Esempio n. 1
0
void win() {
	fillPalette(startScreen_palette, 0, STARTSCREEN_PALETTE_SIZE);
	drawImage4(0, 0, 240, 160, start);
	drawString4(90, 130, "YOU WIN!", PALETTE[2]);
	drawString4(60, 145, "PRESS <START> TO RESTART", PALETTE[2]);
	state = 2;
}
Esempio n. 2
0
void lose() {
	fillPalette(gameOverScreen_palette, 0, GAMEOVERSCREEN_PALETTE_SIZE);
	drawImage4(0, 0, 240, 160, gameOver);
	drawString4(90, 130, "TRY AGAIN?", PALETTE[2]);
	drawString4(60, 145, "PRESS <START> TO RESTART", PALETTE[2]);
	state = 2;
}
Esempio n. 3
0
//draw discription information such as lives and score
void drawDiscription(){
	drawString4( 1,  1, "SCORE:", YELLOWIDX);
	writeNum(0, 1, 55, 35, 10, YELLOWIDX);
	drawRect(1, 90, 10, 10, BLACKIDX);
	drawString4( 1, 90, "LIVES:", YELLOWIDX);
	writeNum(3, 1, 140, 35, 10, YELLOWIDX);
	drawRect(1, 175, 10, 10, BLACKIDX);
}
Esempio n. 4
0
int main() {
	setMode(MODE_4 | BG2_ENABLE);
	startGame();
	while(1) {
		if (KEY_DOWN_NOW(KEY_START) && state == 0) {			
			state = 1;
			numOfLives = 3;
			loadAvatar();
			fillPalette(GPalette_palette, 0, GPALETTE_PALETTE_SIZE);
			PALETTE[200] = BLACK;
			PALETTE[201] = WHITE;
			PALETTE[202] = RED;
			PALETTE[203] = GREEN;
			PALETTE[204] = BLUE;
			
			for (int i = 0; i < 5; i++) {
				homeFlags[i] = 0;
			}
		}
		if (state == 1) {
			drawBG();
			char liveStr[7];
		if (numOfLives >= 0) {
			sprintf(liveStr, "%d", numOfLives);
			drawString4(10, 147, "LIVES LEFT:  ", PALETTE[1]);
			drawString4(80, 147, liveStr, PALETTE[1]);
		}
			drawTrucks();
			drawCars();
			drawCrocodiles();
			drawWoods();
			drawFrog();
			collision();
			reset();
			delay(2);
			waitForVblank();
			flipPage();
		}
		if (state == 2) {
			while (1) {
				if (KEY_DOWN_NOW(KEY_START)) {
					state = 0;
					break;
				}
			}
		}
	}
	return 0;
}
Esempio n. 5
0
File: main.c Progetto: cglong/Pacman
void draw() {
	drawPacman(pacman.row, pacman.col);
	drawString4(SCREENHEIGHT-TEXT_HEIGHT, 0, string, WHITEINDEX);
	
	for (int i = 0; i < NUMDOTS; i++)
		drawDot(i);
}
Esempio n. 6
0
void drawLives(megaman* X) {
    drawHollowRect4(20,1,53,15,5);
    drawRect4(21,2,52,14,202);
    drawRect4(23,4,41,10,5);
    for(int i=0; i<(X->lives); i++) {
        drawRect4(2*i+24+(20-X->lives)*2,6,1,6,254);
    }
    char string[5];
    sprintf(string,"x");
    drawString4(64,6,string,149);
}
Esempio n. 7
0
static void loseLife() {
	numOfLives--;
	if (numOfLives >= 0) {
		drawString4(95, 75, "LIVES   -1", PALETTE[1]);
		flipPage();
		delay(20);
		loadAvatar();
	} else {
		lose();
	}
}
Esempio n. 8
0
void writeNum(short s, u16 row, u16 col, u16 width, u16 height, u8 ci){
	// FlipPage();
	drawRect(row, col, height, width, BLACKIDX);
	// FlipPage();
	// drawRect(row, col, height, width, BLACKIDX);
	char num[4] ="000\0";
	short i = 2;
	while (s && i>=0) {
		num[i--] = (s%10+'0');
		s/=10;
	}
	// FlipPage();
	// drawString4(row, col, num, ci);
	// FlipPage();
	drawString4(row, col, num, ci);
}
Esempio n. 9
0
int main()
{
	REG_DISPCTL = MODE4 | BG2_ENABLE | BUFFER1FLAG;
	loadPalette(pics_palette, PICS_PALETTE_SIZE, 0);

	int state = BEGIN;
	while(1)
	{
		switch(state)
		{
			case BEGIN:
				// loadPalette(pics_palette, PICS_PALETTE_SIZE, 0);
				drawImage4(0, 0, 240, 160, (u16*)screen);
				waitForVblank();
				FlipPage();
				while(!KEY_DOWN_NOW(BUTTON_START));
				state = GAME;
				break;
			case GAME:
				state = play();
				break;
			case WIN:
				loadPalette(pics_palette, PICS_PALETTE_SIZE, 0);
				drawImage4(0, 0, 240, 160, (u16*)win);
				drawString4(5, 8, "Press Select", PALETTE[0]);
				waitForVblank();
				FlipPage();
					while(!KEY_DOWN_NOW(BUTTON_SELECT));
				state = BEGIN;
				break;
			case LOSE:
				// loadPalette(pics_palette, PICS_PALETTE_SIZE, 0);
				drawImage4(0, 0, 240, 160, (u16*)die);
				waitForVblank();
				FlipPage();
				while(!KEY_DOWN_NOW(BUTTON_SELECT));
				state = BEGIN;
				break;
			default:
				break;
		}
	}
	return 0;
}
Esempio n. 10
0
int main()
{
    //create obj
    //X
    megaman megamanX;
    megamanX.r = 62;
    megamanX.c = 30;
    megamanX.mapX = megamanX.c;
    megamanX.mapY = megamanX.r;
    megamanX.inAir = 0;
    megamanX.lives = 20;
    //blast
    Blast blast;;
    blast.r = 0;
    blast.c = megamanX.c;
    blast.fired = 0;
    blast.speed = 8;
    //drlight
    Drlight drlight;
    drlight.r = 0;
    drlight.c = 0;
    //minion
    Minion minion;
    minion.r = 0;
    minion.c = 0;
    minion.lives = 5;
    //turret
    Turret turret;
    turret.r = 0;
    turret.c = 0;
    turret.lives = 10;
    //bullet
    Bullet bullet;
    bullet.r = 0;
    bullet.c = 0;

    //worldMap ground set up
    WorldMap worldmap[1688];
    for(int x=0; x<535; x++) {
        worldmap[x].y = 94;
    }
    for(int x=545; x<905; x++) {
        worldmap[x].y = 74;
    }
    for(int x=921; x<1688; x++) {
        worldmap[x].y = 84;
    }

// 	1. Set up REG_DISPCNT
// Enable objects (sprites) (by setting bit 10) and set the sprite dimension type (given to you by nin10kit)
// 2. Copy the palette given to into the sprite palette (SPRITEPAL)
// 3 Copy the sprite tile graphics to character block 5
// 4. For each of the 128 sprites set its attribute 0 to hide them (ATTR0_HIDE)
// 5. When you want to use a sprite pick a OamEntry.
// a. Modify its attribute 0 with its x and or this with the palette type (from nin10kit) and shape (nin10kit)
// b. Modify its attribute 1 with its y and size (nin10kit)
// c. Modify its attribute 2 with the sprite id (nin10kit)
    REG_DISPCTL = MODE4 | BG2_ENABLE | OBJ_ENABLE | X_DIMENSION_TYPE;

    DMA[3].src = X_palette;
    DMA[3].dst = SPRITEPAL;
    DMA[3].cnt = DMA_ON | X_PALETTE_SIZE;

    DMA[3].src = X;
    DMA[3].dst = SPRITEDATA;
    DMA[3].cnt = DMA_ON | X_SIZE;
    //copy
    OamEntry shadow[128];
    //make all sprites transparent
    for(int i=0; i<128; i++) {
        shadow[i].attr0 = ATTR0_HIDE;
    }

    //helper
    //((SPRITEMEM[0].attr0 &~ 0x00FF)|(20))
    //((SPRITEMEM[1].attr0 &~ 0x01FF)|(0))
    int state=0;
    int hold=0;
    while(1) {
        if(gameState==0) {
            DMA[3].src = title_palette;
            DMA[3].dst = PALETTE;
            DMA[3].cnt = DMA_ON | TITLE_PALETTE_SIZE;
            stage_stop();
            megaman_play();
        }
        while(gameState==0) {
            drawImage4(0,0,240,160,title);
            if(KEY_DOWN_NOW(BUTTON_A) || KEY_DOWN_NOW(BUTTON_START)) {
                gameState=1;
                megaman_stop();
                break;
            }
            waitForVblank();
            flipPage();
        }

        if(gameState==1) {
            //setup stage palette
            DMA[3].src = stage_palette;
            DMA[3].dst = PALETTE;
            DMA[3].cnt = DMA_ON | STAGE_PALETTE_SIZE;

            //music
            stage_play();
        }
        while(gameState==1) {

            if(KEY_DOWN_NOW(BUTTON_SELECT)) {
                for(int i=0; i<128; i++) {
                    shadow[i].attr0 = ATTR0_HIDE;
                }
                hurting=0;
                minionSpawn=0;
                turretSpawn=0;
                turretFired=0;
                megamanX.r = 62;
                megamanX.c = 30;
                megamanX.mapX = megamanX.c;
                megamanX.mapY = megamanX.r;
                megamanX.inAir = 0;
                megamanX.lives = 20;
                started=0;
                telCount=0;
                gameState=0;
            }
            //conversation
            if(started==0) {
                drawStage(30,STAGE_WIDTH,STAGE_HEIGHT,stage);
                switch (state) {
                case 0:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer[50];
                    sprintf(buffer, "X:");
                    drawString4(105,5,buffer,0);
                    sprintf(buffer, "What happened here?");
                    drawString4(120,5,buffer,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=1;
                        hold=1;
                    }
                    break;
                case 1:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer2[50];
                    sprintf(buffer2, "X:");
                    drawString4(105,5,buffer2,0);
                    sprintf(buffer2, "The highway is destroyed!");
                    drawString4(120,5,buffer2,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=2;
                        hold=1;
                    }
                    break;
                case 2:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer3[50];
                    sprintf(buffer3, "X:");
                    drawString4(105,5,buffer3,0);
                    sprintf(buffer3, "I need to turn in my CS2110 homework!");
                    drawString4(120,5,buffer3,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=3;
                        hold=1;
                    }
                    break;
                case 3:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer4[50];
                    sprintf(buffer4, "Press Right to walk, Up to jump,");
                    drawString4(105,5,buffer4,0);
                    char buffer5[50];
                    sprintf(buffer5, "B to dash, A to fire.");
                    drawString4(120,5,buffer5,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        started=1;
                        state=0;
                        hold=1;
                    }
                    break;
                }
                if(!KEY_DOWN_NOW(BUTTON_A)) {
                    hold=0;
                }
            }
            //teleports
            if(started==1) {
                drawStage(30,STAGE_WIDTH,STAGE_HEIGHT,stage);
                if(telCount<80) {
                    drawRect4(telCount,megamanX.c-1+14,30,6,149);
                    drawRect4(telCount+1,megamanX.c+14,26,2,0);
                    telCount+=8;
                }
                else if(telCount>=80 && telCount<=120) {
                    shadow[2].attr0 = megamanX.r | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                    shadow[2].attr1 = megamanX.c | X_SPRITE_SIZE;
                    shadow[2].attr2 = CHARGES_ID;
                    telCount+=8;
                }
                else {
                    shadow[2].attr0 = ATTR0_HIDE;
                    //draw megaman
                    shadow[0].attr0 = megamanX.r | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                    shadow[0].attr1 = megamanX.c | X_SPRITE_SIZE;
                    shadow[0].attr2 = X_ID;
                    started=2;
                    telCount=0;
                }
            }
            //in Game
            if(started==2) {
                //update background
                moveScreen(megamanX.mapX);
                //status check
                if(!borderCheck(megamanX.r, megamanX.c)) {
                    megamanX.lives-=1;
                    hurting=1;
                }
                if(!checkHealth(&megamanX)) {
                    //need delay here
                    // for(int i=0; i<160;i++) {
                    // 	hurt(&megamanX, shadow);
                    // }
                    for(int i=0; i<128; i++) {
                        shadow[i].attr0 = ATTR0_HIDE;
                    }
                    refreshBlast(&megamanX, &blast, shadow, 1);
                    hurting=0;
                    minionSpawn=0;
                    turretSpawn=0;
                    turretFired=0;
                    started=0;
                    gameState=3;
                }

                //buttons
                if(KEY_DOWN_NOW(BUTTON_A) && hurting==0) {
                    if(charge<102)
                        charge++;
                    if(charge>20) {
                        drawCharges(&megamanX, shadow);
                    }
                }
                if(!KEY_DOWN_NOW(BUTTON_A) && charge<=20 && charge>0 && hurting==0) {
                    blast.fired = 1;
                    blast.r = megamanX.r;
                    charge = 0;
                    blastType = 0;
                }
                else if(!KEY_DOWN_NOW(BUTTON_A) && charge<=100 && charge>20 && hurting==0) {
                    blast.fired = 1;
                    blast.r = megamanX.r;
                    charge = 0;
                    blastType = 1;
                    shadow[2].attr0 = ATTR0_HIDE;
                    chargesDelay = 0;
                }
                else if(!KEY_DOWN_NOW(BUTTON_A) && charge<=102 && charge>100 && hurting==0) {
                    blast.fired = 1;
                    blast.r = megamanX.r;
                    charge = 0;
                    blastType = 2;
                    shadow[2].attr0 = ATTR0_HIDE;
                    chargesDelay = 0;
                }
                if((KEY_DOWN_NOW(BUTTON_B) || (KEY_DOWN_NOW(BUTTON_B) && KEY_DOWN_NOW(BUTTON_RIGHT)))
                        && stopMove==0 && hurting==0) {
                    dash(&megamanX, shadow);
                    moving = 2;
                }
                if(KEY_DOWN_NOW(BUTTON_RIGHT) && !KEY_DOWN_NOW(BUTTON_UP) &&
                        !KEY_DOWN_NOW(BUTTON_LEFT) && !KEY_DOWN_NOW(BUTTON_B) &&
                        megamanX.inAir==0 && hurting==0) {
                    stopMove = 0;
                    dashCounter = 0;
                    megamanX.mapX++;
                    walk(&megamanX, shadow);
                    moving = 1;
                }
                if(KEY_DOWN_NOW(BUTTON_LEFT) && !KEY_DOWN_NOW(BUTTON_UP) &&
                        !KEY_DOWN_NOW(BUTTON_RIGHT) && !KEY_DOWN_NOW(BUTTON_B) &&
                        megamanX.inAir==0 && hurting==0) {
                    stopMove = 0;
                    dashCounter = 0;
                    if(megamanX.mapX-25>0)
                        megamanX.mapX--;
                    walk(&megamanX, shadow);
                    moving = -1;
                }
                if(KEY_DOWN_NOW(BUTTON_RIGHT) && KEY_DOWN_NOW(BUTTON_UP)
                        && megamanX.inAir==0 && hurting==0) {
                    megamanX.inAir = 1;
                    jumpForward = 1;
                    moving = 1;
                }
                if(KEY_DOWN_NOW(BUTTON_UP) && megamanX.inAir==0 && hurting==0) {
                    megamanX.inAir = 1;
                    moving = 0;
                }
                //default position
                if(!KEY_DOWN_NOW(BUTTON_START) && !KEY_DOWN_NOW(BUTTON_SELECT) &&
                        !KEY_DOWN_NOW(BUTTON_B) &&
                        !KEY_DOWN_NOW(BUTTON_R) && !KEY_DOWN_NOW(BUTTON_L) &&
                        !KEY_DOWN_NOW(BUTTON_LEFT) && !KEY_DOWN_NOW(BUTTON_RIGHT) &&
                        !KEY_DOWN_NOW(BUTTON_DOWN) && !KEY_DOWN_NOW(BUTTON_UP) &&
                        megamanX.inAir==0 && hurting==0) {
                    stopMove = 0;
                    jumpCounter = 0;
                    dashCounter = 0;
                    shadow[0].attr2 = X_ID;
                    moving = 0;
                }
                //draw blast
                drawBlast(&blast, &megamanX, shadow);
                //gap check when walking
                if(((megamanX.mapX>=535 && megamanX.mapX<=545)
                        || (megamanX.mapX>=905 && megamanX.mapX<=921))) {
                    if(megamanX.inAir==0) {
                        megamanX.inAir=1;
                        falling=1;
                        jumpCounter=4;
                    }
                }
                if(megamanX.inAir==1) {
                    jump(&megamanX, shadow);
                }
                if(falling==1) {
                    groundCheck(&megamanX, worldmap);
                }
                geoCheck(&megamanX);

                drawLives(&megamanX);
                //restore
                if(hurtTime<=0) {
                    restore(shadow);
                }

                blastCollision(&megamanX, &blast, &minion, &turret,shadow);
                if(explosionDelay==0) {
                    shadow[2].attr0 = ATTR0_HIDE;
                    explosionDelay=12;
                }
                else {
                    explosionDelay--;
                }

                //player collision
                if(hurting==0) {
                    playerCollision(&megamanX, &minion, &turret, &bullet, shadow);
                }
                //check hurt is second priority
                if(hurting==1) {
                    hurt(&megamanX, shadow);
                }

                // for testing
                // char string[50];
                // char string2[50];
                // sprintf(string, "world x: %d, y: %d", megamanX.mapX, worldmap[megamanX.mapX].y-32);
                // sprintf(string2, "I am x: %d, y: %d", megamanX.mapX, megamanX.r);
                // drawString4(10,0,string,5);
                // drawString4(20,0,string2,5);

                //Enemy
                if(((megamanX.mapX>=50 && megamanX.mapX<=250) || (megamanX.mapX>=922 && megamanX.mapX<=1122)
                        || (megamanX.mapX>=1200 && megamanX.mapX<=1300)) && minionSpawn==0) {	//more condition here to spawn in area
                    minionSpawn = 1;
                    minion.lives=5;
                    minion.c = megamanX.mapX%240+240;
                    if(megamanX.mapX>=50 && megamanX.mapX<=250) {
                        minion.r = 67;	//it's short
                    }
                    else {
                        minion.r = 57;
                    }
                }
                if(minionSpawn==1) {
                    drawMinion(&minion, shadow);
                    if(!borderCheck(minion.r,minion.c)) {
                        minionSpawn=0;
                        shadow[3].attr0 = ATTR0_HIDE;
                    }
                    if(moving!=0 && hurting==0) {
                        minion.c-=moving;
                    }
                }
                //turret
                if(((megamanX.mapX>=300 && megamanX.mapX<=650)
                        || (megamanX.mapX>=950 && megamanX.mapX<=1050)) && turretSpawn==0) {
                    turretSpawn = 1;
                    turret.lives = 10;
                    turret.c = megamanX.mapX%240+240;
                    if(megamanX.mapX>=300 && megamanX.mapX<=650) {
                        turret.r = 36;	//it's short
                    }
                    else {
                        turret.r = 46;
                    }
                }

                if(turretSpawn==1) {
                    drawTurret(&turret, shadow);
                    if(!borderCheck(turret.r,turret.c)) {
                        turretSpawn=0;
                        shadow[4].attr0 = ATTR0_HIDE;
                    }
                    else if(turretFired==0) {
                        bullet.c = turret.c-10;
                        if(megamanX.mapX>=300 && megamanX.mapX<=650) {
                            bullet.r = 45;	//it's short
                        }
                        else {
                            bullet.r = 55;
                        }
                    }
                    if(moving!=0 && hurting==0) {
                        bullet.c-=moving;
                    }

                }
                //fire
                if(turretFired==1) {
                    bulletAnimate(&bullet, shadow);
                }
                if(!borderCheck(bullet.r,bullet.c)) {
                    turretFired=0;
                    shadow[5].attr0 = ATTR0_HIDE;
                }
                else if(turretSpawn==1) {
                    if(bulletDelay<=0) {
                        turretFired=1;
                        bulletDelay=100;
                    }
                    else {
                        bulletDelay--;
                    }
                }
                if(moving!=0 && hurting==0) {
                    turret.c-=moving;
                }


                //spawn drlight when reach end
                if(megamanX.mapX>=STAGE_WIDTH-270) {	//more condition here to spawn in area
                    started=3;
                }
            }

            if(started==3) {
                for(int i=0; i<128; i++) {
                    shadow[i].attr0 = ATTR0_HIDE;
                }
                drawStage(STAGE_WIDTH-270,STAGE_WIDTH,STAGE_HEIGHT,stage);
                shadow[0].attr0 = 52 | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                shadow[0].attr1 = 30 | X_SPRITE_SIZE;
                shadow[0].attr2 = X_ID;
                drlight.c = megamanX.c+160;
                drlight.r = megamanX.r;
                shadow[6].attr0 = drlight.r | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                shadow[6].attr1 = drlight.c | X_SPRITE_SIZE;
                shadow[6].attr2 = DRLIGHT_ID;
                switch (state) {
                case 0:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer[50];
                    sprintf(buffer, "X:");
                    drawString4(105,5,buffer,0);
                    sprintf(buffer, "Professor!");
                    drawString4(120,5,buffer,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=1;
                        hold=1;
                    }
                    break;
                case 1:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer2[50];
                    sprintf(buffer2, "Professor Light:");
                    drawString4(105,5,buffer2,0);
                    sprintf(buffer2, "Finally, you have come.");
                    drawString4(120,5,buffer2,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=2;
                        hold=1;
                    }
                    break;
                case 2:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer3[50];
                    sprintf(buffer3, "X:");
                    drawString4(105,5,buffer3,0);
                    sprintf(buffer3, "Here's my assignment");
                    drawString4(120,5,buffer3,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        state=3;
                        hold=1;
                    }
                    break;
                case 3:
                    drawHollowRect4(100,0,59,239,0);
                    drawRect4(102,2,56,236,140);
                    char buffer4[50];
                    sprintf(buffer4, "Professor Light:");
                    drawString4(105,5,buffer4,0);
                    char buffer5[50];
                    sprintf(buffer5, "Goodjob X.");
                    drawString4(120,5,buffer5,0);
                    if(KEY_DOWN_NOW(BUTTON_A) && hold==0) {
                        started=4;
                        state=0;
                        hold=1;
                        break;
                    }
                    break;
                }
                if(!KEY_DOWN_NOW(BUTTON_A)) {
                    hold=0;
                }
            }

            if(started==4) {
                drawStage(STAGE_WIDTH-270,STAGE_WIDTH,STAGE_HEIGHT,stage);
                if(telCount<40) {
                    //hide megaman
                    shadow[0].attr0 = ATTR0_HIDE;
                    shadow[2].attr0 = megamanX.r | X_PALETTE_TYPE | X_SPRITE_SHAPE;
                    shadow[2].attr1 = megamanX.c | X_SPRITE_SIZE;
                    shadow[2].attr2 = CHARGES_ID;
                    telCount+=8;
                }
                else if(telCount>=40 && telCount<=120) {
                    shadow[2].attr0 = ATTR0_HIDE;
                    drawRect4(121-telCount,megamanX.c-1+14,30,6,149);
                    drawRect4(121-telCount+1,megamanX.c+14,26,2,0);
                    telCount+=8;
                }
                else {
                    for(int i=0; i<128; i++) {
                        shadow[i].attr0 = ATTR0_HIDE;
                    }
                    megamanX.r = 62;
                    megamanX.c = 30;
                    megamanX.mapX = megamanX.c;
                    megamanX.mapY = megamanX.r;
                    megamanX.inAir = 0;
                    megamanX.lives = 20;
                    started=0;
                    telCount=0;
                    gameState=2;
                }
            }

            waitForVblank();
            flipPage();
            //update spritememory
            DMA[3].src = shadow;
            DMA[3].dst = SPRITEMEM;
            DMA[3].cnt = 128 * 4 | DMA_ON;
        }

        if(gameState==2) {
            stage_stop();
            DMA[3].src = win_palette;
            DMA[3].dst = PALETTE;
            DMA[3].cnt = DMA_ON | WIN_PALETTE_SIZE;
        }
        while(gameState==2) {
            drawImage4(0,0,240,160,win);
            if(KEY_DOWN_NOW(BUTTON_A) || KEY_DOWN_NOW(BUTTON_START) || KEY_DOWN_NOW(BUTTON_SELECT)) {
                gameState=0;
                break;
            }
            waitForVblank();
            flipPage();
        }

        if(gameState==3) {
            stage_stop();
            DMA[3].src = lost_palette;
            DMA[3].dst = PALETTE;
            DMA[3].cnt = DMA_ON | LOST_PALETTE_SIZE;
        }
        while(gameState==3) {
            drawImage4(0,0,240,160,lost);
            if(KEY_DOWN_NOW(BUTTON_A) || KEY_DOWN_NOW(BUTTON_START)) {
                hurting=0;
                megamanX.r = 62;
                megamanX.c = 30;
                megamanX.mapX = megamanX.c;
                megamanX.mapY = megamanX.r;
                megamanX.inAir = 0;
                megamanX.lives = 20;
                started=0;
                telCount=0;
                gameState=1;
                break;
            }
            if(KEY_DOWN_NOW(BUTTON_SELECT)) {
                megamanX.r = 62;
                megamanX.c = 30;
                megamanX.mapX = megamanX.c;
                megamanX.mapY = megamanX.r;
                megamanX.inAir = 0;
                megamanX.lives = 20;
                started=0;
                telCount=0;
                gameState=0;
                break;
            }
            waitForVblank();
            flipPage();
        }
    }
}
Esempio n. 11
0
int play()
{
	int score = 0;
	int speed = 1;
	int life = 1;
	int timer = 10;
	int pT = 0;
	char lifes[15];
	char scores[15];

	BIRD bird;
	bird.r = 70;
	bird.c = BIRD_C;

	// loadPalette(pics_palette, PICS_PALETTE_SIZE, 0);
	drawImage4(0, 0, 240, 160, (u16*)background);
	FlipPage();
	drawImage4(0, 0, 240, 160, (u16*)background);

	PIPE pp[4];
	for(int i = 0; i < 4; i++)
	{
		pp[i].r = 10;
		pp[i].c = 219 - i*60;
		pp[i].hole = 25 + rand() / (RAND_MAX / (145 - HOLE_L - 25 + 1) + 1);
		pp[i].on = 0;

		if(i == 0)
		{
			pp[i].on = 1;
		}
	}

	int frame = 0;
	while(1)
	{
		if(KEY_DOWN_NOW(BUTTON_SELECT))
		{
			return 0;
		}

		if(KEY_DOWN_NOW(BUTTON_A))
		{
			speed = -5;
		}

		if(timer == 0)
		{
			bird.r += speed;
			speed++;
			timer = 3;
		}
		timer--;
		if(pT == 0)
		{
			pp[0].on = 1;
		}
		else
		{
			pT--;
		}
		if(bird.r < 10)
		{
			bird.r = 10;
		}
		if(bird.r > 149)
		{			
			life--;
			if (life < 0) 
			{
				return LOSE;
			}
			bird.r = 70;
			speed = 1;
			timer = 2;
		}

		for(int i = 1; i < 4; i++)
		{
			if(pp[0].c < 220 - i*60 && !pp[i].on)
			{
				pp[i].c = 219;
				pp[i].on = 1;
			}
		}

		for(int i = 0; i < 4; i++)
		{
			if(pp[i].on)
			{
				pp[i].c -= 1;
				if(bird.c == (pp[i].c + PIPE_W / 2) && pp[i].on)
				{
					score++;
					if(score == 5)
					{
						return WIN;
					}
				}
				if(pp[i].c < 0)
				{
					pp[i].c = 219;
					pp[i].hole = 25 + rand() / (RAND_MAX / (145 - HOLE_L - 25 + 1) + 1);
					pT = 20;
					pp[i].on = 0;
				}
				//collision
				if(bird.c + 14 > pp[i].c && bird.c < pp[i].c + 20 && ((bird.r < pp[i].hole) | (bird.r + 10 > pp[i].hole + HOLE_L)) && pp[i].on)
				{
					life--;
					if (life < 0)
					{
						return LOSE;		
					}
					bird.r = pp[i].hole + 2;
					speed = 1;
					timer = 2;
				}
			}
		}

		drawImage4(0, 0, 240, 160, (u16*)background);
		delay(3);


		//draw pipe
		for(int i = 0; i < 4; i++)
		{
			if(pp[i].on)
			{
				drawPipe(pp[i].r, pp[i].c, pp[i].hole, (u16*)pipes);
			}
		}

		//draw bird
		if(frame % 9 == 0)
		{
			drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy0);
		}
		else if(frame % 9 == 1)
		{
			drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy1);
		}
		else if(frame % 9 == 2)
		{
			drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy2);
		}
		else if(frame % 9 == 3)
		{
			drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy3);
		}
		else if(frame % 9 == 4)
		{
			drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy4);
		}
		else if(frame % 9 == 5)
		{
			drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy5);
		}
		else if(frame % 9 == 6)
		{
			drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy6);
		}
		else if(frame % 9 == 7)
		{
			drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy7);
		}
		else
		{
			drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy8);
		}
			// drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy0);
			// drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy1);
			// drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy2);
			// drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy3);
			// drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy4);
			// drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy5);
			// drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy6);
			// drawImage4(bird.r, bird.c, BIRD_W, BIRD_H, (u16*)flappy7);
		sprintf(lifes, "Life: %d", life);
		drawString4(0, 10, lifes, PALETTE[0]);
		sprintf(scores, "Score: %d", score);
		drawString4(0, 170, scores, PALETTE[0]);
		waitForVblank();
		frame++;
		FlipPage();
	}
	return 1;
}
Esempio n. 12
0
int play() {

	drawFrog();

	while(1) {

		drawImage4(0, 0, BACKGROUND_WIDTH, BACKGROUND_HEIGHT, background);
		// if(life < 61 && life >= 45) {
		// 	lifeCount = 3;
		// } else if (life < 45 && life >= 30){
		// 	lifeCount = 2;
		// } else if (life < 30 && life > 10) {
		// 	lifeCount = 1;
		// } 
		char str[15];
		drawString4 (4, 8, "Your life: ", PALETTE[11]);
		sprintf (str, "%d", life);

		drawString4 (4, 70, str, PALETTE[11]);


		if(KEY_DOWN_NOW(BUTTON_RIGHT)) {
			frog.y = frog.y + 1;
			
			drawFrog();

			flipPage();


		} else if (KEY_DOWN_NOW(BUTTON_LEFT)) {

			frog.y = frog.y - 1;
			drawFrog();
			flipPage();


		} else if (KEY_DOWN_NOW(BUTTON_UP)) {

			frog.x = frog.x - 1;

			// drawImage4(frog.x, frog.y, FROG1_WIDTH, FROG1_HEIGHT, frog1);
			// drawImage4(frog.x, frog.y, FROG1_WIDTH, FROG1_HEIGHT, frog2);
			// drawImage4(frog.x, frog.y, FROG1_WIDTH, FROG1_HEIGHT, frog3);
			// drawImage4(frog.x, frog.y, FROG1_WIDTH, FROG1_HEIGHT, frog4);
			// drawImage4(frog.x, frog.y, FROG1_WIDTH, FROG1_HEIGHT, frog1);
			drawFrog();

			flipPage();

		} else if (KEY_DOWN_NOW(BUTTON_DOWN)) {

			frog.x = frog.x + 1;
			drawFrog();
			flipPage();

		} 

		if (KEY_DOWN_NOW(BUTTON_SELECT)) {

			return START;
		}

		waitForVblank();

				if ((frog.x == 0)) {
			return GAMEWIN;
		}
		drawOther();

		
		redcar1.x %= 160;
		yellowcar1.x %= 160;
		bluecar1.x %= 160;
		flower1.x %= 160;
		tree1.x %= 160;
		flower2.x %= 160;
		tree2.x %= 160;


		redcar1.y %= 240;
		yellowcar1.y %= 240;
		bluecar1.y %= 240;
		flower1.y %= 240;
		tree1.y %= 240;
		flower2.y %= 240;
		tree2.y %= 240;;

		if(((((frog.x >= redcar1.x - 7)&&(frog.x <= redcar1.x +7)) && ((frog.y >= redcar1.y-7) && (frog.y <= redcar1.y + 7)))) ||
			((((frog.x >= yellowcar1.x - 7)&&(frog.x <= yellowcar1.x +7)) && ((frog.y >= yellowcar1.y-7) && (frog.y <= yellowcar1.y + 7)))) ||
			((((frog.x >= bluecar1.x - 7)&&(frog.x <= bluecar1.x +7)) && ((frog.y >= bluecar1.y-7) && (frog.y <= bluecar1.y + 7)))) ||
			((((frog.x >= flower1.x - 7)&&(frog.x <= flower1.x +7)) && ((frog.y >= flower1.y-7) && (frog.y <= flower1.y + 7)))) ||
			((((frog.x >= tree1.x - 7)&&(frog.x <= tree1.x +7)) && ((frog.y >= tree1.y-7) && (frog.y <= tree1.y + 7)))) ||
			((((frog.x >= flower2.x - 7)&&(frog.x <= flower2.x +7)) && ((frog.y >= flower2.y-7) && (frog.y <= flower2.y + 7)))) ||
			((((frog.x >= tree2.x - 7)&&(frog.x <= tree2.x +7)) && ((frog.y >= tree2.y-7) && (frog.y <= tree2.y + 7))))) {

			frog.x = 146;
			frog.y = 120;
			drawFrog();

			life -= 1;

			if (life == 0) {
				return GAMELOSE;
			}
			if (frog.x == 0) {
				return GAMEWIN;
			}

		}

	}
	return 0;
}
Esempio n. 13
0
static int gotHome(int isSafe) {
	if (homeFlags[0] == 0 && frog.y >= 10 && frog.y <= 30 && frog.x >= 10 && frog.x <= 25) {
		drawString4(95, 75, "YOU ARE SAVE NOW!", PALETTE[1]);
		flipPage();
		homeFlags[0] = 1;
		loadAvatar();
		isSafe = 1;
		delay(20);
	}
	if (homeFlags[0]) {
		drawImage4(18, 15, 14, 14, frog.imgU1);
	}
	if (homeFlags[1] == 0 && frog.y >= 10 && frog.y <= 30 && frog.x >= 60 && frog.x <= 70) {
		drawString4(95, 75, "YOU ARE SAVE NOW!", PALETTE[1]);
		flipPage();
		homeFlags[1] = 1;
		loadAvatar();
		isSafe = 1;
		delay(20);
	}
	if (homeFlags[1]) {
		drawImage4(66, 15, 14, 14, frog.imgU1);
	}
	if (homeFlags[2] == 0 && frog.y >= 10 && frog.y <= 30 && frog.x >= 108 && frog.x <= 118) {
		drawString4(95, 75, "YOU ARE SAVE NOW!", PALETTE[1]);
		flipPage();
		homeFlags[2] = 1;
		loadAvatar();
		isSafe = 1;
		delay(20);
	}
	if (homeFlags[2]) {
		drawImage4(114, 15, 14, 14, frog.imgU1);
	}
	if (homeFlags[3] == 0 && frog.y >= 10 && frog.y <= 30 && frog.x >= 155 && frog.x <= 165) {
		drawString4(95, 75, "YOU ARE SAVE NOW!", PALETTE[1]);
		flipPage();
		homeFlags[3] = 1;
		loadAvatar();
		isSafe = 1;
		delay(20);
	}
	if (homeFlags[3]) {
		drawImage4(160, 15, 14, 14, frog.imgU1);
	}
	if (homeFlags[4] == 0 && frog.y >= 10 && frog.y <= 30 && frog.x >= 195 && frog.x <= 210) {
		drawString4(95, 75, "YOU ARE SAVE NOW!", PALETTE[1]);
		flipPage();
		homeFlags[4] = 1;
		loadAvatar();
		isSafe = 1;
		delay(20);
	}
	if (homeFlags[4]) {
		drawImage4(208, 15, 14, 14, frog.imgU1);
	}
	if (homeFlags[0] && homeFlags[1] && homeFlags[2] && homeFlags[3] && homeFlags[4]) {
		win();
	}
	return isSafe;
}
Esempio n. 14
0
void startGame() {
	fillPalette(startScreen_palette, 0, STARTSCREEN_PALETTE_SIZE);
	drawImage4(0, 0, 240, 160, start);
	drawString4(30, 140, "PRESS <START> TO PLAY", PALETTE[3]);
}