Example #1
0
//----------------------------------------Game Loop
int main()
{
    SetupGame();

    //this is the game loop. this loops forever.
    while (1)
    {
        SHOW_SPRITES;

        //monster stuff
        MonsterUpdate(SpriteNum);

        //player stuff
        num = PlayerCheckControls(SpriteNum);
        if (num == 1) //then a bullet was instantiated
        {
            SpriteNum++;
            PlayerSlideBack();
            PlayerSlideBack();
            PlayerSlideBack();
            PlayerSlideBack();
            PlayerUpdate(SpriteNum);

            HIDE_SPRITES; //clear unused sprites
        }

        num = PlayerUpdate(SpriteNum);
        if (num == 1) //then a bullet died
        {
            set_sprite_tile(SpriteNum, 5); //hide the players current sprite
            SpriteNum--;
            move_sprite(SpriteNum, P_PosX, P_PosY); //and show the new
        }

        //woah there sparky
        delay(20);
    }
}
Example #2
0
void TitleScreenDoLogic(bool* Continue, bool* Error, Uint32 Milliseconds)
{
	(void)Continue;
	(void)Error;
	cpSpaceStep(space.Space, Milliseconds * 0.001);
	for (int i = 0; i < MAX_PLAYERS; i++)
	{
		PlayerUpdate(&players[i], Milliseconds);

		// Check which players have fallen below their start pads
		cpVect pos = cpBodyGetPosition(players[i].Body);
		if (pos.y < BLOCK_Y)
		{
			if (!playersEnabled[i])
			{
				// New player entered
				countdownMs = COUNTDOWN_START_MS;
				SoundPlay(SoundStart, 1.0);
			}
			playersEnabled[i] = true;
		}
	}

	if (countdownMs >= 0)
	{
		const int countdownMsNext = countdownMs - Milliseconds;
		// Play a beep every second
		if ((countdownMs / 1000) > (countdownMsNext / 1000))
		{
			SoundPlay(SoundBeep, 1.0);
		}
		// Start game if counted down to zero
		if (countdownMsNext <= 0)
		{
			TitleScreenEnd();
			ToGame();
			return;
		}
		countdownMs = countdownMsNext;
	}

	Animation *a = Start ? &TitleAnim : &GameOverAnim;
	AnimationUpdate(a, Milliseconds);

	HighScoreDisplayUpdate(&HSD, Milliseconds);
}
Example #3
0
//******************************************************************
//		更新・描画
//******************************************************************
bool sceneMain::Update()
{
	PlayerCtrl();
	PlayerUpdate();
	SoundManager::Update();

	if (KeyBoard(KB_F))cameraPos.z += 1;
	if (KeyBoard(KB_G))cameraPos.z -= 1;
	tdnView::Set(cameraPos, VECTOR_ZERO);

	// メッシュテスト
	shader3D->SetValue( "viewPosition", cameraPos );
	static float meshAngle = 0;
	meshAngle += 0.01f;
	TestMesh->Rot( *D3DXQuaternionRotationYawPitchRoll( &Quaternion(), meshAngle, meshAngle * 0.9f, meshAngle * 0.7f ) );
	TestMesh->Pos( Vector3( 0.0f, 0.0f, 0.0f ) );
	TestMesh->UpdateWorldMatrix();

	return true;	
}
Example #4
0
void GameDoLogic(bool* Continue, bool* Error, Uint32 Milliseconds)
{
	(void)Continue;
	(void)Error;
	if (Pause) return;

	cpSpaceStep(space.Space, Milliseconds * 0.001);
	CameraUpdate(&camera, PlayerMiddleY(), Milliseconds);

	bool hasPlayers = false;
	for (int i = 0; i < MAX_PLAYERS; i++)
	{
		Player *p = &players[i];
		if (!p->Enabled) continue;
		PlayerUpdate(p, Milliseconds);
		// Check if the player needs to be respawned
		if (p->RespawnCounter == 0 && !p->Alive && space.Gaps.size > 0)
		{
			SpaceRespawnPlayer(&space, p);
		}
		if (!p->Alive)
		{
			// Check if any players are past ones that await reenabling
			if (p->RespawnCounter == -1 && PlayerMinY() < p->y)
			{
				PlayerRevive(p);
			}
			else
			{
				continue;
			}
		}
		hasPlayers = true;

		// Check player pickups
		if (PickupsCollide(p->x, p->y, PLAYER_RADIUS))
		{
			PlayerScore(p, false);
		}

		// Players that hit the top of the screen die
		if (cpBodyGetPosition(p->Body).y + PLAYER_RADIUS >=
			camera.Y + FIELD_HEIGHT / 2)
		{
			PlayerKill(p);
		}
	}
	// If no players left alive, end the game
	if (!hasPlayers)
	{
		ToTitleScreen(false);
	}
	SpaceUpdate(&space, PlayerMinY(), camera.Y, PlayerMaxY(), &players[0]);

	ParticlesUpdate(Milliseconds);

	// Players that hit the top of the screen die
	if (PlayerMaxY() + PLAYER_RADIUS >= camera.Y + FIELD_HEIGHT / 2)
	{
		ToTitleScreen(false);
	}
}
Example #5
0
void Ship::Update()
{
  PlayerUpdate();
}