//***********************************************************************// // State Machine: Output Projectile Ballistic // //***********************************************************************// int SMTick4 (int state) { static unsigned char counter=0; unsigned char Fire_Button = (~PINA) & 0x04; static unsigned char tempDataToSend = 0; //if reset is press, reinitialize all variables if(ResetFlag) { counter=0; tempDataToSend=0; state=1; } switch(state) { //set up firing trajectory case Projectile_Init: if (Fire_Button) { Initialize_Projectile(cannon_height,cannon_power); state=Update_Projectile; } else { state=Projectile_Init; } break; //update the trajectory case Update_Projectile: counter=0; Update_Trajectory(cannon_height,cannon_power); SendTxData(tempDataToSend); //Sends data through USART, # of enemies killed state = (LED_Register==0) ? (Projectile_Init) : (Shoot_Projectile); break; //show the ballistic on the LED Matrix case Shoot_Projectile: tempDataToSend=Clear_Enemy(); Fire_Projectile(); state = (counter>25) ? (Update_Projectile) : (Shoot_Projectile); counter++; //use counter to slow down the pixel break; default: break; } return state; }
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 static int curr_angle = 0; // current angle of elevation from horizon static float curr_vel = 10; // current velocity of projectile // 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); // do the graphics Draw_Polygon2D(&cannon, back_buffer, back_lpitch); // unlock back surface DDraw_Unlock_Back_Surface(); // read keyboard DInput_Read_Keyboard(); // test for rotate if ((curr_angle < 90) && keyboard_state[DIK_UP]) // rotate left { Rotate_Polygon2D_Mat(&cannon, -5); curr_angle+=5; } // end if else if ((curr_angle > 0) &&keyboard_state[DIK_DOWN]) // rotate right { Rotate_Polygon2D_Mat(&cannon, 5); curr_angle-=5; } // end if // test for projectile velocity if (keyboard_state[DIK_RIGHT]) { if (curr_vel < 30) curr_vel+=0.1; } // end if else if (keyboard_state[DIK_LEFT]) { if (curr_vel > 0) curr_vel-=0.1; } // end if // test for wind force if (keyboard_state[DIK_W]) { if (wind_force < 2) wind_force+=0.01; } // end if else if (keyboard_state[DIK_E]) { if (wind_force > -2) wind_force-=0.01; } // end if // test for gravity force if (keyboard_state[DIK_G]) { if (gravity_force < 15) gravity_force+=0.1; } // end if else if (keyboard_state[DIK_B]) { if (gravity_force > -15) gravity_force-=0.1; } // end if // test for fire! if (keyboard_state[DIK_LCONTROL]) { Fire_Projectile(curr_angle, curr_vel); } // end fire // move all the projectiles Move_Projectiles(); // draw the projectiles Draw_Projectiles(); // draw the title Draw_Text_GDI("Trajectory DEMO, Press <ESC> to Exit.",10, 10,RGB(255,255,255), lpddsback); Draw_Text_GDI("<RIGHT>, <LEFT> to adjust velocity, <UP>, <DOWN> to adjust angle",10, 25, RGB(255,255,255), lpddsback); Draw_Text_GDI("<G>, <B> to adjust gravity, <W>, <E> to adjust wind, <CTRL> to fire.",10, 40, RGB(255,255,255), lpddsback); sprintf(buffer, "Ang=%d, Vel=%f", curr_angle, curr_vel); Draw_Text_GDI(buffer,10, 60, RGB(255,255,255), lpddsback); sprintf(buffer, "Wind force=%f, Gravity Force=%f", wind_force, gravity_force); Draw_Text_GDI(buffer,10, 75, RGB(255,255,255), 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