Example #1
0
/*
 * Supply raw keystrokes when keyboard is open in firm event mode.
 *
 * Turn the keystroke into an event and put it in the queue.
 * If the queue is full, the keystroke is lost (sorry!).
 */
static void
kbd_input_event(struct kbd_softc *k, int code)
{
	struct firm_event *fe;
	int put;

#ifdef DIAGNOSTIC
	if (!k->k_evmode) {
		printf("%s: kbd_input_event called when not in event mode\n",
		    device_xname(k->k_dev));
		return;
	}
#endif
	put = k->k_events.ev_put;
	fe = &k->k_events.ev_q[put];
	put = (put + 1) % EV_QSIZE;
	if (put == k->k_events.ev_get) {
		log(LOG_WARNING, "%s: event queue overflow\n",
		    device_xname(k->k_dev));
		return;
	}

	fe->id = KEY_CODE(code);
	fe->value = KEY_UP(code) ? VKEY_UP : VKEY_DOWN;
	getmicrotime(&fe->time);
	k->k_events.ev_put = put;
	EV_WAKEUP(&k->k_events);
}
Example #2
0
//////////////////////////////////////////////////////////////////////////
// 娱乐模式
void CGameCore::GameEntertainment( DWORD inc )
{
	if (1 == g_MenuStateSub)
	{
		NotFinished(inc);
		if (KEY_UP(27))
		{
			g_GameState = 1;
		}
	}
	if (2 == g_MenuStateSub)
	{
		NotFinished(inc);
		if (KEY_UP(27))
		{
			g_GameState = 1;
		}
	}
}
Example #3
0
/*
 * Turn keyboard up/down codes into a KEYSYM.
 * Note that the "kd" driver (on sun3 and sparc64) uses this too!
 */
int
kbd_code_to_keysym(struct kbd_state *ks, int c)
{
	u_short *km;
	int keysym;

	/*
	 * Get keymap pointer.  One of these:
	 * release, control, shifted, normal, ...
	 */
	if (KEY_UP(c))
		km = ks->kbd_k.k_release;
	else if (ks->kbd_modbits & KBMOD_CTRL_MASK)
		km = ks->kbd_k.k_control;
	else if (ks->kbd_modbits & KBMOD_SHIFT_MASK)
		km = ks->kbd_k.k_shifted;
	else
		km = ks->kbd_k.k_normal;

	if (km == NULL) {
		/*
		 * Do not know how to translate yet.
		 * We will find out when a RESET comes along.
		 */
		return KEYSYM_NOP;
	}
	keysym = km[KEY_CODE(c)];

	/*
	 * Post-processing for Caps-lock
	 */
	if ((ks->kbd_modbits & (1 << KBMOD_CAPSLOCK)) &&
		(KEYSYM_CLASS(keysym) == KEYSYM_ASCII) )
	{
		if (('a' <= keysym) && (keysym <= 'z'))
			keysym -= ('a' - 'A');
	}

	/*
	 * Post-processing for Num-lock.  All "function"
	 * keysyms get indirected through another table.
	 * (XXX: Only if numlock on.  Want off also!)
	 */
	if ((ks->kbd_modbits & (1 << KBMOD_NUMLOCK)) &&
		(KEYSYM_CLASS(keysym) == KEYSYM_FUNC) )
	{
		keysym = kbd_numlock_map[keysym & 0x3F];
	}

	return keysym;
}
Example #4
0
static void process_key ( int down, int vkey, int repeat, int scancode, int extended, HWND wnd )
{
	if ( down && KEY_DOWN(vkey) )
		return; /* ignore key repeat, bad states */
	if ( !down && KEY_UP(vkey) )
		return; /* ignore bad states */

	if ( g_Input != NULL && g_Input->iInputEnabled
		|| GetForegroundWindow() != wnd
		//|| 0x90 == *(uint8_t *)0x541DF5
		)
	{
		if ( !down && KEY_DOWN(vkey) )
			key_table[vkey].count++;
		return;
	}

	key_table[vkey].count++;
}
Example #5
0
static void
kbd_input_wskbd(struct kbd_softc *k, int code)
{
	int type, key;

#ifdef WSDISPLAY_COMPAT_RAWKBD
	if (k->k_wsraw) {
		u_char buf;

		buf = code;
		wskbd_rawinput(k->k_wskbd, &buf, 1);
		return;
	}
#endif

	type = KEY_UP(code) ? WSCONS_EVENT_KEY_UP : WSCONS_EVENT_KEY_DOWN;
	key = KEY_CODE(code);
	wskbd_input(k->k_wskbd, type, key);
}
Example #6
0
int
kbdintr(void *arg)
{
	u_char c, st;
	struct kbd_softc *sc = arg;
	struct firm_event *fe;
	int put;

	/* clear receiver error if any */
	st = mfp_get_rsr();

	c = mfp_get_udr();

	if ((st & MFP_RSR_BF) == 0)
		return 0;	/* intr caused by an err -- no char received */

	/* if not in event mode, deliver straight to ite to process key stroke */
	if (!sc->sc_event_mode) {
		kbdbuf[kbdputoff++ & KBDBUFMASK] = c;
		softint_schedule(sc->sc_softintr_cookie);
		return 0;
	}

	/* Keyboard is generating events.  Turn this keystroke into an
	   event and put it in the queue.  If the queue is full, the
	   keystroke is lost (sorry!). */

	put = sc->sc_events.ev_put;
	fe = &sc->sc_events.ev_q[put];
	put = (put + 1) % EV_QSIZE;
	if (put == sc->sc_events.ev_get) {
		log(LOG_WARNING, "keyboard event queue overflow\n"); /* ??? */
		return 0;
	}
	fe->id = KEY_CODE(c);
	fe->value = KEY_UP(c) ? VKEY_UP : VKEY_DOWN;
	firm_gettime(fe);
	sc->sc_events.ev_put = put;
	softint_schedule(sc->sc_softintr_cookie);

	return 0;
}
Example #7
0
bool bgDInput::IsKeyUp(DWORD dwKey)
{
	if (m_dwImmediate)
	{
		if (m_KeyStateBefore[dwKey] & 0x80)
		{
			if (KEY_UP(dwKey))
				return true;
		}
	}
	else
	{
		for (DWORD i = 0; i < m_dwElements; i++)
		{
			if ((m_KeyDOD[i].dwOfs == dwKey) && !(m_KeyDOD[i].dwData & 0x80))
				return true;
		}
	}
	return false;
}
Example #8
0
void updateGameOverState(GameOverState* state, unsigned long scancode)
{
	if (scancode == KEY_UP(KEY_ENTER))
		state->done = 1;
}
Example #9
0
int single_game(){
    Audio RRR;
    openAudioFile(".\\wav\\RRR.wav", &RRR);
	initializeKeyInput();
	Character yg = characterMaking1(".\\pic\\yg.pixel",".\\pic\\yg.color");
	int key_val[NUM_KEYS]={VK_A,VK_D,VK_ESCAPE};
	int stand=0,score=0,standBrick,pDown1,pDown2;
	double drop=0,scoreCount=0;
	Brick bricks[15];
	int i,j,k;
    char scoreStr[4]={'0'};
	for(i=0;i<10;i++){
		bricks[i].y=-1;
		bricks[i].w=40;
		bricks[i].h=2;
		if(i%2==0)bricks[i].color=15;
		else if(i<=5)bricks[i].color=8;
		else if(i>5)bricks[i].color=12;
		else bricks[i].color=10;
	}
	bricks[0].x=0;
	bricks[0].y=100;
	Font *large_font=read_font("font.txt");
	float lastbrick=0;
	int hp = 10,second=0;
	float rate=0.15;
	while(1){
		clearScreen();
		srand(clock());
        for(i=0;i<10;i++){
            if(bricks[i].y>0)bricks[i].y--;
            else if(bricks[i].y==0)bricks[i].y=-100;
            for(k=0;k<2;k++){
                for(j=0;j<bricks[k].w;j++){
                    putString(bricks[i].x+j,bricks[i].y+k,"=",bricks[i].color,0);
                }
            }
        }
        if(score>50){
            rate = 0.2;
        }
        else if(score>75){
            rate = 0.25;
        }
        else if(score>100){
            rate = 0.3;
        }
		if((float)clock()/(float)CLOCKS_PER_SEC-(float)lastbrick>rate&&rand()%10==1){
			for(i=0;i<10;i++){
				if(bricks[i].y<0){
					bricks[i].y=170;
					bricks[i].x=rand()%185;
					lastbrick=(float)clock()/(float)CLOCKS_PER_SEC;
					for(k=0;k<2;k++){
                        for(j=0;j<bricks[i].w;j++){
                            putString(bricks[i].x+j,bricks[i].y+k,"=",bricks[i].color,0);
                        }
                    }
					break;
				}
			}
		}

        for(k=0;k<10;k++){
        	if(abs(yg.y+yg.h-bricks[k].y)<=2&&(
            (yg.x+yg.w>bricks[k].x&&yg.x+yg.w<bricks[k].x+bricks[k].w)||
            (yg.x>bricks[k].x&&yg.x<bricks[k].x+bricks[k].w))){
        		stand=1;
        		standBrick=k;
        		yg.y=bricks[k].y-yg.h;
                break;
			}
			else if(k==9){
                stand=0;
                standBrick=-1;
			}
		}

        if(stand==1){
            drop=0;
            second++;
            if(bricks[standBrick].color==15&&second==15){
                second=0;
                if(hp<10)hp++;
            }
            else if(bricks[standBrick].color==12){
                second++;
                if(second==20){
                    second=0;
                    hp--;
                    playAudio(&RRR);
                }
            }
            else if(bricks[standBrick].color==8){
                if(second==10){
                    second=0;
                    bricks[standBrick].y=-100;
                }
            }
		}
		else{
            if(drop<2)drop+=0.5;
            yg.y+=(int)drop;
            second=0;
		}

		if(yg.y<0){
            yg.y+=10;
            drop=3;
            hp-=4;
            playAudio(&RRR);
		}
		for (k = 0 ; k < NUM_KEYS ; k++){
            if(KEY_DOWN(key_val[k])){
                switch (key_val[k]){
	                case VK_A:
	                	if(yg.x>=0)yg.x-=5;
	                	break;
	                case VK_D:
	                	if(yg.x+yg.w<225)yg.x+=5;
	                	break;
                    case VK_ESCAPE:
                        return 3;
                        break;
          	  	}
            }
        }
        show_image(yg.pic,yg.x,yg.y);
        for(i=0;i<225;i++){
            for(j=151;j<=170;j++){
                putString(i,j," ",0,0);
            }
        }
		putStringLarge(large_font,159,158,"HP ",15);
		putStringLarge(large_font,159,152,"STAGE ",15);
		scoreCount++;
		score = (pow(scoreCount/300,1.5));
		scoreStr[0]=score/100+'0';
		scoreStr[1]=score/10%10+'0';
		scoreStr[2]=score%10+'0';
		putStringLarge(large_font,201,152,scoreStr,15);
		for(i=0;i<hp;i++){
            for(j=1;j<5;j++){
                for(k=0;k<=4;k++)putString(180+i*4+j,158+k,"|",12,0);
            }
		}
		for(i=0;i<225;i++)putString(i,0,"V",12,0);
        for(i=0;i<225;i++){
            putString(i,149,"=",12,0);
        }
        for(i=0;i<150;i++){
            putString(0,i,"|",0,12);
            putString(224,i,"|",0,12);
        }
        drawCmdWindow();
        if(yg.y>150||hp<=0){
            break;
		};
        if(KEY_UP(VK_P)&&pDown1)pDown1=0;
        if(KEY_UP(VK_P)&&pDown2)pDown2=0;
        if(KEY_DOWN(VK_P)&&!pDown1){
            pDown1=1;
            putStringLarge(large_font,45,70,"Press P to continue",12);
            drawCmdWindow();
            Sleep(500);
            while(1){
                if(KEY_DOWN(VK_P)&&!pDown2){
                    pDown2=1;
                    break;
                }
            }
        }
		Sleep(20);
	}
	pauseAudio(&RRR);
	Image * jh =read_image(".\\pic\\jh.pixel",".\\pic\\jh.color");
	show_image(jh,15,30);
    putStringLarge(large_font,75,80,"SCORE ",15);
    putStringLarge(large_font,120,80,scoreStr,15);
    drawCmdWindow();
	Audio *barbar;
	openAudioFile(".\\wav\\88wav.wav",&barbar);
	playAudio(&barbar);
	Sleep(3500);
	int flagg = 1;
    putStringLarge(large_font, 45, 90, "Press esc to exit", 15);
    drawCmdWindow();
    while(flagg){
        if(KEY_DOWN(VK_ESCAPE))return 3;
    }
	clearScreen();
}
Example #10
0
static LRESULT CALLBACK wnd_proc ( HWND wnd, UINT umsg, WPARAM wparam, LPARAM lparam )
{
	if (gta_menu_active())
		goto wnd_proc_original;

	switch ( umsg )
	{
	case WM_LBUTTONDOWN:
	case WM_LBUTTONUP:
		process_key( (umsg == WM_LBUTTONDOWN), VK_LBUTTON, 0, 0, 0, wnd );
		break;

	case WM_RBUTTONDOWN:
	case WM_RBUTTONUP:
		process_key( (umsg == WM_RBUTTONDOWN), VK_RBUTTON, 0, 0, 0, wnd );
		break;

	case WM_MBUTTONDOWN:
	case WM_MBUTTONUP:
		process_key( (umsg == WM_MBUTTONDOWN), VK_MBUTTON, 0, 0, 0, wnd );
		break;

	/* :D */
	case WM_SYSKEYDOWN:
	case WM_SYSKEYUP:
	case WM_KEYDOWN:
	case WM_KEYUP:
		{
			unsigned long	p = (unsigned long)lparam;
			int				down = ( umsg == WM_KEYDOWN || umsg == WM_SYSKEYDOWN );
			int				vkey = (int)wparam;
			key_being_pressed = vkey;

			unsigned int	repeat = ( p >> 0 ) & 0x7FFF;
			unsigned int	scancode = ( p >> 16 ) & 0x00FF;
			unsigned int	extended = ( p >> 24 ) & 0x0001;

			if ( cheat_state == NULL )
				break;

			/* :D :D :D :D :D */
			switch ( vkey )
			{
			case VK_SHIFT:
				if ( scancode == MapVirtualKey(VK_LSHIFT, 0) )
					vkey = VK_LSHIFT;
				else if ( scancode == MapVirtualKey(VK_RSHIFT, 0) )
					vkey = VK_RSHIFT;
				break;

			case VK_CONTROL:
				if ( scancode == MapVirtualKey(VK_LCONTROL, 0) )
					vkey = VK_LCONTROL;
				else if ( scancode == MapVirtualKey(VK_RCONTROL, 0) )
					vkey = VK_RCONTROL;
				break;

			case VK_MENU:
				if ( scancode == MapVirtualKey(VK_LMENU, 0) )
					vkey = VK_LMENU;
				else if ( scancode == MapVirtualKey(VK_RMENU, 0) )
					vkey = VK_RMENU;
				break;
			}

			/* :D */
			if ( KEY_DOWN(VK_LMENU) && vkey == VK_LMENU && down )
				break;
			if ( KEY_UP(VK_LMENU) && vkey == VK_LMENU && !down )
				break;

			process_key( down, vkey, repeat, scancode, extended, wnd );

			/* XXX move this */
			if ( cheat_state->debug_enabled
			 &&	 (
					 (vkey >= VK_NUMPAD1 && vkey <= VK_NUMPAD9)
			 ||	 vkey == VK_DIVIDE
			 ||	 vkey == VK_MULTIPLY
			 ||	 vkey == VK_SUBTRACT
			 ||	 vkey == VK_ADD
			 ) )
			{
				return 0;
			}

			/* XXX move this */
			if ( cheat_state->_generic.menu
			 &&	 (
					 vkey == set.key_menu_up
			 ||	 vkey == set.key_menu_right
			 ||	 vkey == set.key_menu_down
			 ||	 vkey == set.key_menu_left
			 ||	 vkey == set.key_menu_select
			 ) )
			{
				return 0;
			}

		}
		break;
	}
wnd_proc_original:
	return CallWindowProc( orig_wndproc, wnd, umsg, wparam, lparam );
}
Example #11
0
int keyhook_key_released ( int v )
{
	return KEY_UP( v ) && key_table[v].pstate;
}
Example #12
0
//-----------------------------------------------------------------
// Name: ProcessInput()
// Desc: Handles Keyboard presses
//-----------------------------------------------------------------
void CTetris::ProcessInput( )
{
	if( KEY_DOWN(VK_LEFT) )
	{
		for(int i=0; i<BLOCKS_PER_TET; i++)
			if( !Collision(m_CurrentTet.tet[i].iX - 1, m_CurrentTet.tet[i].iY) )
				return;
		TranslateCurrTet(m_CurrentTet.iX - 1, m_CurrentTet.iY);
		//m_Replay.KeyStrokeLogger( VK_LEFT, m_nCurrentTetName );
	}
	if( KEY_DOWN(VK_RIGHT) )
	{
		for(int i=0; i<BLOCKS_PER_TET; i++)
			if( !Collision( m_CurrentTet.tet[i].iX + 1, m_CurrentTet.tet[i].iY ) )
				return;
		TranslateCurrTet(m_CurrentTet.iX + 1, m_CurrentTet.iY);
	}

	if( KEY_DOWN(VK_DOWN) )
		m_fCurrFallDelay = FAST_FALL;
	if( KEY_UP(VK_DOWN) )
		m_fCurrFallDelay = m_fFallDelay[m_nLevel];
	
	if( KEY_DOWN(VK_ESCAPE) )
	{
		if( !m_bKeyState[VK_ESCAPE] )
			m_bExit = true;
		m_bKeyState[VK_ESCAPE] = true;
	}
	if( KEY_UP(VK_ESCAPE) )
		m_bKeyState[VK_ESCAPE] = false;

	if( KEY_DOWN(VK_LSHIFT) )
	{
		if( !m_bKeyState[VK_LSHIFT] )
			RotateCurrTet(CW);
		m_bKeyState[VK_LSHIFT] = true;
	}
	if( KEY_UP(VK_LSHIFT) )
	{
		m_bKeyState[VK_LSHIFT] = false;
	}
	
	if( KEY_DOWN(VK_UP) )
	{
		if( !m_bKeyState[VK_UP] )
			RotateCurrTet(CW);
		m_bKeyState[VK_UP] = true;
	}
	if( KEY_UP(VK_UP) )
	{
		m_bKeyState[VK_UP] = false;
	}

	if( KEY_DOWN(VK_LCONTROL) )
	{
		if( !m_bKeyState[VK_LCONTROL] )
			RotateCurrTet(CCW);
		m_bKeyState[VK_LCONTROL] = true;
	}
	if( KEY_UP(VK_LCONTROL) )
		m_bKeyState[VK_LCONTROL] = false;
	
	if(KEY_DOWN(VK_RETURN))
	{
		if( !m_bKeyState[VK_RETURN] )
			m_bPause = !m_bPause;
		m_bKeyState[VK_RETURN] = true;
	}
	if( KEY_UP(VK_RETURN) )
		m_bKeyState[VK_RETURN] = false;
}
Example #13
0
//////////////////////////////////////////////////////////////////////////
// 游戏结束
void CGameCore::GameOver( DWORD inc )
{

	//////////////////////////////////////////////////////////////////////////
	// 单人模式
	if (1 == g_MenuStateMain)
	{
		// 计算得分
		TTscore = timeFlash*100+300.0*excellentNum;

		// 记录高分
		switch(g_MenuStateSub)
		{
		case 1:		// 常规游戏
			if (timeFlash > HIGHtime[g_MenuStateSub])
			{
				HIGHtime[g_MenuStateSub] = timeFlash;
			}
			if (excellentNum > HIGHexce[g_MenuStateSub])
			{
				HIGHexce[g_MenuStateSub] = excellentNum;
			}
			if (TTscore > HIGHscore[g_MenuStateSub])
			{
				HIGHscore[g_MenuStateSub] = TTscore;
			}
			break;
		case 2:		// 高速模式
			if (timeFlash > HIGHtime[g_MenuStateSub])
			{
				HIGHtime[g_MenuStateSub] = timeFlash;
			}
			if (excellentNum > HIGHexce[g_MenuStateSub])
			{
				HIGHexce[g_MenuStateSub] = excellentNum;
			}
			if (TTscore > HIGHscore[g_MenuStateSub])
			{
				HIGHscore[g_MenuStateSub] = TTscore;
			}
			break;
		case 3:		// 多弹模式
			if (timeFlash > HIGHtime[g_MenuStateSub])
			{
				HIGHtime[g_MenuStateSub] = timeFlash;
			}
			if (excellentNum > HIGHexce[g_MenuStateSub])
			{
				HIGHexce[g_MenuStateSub] = excellentNum;
			}
			if (TTscore > HIGHscore[g_MenuStateSub])
			{
				HIGHscore[g_MenuStateSub] = TTscore;
			}
			break;
		}

		glColor3f(1,1,1);
		// 画出游戏模式
		g_myModel.TextureSquareTGA(0,5,0,6,2,g_MenuStateSub+5);
		// 按回车开始游戏
		g_myModel.TextureSquareTGA(0,1.5,0,9,1,20);
		// 时间
		g_myModel.TextureSquareTGA(-2.2,-1.5,0,1.3,0.7,21);
		// 绝妙
		g_myModel.TextureSquareTGA(0.5,-1.5,0,1.3,0.7,22);
		// 得分
		g_myModel.TextureSquareTGA(3.0,-1.5,0,1.3,0.7,23);
		// 本次
		g_myModel.TextureSquareTGA(-4.5,-2.65,0,1.3,0.7,24);

		if (g_MenuStateSub != 4 && g_MenuStateSub != 5)
		{
			// 最高
			g_myModel.TextureSquareTGA(-4.5,-3.9,0,1.3,0.7,26);
		}

		glMatrixMode(GL_PROJECTION);	

		glPushMatrix();								
		glLoadIdentity();						
		glOrtho(0,g_Width,0,g_Height,-1,1);				// 设置为正投影
		glMatrixMode(GL_MODELVIEW);						

		glColor3f(0.0,1.0,0.0);
		// 当前时间
		g_myModel.glPrint(g_Width*300/800, g_Height*190/600,"%.2f",timeFlash);
		// 当前绝妙
		g_myModel.glPrint(g_Width*410/800, g_Height*190/600,"%d",excellentNum);
		// 当前总分
		g_myModel.glPrint(g_Width*490/800, g_Height*190/600,"%d",TTscore);
		// 低难度模式没有记录
		if (g_MenuStateSub != 4 && g_MenuStateSub != 5)
		{
			// 最高时间
			g_myModel.glPrint(g_Width*300/800, g_Height*140/600,"%.2f",HIGHtime[g_MenuStateSub]);
			// 最高绝妙
			g_myModel.glPrint(g_Width*410/800, g_Height*140/600,"%d",HIGHexce[g_MenuStateSub]);
			// 最高总分
			g_myModel.glPrint(g_Width*490/800, g_Height*140/600,"%d",HIGHscore[g_MenuStateSub]);
		}

		glMatrixMode(GL_PROJECTION);
		glPopMatrix();
		glMatrixMode(GL_MODELVIEW);
	}

	//////////////////////////////////////////////////////////////////////////
	// 双人游戏
	if (2 == g_MenuStateMain)
	{
		// 画出游戏模式
		g_myModel.TextureSquareTGA(0,6,0,6,2,g_MenuStateSub+10);
		// 按回车开始游戏
		g_myModel.TextureSquareTGA(0,-2.5,0,8,0.7,20);
		// 时间
		g_myModel.TextureSquareTGA(-0.5,-4.5,0,1.3,0.7,21);
		// 绝妙 玩家1
		g_myModel.TextureSquareTGA(-6,-3.5,0,1.3,0.7,22);
		// 绝妙 玩家2
		g_myModel.TextureSquareTGA(6,-3.5,0,1.3,0.7,22);

		switch(win)
		{
		case 0:
			// 平局
			g_myModel.TextureSquareTGA( 6, 2, 0, 5.5, 5.5, 29);
			g_myModel.TextureSquareTGA(-6, 2, 0, 5.5, 5.5, 29);
			break;
		case 1:
			// 玩家1 胜
			g_myModel.TextureSquareTGA(-6, 2, 0, 5.5, 5.5, 28);
			g_myModel.TextureSquareTGA( 6, 2, 0, 5.5, 5.5, 27);
			break;
		case 2:
			// 玩家2 胜
			g_myModel.TextureSquareTGA(-6, 2, 0, 5.5, 5.5, 27);
			g_myModel.TextureSquareTGA( 6, 2, 0, 5.5, 5.5, 28);
			break;
		}
	}
	

	// 开始游戏
	if ( KEY_UP(13) || KEY_UP(32) )
	{
		gameOver = false;
		InitGame();
	}
	// 返回上级菜单
	if (KEY_UP(27))
	{
		g_GameState = 1;
		initGame = false;
	}
}
Example #14
0
//////////////////////////////////////////////////////////////////////////
// 双人游戏
void CGameCore::GameDoublePlayer( DWORD inc )
{
	if (true == gameOver)
	{
		GameOver(inc);
	}
	else
	{
		// 玩家1 —— P1
		if (KEY_DOWN(87))
		{
			Player1MoveUp(inc);
		}
		if (KEY_DOWN(83))
		{
			Player1MoveDown(inc);
		}
		if (KEY_DOWN(65))
		{
			Player1MoveLeft(inc);
		}
		if (KEY_DOWN(68))
		{
			Player1MoveRight(inc);
		}
		// 玩家2 —— P2
		if (KEY_DOWN(38))
		{
			Player2MoveUp(inc);
		}
		if (KEY_DOWN(40))
		{
			Player2MoveDown(inc);
		}
		if (KEY_DOWN(37))
		{
			Player2MoveLeft(inc);
		}
		if (KEY_DOWN(39))
		{
			Player2MoveRight(inc);
		}

		// 检测绝妙的临时变量
		int tmpI = -1,tmpI2 = -1;
		// 画出子弹
		for (int i = 0; i<nowBullet; i++)
		{
			m_Bullet->DrawBullet(m_Bullet[i].x, m_Bullet[i].y, BULLET_R, -1);

			m_Bullet[i].x += float(nowSpeed*inc) * m_Bullet[i].v_x;
			m_Bullet[i].y += float(nowSpeed*inc) * m_Bullet[i].v_y;

			// 检测越界
			if (m_Bullet[i].y < BOUNDARY_BOTTOM-0.1 ||
				m_Bullet[i].y > BOUNDARY_TOP+0.1	||
				m_Bullet[i].x > BOUNDARY_RIGHT+0.1  ||
				m_Bullet[i].x < BOUNDARY_LEFT-0.1)
			{
				m_Bullet[i].InitBullet((m_Player1.x + m_Player2.x)/2 , (m_Player1.y+m_Player2.y)/2);
			}
			//////////////////////////////////////////////////////////////////////////
			// 碰撞检测——玩家1 与 子弹
			float tmpX = m_Bullet[i].x - m_Player1.x;
			float tmpY = m_Bullet[i].y - m_Player1.y;
			if (sqrt(tmpX*tmpX+tmpY*tmpY) < PLAYER_R + BULLET_R -0.1)
			{
				gameOver = true;
				win = 2;
			}
			// 检测 玩家1 绝妙
			if(false == m_Player1.b_excl)
			{
				if (sqrt(tmpX*tmpX+tmpY*tmpY) < PLAYER_R + BULLET_R + 0.3)
				{
					// 本次循环所有点,第一次找到满足条件
					if (tmpI == -1)
					{
						tmpI = i;
					}
					// 两个不同的点,并且角力大于玩家与子弹距离的总和
					else if ((i != tmpI)&&(sqrt((m_Bullet[i].x-m_Bullet[tmpI].x)*(m_Bullet[i].x-m_Bullet[tmpI].x)+(m_Bullet[i].y-m_Bullet[tmpI].y)*(m_Bullet[i].y-m_Bullet[tmpI].y))>PLAYER_R + BULLET_R))
					{
						excl_x = m_Player1.x;
						excl_y = m_Player1.y;
						m_Player1.b_excl = true;
						maybeExcl = true;
						excl_time = timeCount;
					}
				}
			}
			//////////////////////////////////////////////////////////////////////////
			// 碰撞检测——玩家2 与 子弹
			tmpX = m_Bullet[i].x - m_Player2.x;
			tmpY = m_Bullet[i].y - m_Player2.y;
			if (sqrt(tmpX*tmpX+tmpY*tmpY) < PLAYER_R + BULLET_R -0.1)
			{
				gameOver = true;
				win = 1;
			}
			// 检测 玩家2 绝妙
			if(false == m_Player2.b_excl)
			{
				if (sqrt(tmpX*tmpX+tmpY*tmpY) < PLAYER_R + BULLET_R + 0.3)
				{
					// 本次循环所有点,第一次找到满足条件
					if (tmpI2 == -1)
					{
						tmpI2 = i;
					}
					// 两个不同的点,并且角力大于玩家与子弹距离的总和
					else if ((i != tmpI2)&&(sqrt((m_Bullet[i].x-m_Bullet[tmpI2].x)*(m_Bullet[i].x-m_Bullet[tmpI2].x)+(m_Bullet[i].y-m_Bullet[tmpI2].y)*(m_Bullet[i].y-m_Bullet[tmpI2].y))>PLAYER_R + BULLET_R))
					{
						excl_x2 = m_Player2.x;
						excl_y2 = m_Player2.y;
						m_Player2.b_excl = true;
						maybeExcl2 = true;
						excl_time2 = timeCount;
					}
				}
			}
			//////////////////////////////////////////////////////////////////////////
			// 玩家与玩家互撞
			tmpX = m_Player1.x - m_Player2.x;
			tmpY = m_Player1.y - m_Player2.y;
			if (sqrt(tmpX*tmpX+tmpY*tmpY) < PLAYER_R * 2 -0.05)
			{
				gameOver = true;
				win = 0;
			}
		}
	}

	// 合作模式连线
	if (g_MenuStateSub == 2)
	{
		const float dNear = 1.5;
		const float dFar = 12;
		const float dMid = dNear + (dFar - dNear)/2;

		float dplanes = sqrt((m_Player1.x-m_Player2.x)*(m_Player1.x-m_Player2.x)+(m_Player1.y-m_Player2.y)*(m_Player1.y-m_Player2.y));
		if (dplanes < dNear || dplanes > dFar)
		{
			gameOver = true;
		}
		else
		{
			glLineWidth(5);
			glColor3f(abs(dplanes-dMid)/(dMid-dNear),1-abs(dplanes-dMid)/(dMid-dNear),0);
			glBegin(GL_LINES);
			glVertex3f(m_Player1.x,m_Player1.y,-0.1);
			glVertex3f(m_Player2.x,m_Player2.y,-0.1);
			glEnd();
			glColor3f(1,1,1);
		}
	}


	//画出玩家
	m_Player1.DrawPlayer(m_Player1.x, m_Player1.y,PLAYER_R,40);
	m_Player2.DrawPlayer(m_Player2.x, m_Player2.y,PLAYER_R,41);

	// 画出子弹
	for (int i = 0; i<nowBullet; i++)
	{
		m_Bullet[i].DrawBullet(m_Bullet[i].x, m_Bullet[i].y, BULLET_R, -1);
	}
	// 画出 玩家1 绝妙
	if ((true == m_Player1.b_excl)&&(timeCount - excl_time > 220))
	{
		if (maybeExcl)
		{
			// 绝妙
			excellentNum++;
			maybeExcl = false;
		}
		m_Player1.DrawExcellent(excl_x, excl_y,inc);
	}
	// 画出 玩家2 绝妙
	if ((true == m_Player2.b_excl)&&(timeCount - excl_time2 > 220))
	{
		if (maybeExcl2)
		{
			// 绝妙
			excellentP2++;
			maybeExcl2 = false;
		}
		m_Player2.DrawExcellent(excl_x2, excl_y2,inc);
	}

	//////////////////////////////////////////////////////////////////////////
	// 测试
	if (KEY_UP(27))
	{
		gameOver = true;
	}
}