//inicializacni funkce pri zacatku hry void init_game() { //pocatecni pozice, rychlost a hp raketky posx=0; posy=-300; speedx=speedy=0; hp=1; //hrac muze hned strilet reload=0; //promenne pro zachovani hlavnich statistik hry level=0; plevel=0; score=0; //na zacatku hrac zije playerdead=0; //cas od smrti hrace nakonci deathtimer=0; //trvani bonusu shieldtimer=0; canontimer=0; init_stars(); init_bullets(); init_enemies(); init_particles(); init_bonuses(); }
/* the main game function */ static int play_game() { ALLEGRO_TIMER *inc_counter; int gameover = 0; int cyclenum = 0; /* init */ score = 0; init_view(); init_player(); init_badguys(); init_bullets(); init_explode(); init_message(); #define TIMER_SPEED ALLEGRO_BPS_TO_SECS(30*(cyclenum+2)) inc_counter = al_create_timer(TIMER_SPEED); al_start_timer(inc_counter); while (!gameover) { /* move everyone */ while ((al_get_timer_count(inc_counter) > 0) && (!gameover)) { update_view(); update_bullets(); update_explode(); update_message(); if (update_badguys()) { if (advance_view()) { cyclenum++; al_set_timer_count(inc_counter, 0); lay_attack_wave(TRUE); advance_player(TRUE); } else { lay_attack_wave(FALSE); advance_player(FALSE); } } gameover = update_player(); al_set_timer_count(inc_counter, al_get_timer_count(inc_counter)-1); } /* take a screenshot? */ if (key[ALLEGRO_KEY_PRINTSCREEN]) { static int ss_count = 0; char fname[80]; sprintf(fname, "speed%03d.tga", ++ss_count); al_save_bitmap(fname, al_get_backbuffer(screen)); while (key[ALLEGRO_KEY_PRINTSCREEN]) poll_input_wait(); al_set_timer_count(inc_counter, 0); } /* toggle fullscreen window */ if (key[ALLEGRO_KEY_F]) { int flags = al_get_display_flags(screen); al_set_display_flag(screen, ALLEGRO_FULLSCREEN_WINDOW, !(flags & ALLEGRO_FULLSCREEN_WINDOW)); while (key[ALLEGRO_KEY_F]) poll_input_wait(); } /* draw everyone */ draw_view(); } /* cleanup */ al_destroy_timer(inc_counter); shutdown_view(); shutdown_player(); shutdown_badguys(); shutdown_bullets(); shutdown_explode(); shutdown_message(); if (gameover < 0) { sfx_ping(1); return FALSE; } return TRUE; }
void begin_game(void) { int i; counter = 0; init_structs_etc(); for (i = 0; i < NO_ACTORS; i ++) { actor[i].in_play = 0; } player[0].score = 0; player[1].score = 0; if (game.type == GAME_SINGLE || game.type == GAME_TIME_ATTACK) { game.users = 1; actor[0].in_play = 0; player[game.single_player].actor_controlled = 0; // player[0].ships_left = 3; game.ships_left = 3; actor[0].controller = game.single_player; init_actor(0, player[game.single_player].ship); //ACTORTYPE_SHIP); } if (game.type == GAME_COOP || game.type == GAME_DUEL || game.type == GAME_TIME_ATTACK_COOP) { game.users = 2; actor[0].in_play = 0; player[0].actor_controlled = 0; // player[0].ships_left = 3; actor[0].controller = 0; init_actor(0, player[0].ship); //ACTORTYPE_SHIP); actor[1].in_play = 0; player[1].actor_controlled = 1; // player[1].ships_left = 3; actor[1].controller = 1; init_actor(1, player[1].ship); //ACTORTYPE_SHIP); game.ships_left = 6; } init_bullets(); init_clouds(); // init_stars(); init_enemies(); prepare_display(); game.drag = 0.013;//955;//9999; /* arena.max_x = 894000; arena.max_y = 895000; */ arena.level = 0; game.symbols_given = 0; init_level(); long_slacktime = 0; arena.waver_on_level = 0; }
//Main program int main() { /* Initialize SDL’s video system and check for errors */ if (SDL_Init(SDL_INIT_VIDEO) != 0) { printf("Unable to initialize SDL: %s\n", SDL_GetError()); return 1; } /* Make sure SDL_Quit gets called when the program exits! */ atexit(SDL_Quit); /*set window title*/ SDL_WM_SetCaption("Essi Invaders", "P"); /* Attempt to set a 800x600 8 bit color video mode */ screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 8, SDL_DOUBLEBUF ); if (screen == NULL) { printf("Unable to set video mode: %s\n", SDL_GetError()); return 1; } //load images load_image("titlescreen.bmp", &title_screen, magenta); load_image("cmap.bmp", &cmap, magenta); load_image("target1.bmp", &invaders_img[0], magenta); load_image("target2.bmp", &invaders_img[1], magenta); load_image("target3.bmp", &invaders_img[2], magenta); load_image("target4.bmp", &invaders_img[3], magenta); load_image("target5.bmp", &invaders_img[4], magenta); load_image("target6.bmp", &invaders_img[5], magenta); load_image("target7.bmp", &invaders_img[6], magenta); load_image("target8.bmp", &invaders_img[7], magenta); load_image("target9.bmp", &invaders_img[8], magenta); load_image("target10.bmp", &invaders_img[9], magenta); load_image("target11.bmp", &invaders_img[10], magenta); load_image("target12.bmp", &invaders_img[11], magenta); load_image("spaceship.bmp", &player_img, magenta); load_image("essi.bmp", &logo_img, magenta); load_image("saucer.bmp", &saucer_img, magenta); load_image("gameover.bmp", &game_over_img, magenta); load_image("damage.bmp", &damage_img, lime); load_image("damagetop.bmp", &damage_top_img, lime); Uint32 next_game_tick = SDL_GetTicks(); int sleep = 0; Uint8 *keystate = 0; int quit = 0; SDL_Event event; init_score(); init_bases(); init_misil(); init_invaders(); init_player(); init_saucer(); init_bullets(bullets, P_BULLETS); init_bullets(enemy_bullets, E_BULLETS); state = menu; title_time = SDL_GetTicks(); /* Animation */ while (quit == 0) { /* Grab a snapshot of the keyboard. */ keystate = SDL_GetKeyState(NULL); while (SDL_PollEvent(&event)) { switch(event.type) { case SDL_KEYDOWN: switch( event.key.keysym.sym ) { //exit out of game loop if escape is pressed case SDLK_ESCAPE: quit = 1; break; case SDLK_SPACE: if (state == menu) { state = game; } else if (state == game){ player_shoot(); saucer_ai(); } else if (state == game_over) { init_invaders(); init_bases(); init_score(); init_player(); state = game; match = -1; } break; default: break; } break; case SDL_KEYUP: switch( event.key.keysym.sym ) { case SDLK_UP: move_misil(up); break; case SDLK_DOWN: move_misil(down); break; default: break; } } } draw_background(); if (state == menu) { char s[] = "Press SPACEBAR to start"; SDL_Rect src[60]; int i; if (title_time + 2000 < SDL_GetTicks()) { src[0].x = (SCREEN_WIDTH/100)*30; //Yellow Background of Space Invaders src[0].y = 40; src[0].w = 440; src[0].h = 230; SDL_FillRect(screen, &src[0], 248); } else { int y = 0; for (i = 0; i < 60; i++) { src[i].x = 0; src[i].y = y; src[i].w = SCREEN_WIDTH; src[i].h = 10; SDL_FillRect(screen, &src[i], 227); y += 10; } for (i = 0; i < 60; i++) { SDL_FillRect(screen, &src[i], rand() % 255); } } draw_title_screen(); draw_string(s, (SCREEN_WIDTH / 2) - (strlen(s) * 10), 500); } else if (state == game) { //move player if (keystate[SDLK_LEFT]) { move_player(left); } if (keystate[SDLK_RIGHT]) { move_player(right); } draw_hud(); draw_player(); draw_bases(); draw_invaders(); draw_saucer(); draw_serviceProjectMatch(match); draw_bullets(bullets, P_BULLETS); draw_bullets(enemy_bullets, E_BULLETS); enemy_hit_collision(); player_hit_collision(); enemy_base_collision(); saucer_hit_collision(); bullet_base_collision(enemy_bullets, E_BULLETS, 1); bullet_base_collision(bullets, P_BULLETS, 0); enemy_player_collision(); move_invaders(invaders.speed); move_saucer(); movenemy_bullets(bullets, P_BULLETS, -30); movenemy_bullets(enemy_bullets, E_BULLETS, 15); calculate_level(); enemy_ai(); game_over_ai(); pause_game(); } else if (state == game_over) { draw_hud(); draw_player(); draw_bases(); draw_invaders(); draw_saucer(); draw_bullets(bullets, P_BULLETS); draw_bullets(enemy_bullets, E_BULLETS); draw_game_over(); } else if (state == pause) { draw_hud(); draw_player(); draw_bases(); draw_invaders(); draw_saucer(); draw_bullets(bullets, P_BULLETS); draw_bullets(enemy_bullets, E_BULLETS); pause_game(); } /* Ask SDL to update the entire screen. */ SDL_Flip(screen); next_game_tick += 1000 / 30; sleep = next_game_tick - SDL_GetTicks(); if( sleep >= 0 ) { SDL_Delay(sleep); } } return 0; }
void begin_game(void) { int i; counter = 0; init_structs_etc(); for (i = 0; i < NO_ACTORS; i ++) { actor[i].in_play = 0; } player[0].score = 0; player[1].score = 0; if (game.type == GAME_SINGLE) { game.users = 1; actor[0].in_play = 0; player[game.single_player].actor_controlled = 0; // player[0].ships_left = 3; game.ships_left = 3; actor[0].controller = game.single_player; init_actor(0, player[game.single_player].ship); //ACTORTYPE_SHIP); } else { game.users = 2; actor[0].in_play = 0; player[0].actor_controlled = 0; // player[0].ships_left = 3; actor[0].controller = 0; init_actor(0, player[0].ship); //ACTORTYPE_SHIP); actor[1].in_play = 0; player[1].actor_controlled = 1; // player[1].ships_left = 3; actor[1].controller = 1; init_actor(1, player[1].ship); //ACTORTYPE_SHIP); game.ships_left = 6; } init_bullets(); init_clouds(); init_enemies(); prepare_display(); game.drag = 0.013;//955;//9999; /* arena.max_x = 894000; arena.max_y = 895000; */ arena.level = 0; init_level(); }