//Main codee // int main(void){ int mapxoff, mapyoff; int oldpy, oldpx; int titleX, titleY; int facing = 0; int jump = JUMPIT; int n, VOLUME = 128, PAN = 128, PITCH = 1000; //general initialize allegro_init(); install_timer(); install_keyboard(); set_color_depth(16); set_gfx_mode(MODE, WIDTH, HEIGHT, 0, 0); set_window_title(" . . .J.U.M.P.E.R. . . :: Ryan Bridglal ::"); // //sound init install_sound(DIGI_AUTODETECT, MIDI_AUTODETECT, ""); //load title title = load_bitmap("title.bmp", NULL); //gameOver = load_bitmap("gameover.bmp", NULL); // load the player sprite temp = load_bitmap("player.bmp", NULL); for (n=0; n < 8; n++) player_image[n] = grabframe(temp, 50, 64, 0, 0, 8, n); destroy_bitmap(temp); // load the sound file music = load_sample("music.wav"); //jumpSound = load_sample("jump.wav"); // initialize the sprite player = new SPRITE; player->x = 80; player->y = 100; player->curframe = 0; player->framecount = 0; player->framedelay = 6; player->maxframe = 7; player->width = player_image[0]->w; player->height = player_image[0]->h; // load the map MapLoad("map.FMP"); // create the double buffer buffer = create_bitmap(WIDTH, HEIGHT); clear(buffer); //always play background music play_sample(music, VOLUME, PAN, PITCH, FALSE); // main loop while(!key[KEY_ESC]) { oldpy = player->y; oldpx = player->x; // // PLAYER controls // //right keypress if (key[KEY_RIGHT]) { clear_to_color(title, makecol(80, 80, 248)); facing = 1; player->x += 2; if (++player->framecount > player->framedelay) { player->framecount = 0; if (++player->curframe > player->maxframe) player->curframe = 1; } } //left keypress else if (key[KEY_LEFT]) { clear_to_color(title, makecol(80, 80, 248)); facing = 0; player->x -= 2; if (++player->framecount > player->framedelay) { player->framecount = 0; if (++player->curframe > player->maxframe) player->curframe = 1; } } else player->curframe = 0; // handle jumping if (jump == JUMPIT){ if (!collided(player->x + player->width/2, player->y + player->height + 5)) jump = 0; if (key[KEY_SPACE]) jump = 30; //play_sample(jumpSound, VOLUME, PAN, PITCH, FALSE); } else { player->y -= jump/3; jump--; } if (jump < 0){ if (collided(player->x + player->width/2, player->y + player->height)) { jump = JUMPIT; while (collided(player->x + player->width/2, player->y + player->height)) player->y -= 2; } } /// //collision detection // player collision detect with map if (!facing) { if (collided(player->x, player->y + player->height)) player->x = oldpx; } else { if (collided(player->x + player->width, player->y + player->height)) player->x = oldpx; } // update the map scroll position mapxoff = player->x + player->width/2 - WIDTH/2 + 10; mapyoff = player->y + player->height/2 - HEIGHT/2 + 10; // avoid moving beyond the map edge if (mapxoff < 0) mapxoff = 0; if (mapxoff > (mapwidth * mapblockwidth - WIDTH)) mapxoff = mapwidth * mapblockwidth - WIDTH; if (mapyoff < 0) mapyoff = 0; if (mapyoff > (mapheight * mapblockheight - HEIGHT)) mapyoff = mapheight * mapblockheight - HEIGHT; // //Draw things // draw the background tiles MapDrawBG(buffer, mapxoff, mapyoff, 0, 0, WIDTH - 1, HEIGHT - 1); // draw the foreground tiles MapDrawFG(buffer, mapxoff, mapyoff, 0, 0, WIDTH - 1, HEIGHT - 1, 0); // draw the player's sprite if (facing) draw_sprite(buffer, player_image[player->curframe], (player->x - mapxoff), (player->y - mapyoff)); else draw_sprite_h_flip(buffer, player_image[player->curframe], (player->x - mapxoff), (player->y - mapyoff)); //load title //draw_sprite(screen, title, 160, 20); //draw_sprite(buffer, title[titleSprite->curframe], (title->titleX - mapxoff), (title->y - mapyoff)); blit(title, screen, 0, 0, 0, 0, 640, 480); // blit the double buffer vsync(); acquire_screen(); blit(buffer, screen, 0, 0, 0, 0, WIDTH - 1, HEIGHT - 1); release_screen(); }// endwhile // else { // blit(gameOver, screen, 0, 0, 0, 0, 640, 480); //} gameOver(); // clean up for (n = 0; n < 8; n++) destroy_bitmap(player_image[n]); delete player; delete title; // for (n=0; n<NUM_SOUNDS; n++) // destroy_sample(sounds[n]); destroy_sample(music); // destroy_sample(jumpSound); destroy_bitmap(title); destroy_bitmap(buffer); MapFreeMem(); remove_sound(); allegro_exit(); return 0; }
void updatehero(){ tarma.animate(); if(tarma.crouch) tarma.height=35; else tarma.height=70; if(tarma.jump==false){ if(!collided(tarma.x+tarma.width/2,tarma.y+tarma.height+5)){ tarma.jump=true; tarma.jumpfactor=-1; } } if(tarma.jump) { tarma.lasty=tarma.y; tarma.y -= tarma.jumpfactor/5; if(tarma.y<20){ tarma.y=20; } tarma.jumpfactor--; } if(tarma.jumpfactor<0){ if(collided(tarma.x+tarma.width/2,tarma.y+tarma.height)) { tarma.jump=false; lastjump=mils; while(collided(tarma.x+tarma.width/2,tarma.y+tarma.height)) tarma.y-=2; } } if(tarma.facing==LEFT){ if(collided(tarma.x,tarma.y+tarma.height)){ tarma.x=tarma.lastx; } } if(tarma.facing==RIGHT){ if(collided(tarma.x+tarma.width,tarma.y+tarma.height)){ tarma.x=tarma.lastx; } } for(int i=0;i<20;i++){ if(bulldogs[i].alive){ if(met(tarma.x,tarma.y,bulldogs[i].x,bulldogs[i].y,tarma.width,bulldogs[i].width,tarma.height,bulldogs[i].height)){ tarma.x=tarma.lastx; } } if(i>=MAXBOMBERS) continue; if(bombman[i].alive){ if(met(tarma.x,tarma.y,bombman[i].x,bombman[i].y,tarma.width,bombman[i].width,tarma.height,bombman[i].height)){ tarma.x=tarma.lastx; } } } if(tarma.y>(mapheight*mapblockheight-tarma.height-50) ){ resetplayer(); if(gameover) return; } if(tarma.x<5) tarma.x=5; mapxoff=tarma.x+tarma.width/2-WIDTH/2+10; mapyoff=tarma.y+tarma.height/2-HEIGHT/2+10; if(mapxoff<0) mapxoff=0; if(mapxoff>mapwidth*mapblockwidth-WIDTH) mapxoff=mapwidth*mapblockwidth-WIDTH; if(mapyoff<0) mapyoff=0; if(mapyoff>mapheight*mapblockheight-HEIGHT) mapyoff=mapheight*mapblockheight-HEIGHT; MapDrawBG(buffer,mapxoff,mapyoff,0,0,WIDTH-1,HEIGHT-1); MapDrawFG(buffer,mapxoff,mapyoff,0,0,WIDTH-1,HEIGHT-1,0); tarma.draw(); }
int main (void) { // Golobal Integers extern int level; extern int lifes; extern int score; extern int health; // Local Integers register int mapxoff, mapyoff; extern int oldpy, oldpx; extern int facing; extern int jump; int n, m; // DATAFILE *data; //initilization allegro_init(); install_timer(); install_keyboard(); set_color_depth(32); set_gfx_mode(MODE, WIDTH, HEIGHT, 0, 0); //load data data = load_datafile("test.dat"); temp = (BITMAP *)data[NEWGUY_BMP].dat; for (n=0; n<4; n++) player_image[n] = grabframe(temp,43,77,0,0,4,n); destroy_bitmap(temp); temp2 = (BITMAP *)data[BAT1_BMP].dat; for (m=0; m<2; m++) bat_img[m] = grabframe(temp2,87,72,0,0,2,m); destroy_bitmap(temp2); test_img = load_bitmap("test.bmp", NULL); gameover: Start(); first: //initilize Player player = malloc(sizeof(SPRITE)); player->x = 80; player->y = 200; player->curframe=0; player->framecount=0; player->framedelay=11; player->maxframe=3; player->width=player_image[0]->w; player->height=player_image[0]->h; //initilize Bat bat = malloc(sizeof(SPRITE)); bat->x = 170; bat->y = 100; bat->curframe=0; bat->framecount=0; bat->framedelay=11; bat->maxframe=1; bat->width=bat_img[0]->w; bat->height=bat_img[0]->h; bat->dir = 0; bat->xspeed = 0; //ini test test = malloc(sizeof(SPRITE)); test->x = 270; test->y = 400; test->curframe=0; test->framecount=0; test->framedelay=11; test->maxframe=1; test->width=bat_img[0]->w; test->height=bat_img[0]->h; test->dir = 0; test->xspeed = 0; loadlevel(); //main loop while (!key[KEY_ESC]) { oldpy = player->y; oldpx = player->x; if (player->x > 3000) {level = 2; goto first;} if (lifes == 0) {lifes = 3; goto gameover;} if (health < 1) {lifes -=1; health =100; goto first;} updateEnemy(150, 300, test); updateEnemy(150, 300, bat); enemycoll(player->x, player->y, bat); keyinput(); //collition control if (!facing) { if (collided(player->x, player->y + player->height)) player->x = oldpx; if (collidedobj(player->x, player->y + player->height)) {ClearCell(player->x, player->y + player->height); AddScore();} if (collidedkill(player->x+9, player->y + player->height)) {health -= 25;} } else { if (collided(player->x + player->width, player->y + player->height)) player->x = oldpx; if (collidedobj(player->x + player->width, player->y + player->height)) {ClearCell(player->x + player->width, player->y + player->height); AddScore();} if (collidedkill(player->x + player->width-15, player->y + player->height)) {health -= 25;} } //update the map scroll position mapxoff = player->x + player->width/2 - WIDTH/2 + 10; mapyoff = player->y + player->height/2 - HEIGHT/2 + 10; //avoid moving beyond the map edge if (mapxoff < 0) mapxoff = 0; if (mapxoff > (mapwidth * mapblockwidth - WIDTH)) mapxoff = mapwidth * mapblockwidth - WIDTH; if (mapyoff < 0) mapyoff = 0; if (mapyoff > (mapheight * mapblockheight - HEIGHT)) mapyoff = mapheight * mapblockheight - HEIGHT; //draw the background tiles MapDrawBG(buffer, mapxoff, mapyoff, 0, 0, WIDTH-1, HEIGHT-1); //draw foreground tiles MapDrawFG(buffer, mapxoff, mapyoff, 0, 0, WIDTH-1, HEIGHT-1, 0); //draw the player's sprite if (facing) draw_sprite(buffer, player_image[player->curframe], (player->x-mapxoff), (player->y-mapyoff+1)); else draw_sprite_h_flip(buffer, player_image[player->curframe], (player->x-mapxoff), (player->y-mapyoff)); //blit the double buffer vsync(); acquire_screen(); if (bat->dir == 1) draw_sprite(buffer, bat_img[bat->curframe],(bat->x-mapxoff),(bat->y-mapyoff)); else draw_sprite_h_flip(buffer, bat_img[bat->curframe],(bat->x-mapxoff),(bat->y-mapyoff)); draw_sprite(buffer, test_img,(test->x-mapxoff),(test->y-mapyoff)); textprintf(buffer,font,0,0,9999999,"lifes = %d Score = %d Health = %d",lifes,score,health); blit(buffer, screen, 0, 0, 0, 0, WIDTH-1, HEIGHT-1); release_screen(); } //End of game loop for (n=0; n<4; n++) destroy_bitmap(player_image[n]); for (m=0; m<2; m++) destroy_bitmap(bat_img[m]); destroy_bitmap(test_img); free(player); free(bat); free(test); destroy_bitmap(buffer); MapFreeMem (); MapFreeMem (); unload_datafile(data); allegro_exit(); return 0; }