// Play a single Set and record winner then display a screen showing who won void Set::Play(Player players[], int BGPos[], int cursorpos[], int cursoractual[]) { bool running = true; int leg = 0; bool lastthrow = 0; while (running) { legs[leg].Play(players, BGPos, cursorpos, cursoractual); leg++; if (players[0].p_legwins[setnumber] == 3 || players[1].p_legwins[setnumber] == 3) { running = false; } } if (players[0].p_legwins[setnumber] == 3) { lastthrow = 0; } else { lastthrow = 1; } ClearScreenBlocks(25,31); DrawWindow(0, 0, 30, 20); players[lastthrow].DrawName(13, 8); DrawText(13, 10, "Wins the Set!", 25); players[lastthrow].p_setwins++; for (int i = 0; i < DELAY; i++) { WaitVSync(); } }
// Play a single leg, resetting all necessary numbers before doing so. void Leg::Play(Player players[], int BGPos[], int cursorpos[], int cursoractual[]) { players[0].ResetForNextLeg(); players[1].ResetForNextLeg(); ClearScreenBlocks(25,31); DrawDartboard(); DrawWindow(19, 0, 11, 20); players[0].DrawName(20,2); players[1].DrawName(25,2); players[0].DrawPoints(20,3); players[1].DrawPoints(25,3); bool running = true; int pointsdisplay = 1; // remember number of lines of points displayed so far // Game loop // flip-flop between players 1 and 2, after each turn check for a winner while (running) { UpdateObjects(); playertothrow = !playertothrow; players[playertothrow].TakeTurn(cursoractual, cursorpos, BGPos, playertothrow); if (playertothrow == 1) { pointsdisplay++; } if (players[playertothrow].GetPoints() == 0) { running = false; } } // Once someone wins clear screen and display winner ClearScreenBlocks(25,31); DrawWindow(0, 0, 30, 20); players[playertothrow].DrawName(13, 8); players[playertothrow].p_legwins[setnumber]++; DrawText(13, 10, "Wins the Leg!", 25); for (int i = 0; i < DELAY; i++) { WaitVSync(); } }
// Take a 'turn' (throw three darts) void Player::TakeTurn(int cursoractual[], int cursorpos[], int BGPos[], bool playertothrow) { int throws = 3; int wait = 0; p_turnthrows = 0; p_turnstartpoints = p_points; SetTile(27, 23+5*playertothrow, 1, 5); SetTile(27, 23+5*playertothrow-1, 1, 5); SetTile(27, 23+5*playertothrow-2, 1, 5); while ((throws > 0 && p_points > 0) || wait < 40) { UpdateObjects(); if (throws > 0 && p_points > 0) { WaitVSync(); UpdateObjects(); TakeAShot(cursoractual, cursorpos, BGPos); DrawPoints(20+5*playertothrow, 4 + p_throws); SetTile(27, 23+5*playertothrow-p_turnthrows, 1, 4); p_throws++; p_turnthrows++; throws--; } else { wait++; } for (int i = 0; i < p_turnthrows; i++) { darts[i].UpdateDart(BGPos); } } SetTile(27, 23+5*playertothrow, 1, 4); SetTile(27, 23+5*playertothrow-1, 1, 4); SetTile(27, 23+5*playertothrow-2, 1, 4); ClearObjects(); }
int main() { // Set display options. // DCNT_MODE0 sets mode 0, which provides four tiled backgrounds. // DCNT_OBJ enables objects. // DCNT_OBJ_1D make object tiles mapped in 1D (which makes life easier). REG_DISPCNT = DCNT_MODE0 | DCNT_BG0 | DCNT_BG1 | DCNT_BG2 | DCNT_OBJ; REG_BG0CNT = BG_CBB(0) | BG_SBB(30) | BG_8BPP | BG_REG_32x32 | BG_PRIO(0); REG_BG1CNT = BG_CBB(0) | BG_SBB(29) | BG_8BPP | BG_REG_32x32 | BG_PRIO(1); REG_BG2CNT = BG_CBB(0) | BG_SBB(25) | BG_8BPP | BG_REG_64x64 | BG_PRIO(2); REG_BG2HOFS = 0; REG_BG2VOFS = 0; ClearObjects(); SetPaletteBG(1, RGB(31, 31, 31)); // white //Load each tile in font_bold into it's corresponding position in charblock 0 for (int i = 0; i < 128; i++) { LoadTile8(0, i, font_bold[i]); } DrawText(5, (SCREEN_HEIGHT / 16) - 2, "DECEPTIVE DIMENSIONS"); DrawText(5, (SCREEN_HEIGHT / 16), "Press start to begin"); Buttons buttons; int framecounter = 0; //Title screen (under construction) while (true) { buttons.Update(); if (buttons.StartJustPressed()) { break; } WaitVSync(); } while (true) { //Load Custom spritesheet LoadPaletteObjData(0, spritesheet4Pal, sizeof spritesheet4Pal); LoadPaletteBGData(0, backgroundnewnewPal, sizeof backgroundnewnewPal); LoadTileData(4, 0, spritesheet4Tiles, sizeof spritesheet4Tiles); LoadTileData(0, 0, backgroundnewnewTiles, sizeof backgroundnewnewTiles); int levelnumber = 1; Level level(levelnumber); for (int screenblock = 21; screenblock < 31; screenblock++) { level.FillScreenblock(screenblock, 0); } level.DrawBackground(level.curdimension); bool gamerunning = true; //Main game loop while (gamerunning) { buttons.Update(); gamerunning = level.CheckIfLevelComplete(); level.TakeInput(buttons); level.MoveObjects(); level.Draw(); level.UpdateLevelObjects(framecounter); framecounter++; WaitVSync(); FlipBuffers(); } //Reload each tile in font_bold into it's corresponding position in charblock 0 for (int i = 0; i < 128; i++) { LoadTile8(0, i, font_bold[i]); } SetPaletteBG(0, RGB(0, 0, 0)); // black SetPaletteBG(1, RGB(31, 31, 31)); // white for (int screenblock = 25; screenblock < 31; screenblock++) { for (int y = 0; y < 32; y++) { for (int x = 0; x < 32; x++) { SetTile(screenblock, x, y, 0); } } } level.player.drawx = SCREEN_WIDTH; SetObject(level.player.GetObjNum(), ATTR0_SHAPE(2) | ATTR0_8BPP | ATTR0_HIDE, ATTR1_SIZE(2) | ATTR1_X(level.player.drawx), ATTR2_ID8(0) | ATTR2_PRIO(2)); UpdateObjects(); DrawText(6, (SCREEN_HEIGHT / 16) - 2, "That's all folks!!"); DrawText(3, (SCREEN_HEIGHT / 16), "Press start to try again"); while (true) { buttons.Update(); if (buttons.StartJustPressed()) { break; } WaitVSync(); } } }
// Throw a single dart, handles both AI and Player controlled, if a player than enable cursor and wait for input // if computer then call target select functions and decide what to do with results by passing to DartLocationDecide() void Player::TakeAShot(int cursoractual[], int cursorpos[],int BGPos[]){ bool wait = true; oldkey[A_KEY] = true; if (p_ishuman == true) { while (wait) { WaitVSync(); UpdateObjects(); HandleCursorMovement(cursoractual, cursorpos, BGPos); for (int i = 0; i < p_turnthrows; i++) { darts[i].UpdateDart(BGPos); } if ((REG_P1 & KEY_A) == 0 && oldkey[A_KEY] == false) { GetPointsValue(cursoractual, BGPos); wait = false; oldkey[A_KEY] = true; } if ((REG_P1 & KEY_A) != 0) { oldkey[A_KEY] = false; } } if (p_colinmode) { Inaccuracy(); DartLocationDecide(); darts[p_turnthrows] = Dart(p_darthitloc[0], p_darthitloc[1], p_turnthrows+1); } else { darts[p_turnthrows] = Dart(cursoractual[0]+BGPos[0], cursoractual[1]+BGPos[1], p_turnthrows+1); } } else { for (int animate = 0; animate < 10; animate++) { WaitVSync(); UpdateObjects(); for (int i = 0; i < p_turnthrows; i++) { darts[i].UpdateDart(BGPos); } } for (int i = DELAY; i > 0; i--) { WaitVSync(); } TargetSelect(0); Inaccuracy(); DartLocationDecide(); BGPos[0] = p_darthitloc[0]-80; BGPos[1] = p_darthitloc[1]-80; REG_BG3HOFS = BGPos[0]; REG_BG3VOFS = BGPos[1]; darts[p_turnthrows] = Dart(p_darthitloc[0], p_darthitloc[1], p_turnthrows+1); } if (CheckLegality(p_hit)) { p_points -= p_hit; DrawText(20, 17, " ", 25); if (p_targettype == 0) { DrawText(20, 17, "Single", 25); DrawNumber(27, 17, (p_hit), 25); } else if (p_targettype == 1) { DrawText(24, 17, "Bull", 25); } else if (p_targettype == 2) { DrawText(20, 17, "Double", 25); DrawNumber(27, 17, (p_hit/2), 25); } else if (p_targettype == 3) { DrawText(20, 17, "Treble", 25); DrawNumber(27, 17, (p_hit/3), 25); } else if (p_targettype == 4) { DrawText(21, 17, "BullsEye", 25); } else { DrawText(24, 17, "Miss", 25); } } else { DrawText(20, 17, " Illegal ", 25); } }
int main() { LoadAssets(); ClearObjects(); InitialiseStage(); uint16_t oldKeys = REG_P1; Cursor cursor = Cursor(0); bool pieceSelected = false; int currentPiece = 0; int* moves = new int[28]; int* takingMoves = new int[16]; int currentTurnColor = WHITE; for(int i = 0; i < 2; i++) for(int j = 0; j < 16; j++) _lostPieces[i][j] = -1; while (true) { if(!(REG_P1 & KEY_RIGHT) && (oldKeys & KEY_RIGHT)) cursor.Move(1, 0); if(!(REG_P1 & KEY_LEFT) && (oldKeys & KEY_LEFT)) cursor.Move(-1, 0); if(!(REG_P1 & KEY_DOWN) && (oldKeys & KEY_DOWN)) cursor.Move(0, 1); if(!(REG_P1 & KEY_UP) && (oldKeys & KEY_UP)) cursor.Move(0, -1); if(!(REG_P1 & KEY_A) && (oldKeys & KEY_A)) { if(PieceAt(cursor.X(), cursor.Y())) { pieceSelected = true; for(int i = 0; i < 16 && takingMoves[i] >= 0; i++) if(takingMoves[i] % 8 == cursor.X() && takingMoves[i] / 8 == cursor.Y()) { TakePiece(currentPiece % 8, currentPiece / 8, cursor.X(), cursor.Y()); currentTurnColor = (currentTurnColor == WHITE ? BLACK : WHITE); pieceSelected = false; ClearHighlights(); takingMoves[0] = -1; break; } if(pieceSelected && PieceColor(cursor.X(), cursor.Y()) == currentTurnColor) { ClearHighlights(); AvailableMoves(cursor.X(), cursor.Y(), moves, takingMoves); currentPiece = cursor.Y() * 8 + cursor.X(); for(int i = 0; i < 28 && moves[i] >= 0; i++) Highlight(moves[i] % 8, moves[i] / 8, GREEN); for(int i = 0; i < 16 && takingMoves[i] >= 0; i++) Highlight(takingMoves[i] % 8, takingMoves[i] / 8, RED); } } else if(pieceSelected) { ClearHighlights(); if(!PieceAt(cursor.X(), cursor.Y())) { for(int i = 0; i < 28 && moves[i] >= 0; i++) if(moves[i] % 8 == cursor.X() && moves[i] / 8 == cursor.Y()) { MovePiece(currentPiece % 8, currentPiece / 8, cursor.X(), cursor.Y()); currentTurnColor = (currentTurnColor == WHITE ? BLACK : WHITE); pieceSelected = false; break; } } } } oldKeys = REG_P1; if(currentTurnColor == WHITE) DrawString(20, 1, "WHITE", 5); else DrawString(20, 1, "BLACK", 5); WaitVSync(); UpdateObjects(); } return 0; }
int main(){ uint8_t y,dx,x,fileNo=0,c; uint16_t j=0; // uint32_t test=0xaabbccdd; // mmc_readsector(test); topMenu(); init(); topMenu(); FS_File file; FRESULT res; x=2;y=15; while(1){ res=FS_ListDir(&file); if(file.filename[0]==0) break; if(res==FR_OK){ if(filter(&file)){ j=0; for(dx=0;dx<8;dx++){ c=file.filename[j++]; if(c=='~') c='-'; vram[(y*40)+x+dx]=c-32; } y++; if(y==25){ y=5; x+=9; } break; } }else{ Print((26*40*2)+(7*2),PSTR("LIST FILE FAIL"),0); } } int bytesRead; while(1){ x=2;y=2; res=FS_ReadBlock(&file,&bytesRead); if(res==0){ for(j=0;j<512;j++){ c=sector.buffer[j]; if(c<32 || c>'z')c=32; if(c>='a' && c<='z')c&=~0x20; vram[(y*40)+x]=c-32; x++; if(x>=38){ x=2; y++; } } PrintHexInt(30,22,bytesRead); }else{ Print((26*40*2)+(7*2),PSTR("BLOCK READ FAIL"),0); } while(1){ if(joypad_status&BTN_RIGHT){ while(joypad_status!=0){}; break; } if(joypad_status&BTN_SR){ break; } }; } unsigned char col=1,dir=1; while(1){ //drawCursor(x-1,y+fileNo,37,col); DrawBar((y+fileNo)*40*2,40,col); WaitVSync(6); col+=dir; if(col==5){ dir=-1; }else if(col==0){ dir=1; } } while(1); }
int main() { initializeGraphics(); MouseType mouseObject = IDLE; int cursorXLocation = 10; int cursorYLocation = 10; // These control building & unit logic GameEntity* buildingsContainer = NULL; GameEntity* unitsContainer = NULL; uint16_t population = 0; // This controls population count uint16_t frame = 0; // This counts frames uint16_t unitSpawnDelay = 0; // This controls the delay between unit spawns while (true) { FlipBuffers(); // Flip buffers ClearScreen8(SAND_COLOR); // Clear screen render(buildingsContainer,unitsContainer); // Render all buildings and units animatePowerPlant(frame); // Animate the power plant animateBarracks(frame); // Animate the barracks if(mouseObject!=IDLE) // If there has been some mouse action ... { if(isMovement(mouseObject)) // ... and it is movement ... { move(cursorXLocation,cursorYLocation,mouseObject); // ... movet the mouse. } else if(isPlacement(mouseObject)) // ... if it is placement ... { place(cursorXLocation,cursorYLocation,mouseObject,buildingsContainer); // ... attempt placement. } else if(isSpawning(mouseObject) && unitSpawnDelay==0 && population!=POP_CAP) // ... if it is a unit and it's not to soon after the last unit was trained and population cap has not been reached ... { spawn(unitsContainer,buildingsContainer); // place the unit population++; // increase population unitSpawnDelay = UNIT_SPAWN_COOLDOWN_PERIOD; // start cooldown timer } } drawCursor(cursorXLocation,cursorYLocation); // Draw the cursor mouseObject = updatedMouseType(); // Update the mouse WaitVSync(); // Sync frame = (frame == 100) ? 0 : frame+1; // Reset frame count every 100 frames, else increase by one if(unitSpawnDelay!=0) // If there is a cooldown timer in action ... unitSpawnDelay--; // ... update it! } // We are environmentaly concious, so we clean after ourselves delete buildingsContainer; delete unitsContainer; return 0; }
void enterMenu(int menu){ LoadPaletteBGData(0, menuBGPal, menuBGPalLen); bool active = true; int option = 0; int keyPressCoolDown = 30; if(menu == 0)ClearObjects(); //MENU LOOP while(active){ keyPressCoolDown--; if(keyPressCoolDown <= 0)keyPressCoolDown = 0; clearText(); switch(menu){ case 0://Main menu if((REG_KEYINPUT & KEY_UP) == 0){ option = 0; } if((REG_KEYINPUT & KEY_DOWN) == 0){ option = 1; } if((REG_KEYINPUT & KEY_A) == 0 && keyPressCoolDown == 0){ if(option == 0){ active = false; gameInit(); }else{ menu = 1; keyPressCoolDown = 30; } } drawText(60,20,"Super Crate Box"); drawText(105,65,"PLAY"); drawText(93,90,"CREDITS"); if(option == 0)drawText(90, 65, "> <"); if(option == 1)drawText(78, 90, "> <"); break; case 1://Credits if((REG_KEYINPUT & KEY_A) == 0 && keyPressCoolDown == 0){ menu = 0; keyPressCoolDown = 30; } if((REG_KEYINPUT & KEY_B) == 0 && keyPressCoolDown == 0){ menu = 0; keyPressCoolDown = 30; } drawText(30, 20, "GBA - Super Crate Box"); drawText(30,60, "Created by Peter Black"); drawText(70,80, "for CGA 2014"); drawText(8, 135, "Assets & Gameplay C Vlambeer"); break; case 2://Game Over if((REG_KEYINPUT & KEY_A) == 0 && keyPressCoolDown == 0){ active = false; gameInit(); } if((REG_KEYINPUT & KEY_B) == 0 && keyPressCoolDown == 0){ menu = 0; ClearObjects(); keyPressCoolDown = 30; } drawText(82,60,"GAME OVER"); drawText(85,80,"Score:"); drawText(133,80,toString(score)); drawText(77, 125,"A = Retry"); drawText(65, 135,"B = Main Menu"); break; } WaitVSync(); UpdateObjects(); } LoadPaletteBGData(0, backgroundPal, backgroundPalLen); }
int main() { init(); enterMenu(0); int cloudScroll = 0; int loopSlower = 0; bool shootCoolDown = true; int reloadTimer = 0; //GAME LOOP while (true) { //INPUT if((REG_KEYINPUT & KEY_RIGHT) == 0){ tryMove(2,0,player.getWidth()-2,player.getHeight()/2,player); player.setRunning(true); player.setDir(true); } if((REG_KEYINPUT & KEY_LEFT) == 0){ tryMove(-2,0,0,player.getHeight()/2,player); player.setRunning(true); player.setDir(false); } if((REG_KEYINPUT & KEY_UP) == 0 || (REG_KEYINPUT & KEY_B) == 0){ if(player.getLanded()){ player.jump(); player.updateFrame(); } player.setJumpHeight(player.getJumpHeight()+4); } if((REG_KEYINPUT & KEY_A) == 0){ if(shootCoolDown){ if(weapon == 8){ if(player.getDir())tryMove(-2,0,0,player.getHeight()/2,player); else tryMove(2,0,player.getWidth()-2,player.getHeight()/2,player); }else if(weapon == 1){ if(player.getDir())tryMove(-1,0,0,player.getHeight()/2,player); else tryMove(1,0,player.getWidth()-2,player.getHeight()/2,player); } shoot(); shootCoolDown = false; reloadTimer = 0; } } //Player movement if(player.getJumping()){ if(!tryMove(0,-3,player.getWidth()/2,0,player)){ player.setJumping(false); } }else{ if(!tryMove(0,2,player.getWidth()/2,player.getHeight(),player)){ tryMove(0,1,player.getWidth()/2,player.getHeight(),player); player.setLanded(true); player.setJumping(false); }else{ player.setLanded(false); } } //Monster Movement for(int i = 0; i < enemies.size(); i++){ if(!enemies.at(i).isDead()){ if(enemies.at(i).getDir()){ if(!tryMove(1,0,enemies.at(i).getWidth(),(enemies.at(i).getHeight()/2)+1,enemies.at(i))){ enemies.at(i).setDir(false); } }else{ if(!tryMove(-1,0,0,(enemies.at(i).getHeight()/2)+1,enemies.at(i))){ enemies.at(i).setDir(true); } } tryMove(0,2,enemies.at(i).getWidth()/2,enemies.at(i).getHeight(),enemies.at(i)); ObjBuffer[i+3].attr0 &= ~(ATTR0_HIDE); }else{ ObjBuffer[i+3].attr0 |= ATTR0_HIDE; } } //Bullet movement for(int i = 0; i < bullets.size(); i++){ if(!bullets.at(i).isDead()){ int yMove = 0; if(rand() % 3 == 0)yMove = bullets.at(i).getLift(); if(bullets.at(i).getType() == 4){ tryMove(0,1,bullets.at(i).getWidth(),bullets.at(i).getHeight()+4,bullets.at(i)); }else if(bullets.at(i).getType() == 6){ if(player.getDir()){ ObjBuffer[i+24].attr1 &= ~(ATTR1_HFLIP); bullets.at(i).move(player.getX()+8, player.getY()); }else{ ObjBuffer[i+24].attr1 |= ATTR1_HFLIP; bullets.at(i).move(player.getX()-8, player.getY()); } if(bullets.at(i).charge()){ bullets.at(i).setDead(true); int number = 0; if(player.getDir())number = (SCREEN_WIDTH - player.getX())/8; else number = (0 + player.getX())/8; for(int i = 0; i < number; i++){ spawnBullet(7); } } }else if(bullets.at(i).getType() == 7){ if(bullets.at(i).charge())bullets.at(i).setDead(true); }else{ if(bullets.at(i).getDir()){ if(!tryMove(2,yMove,bullets.at(i).getWidth(), bullets.at(i).getHeight(), bullets.at(i))){ if(bullets.at(i).getType() == 3 && !bullets.at(i).getBounce()){ bullets.at(i).setBounce(true); bullets.at(i).setDir(false); }else{ bullets.at(i).setDead(true); if(bullets.at(i).getType() == 0 || bullets.at(i).getType() == 4){ explode(bullets.at(i).getX(), bullets.at(i).getY()); } } } }else{ if(!tryMove(-2,yMove,bullets.at(i).getWidth(), bullets.at(i).getHeight(), bullets.at(i))){ if(bullets.at(i).getType() == 3 && !bullets.at(i).getBounce()){ bullets.at(i).setBounce(true); bullets.at(i).setDir(true); }else{ bullets.at(i).setDead(true); if(bullets.at(i).getType() == 0 || bullets.at(i).getType() == 4){ explode(bullets.at(i).getX(), bullets.at(i).getY()); } } } } } ObjBuffer[i+24].attr0 &= ~(ATTR0_HIDE); }else{ ObjBuffer[i+24].attr0 |= ATTR0_HIDE; } } for(int i = 0; i < enemies.size(); i++){ if(!enemies.at(i).isDead()){ if(checkEntityCollision(player, enemies.at(i))){ player.setDead(true); } for(int k = 0; k < bullets.size(); k++){ if(!bullets.at(k).isDead()){ if(checkEntityCollision(bullets.at(k), enemies.at(i))){ enemies.at(i).hurt(bullets.at(k).getDamage()); if(bullets.at(k).getType() != 3 && bullets.at(k).getType() != 6 && bullets.at(k).getType() != 7){ bullets.at(k).setDead(true); if(bullets.at(k).getType() == 0 || bullets.at(k).getType() == 4){ explode(bullets.at(k).getX(), bullets.at(k).getY()); } } break; } } } } } if(checkEntityCollision(player, crate)){ crate.setDead(true); weapon = crate.getWeapon(); score++; } if(crate.isDead()){ switch(rand() % 7){ case 0:crate.move(80,32); break; case 1:crate.move(150,32); break; case 2:crate.move(30,64); break; case 3:crate.move(200,64); break; case 4:crate.move(115,104); break; case 5:crate.move(80,144); break; case 6:crate.move(150,144); break; } int newWep = 0; do newWep = rand() % 9; while(newWep == weapon || newWep == 6); crate.setWeapon(newWep); crate.setDead(false); } //General Slow things if(loopSlower % 7 == 0){ cloudScroll++; REG_BG3HOFS = cloudScroll; SetTile(30, 14, 19, 16+rand()%5); SetTile(30, 15, 19, 16+rand()%5); player.updateFrame(); for(int i = 0; i < enemies.size(); i++){ if(!enemies.at(i).isDead()){ enemies.at(i).updateFrame(); } } ObjBuffer[2].attr2 = ATTR2_ID8(player.getFrame()); for(int i = 0; i < enemies.size(); i++){ ObjBuffer[i+3].attr2 = ATTR2_ID8(enemies.at(i).getFrame()); } } reloadTimer++; if(weapon == 0 || weapon == 5 || weapon == 6 || weapon == 7){ if(reloadTimer >= 60){ shootCoolDown = true; } }else if(weapon == 2 || weapon == 4){ if(reloadTimer >= 45){ shootCoolDown = true; } }else if (weapon == 3){ if(reloadTimer >= 20){ shootCoolDown = true; } }else if(weapon == 1){ if(reloadTimer >= 10){ shootCoolDown = true; } }else{ if(reloadTimer >= 5){ shootCoolDown = true; } } if(reloadTimer > 1000)reloadTimer = 60; //Monster spawner if(rand()%100 == 0){ spawnMonster(); } //Player state updates if(player.getJumping())player.setState(2); else if(player.getRunning())player.setState(1); else player.setState(0); if(!player.getDir()){ ObjBuffer[0].attr1 |= ATTR1_HFLIP; ObjBuffer[2].attr1 |= ATTR1_HFLIP; }else{ ObjBuffer[0].attr1 &= ~(ATTR1_HFLIP); ObjBuffer[2].attr1 &= ~(ATTR1_HFLIP); } if(weapon == 8)ObjBuffer[0].attr0 |= ATTR0_SHAPE(1); else ObjBuffer[0].attr0 &= ~(ATTR0_SHAPE(1)); ObjBuffer[0].attr2 = ATTR2_ID8(22+weapon); for(int i = 0; i < enemies.size(); i++){ if(!enemies.at(i).isDead()){ if(!enemies.at(i).getDir())ObjBuffer[i+3].attr1 |= ATTR1_HFLIP; else ObjBuffer[i+3].attr1 &= ~(ATTR1_HFLIP); } } player.update(); if(player.isDead())enterMenu(2); //Render if(!player.getDir()){ if(weapon != 8)SetObjectX(0, player.getX()-4); else{ if(player.getX()-12 <= 0) SetObjectX(0, 0); else SetObjectX(0, player.getX()-12); } }else{ SetObjectX(0, player.getX()+4); } SetObjectY(0, player.getY()+1); SetObjectX(1, crate.getX()); SetObjectY(1, crate.getY()); SetObjectX(2, player.getX()); SetObjectY(2, player.getY()); for(int i = 0; i < enemies.size(); i++){ if(!enemies.at(i).isDead()){ SetObjectX(i+3, enemies.at(i).getX()); SetObjectY(i+3, enemies.at(i).getY()); } } for(int i = 0; i < bullets.size(); i++){ if(!bullets.at(i).isDead()){ SetObjectX(i+24, bullets.at(i).getX()); SetObjectY(i+24, bullets.at(i).getY()); } } drawText(112,10,toString(score)); WaitVSync(); UpdateObjects(); clearText(); loopSlower++; } return 0; }