コード例 #1
0
void Flys_AI(void)
{
// this function performs the AI for the flys

for (int curr_fly=0; curr_fly<MAX_FLYS; curr_fly++)
    {   
    // test if fly directional counter <= 0
    if (--flys[curr_fly].varsI[0] <= 0)
        {
        // select a new random directional velocity
        flys[curr_fly].xv = -4 + rand()%9;
        flys[curr_fly].yv = -4 + rand()%9;

        // set time for motion to occur
        flys[curr_fly].varsI[0] = 2+rand()%8;

        } // end if

    // move the fly
    Move_BOB(&flys[curr_fly]);

    // animate the fly
    Animate_BOB(&flys[curr_fly]);

    // test if fly has left the fresh meat
    if (flys[curr_fly].x > MAX_X_FLY) 
       {
       flys[curr_fly].xv=-flys[curr_fly].xv;
       flys[curr_fly].x = MAX_X_FLY;
       } // end if

    if (flys[curr_fly].x < MIN_X_FLY) 
       {
       flys[curr_fly].xv=-flys[curr_fly].xv;
       flys[curr_fly].x = MIN_X_FLY;
       } // end if

    if (flys[curr_fly].y > MAX_Y_FLY) 
       {
       flys[curr_fly].yv=-flys[curr_fly].yv;
       flys[curr_fly].y = MAX_Y_FLY;
       } // end if

    if (flys[curr_fly].y < MIN_Y_FLY) 
       {
       flys[curr_fly].yv=-flys[curr_fly].yv;
       flys[curr_fly].y = MIN_Y_FLY;
       } // end if

    } // end for curr_fly

} // end Flys_AI
int Game_Main(void *parms)
{
// this is the workhorse of your game it will be called
// continuously in real-time this is like main() in C
// all the calls for you game go here!

int          index;             // looping var
int          dx,dy;             // general deltas used in collision detection
 
static int   player_moving = 0; // tracks player motion
static PALETTEENTRY glow = {0,0,0,PC_NOCOLLAPSE};  // used to animation red border
static int glow_count = 0, glow_dx = 5;

// start the timing clock
Start_Clock();

// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);

// lock the back buffer
DDraw_Lock_Back_Surface();

// draw the background reactor image
Draw_Bitmap(&reactor, back_buffer, back_lpitch, 0);

// unlock the back buffer
DDraw_Unlock_Back_Surface();

// read keyboard and other devices here
DInput_Read_Keyboard();

// reset motion flag
player_moving = 0;

// test direction of motion, this is a good example of testing the keyboard
// although the code could be optimized this is more educational

if (keyboard_state[DIK_RIGHT] && keyboard_state[DIK_UP]) 
   {
   // move skelaton
   skelaton.x+=2;
   skelaton.y-=2;
   dx=2; dy=-2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_NEAST)
      Set_Animation_BOB(&skelaton,SKELATON_NEAST);

   } // end if
else
if (keyboard_state[DIK_LEFT] && keyboard_state[DIK_UP]) 
   {
   // move skelaton
   skelaton.x-=2;
   skelaton.y-=2;
   dx=-2; dy=-2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_NWEST)
      Set_Animation_BOB(&skelaton,SKELATON_NWEST);

   } // end if
else
if (keyboard_state[DIK_LEFT] && keyboard_state[DIK_DOWN]) 
   {
   // move skelaton
   skelaton.x-=2;
   skelaton.y+=2;
   dx=-2; dy=2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_SWEST)
      Set_Animation_BOB(&skelaton,SKELATON_SWEST);

   } // end if
else
if (keyboard_state[DIK_RIGHT] && keyboard_state[DIK_DOWN]) 
   {
   // move skelaton
   skelaton.x+=2;
   skelaton.y+=2;
   dx=2; dy=2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_SEAST)
      Set_Animation_BOB(&skelaton,SKELATON_SEAST);

   } // end if
else
if (keyboard_state[DIK_RIGHT]) 
   {
   // move skelaton
   skelaton.x+=2;
   dx=2; dy=0;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_EAST)
      Set_Animation_BOB(&skelaton,SKELATON_EAST);

   } // end if
else
if (keyboard_state[DIK_LEFT])  
   {
   // move skelaton
   skelaton.x-=2;
   dx=-2; dy=0; 
   
   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_WEST)
      Set_Animation_BOB(&skelaton,SKELATON_WEST);

   } // end if
else
if (keyboard_state[DIK_UP])    
   {
   // move skelaton
   skelaton.y-=2;
   dx=0; dy=-2;
   
   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_NORTH)
      Set_Animation_BOB(&skelaton,SKELATON_NORTH);

   } // end if
else
if (keyboard_state[DIK_DOWN])  
   {
   // move skelaton
   skelaton.y+=2;
   dx=0; dy=+2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_SOUTH)
      Set_Animation_BOB(&skelaton,SKELATON_SOUTH);

   } // end if

// only animate if player is moving
if (player_moving)
   {
   // animate skelaton
   Animate_BOB(&skelaton);


   // see if skelaton hit a wall
   
   // lock surface, so we can scan it
   DDraw_Lock_Back_Surface();
   
   // call the color scanner with WALL_ANIMATION_COLOR, the color of the glowing wall
   // try to center the scan in the center of the object to make it 
   // more realistic
   if (Color_Scan(skelaton.x+16, skelaton.y+16,
                  skelaton.x+skelaton.width-16, skelaton.y+skelaton.height-16,                                    
                  WALL_ANIMATION_COLOR, WALL_ANIMATION_COLOR, back_buffer,back_lpitch))
      {
      // back the skelaton up along its last trajectory
      skelaton.x-=dx;
      skelaton.y-=dy;
      } // end if
   
   // done, so unlock
   DDraw_Unlock_Back_Surface();

   // check if skelaton is off screen
   if (skelaton.x < 0 || skelaton.x > (screen_width - skelaton.width))
      skelaton.x-=dx;

   if (skelaton.y < 0 || skelaton.y > (screen_height - skelaton.height))
      skelaton.y-=dy;

   } // end if

// draw the skelaton
Draw_BOB(&skelaton, lpddsback);

// animate color
glow.peGreen+=glow_dx;

// test boundary
if (glow.peGreen == 0 || glow.peGreen == 255)
   glow_dx = -glow_dx;

Set_Palette_Entry(WALL_ANIMATION_COLOR, &glow);

// draw some text
Draw_Text_GDI("I STILL HAVE A BONE TO PICK!",0,screen_height - 32,WALL_ANIMATION_COLOR,lpddsback);

Draw_Text_GDI("USE ARROW KEYS TO MOVE, <ESC> TO EXIT.",0,0,RGB(32,32,32),lpddsback);


// flip the surfaces
DDraw_Flip();

// sync to 30ish fps
Wait_Clock(30);

// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
    {
    PostMessage(main_window_handle, WM_DESTROY,0,0);

    } // end if

// return success
return(1);
 
} // end Game_Main
コード例 #3
0
// animates the frames of each square
void Block::Animate()
{	
	// animate
	for( int i=0; i< MAX_SQUARES_PER_BLOCK; ++i )
		Animate_BOB( &(m_squares[i].m_bob) );
}
コード例 #4
0
int Game_Main(void *parms, int num_parms)
{
// this is the workhorse of your game it will be called
// continuously in real-time this is like main() in C
// all the calls for you game go here!

int          index;             // looping var
int          dx,dy;             // general deltas used in collision detection


// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
    PostMessage(main_window_handle, WM_DESTROY,0,0);

// start the timing clock
Start_Clock();

// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);

// get joystick data
lpdijoy->Poll(); // this is needed for joysticks only
lpdijoy->GetDeviceState(sizeof(DIJOYSTATE2), (LPVOID)&joy_state);

// lock the back buffer
DDraw_Lock_Back_Surface();

// draw the background reactor image
Draw_Bitmap16(&playfield, back_buffer, back_lpitch, 0);

// unlock the back buffer
DDraw_Unlock_Back_Surface();

// is the player moving?
blaster.x+=joy_state.lX;
blaster.y+=joy_state.lY;

// test bounds
if (blaster.x > SCREEN_WIDTH-32)
    blaster.x = SCREEN_WIDTH-32;
else
if (blaster.x < 0)
    blaster.x = 0;

if (blaster.y > SCREEN_HEIGHT-32)
    blaster.y = SCREEN_HEIGHT-32;
else
if (blaster.y < SCREEN_HEIGHT-128)
    blaster.y = SCREEN_HEIGHT-128;

// is player firing?
if (joy_state.rgbButtons[0])
   Start_Missile();

// move and draw missle
Move_Missile();
Draw_Missile();

// is it time to blink eyes
if ((rand()%100)==50)
   Set_Animation_BOB(&blaster,0);

// draw blaster
Animate_BOB(&blaster);
Draw_BOB16(&blaster,lpddsback);

// draw some text
Draw_Text_GDI("(16-Bit Version) Let's Rock!!!",0,0,RGB(255,255,255),lpddsback);

// display joystick and buttons 0-7
sprintf(buffer,"Joystick Stats: X-Axis=%d, Y-Axis=%d, buttons(%d,%d,%d,%d,%d,%d,%d,%d)",
                                                                      joy_state.lX,joy_state.lY,
                                                                      joy_state.rgbButtons[0],
                                                                      joy_state.rgbButtons[1],
                                                                      joy_state.rgbButtons[2],
                                                                      joy_state.rgbButtons[3],
                                                                      joy_state.rgbButtons[4],
                                                                      joy_state.rgbButtons[5],
                                                                      joy_state.rgbButtons[6],
                                                                      joy_state.rgbButtons[7]);

Draw_Text_GDI(buffer,0,SCREEN_HEIGHT-20,RGB(255,255,50),lpddsback);

// print out name of joystick
sprintf(buffer, "Joystick Name & Vendor: %s",joyname);
Draw_Text_GDI(buffer,0,SCREEN_HEIGHT-40,RGB(255,255,50),lpddsback);


// flip the surfaces
DDraw_Flip();

// sync to 30 fps
Wait_Clock(30);

// return success
return(1);

} // end Game_Main
コード例 #5
0
int Game_Main(void *parms)
{
// this is the workhorse of your game it will be called
// continuously in real-time this is like main() in C
// all the calls for you game go here!

int index; // looping var

// start the timing clock
Start_Clock();

// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);

// lock back buffer and copy background into it
DDraw_Lock_Back_Surface();

// draw background
Draw_Bitmap(&background_bmp, back_buffer, back_lpitch,0);

// unlock back surface
DDraw_Unlock_Back_Surface();

// read keyboard
DInput_Read_Keyboard();


// check the player controls

// is the player turning right or left?
if (keyboard_state[DIK_RIGHT])
   {
    // there are 16 possible positions for the ship to point in
    if (++ship.varsI[0] >= 16)
        ship.varsI[0] = 0;
   } // end if
else
if (keyboard_state[DIK_LEFT])
   {
    // there are 16 possible positions for the ship to point in
    if (--ship.varsI[0] < 0)
        ship.varsI[0] = 15;
   } // end if

// now test for forward thrust
if (keyboard_state[DIK_UP])
    {
    // thrust ship in current direction
    
    float rad_angle = (float)ship.varsI[0]*(float)3.14159/(float)8;
    float xv = cos(rad_angle);
    float yv = sin(rad_angle);

    ship.varsF[0]+=xv;
    ship.varsF[1]+=yv;

    // animate the ship
    ship.curr_frame = ship.varsI[0]+16*(rand()%2);

    } // end if
else // show non thrust version
   ship.curr_frame = ship.varsI[0];  

// move ship
ship.varsF[2]+=ship.varsF[0];
ship.varsF[3]+=ship.varsF[1];

// always apply friction in direction opposite current trajectory
float fx = -ship.varsF[0];
float fy = -ship.varsF[1];
float length_f = sqrt(fx*fx+fy*fy); // normally we would avoid square root at all costs!

// compute the frictional resitance

if (fabs(length_f) > 0.1)
    { 
    fx = FRICTION_FACTOR*fx/length_f;
    fy = FRICTION_FACTOR*fy/length_f;
    } // end if
else
    fx=fy=0;

// now apply friction to forward velocity
ship.varsF[0]+=fx;
ship.varsF[1]+=fy;

////////////////////////////////////////////////////////////////////

// gravity calculation section

// step 1: compute vector from black hole to ship, note that the centers
// of each object are used
float grav_x = (black_hole.x + black_hole.width/2)  - (ship.x + ship.width/2);
float grav_y = (black_hole.y + black_hole.height/2) - (ship.y + ship.height/2);
float radius_squared = grav_x*grav_x + grav_y*grav_y; // equal to radius squared
float length_grav = sqrt(radius_squared);

// step 2: normalize the length of the vector to 1.0
grav_x = grav_x/length_grav;
grav_y = grav_y/length_grav;

// step 3: compute the gravity force
float grav_force = (VIRTUAL_GRAVITY_CONSTANT) * (SHIP_MASS * BLACK_HOLE_MASS) / radius_squared;

// step 4: apply gforce in the direction of grav_x, grav_y with the magnitude of grav_force
ship.varsF[0]+=grav_x*grav_force;
ship.varsF[1]+=grav_y*grav_force;

////////////////////////////////////////////////////////////////////

// test if ship is off screen
if (ship.varsF[2] > SCREEN_WIDTH)
   ship.varsF[2] = -ship.width;
else
if (ship.varsF[2] < -ship.width)
   ship.varsF[2] = SCREEN_WIDTH;

if (ship.varsF[3] > SCREEN_HEIGHT)
   ship.varsF[3] = -ship.height;
else
if (ship.varsF[3] < -ship.height)
   ship.varsF[3] = SCREEN_HEIGHT;

// test if velocity is insane
if ( (ship.varsF[0]*ship.varsF[0] + ship.varsF[1]*ship.varsF[1]) > MAX_VEL)
   {
   // scale velocity down
   ship.varsF[0]*=.95;
   ship.varsF[1]*=.95;

   } // end if

// animate the black hole
Animate_BOB(&black_hole);

// draw the black hole
Draw_BOB(&black_hole, lpddsback);

// copy floating point position to bob x,y
ship.x = ship.varsF[2];
ship.y = ship.varsF[3];

// draw the ship
Draw_BOB(&ship,lpddsback);

// draw the title
Draw_Text_GDI("GRAVITY MASS DEMO - Use Arrows to Control Ship.",10, 10,RGB(0,255,255), lpddsback);

sprintf(buffer,"Friction: X=%f, Y=%f",fx, fy);
Draw_Text_GDI(buffer,10,420,RGB(0,255,0), lpddsback);

sprintf(buffer,"Velocity: X=%f, Y=%f",ship.varsF[0], ship.varsF[1]);
Draw_Text_GDI(buffer,10,440,RGB(0,255,0), lpddsback);

sprintf(buffer,"Gravity: X=%f, Y=%f",ship.varsF[2], ship.varsF[3]);
Draw_Text_GDI(buffer,10,460,RGB(0,255,0), lpddsback);

// flip the surfaces
DDraw_Flip();

// sync to 30 fps = 1/30sec = 33 ms
Wait_Clock(33);

// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
    {
    PostMessage(main_window_handle, WM_DESTROY,0,0);

    // stop all sounds
    DSound_Stop_All_Sounds();

    // do a screen transition
    Screen_Transitions(SCREEN_DARKNESS,NULL,0);
    } // end if

// return success
return(1);

} // end Game_Main
コード例 #6
0
int Game_Main(void *parms, int num_parms)
{
// this is the workhorse of your game it will be called
// continuously in real-time this is like main() in C
// all the calls for you game go here!


int          index;             // looping var
int          dx,dy;             // general deltas used in collision detection
 
static int   player_moving = 0; // tracks player motion

// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
    PostMessage(main_window_handle, WM_DESTROY,0,0);

// start the timing clock
Start_Clock();

// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);

// lock the back buffer
DDraw_Lock_Back_Surface();

// draw the background reactor image
Draw_Bitmap16(&reactor, back_buffer, back_lpitch, 0);

// unlock the back buffer
DDraw_Unlock_Back_Surface();

// get player input

// get the keyboard data
lpdikey->GetDeviceState(256, (LPVOID)keyboard_state);

// reset motion flag
player_moving = 0;

// test direction of motion, this is a good example of testing the keyboard
// although the code could be optimized this is more educational

if (keyboard_state[DIK_RIGHT] && keyboard_state[DIK_UP]) 
   {
   // move skelaton
   skelaton.x+=2;
   skelaton.y-=2;
   dx=2; dy=-2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_NEAST)
      Set_Animation_BOB(&skelaton,SKELATON_NEAST);

   } // end if
else
if (keyboard_state[DIK_LEFT] && keyboard_state[DIK_UP]) 
   {
   // move skelaton
   skelaton.x-=2;
   skelaton.y-=2;
   dx=-2; dy=-2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_NWEST)
      Set_Animation_BOB(&skelaton,SKELATON_NWEST);

   } // end if
else
if (keyboard_state[DIK_LEFT] && keyboard_state[DIK_DOWN]) 
   {
   // move skelaton
   skelaton.x-=2;
   skelaton.y+=2;
   dx=-2; dy=2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_SWEST)
      Set_Animation_BOB(&skelaton,SKELATON_SWEST);

   } // end if
else
if (keyboard_state[DIK_RIGHT] && keyboard_state[DIK_DOWN]) 
   {
   // move skelaton
   skelaton.x+=2;
   skelaton.y+=2;
   dx=2; dy=2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_SEAST)
      Set_Animation_BOB(&skelaton,SKELATON_SEAST);

   } // end if
else
if (keyboard_state[DIK_RIGHT]) 
   {
   // move skelaton
   skelaton.x+=2;
   dx=2; dy=0;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_EAST)
      Set_Animation_BOB(&skelaton,SKELATON_EAST);

   } // end if
else
if (keyboard_state[DIK_LEFT])  
   {
   // move skelaton
   skelaton.x-=2;
   dx=-2; dy=0; 
   
   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_WEST)
      Set_Animation_BOB(&skelaton,SKELATON_WEST);

   } // end if
else
if (keyboard_state[DIK_UP])    
   {
   // move skelaton
   skelaton.y-=2;
   dx=0; dy=-2;
   
   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_NORTH)
      Set_Animation_BOB(&skelaton,SKELATON_NORTH);

   } // end if
else
if (keyboard_state[DIK_DOWN])  
   {
   // move skelaton
   skelaton.y+=2;
   dx=0; dy=+2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_SOUTH)
      Set_Animation_BOB(&skelaton,SKELATON_SOUTH);

   } // end if

// only animate if player is moving
if (player_moving)
   {
   // animate skelaton
   Animate_BOB(&skelaton);


   // see if skelaton hit a wall
   
   // lock surface, so we can scan it
   DDraw_Lock_Back_Surface();
   
// call the color scanner with WALL_COLOR the color of the walls
// try to center the scan on the feet of the player
// note since we are uin 16-bit mode, we need to scan the 16 bit value then compare
// it against the 16-bit color code for the green pixel which has values RB(41,231,41)
// but depending if this is a 5.5.5 or 5.6.5 the 16-bit value will be different, however
// during ddraw_init RGB16Bit() was vectored (function pointer) to either 5.5.5 or 5.6.5 
// depending on the actual surface mode, so it should all work out :)
   if (Color_Scan16(skelaton.x+16, skelaton.y+16,
                    skelaton.x+skelaton.width-16, skelaton.y+skelaton.height-16,                                    
                    RGB16Bit(WALL_COLOR_R, WALL_COLOR_G, WALL_COLOR_B),
                    RGB16Bit(WALL_COLOR_R, WALL_COLOR_G, WALL_COLOR_B), back_buffer,back_lpitch))
      {
      // back the skelaton up along its last trajectory
      skelaton.x-=dx;
      skelaton.y-=dy;
      } // end if
   
   // done, so unlock
   DDraw_Unlock_Back_Surface();

   // check if skelaton is off screen
   if (skelaton.x < 0 || skelaton.x > (screen_width - skelaton.width))
      skelaton.x-=dx;

   if (skelaton.y < 0 || skelaton.y > (screen_height - skelaton.height))
      skelaton.y-=dy;

   } // end if

// draw the skelaton
Draw_BOB16(&skelaton, lpddsback);

// draw some text
Draw_Text_GDI("I STILL HAVE A BONE TO PICK!",0,screen_height - 32,RGB(32,32,32),lpddsback);
Draw_Text_GDI("(16-Bit Version) USE ARROW KEYS TO MOVE, <ESC> TO EXIT.",0,0,RGB(32,32,32),lpddsback);

// flip the surfaces
DDraw_Flip();

// sync to 30 fps
Wait_Clock(30);

// return success
return(1);

} // end Game_Main