Exemple #1
0
void ram(void) {
	while(1) {
		if (!screen_intro()){
      setTextColor(0xff,0x00);
      return;
    }
		game.rokets = 3;
		game.level = 1;
		game.score = 0;
		init_game();
		screen_level();
		while (game.rokets>=0) {
			////checkISP();
			lcdFill(0x00);
			check_end();
			move_ufo();
			move_shot();
			move_shots();
			move_player();
			move_enemy();
			draw_score();
			draw_ufo();
			draw_bunker();
			draw_player();
			draw_enemy();
			draw_shots();
			//        draw_status();
			lcdDisplay();
			delayms(12);
		}
		if (!screen_gameover())
      setTextColor(0xff,0x00);
      return;
	}
}
Exemple #2
0
int run_game(GameData *data)
{
  int cur_shot = 0;
  while(cur_shot < data->num_shots)
  {
    Pacman *cur_pac_shot = (data->shots + cur_shot);
    draw_pacman(cur_pac_shot);
    draw_pebbles(data->pebbles, data->num_pebbles);
    *cur_pac_shot->velocity = *(data->old_velocity);
    Velocity *velocity = cur_pac_shot->velocity;
    while(!KEY_PRESSED(START))
    {
      update_velocities(velocity);
      wait_for_vblank();
      draw_user_velocities(data->velocity_frame_x, data->velocity_frame_y, velocity);
      draw_pacman(cur_pac_shot);
    }
    *(data->old_velocity ) = *cur_pac_shot->velocity;//MUST save old shot

    erase_frame(data->velocity_frame_x, data->bg_color);
    erase_frame(data->velocity_frame_y, data->bg_color);

    //now we run simulation
    fill_frame(data->indicator, GREEN);
    int i = 0;
    while(!off_screen(cur_pac_shot->frame))
    {
      for (i = 0; i < data->num_pebbles; i++) {
        PacmanPebble *cur_pebble = (data->pebbles + i);
        check_collision(cur_pac_shot, cur_pebble);
      }
      wait_for_vblank();
      erase_frame(cur_pac_shot->frame, data->bg_color);
      move_shot(cur_pac_shot);
      draw_pebbles(data->pebbles, data->num_pebbles);
      draw_pacman(cur_pac_shot);
   }

    erase_frame(cur_pac_shot->frame, data->bg_color);
    cur_shot++;
  }
  fill_frame(data->indicator, RED);
  return 0;
}