void dialogs::show_timed_dialog(std::string face_file, bool is_left, std::string lines[], short delay, bool show_btn=true) { UNUSED(is_left); std::string temp_text; char temp_char; timer.pause(); draw_dialog_bg(show_btn); draw_lib.update_screen(); st_position dialog_pos = graphLib.get_dialog_pos(); graphLib.place_face(face_file, st_position(dialog_pos.x+16, dialog_pos.y+16)); draw_lib.update_screen(); /// @TODO: usar show_config_bg e hide_config_bg da graphLib - modificar para aceitar centered (que é o atual) ou top ou bottom for (int i=0; i<3; i++) { for (unsigned int j=0; j<lines[i].size(); j++) { temp_char = lines[i].at(j); temp_text = ""; temp_text += temp_char; graphLib.draw_text(j*9+(dialog_pos.x+52), i*11+(dialog_pos.y+16), temp_text); //graphLib.draw_text(j*9+53, i*11+9, "A"); draw_lib.update_screen(); input.waitTime(15); } } input.waitTime(delay); timer.unpause(); }
void sceneShow::show_scene(int n) { if (n < 0) { return; } if (scene_list.size() <= n) { std::cout << "ERROR: Scene List[" << n << "] invalid. List size is " << image_scenes.size() << "." << std::endl; return; } CURRENT_FILE_FORMAT::file_scene_list scene = scene_list.at(n); input.clean(); for (int i=0; i<SCENE_OBJECTS_N; i++) { input.read_input(); int scene_seek_n = scene.objects[i].seek_n; //std::cout << ">> sceneShow::show_scene - i: " << i << ", scene_seek_n: " << scene_seek_n << std::endl; if (_interrupt_scene == true || input.p1_input[BTN_START] == 1) { scene_seek_n = -1; break; } if (scene_seek_n != -1) { int scene_type = scene.objects[i].type; //std::cout << "### scene_type[" << scene_type << "]" << std::endl; if (scene_type == CURRENT_FILE_FORMAT::SCENETYPE_SHOW_TEXT) { show_text(scene_seek_n); } else if (scene_type == CURRENT_FILE_FORMAT::SCENETYPE_CLEAR_AREA) { clear_area(scene_seek_n); } else if (scene_type == CURRENT_FILE_FORMAT::SCENETYPE_CLEAR_SCREEN) { graphLib.clear_area(0 ,0, RES_W, RES_H, 0, 0, 0); } else if (scene_type == CURRENT_FILE_FORMAT::SCENETYPE_MOVE_IMAGE) { show_image(scene_seek_n); } else if (scene_type == CURRENT_FILE_FORMAT::SCENETYPE_MOVE_VIEWPOINT) { show_viewpoint(scene_seek_n); } else if (scene_type == CURRENT_FILE_FORMAT::SCENETYPE_PLAY_MUSIC) { play_music(scene_seek_n); } else if (scene_type == CURRENT_FILE_FORMAT::SCENETYPE_PLAY_SFX) { play_sfx(scene_seek_n); } else if (scene_type == CURRENT_FILE_FORMAT::SCENETYPE_SHOW_ANIMATION) { show_animation(scene_seek_n, scene.objects[i].repeat_value, scene.objects[i].repeat_type); } else if (scene_type == CURRENT_FILE_FORMAT::SCENETYPE_STOP_MUSIC) { soundManager.stop_music(); } else if (scene_type == CURRENT_FILE_FORMAT::SCENETYPE_SUBSCENE) { show_scene(scene_seek_n); } else { std::cout << ">> sceneShow::show_scene - unknown scene_type[" << scene_type << "]" << std::endl; } std::cout << "show_scene::DELAY[" << i << "][" << scene.objects[i].delay_after << "]" << std::endl; if (input.waitScapeTime(scene.objects[i].delay_after) == 1) { _interrupt_scene = true; } } else { break; } } std::cout << "show_scene::DONE" << std::endl; }
void draw::show_ingame_warning(std::vector<std::string> message) { graphLib.show_dialog(0, true); st_position dialog_pos = graphLib.get_dialog_pos(); for (unsigned int i=0; i<message.size(); i++) { graphLib.draw_text(dialog_pos.x+20, dialog_pos.y+16+(12*i), message[i]); } input.clean(); input.wait_keypress(); }
/// @TODO: fix animation. investigate a better way for drawing it (code is way too confusing) void classMap::redraw_boss_door(bool is_close, int nTiles, int tileX, short player_number) { int k, tileCount; //is_close = false; // THIS IS A TEMPORARY FIX //std::cout << "classMap::redraw_boss_door - is_close: " << is_close << std::endl; input.waitTime(10); //for (k=0; k<tilePieces; k++) { for (k=0; k<nTiles; k++) { tileCount = nTiles; //if (is_close == false) { std::cout << "classMap::redraw_boss_door - nTiles: " << nTiles << ", tilePieces: " << tilePieces << ", tileCount: " << tileCount << std::endl; } // redraw screen showMap(); graphLib.updateScreen(); int tiles_showed; if (is_close == false) { tiles_showed = k; } else { tiles_showed = 0; } for (int i=0; i<MAP_W; i++) { for (int j=0; j<MAP_H; j++) { if (map_tiles.tiles[i][j].tile3.x != -1 && map_tiles.tiles[i][j].tile3.y != -1) { if (i == tileX && map_tiles.tiles[i][j].locked == TERRAIN_DOOR) { //std::cout << "****** redraw_boss_door - k: " << k << ", tiles_showed: " << tiles_showed << ", nTiles: " << nTiles << std::endl; if (is_close == false) { if (tiles_showed < nTiles) { graphLib.placeTile(st_position(map_tiles.tiles[i][j].tile3.x, map_tiles.tiles[i][j].tile3.y), st_position((i*TILESIZE)-scroll.x, (j*TILESIZE)-scroll.y), &graphLib.gameScreen); graphLib.updateScreen(); tiles_showed++; } } else { if (tiles_showed < k) { graphLib.placeTile(st_position(map_tiles.tiles[i][j].tile3.x, map_tiles.tiles[i][j].tile3.y), st_position((i*TILESIZE)-scroll.x, (j*TILESIZE)-scroll.y), &graphLib.gameScreen); graphLib.updateScreen(); tiles_showed++; } } } else { graphLib.placeTile(st_position(map_tiles.tiles[i][j].tile3.x, map_tiles.tiles[i][j].tile3.y), st_position((i*TILESIZE)+scroll.x, (j*TILESIZE)-scroll.y), &graphLib.gameScreen); } } } } _player_list.at(0)->show(); graphLib.draw_hp_bar(_player_list.at(0)->get_current_hp(), player_number, WEAPON_DEFAULT); //show_sprite(p1Obj->sprite, game_screen); //draw_hp_bar(p1Obj); graphLib.updateScreen(); input.waitTime(100); } input.waitTime(100); }
int main(int argc, char *argv[]) { quick_load = false; UNUSED(argc); gameControl.currentStage = TECHNOBOT; game_config.selected_player = 1; //strncpy (FILEPATH, argv[0], strlen(argv[0])-11); string argvString = string(argv[0]); FILEPATH = argvString.substr(0, argvString.size()-EXEC_NAME.size()); //std::cout << "main - FILEPATH: " << FILEPATH << std::endl; format_v_2_0_1::file_io fio; fio.read_game(game_data); // INIT GRAPHICS if (graphLib.initGraphics() != true) { exit(-1); } // INIT GAME if (quick_load == false) { if (gameControl.showIntro() == false) { return 0; } } else { gameControl.quick_load_game(); //ending game_ending; //game_ending.start(); } input.clean(); input.p1_input[BTN_START] = 0; input.waitTime(200); input.clean(); while (true) { input.readInput(); if (input.p1_input[BTN_QUIT] == 1) { exit(-1); } gameControl.showGame(); graphLib.updateScreen(); } /// @TODO: sdl quit sub-systems SDL_Quit(); return 1; }
void sceneShow::run_viewpoint_scene(CURRENT_FILE_FORMAT::file_scene_show_viewpoint viewpoint) { std::cout << "** sceneShow::run_image_scene::START" << std::endl; float x = viewpoint.ini_x; float y = viewpoint.ini_y; graphicsLib_gSurface image; graphLib.surfaceFromFile(FILEPATH + "images/scenes/" + viewpoint.filename, &image); //std::cout << "** sceneShow::run_image_scene::total_dist: " << total_dist << std::endl; while (total_dist > 0) { input.read_input(); //std::cout << "total_dist: " << total_dist << std::endl; timer.delay(viewpoint.move_delay); std::cout << "rect - x[" << x << "], .y[" << y << "], w[" << viewpoint.w << "], h[" << viewpoint.h << "]" << std::endl; //void graphicsLib::showSurfacePortion(graphicsLib_gSurface *surfaceOrigin, const st_rectangle origin_rect, st_rectangle destiny_rect) graphLib.showSurfacePortion(&image, st_rectangle(x, y, viewpoint.w, viewpoint.h), st_rectangle(viewpoint.pos_x, viewpoint.pos_y, viewpoint.w, viewpoint.h)); graphLib.updateScreen(); x += speed_x; y += speed_y; total_dist--; } graphLib.showSurfacePortion(&image, st_rectangle(x, y, viewpoint.w, viewpoint.h), st_rectangle(viewpoint.pos_x, viewpoint.pos_y, viewpoint.w, image.height)); timer.delay(viewpoint.move_delay); graphLib.updateScreen(); }
// @TODO - this should only set some variables in a global and the drawinbg should be handled my show_scene() // That way we can move the run_XXX methods into threads to run in paralel void sceneShow::run_image_scene(CURRENT_FILE_FORMAT::file_scene_show_image scene_image) { std::cout << "** sceneShow::run_image_scene::START" << std::endl; float x = scene_image.ini_x; float y = scene_image.ini_y; graphicsLib_gSurface image; graphicsLib_gSurface bg_image; graphLib.initSurface(st_size(RES_W, RES_H), &bg_image); graphLib.copy_gamescreen_area(st_rectangle(0, 0, RES_W, RES_H), st_position(0, 0), &bg_image); graphLib.surfaceFromFile(FILEPATH + "images/scenes/" + scene_image.filename, &image); std::cout << "** sceneShow::run_image_scene::total_dist: " << total_dist << std::endl; while (total_dist > 0) { input.read_input(); //std::cout << "total_dist: " << total_dist << std::endl; timer.delay(scene_image.move_delay); // @TODO - copy background, but should be done in a smarter way as there can be several moving elements graphLib.showSurfaceAt(&bg_image, st_position(0, 0), false); graphLib.showSurfaceAt(&image, st_position(x, y), false); graphLib.updateScreen(); x += speed_x; y += speed_y; total_dist--; } graphLib.showSurfaceAt(&image, st_position(x, y), false); graphLib.updateScreen(); }
bool dialogs::show_leave_game_dialog() const { bool res = false; bool repeat_menu = true; int picked_n = -1; timer.pause(); std::cout << ">>>>>>> show_leave_game_dialog::START" << std::endl; graphicsLib_gSurface bgCopy; graphLib.initSurface(st_size(RES_W, RES_H), &bgCopy); graphLib.copyArea(st_position(0, 0), &graphLib.gameScreen, &bgCopy); graphLib.show_dialog(0, false); st_position dialog_pos = graphLib.get_dialog_pos(); graphLib.draw_text(dialog_pos.x+30, dialog_pos.y+16, "QUIT GAME?"); std::vector<std::string> item_list; item_list.push_back("YES"); item_list.push_back("NO"); option_picker main_picker(false, st_position(dialog_pos.x+40, dialog_pos.y+16+11), item_list, false); draw_lib.update_screen(); while (repeat_menu == true) { picked_n = main_picker.pick(); std::cout << "picked_n: " << picked_n << std::endl; if (picked_n == 0) { res = true; repeat_menu = false; } else if (picked_n == 1) { res = false; repeat_menu = false; } else { main_picker.draw(); } } input.clean(); input.waitTime(200); graphLib.copyArea(st_position(0, 0), &bgCopy, &graphLib.gameScreen); draw_lib.update_screen(); timer.unpause(); std::cout << ">>>>>>> show_leave_game_dialog::END" << std::endl; return res; }
void classPlayer::execute() { if (freeze_weapon_effect != FREEZE_EFFECT_PLAYER) { move(); } else { clear_move_commands(); input.clean(); } charMove(); }
int key_map::draw_config_keys() const { st_position config_text_pos; config_text_pos.x = graphLib.get_config_menu_pos().x + 74; config_text_pos.y = graphLib.get_config_menu_pos().y + 40; input.clean(); input.waitTime(100); input.clean(); input.waitTime(100); graphLib.clear_area(config_text_pos.x, config_text_pos.y, 180, 180, 0, 0, 0); std::vector<std::string> options; options.push_back("RESET TO DEFAULT"); options.push_back("SET JUMP"); options.push_back("SET ATTACK"); options.push_back("SET SHIELD"); options.push_back("SET DASH"); options.push_back("SET L"); options.push_back("SET R"); options.push_back("SET START"); // -- NEW -- // if (game_config.input_mode == INPUT_MODE_DIGITAL) { options.push_back("DIRECTIONAL: DIGITAL"); } else { options.push_back("DIRECTIONAL: ANALOG"); } // -- NEW --// if (game_config.input_mode == INPUT_MODE_DIGITAL) { options.push_back("SET UP"); options.push_back("SET DOWN"); options.push_back("SET LEFT"); options.push_back("SET RIGHT"); } short selected_option = 0; option_picker main_config_picker(false, config_text_pos, options, true); selected_option = main_config_picker.pick(); std::cout << "key_map::draw_config_keys - selected_option: " << selected_option << std::endl; return selected_option; }
int main(int argc, char *argv[]) { get_filepath(); fio.read_game(game_data); soundManager.init_audio_system(); if (graphLib.initGraphics() != true) { printf("ERROR intializing graphic\n"); return -1; } sceneShow show; show.show_scene(0); input.wait_keypress(); return 1; }
void classPlayer::teleport_stand() { unsigned int waitTimer = timer.getTimer()+500; state.animation_state = ANIM_TYPE_TELEPORT; /* if (p2Obj) { p2Obj->sprite->anim_type = ANIM_TELEPORT; } */ soundManager.play_sfx(SFX_TELEPORT); while (waitTimer > timer.getTimer()) { draw_lib.update_screen(); show(); /* if (p2Obj) { show_sprite(p2Obj->sprite, game_screen); } */ //drawMap3rdLevel(game_screen); //updateScreen(game_screen); input.waitTime(20); } }
void classPlayer::death() { std::cout << "PLAYER::death" << std::endl; map->print_objects_number(); reset_charging_shot(); map->clear_animations(); map->print_objects_number(); map->reset_objects(); map->print_objects_number(); dead = true; state.jump_state = NO_JUMP; freeze_weapon_effect = FREEZE_EFFECT_NONE; clear_move_commands(); input.clean(); state.direction = ANIM_DIRECTION_RIGHT; gameControl.draw_explosion(realPosition.x, realPosition.y, false); if (game_save.items.lifes == 0) { game_save.items.lifes = 3; std::cout << "GAME OVER" << std::endl; gameControl.game_over(); return; } game_save.items.lifes--; }
void key_map::draw_screen() { bool finished = false; st_position config_text_pos; st_position cursor_pos; short _pick_pos = 0; config_text_pos.x = graphLib.get_config_menu_pos().x + 74; config_text_pos.y = graphLib.get_config_menu_pos().y + 40; cursor_pos = config_text_pos; graphLib.clear_area(config_text_pos.x-1, config_text_pos.y-1, 180, 180, 0, 0, 0); input.clean(); input.waitTime(300); for (unsigned int i=0; i<_keys_list.size(); i++) { graphLib.draw_text(config_text_pos.x, config_text_pos.y + i*CURSOR_SPACING, _keys_list[i].c_str()); redraw_line(i); } graphLib.draw_text(config_text_pos.x, config_text_pos.y + _keys_list.size()*CURSOR_SPACING, "RETURN"); draw_lib.update_screen(); //cout << "scenesLib::option_picker::START\n"; graphLib.drawCursor(st_position(cursor_pos.x-CURSOR_SPACING, cursor_pos.y+(_pick_pos*CURSOR_SPACING))); while (finished == false) { input.readInput(); if (input.p1_input[BTN_START]) { if (_pick_pos == (short)_keys_list.size()) { std::cout << "key_map::draw_screen - FINISHED #1" << std::endl; finished = true; } else { graphLib.draw_text(config_text_pos.x, config_text_pos.y + _keys_list.size()*CURSOR_SPACING+CURSOR_SPACING*2, "PRESS NEW KEY/BUTTON"); //input code (number) draw_lib.update_screen(); //format_v_2_1_1::st_key_config new_key = input.get_pressed_key(); graphLib.clear_area(config_text_pos.x, config_text_pos.y + _keys_list.size()*CURSOR_SPACING+CURSOR_SPACING*2-1, 180, CURSOR_SPACING+1, 0, 0, 0); ///@TODO - key_config[_pick_pos].key_type = new_key.key_type; ///@TODO - key_config[_pick_pos].key_number = new_key.key_number; redraw_line(_pick_pos); draw_lib.update_screen(); } } if (input.p1_input[BTN_DOWN]) { soundManager.play_sfx(SFX_CURSOR); graphLib.eraseCursor(st_position(cursor_pos.x-CURSOR_SPACING, cursor_pos.y+(_pick_pos*CURSOR_SPACING))); _pick_pos++; if (_pick_pos >= (short)_keys_list.size()+1) { _pick_pos = 0; } graphLib.drawCursor(st_position(cursor_pos.x-CURSOR_SPACING, cursor_pos.y+(_pick_pos*CURSOR_SPACING))); } if (input.p1_input[BTN_UP]) { soundManager.play_sfx(SFX_CURSOR); graphLib.eraseCursor(st_position(cursor_pos.x-CURSOR_SPACING, cursor_pos.y+(_pick_pos*CURSOR_SPACING))); _pick_pos--; if (_pick_pos < 0) { _pick_pos = _keys_list.size(); } graphLib.drawCursor(st_position(cursor_pos.x-CURSOR_SPACING, cursor_pos.y+(_pick_pos*CURSOR_SPACING))); } if (input.p1_input[BTN_QUIT]) { std::cout << "key_map::draw_screen - FINISHED #2" << std::endl; finished = true; } input.clean(); input.waitTime(10); draw_lib.update_screen(); } }
void key_map::config_input() { CURRENT_FILE_FORMAT::st_game_config game_config_copy = game_config; int selected_option = 0; while (selected_option != -1) { selected_option = draw_config_keys(); std::cout << "key_map::config_input - selected_option: " << selected_option << std::endl; if (selected_option == 0) { game_config.set_default_keys(); std::cout << "key_map::config_input - LEAVE #1" << std::endl; } else if (selected_option == -1) { std::cout << "key_map::config_input - LEAVE #2" << std::endl; // apply changes to game-config apply_key_codes_changes(game_config_copy); return; // -- NEW -- // } else if (selected_option == 8) { if (game_config.input_mode == INPUT_MODE_DIGITAL) { game_config.input_mode = INPUT_MODE_ANALOG; } else { game_config.input_mode = INPUT_MODE_DIGITAL; } // -- NEW -- // } else { std::cout << "key_map::config_input - PICK KEY #1" << std::endl; INPUT_COMMANDS selected_key = BTN_JUMP; if (selected_option == 1) { selected_key = BTN_JUMP; } else if (selected_option == 2) { selected_key = BTN_ATTACK; } else if (selected_option == 3) { selected_key = BTN_SHIELD; } else if (selected_option == 4) { selected_key = BTN_DASH; } else if (selected_option == 5) { selected_key = BTN_L; } else if (selected_option == 6) { selected_key = BTN_R; } else if (selected_option == 7) { selected_key = BTN_START; } else if (selected_option == 9) { selected_key = BTN_UP; } else if (selected_option == 10) { selected_key = BTN_DOWN; } else if (selected_option == 11) { selected_key = BTN_LEFT; } else if (selected_option == 12) { selected_key = BTN_RIGHT; } st_position menu_pos(graphLib.get_config_menu_pos().x + 74, graphLib.get_config_menu_pos().y + 40); graphLib.clear_area(menu_pos.x, menu_pos.y, 180, 180, 0, 0, 0); graphLib.draw_text(menu_pos.x, menu_pos.y, "PRESS A KEY OR BUTTON"); input.clean(); input.waitTime(20); bool is_joystick = input.pick_key_or_button(game_config_copy, selected_key); check_key_duplicates(game_config_copy, selected_key, is_joystick); } } // apply changes to game-config apply_key_codes_changes(game_config_copy); }
bool class_config::execute_ingame_menu() { st_position old_pos; if (input.p1_input[BTN_START] == 1) { input.clean(); input.waitTime(300); // leaving menu, removes pause if (ingame_menu_active == true) { timer.unpause(); } ingame_menu_active = !ingame_menu_active; if (ingame_menu_active) { timer.pause(); generate_weapons_matrix(); draw_ingame_menu(); } else { // change player color/weapon if (ingame_menu_pos.y != 6) { player_ref->set_weapon(convert_menu_pos_to_weapon_n(ingame_menu_pos)); } else { // use item use_tank(ingame_menu_pos.x); ingame_menu_active = !ingame_menu_active; // keep itself inside the menu generate_weapons_matrix(); draw_ingame_menu(); } } } if (ingame_menu_active) { old_pos.x = ingame_menu_pos.x; old_pos.y = ingame_menu_pos.y; if (input.p1_input[BTN_UP] == 1) { move_cursor(0, -1); } else if (input.p1_input[BTN_DOWN] == 1) { move_cursor(0, 1); } else if (input.p1_input[BTN_LEFT] == 1) { move_cursor(-1, 0); } else if (input.p1_input[BTN_RIGHT] == 1) { move_cursor(1, 0); } else if (input.p1_input[BTN_R] == 1) { if (gameControl.show_config(game_save.stages[gameControl.currentStage]) == true) { // player picked "leave stage" option ingame_menu_active = false; timer.unpause(); return true; } draw_ingame_menu(); } if (old_pos.x != ingame_menu_pos.x || old_pos.y != ingame_menu_pos.y) { //std::cout << ">> old_pos.y: " << old_pos.y << ", ingame_menu_pos.y: " << ingame_menu_pos.y << std::endl; if (old_pos.y != 6) { graphLib.draw_weapon_cursor(old_pos, player_ref->get_weapon_value(convert_menu_pos_to_weapon_n(old_pos)), -1); graphLib.draw_weapon_icon(convert_menu_pos_to_weapon_n(old_pos), old_pos, false); } else { graphLib.erase_menu_item(old_pos.x); } if (ingame_menu_pos.y != 6) { graphLib.draw_weapon_cursor(ingame_menu_pos, player_ref->get_weapon_value(convert_menu_pos_to_weapon_n(ingame_menu_pos)), player_ref->get_number()); graphLib.draw_weapon_icon(convert_menu_pos_to_weapon_n(ingame_menu_pos), ingame_menu_pos, true); change_player_frame_color(); } else { graphLib.draw_menu_item(ingame_menu_pos.x); } } input.clean(); input.waitTime(MENU_CHANGE_DELAY); } return ingame_menu_active; }
void class_config::use_tank(int tank_type) { int n = 0; // check tank number if (tank_type == TANK_ENERGY && game_save.items.energy_tanks == 0) { return; } if (tank_type == TANK_WEAPON && game_save.items.weapon_tanks == 0) { return; } if (tank_type == TANK_SPECIAL && game_save.items.special_tanks == 0) { return; } // no need for tank usage if (tank_type == TANK_ENERGY && player_ref->get_hp().current == player_ref->get_hp().total) { return; } if (tank_type == TANK_ENERGY || tank_type == TANK_SPECIAL) { while (player_ref->get_hp().current < player_ref->get_hp().total) { player_ref->set_current_hp(1); if (n == 0 || n % 6 == 0) { soundManager.play_sfx(SFX_GOT_ENERGY); } n++; //graphLib.draw_horizontal_hp_bar(WPN_COLUMN_Y, 2, player_ref->get_hp().current); graphLib.draw_weapon_cursor(st_position(0, 0), player_ref->get_hp().current, -1); draw_lib.update_screen(); input.waitTime(50); } } if (tank_type == TANK_SPECIAL || tank_type == TANK_WEAPON) { st_position weapon_pos(0, 0); for (int i=0; i<WEAPON_COUNT; i++) { n = 0; short unsigned int value = player_ref->get_weapon_value(i); if (value < player_ref->get_hp().total) { while (value < player_ref->get_hp().total) { value++; player_ref->set_weapon_value(i, value); if (n == 0 || n % 6 == 0) { soundManager.play_sfx(SFX_GOT_ENERGY); } n++; graphLib.draw_weapon_cursor(weapon_pos, player_ref->get_weapon_value(i), -1); draw_lib.update_screen(); input.waitTime(50); } } weapon_pos.y = weapon_pos.y+1; if (weapon_pos.y > 5) { weapon_pos.y = 1; weapon_pos.x = 1; } } } // consume tank if (tank_type == TANK_ENERGY) { game_save.items.energy_tanks--; } if (tank_type == TANK_WEAPON) { game_save.items.weapon_tanks--; } if (tank_type == TANK_SPECIAL) { game_save.items.special_tanks--; } }
int main(int argc, char *argv[]) #endif { #ifdef PSP SetupCallbacks(); scePowerSetClockFrequency(333, 333, 166); #endif for (int i=0; i<FLAG_COUNT; i++) { GAME_FLAGS[i] = false; } UNUSED(argc); string argvString = ""; #ifndef WII argvString = string(argv[0]); #else if (!fatInitDefault()) { printf("fatInitDefault ERROR #1"); std::fflush(stdout); timer.delay(500); exit(-1); } #endif get_filepath(); // fallback in case getcwd returns null if (FILEPATH.size() == 0) { std::cout << "Could not read path, fallback to using argv" << std::endl; FILEPATH = argvString.substr(0, argvString.size()-EXEC_NAME.size()); } std::cout << "main - argvString: '" << argvString << "', FILEPATH: '" << FILEPATH << "'" << std::endl; std::fflush(stdout); #ifdef PLAYSTATION2 std::cout << "PS2.DEBUG #1" << std::endl; std::fflush(stdout); #ifndef PS2LINK SifIopReset(NULL, 0); // clean previous loading of irx by apps like ulaunchElf. Comment this line to get cout on ps2link #endif printf("DEBUG.PS2 #1.1\n"); /* SP193: Being creative (Do something while waiting for the slow IOP to be reset). =D */ int main_id = GetThreadId(); ChangeThreadPriority(main_id, 72); std::cout << "PS2.DEBUG #1.1" << std::endl; std::fflush(stdout); printf("DEBUG.PS2 #1.2\n"); #ifndef PS2LINK while(SifIopSync()) { std::cout << "PS2.SifIopSync()" << std::endl; } #endif /* Initialize and connect to all SIF services on the IOP. */ SifInitRpc(0); SifInitIopHeap(); SifLoadFileInit(); fioInit(); printf("DEBUG.PS2 #1.3\n"); /* Apply the SBV LMB patch to allow modules to be loaded from a buffer in EE RAM. */ sbv_patch_enable_lmb(); // --- DEBUG --- // //FILEPATH = "cdfs:/"; // --- DEBUG --- // std::cout << "PS2.DEBUG #2" << std::endl; std::fflush(stdout); if (FILEPATH.find("mass:") != std::string::npos) { printf("DEBUG.PS2 #1.4\n"); std::cout << "PS2.DEBUG Load USB" << std::endl; std::fflush(stdout); PS2_load_USB(); } if (FILEPATH.find("cdfs") != std::string::npos || FILEPATH.find("cdrom") != std::string::npos) { printf("DEBUG.PS2 #1.5\n"); std::cout << "PS2.DEBUG Load CDROM" << std::endl; std::fflush(stdout); FILEPATH = "cdfs:"; PS2_load_CDROM(); } printf("DEBUG.PS2 #2\n"); std::cout << "PS2.DEBUG #3" << std::endl; std::fflush(stdout); #endif // check command-line paramethers if (argc > 1) { for (int i=1; i<argc; i++) { std::string temp_argv(argv[i]); if (temp_argv == "--fullscreen") { } else if (temp_argv == "--quickload") { GAME_FLAGS[FLAG_QUICKLOAD] = true; } else if (temp_argv == "--invencible") { // player have infinite HP GAME_FLAGS[FLAG_INVENCIBLE] = true; } else if (temp_argv == "--allweapons") { // player have all weapons available even if GAME_FLAGS[FLAG_ALLWEAPONS] = true; } else if (temp_argv == "--infinitejump") { // player can jump again and again GAME_FLAGS[FLAG_INFINITE_JUMP] = true; } } } std::cout << "PS2.DEBUG #7" << std::endl; std::fflush(stdout); //fio.check_conversion(); fio.read_game(game_data); //GAME_FLAGS[FLAG_INFINITE_HP] = true; // DEBUG gameControl.get_drop_item_ids(); soundManager.init_audio_system(); // PS2 version have to load config AFTER SDL_Init due to SDK issues #ifdef LINUX SAVEPATH = std::string(getenv("HOME")) + "/.rockbot/"; mkdir(SAVEPATH.c_str(), 0777); //std::cout << "SAVEPATH: " << SAVEPATH << ", mkdir-res: " << res << ", errno: " << errno << std::endl; #elif WIN32 SAVEPATH = std::string(getenv("APPDATA")) + "/rockbot"; std::cout << "SAVEPATH: " << SAVEPATH << std::endl; _mkdir(SAVEPATH.c_str()); #else SAVEPATH = FILEPATH; #endif #ifndef PLAYSTATION2 fio.load_config(game_config); #endif // INIT GRAPHICS if (graphLib.initGraphics() != true) { printf("ERROR intializing graphic\n"); return -1; } // define SAVEPATH #ifdef PLAYSTATION2 PS2_load_MC(); SAVEPATH = "mc0:Rockbot/"; if (fioMkdir(SAVEPATH.c_str()) < 0) { std::cout << "main - warning: could not create '" << SAVEPATH << "' folder" << std::endl; std::fflush(stdout); /// @TODO - check if directory exists } else { std::cout << "Folder '" << SAVEPATH << "' created" << std::endl; std::fflush(stdout); } #endif have_save = fio.save_exists(); #ifndef DEBUG_OUTPUT // redirect output to null std::string cout_file = "/dev/null"; std::ofstream out(cout_file.c_str()); std::cout.rdbuf(out.rdbuf()); #else // --- REDIRECT STDOUT TO A FILE --- // #if defined(PSP) || defined(WII) || defined(ANDROID) || defined(DINGUX) || defined(PLAYSTATION2) //std::string cout_file = SAVEPATH + "/stdout.txt"; std::string cout_file = FILEPATH + "/stdout.txt"; std::streambuf *coutbuf = std::cout.rdbuf(); std::ofstream out(cout_file.c_str()); std::cout.rdbuf(out.rdbuf()); //redirect std::cout to out.txt! #endif #endif graphLib.preload(); #ifdef PLAYSTATION2 fio.load_config(game_config); PS2_create_save_icons(); #endif draw_lib.preload(); gameControl.currentStage = APEBOT; // INIT GAME if (GAME_FLAGS[FLAG_QUICKLOAD] == false) { if (gameControl.showIntro() == false) { std::cout << "ERROR SHOWING INTRO" << std::endl; return 0; } } else { gameControl.quick_load_game(); //ending end_obj; //end_obj.start(); //return 1; } input.clean(); input.p1_input[BTN_START] = 0; input.waitTime(200); input.clean(); bool run_game = true; while (run_game) { #if !defined(PSP) && !defined(DINGUX) timer.start_ticker(); #endif #ifdef PLAYSTATION2 RotateThreadReadyQueue(_MIXER_THREAD_PRIORITY); #endif gameControl.showGame(); #ifdef DEBUG_SHOW_FPS gameControl.fps_count(); #endif draw_lib.update_screen(); if (input.p1_input[BTN_QUIT] == 1) { //std::cout << "LEAVE #3" << std::endl; std::fflush(stdout); gameControl.leave_game(); } unsigned int now_ticks = timer.get_ticks(); if (now_ticks < (1000 / FRAMES_PER_SECOND)) { timer.delay((1000 / FRAMES_PER_SECOND) - now_ticks); } } /// @TODO: sdl quit sub-systems #ifdef PSP sceKernelExitGame(); return 0; #else SDL_Quit(); #endif return 1; }
void sceneShow::show_animation(int n, int repeat_n, int repeat_mode) { int frame_n = 0; CURRENT_FILE_FORMAT::file_scene_show_animation scene = animation_list.at(n); long frame_timer = timer.getTimer() + scene.frame_delay; long started_timer = timer.getTimer(); int repeat_times = 0; graphicsLib_gSurface image; graphLib.surfaceFromFile(FILEPATH + "images/scenes/animations/" + scene.filename, &image); int max_frames = image.width / scene.frame_w; graphicsLib_gSurface bg_image; graphLib.initSurface(st_size(scene.frame_w, scene.frame_h), &bg_image); graphLib.copy_gamescreen_area(st_rectangle(scene.x, scene.y, scene.frame_w, scene.frame_h), st_position(0, 0), &bg_image); std::cout << "max_frames[" << max_frames << "], image.w[" << image.width << "], scene.frame_w[" << scene.frame_w << "]" << std::endl; while (true) { input.read_input(); int x = frame_n*scene.frame_w; // stop condition if (repeat_times > 0 && repeat_n <= 1) { std::cout << "sceneShow::show_animation::LEAVE#1" << std::endl; break; } else { if (repeat_mode == 0) { // time-mode if ((timer.getTimer() - started_timer) > repeat_n) { std::cout << "sceneShow::show_animation::LEAVE#2" << std::endl; break; } } else { // repeat number mode if (repeat_times > repeat_n) { std::cout << "sceneShow::show_animation::LEAVE#3" << std::endl; break; } } } graphLib.showSurfaceAt(&bg_image, st_position(scene.x, scene.y), false); std::cout << "x[" << x << "], img.w[" << image.width << "], frame.w[" << scene.frame_w << "]" << std::endl; graphLib.showSurfaceRegionAt(&image, st_rectangle(x, 0, scene.frame_w, scene.frame_h), st_position(scene.x, scene.y)); graphLib.updateScreen(); timer.delay(scene.frame_delay); if (frame_timer < timer.getTimer()) { frame_n++; if (frame_n >= max_frames) { frame_n = 0; repeat_times++; } frame_timer = timer.getTimer() + scene.frame_delay; } } // avoid leaving animation image trail if it is a repeating one if (repeat_n > 1) { graphLib.showSurfaceAt(&bg_image, st_position(scene.x, scene.y), false); graphLib.updateScreen(); timer.delay(scene.frame_delay); } }