Exemple #1
0
M4::M4()
{
	obj							 =	M4_GUN;
	maxAmmo			 = 40;
	currentAmmo		 = 40;
	remainingAmmo = 80;
	reloading				  = false;
	click						  = M4_CLICK;
	gunShot				  = M4_SHOT;
	reloadTimer		   = 800;
	shootingTimer	  = dbTimer();

	dbLoadObject("weapons//m4.dbo", obj);
	dbScaleObject(obj,100, 100, 100); //works in percentages e.g. 10 makes the gun 10 times smaller(10% of full size)
	dbLoadSound("sounds//M4A1 shot.wav", click);
	dbLoadSound("sounds//m4 click.wav",	  gunShot);
	
	
}
Exemple #2
0
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);
		
	}
}
Exemple #3
0
// Main entry point for the application
void DarkGDK ( void )
{
	dbSyncOn   ( );
	dbSyncRate ( FRAMES_PER_SECOND );
	dbSetWindowOff();
	dbSetDisplayMode( SCREEN_WIDTH, SCREEN_HEIGHT, 16 );
	dbDisableEscapeKey ( );
	dbHideMouse();
	dbSetImageColorKey ( 255, 0, 255 );	// Set transparency key for images
	dbDrawSpritesFirst();	// So that we can draw and write over sprites
							// Probably not necessary now since we don't actually use DGDK sprite objects

	dbLoadSound("bullet.wav",1);
	dbLoadSound("explosion.wav",2);
	
	// Load a new map
	Map *map = new Map();
	bool gotmap = map->loadFromFile( "testmap.txt" );
	assert( gotmap && "Loading map failed" );

	// Set up a camera looking at our map
	Camera camera;
	camera.setMap( map );
	camera.setScreenPosition( 10, 10 );
	camera.setSize( 380, 480 );

	// Camera2
	Camera camera2;
	camera2.setMap( map );
	camera2.setScreenPosition( 410, 10 );
	camera2.setSize( 380, 480 );
	camera2.getStateMachine()->changeState( CameraFollowWASDKeysState::getInstance() );

	

	// Set up some enemies
	for( int i=0; i<NUM_TEST_ENEMIES; i++ ) {
		Enemy *enemy = new Enemy();
		enemy->setPosition( Vector2D(rand()%SCREEN_WIDTH,rand()%SCREEN_HEIGHT) );

		// Set up a test path
		Path *path = new Path();
		path->addWaypoint( Vector2D(200.0,200.0) );
		path->addWaypoint( Vector2D(400.0,300.0) );
		path->addWaypoint( Vector2D(700.0,-30.0) );
		path->setLooped(true);
		enemy->setPath( path );

		// Create a new enemy using that path
		enemy->getStateMachine()->changeState( EnemyFollowPathThenDieState::getInstance() );
		//enemy->getStateMachine()->changeState( EnemyCollideWithPlayerState::getInstance() );
		//entityManager.registerEntity( enemy );

		MessageManager::getInstance()->dispatchMessage(0,0,messageCreateEntity,(i+1)*3,enemy);
	}

	dbPerformChecklistControlDevices();
	if( dbChecklistString(1) )
		dbSetControlDevice( dbChecklistString(1) );


	char debugText[100];

	// Set up variables to keep track of elapsed time
	double previousTime = (double)dbTimer();
	double currentTime;
	double elapsedTime;

	// Set up the target
	Vector2D target;
	target.x = 400;
	target.y = 300;

	
	double timeSinceLastSpawn = 10.0;
	double timeBetweenSpawns = 2.0;
	bool spacePressedLastFrame = false;

	Vector2D testPosition(1.0,3.0);
	Vector2D testHeading(1.0,0.0);
	Vector2D testSide = testHeading.Perp();
	Vector2D testPoint(-1.0,4.0);
	Vector2D testVector = TransformFromWorldToLocalSpace(testPoint,testHeading,testSide,testPosition);


	// main loop
	while ( LoopGDK ( ) )
	{
		// Calculate elapsed time
		currentTime = (double)dbTimer();
		elapsedTime = (currentTime - previousTime)/1000;
		previousTime = currentTime;

		MessageManager::getInstance()->update(elapsedTime);

		// Clear the screen white
		dbCLS( RGB( 0, 0, 0 ) );

		camera.update( 0.0 );
		//camera.draw();
		camera2.update( 0.0 );
		//camera2.draw();

		
		// Spawn a new enemy for testing
		
		timeSinceLastSpawn += elapsedTime;
		if( timeSinceLastSpawn > timeBetweenSpawns ) {
			timeSinceLastSpawn = 0.0;
			entityManager.spawnRandomWave();
			/*
			Enemy *enemy = new Enemy(Vector2D(100.0,-10.0));

			// Set up a test path
			Path *path = new Path();
			path->addWaypoint( Vector2D(200.0,200.0) );
			path->addWaypoint( Vector2D(400.0,300.0) );
			path->addWaypoint( Vector2D(700.0,-10.0) );
			path->setLooped(false);
			enemy->setPath( path );
			enemy->getStateMachine()->changeState( EnemyFollowPathThenDieState::getInstance() );
			entityManager.registerEntity( enemy );
			*/
		}
		
		


		// Update and draw the enemies
		entityManager.updateAllEntities( elapsedTime );
		entityManager.drawAllEntities();

		// Reset the first entities position
		if( dbMouseClick() == 2  ) {
			Vector2D position( dbMouseX(), dbMouseY() );
			Vector2D velocity( 0.0, -20.0 );
			//Vector2D velocity = target - position;
			//velocity.Normalize();
			//velocity *= 20.0;
			Bullet *bullet = new Bullet(position,velocity);
			entityManager.registerEntity( bullet );
		}

		// Reset the enemies randomly if space pressed
		if( dbSpaceKey() && spacePressedLastFrame == false ) {
			spacePressedLastFrame = true;
			Enemy *enemy = new Enemy();
			enemy->setPosition(Vector2D(100.0,-30.0));

			// Set up a test path
			Path *path = new Path();
			path->addWaypoint( Vector2D(200.0,200.0) );
			path->addWaypoint( Vector2D(400.0,300.0) );
			path->addWaypoint( Vector2D(700.0,-30.0) );
			path->setLooped(false);
			enemy->setPath( path );
			enemy->getStateMachine()->changeState( EnemyFollowPathThenDieState::getInstance() );

			entityManager.registerEntity( enemy );
		}
		
		if( !dbSpaceKey() )
			spacePressedLastFrame = false;

		// Update the target
		if( dbMouseClick() == 1 ) {
			target.x = dbMouseX();
			target.y = dbMouseY();
		}

		// Draw the target
		//DrawTarget( target );

		// Put any debugging messages here
		//sprintf( debugText, "Key code: %d", dbScanCode() );	// For finding keyboard scan codes
		//sprintf( debugText, "Elapsed time: %f", elapsedTime );
		//sprintf( debugText, "Entities: %d  FPS: %d", entityManager.getSize(), dbScreenFPS() );
		//sprintf( debugText, "%s", dbChecklistString (1) );
		//sprintf( debugText, "JoystickY: %d", joystickY );
		//sprintf( debugText, "FPS: %d", dbScreenFPS() );
		sprintf( debugText, "Score: %d", entityManager.getPlayer()->getScore() );
		//sprintf( debugText, "Player Position: %f,%f", entityManager.getPlayer()->getPosition().x, entityManager.getPlayer()->getPosition().y );
		//sprintf( debugText, "VectorX: %f VectorY: %f", testVector.x, testVector.y );
		//sprintf( debugText, "screenWidth: %d screenHeight: %d", dbScreenWidth(), dbScreenHeight() );

		// Print out the debug text
		dbInk( RGB(0,0,255), RGB(255,255,255) );
		dbText( 0, SCREEN_HEIGHT-20, debugText );

		// Draw scanlines
		//drawScanlines(3);

		// break out if escape has been pressed
		if ( dbEscapeKey ( ) )
			break;

		// update the contents of the screen
		dbSync ( );
	}

	// and now everything is ready to return back to Windows
	return;
}