lives
		drawLives(lives);

		// Draw the landing pad
		drawRect(p.row, p.col, p.length, p.width, p.color);

		// Draw the terrain
		drawTerrain(terrain);

		gamestate = PAUSE;
		break;
	case START:

	while(playing) {
/////////////////// BUTTON CONTROLS //////////////////

		// Return to title when select is pressed
		if(KEY_DOWN_NOW(BUTTON_SELECT))
		{
			return TITLE;
		}
		// Left movement
		if(KEY_DOWN_NOW(BUTTON_LEFT) && ship.fuel > 0)
		{
			if(ship.col > 0)
			{
				ship.col-=ship.cdel;
				ship.fuel--;
			}
		}
		// Right movement
		if(KEY_DOWN_NOW(BUTTON_RIGHT) && ship.fuel > 0)
		{
			if(ship.col+ship.width < screenWidth)
			{
				ship.col+=ship.cdel;
				ship.fuel--;
			}
		}
		// Account for gravity and thrust
		if(KEY_DOWN_NOW(BUTTON_UP) && ship.fuel > 0)
		{
			if(timer > 5)
			{
				timer = 0;
				ship.rdel-=ship.thrust;
			}
			else
			{
				timer++;
			}
			ship.row+=ship.rdel;
			ship.fuel--;
		}
		else
		{
			ship.row+=ship.rdel;
			if(timer > 5)
			{
				timer = 0;
				ship.rdel+=gravity;
			}
			else
			{
				timer++;
			}
		}
		
		waitForVblank();

///////////////////////// Collision Check //////////////////////////

		// Check pad landing
		if((ship.row+ship.length >= p.row) && 
		(ship.row+ship.length/2 < p.row+p.length) &&
		(ship.col+ship.width/2 > p.col) && 
		(ship.col-ship.width/2 < p.col + p.width))
		{
			ship.row = p.row - ship.length;
			clearShip(oldship);
			drawShip(ship);
			return WIN;
		}
		// Check ground collision
		if((ship.row+ship.length >= screenHeight) && lives > 0)
		{
			clearShip(oldship);
			ship = shipbase;
			lives--;
			clearLives(lives);
			oldship = ship;
			gamestate = PAUSE;
			playing = 0;
		}

		// Check terrain collision
		for (i = 0; i < NUMTERRAIN; i += 1)
		{
			if((ship.row+ship.length >= terrain[i].row) && 				(ship.col+ship.width > terrain[i].col) && 
			(ship.col < terrain[i].col + terrain[i].width) && 				(ship.row <= terrain[i].row+terrain[i].length))
			{
				clearShip(oldship);
				ship = shipbase;
				lives--;
				clearLives(lives);
				oldship = ship;
				gamestate = PAUSE;
				playing = 0;
			}
		}

		// Draw if more lives after collision
		if(lives > 0) 
		{
			// Draw lives
			drawLives(lives);

			// Draw the ship
			clearShip(oldship);
			drawShip(ship);
		}

		// Check lives
		if(lives <= 0)
		{
			clearShip(oldship);
			drawShip(ship);
			return LOSE;
		}

		oldship = ship;
	}
		break;
	}
	}
	return TITLE;
}
Ejemplo n.º 8
0
// Draws the timer, number of hits, and number of lives left - don't need to draw each separately this way
void ScoreBar::drawScoreBar(sf::RenderWindow &window, sf::Clock &clock)
{
	drawHits(window);
	drawLives(window);
	drawtimer(window, clock);
}