Exemplo n.º 1
0
void WillowGame::GamePaint(RECT rect)
{
	CameraHUD();

	DrawEnemies();

	DrawChests();

	DrawCoins();

	DrawBridge();

	DrawWillow();
	
	DrawFireballs();

	DrawWizard();

	DrawShopkeepers();

	DrawHUD();
}
Exemplo n.º 2
0
//MAIN GAME LOOP
void Game::GameLoop()
{
    //check time of last frame
    float frameTime = frameClock.getElapsedTime().asSeconds();
    frameClock.restart();



    //event loop
    sf::Event currentEvent;
    while(mainWindow.pollEvent(currentEvent))
    {
        //gotta handle resize things here
        if(currentEvent.type == sf::Event::Resized)
        {
            //std::cerr << "resized" << std::endl;
            float aspectRatio = float(currentEvent.size.width)/float(currentEvent.size.height);
            float newHeight = (1024.f*currentEvent.size.height)/currentEvent.size.width;
            float newWidth = (768.f*currentEvent.size.width)/currentEvent.size.height;
            if(aspectRatio > (4.f/3.f))
            {
                float displace = (newWidth - 1024.f)/(-2.f);
                View = sf::View(sf::FloatRect(displace, 0, newWidth, 768));
            }
            else if(aspectRatio < (4.f/3.f))
            {
                float displace = (newHeight - 768.f)/(-2.f);
                View = sf::View(sf::FloatRect(0, displace, 1024, newHeight));
            }
            mainWindow.setView(View);
        }
        //broken fullscreen stuff, do not touch
        else if(currentEvent.type == (sf::Event::KeyPressed) && currentEvent.key.code == (sf::Keyboard::F))
        {
            //mainWindow.close();
            //std::vector<sf::VideoMode> FullscreenModes = sf::VideoMode::getFullscreenModes();
            //mainWindow.create(FullscreenModes[0],"SHMUP Super Alpha", sf::Style::Fullscreen);
        }

        switch(gameState)
        {
        case GameOver:
        {
            if(currentEvent.type == (sf::Event::KeyPressed) && currentEvent.key.code == (sf::Keyboard::Return))
            {
                scoreboard.clear();
                gameState = Uninitialized;
            }
            if(currentEvent.type == sf::Event::Closed || (currentEvent.type == (sf::Event::KeyPressed) && (currentEvent.key.code == sf::Keyboard::Escape)))
            {
                gameState = Exiting;
            }
            break;
        }
        case Playing:
        {
            if(currentEvent.type == sf::Event::Closed || (currentEvent.type == (sf::Event::KeyPressed) && (currentEvent.key.code == sf::Keyboard::Escape)))
            {
                gameState = Exiting;
            }
            if(currentEvent.type == (sf::Event::KeyPressed) && currentEvent.key.code == (sf::Keyboard::P))
            {
                sounds[2].play();
                gameState = Paused;
            }
            break;
        }
        case Paused:
        {
            if(currentEvent.type == sf::Event::Closed || (currentEvent.type == (sf::Event::KeyPressed) && (currentEvent.key.code == sf::Keyboard::Escape)))
            {
                gameState = Exiting;
            }
            if(currentEvent.type == (sf::Event::KeyPressed) && currentEvent.key.code == (sf::Keyboard::P))
            {
                sounds[2].play();
                gameState = Playing;
            }
            break;
        }
	case Intro:
	{
	    if(currentEvent.type == (sf::Event::KeyPressed) && currentEvent.key.code == (sf::Keyboard::Return))
            {
		storyScreen++;
		sounds[1].play();
		unsigned pos = 0;
		for(int i = 0; i < 10; i++)
		{
			pos = story.find_first_of('\n',pos+1);
		}
		buffer.assign(story,0,pos);
		story.erase(0,pos);

            }
            if(currentEvent.type == sf::Event::Closed || (currentEvent.type == (sf::Event::KeyPressed) && (currentEvent.key.code == sf::Keyboard::Escape)))
            {
                gameState = Exiting;
            }
            break;

	}

	}
        }

    //non event-triggered state stuff (every frame updates)
    switch(gameState)
    {
    case Uninitialized:
    {
        mainWindow.clear();

        background0.Load("images/acespacebg0.png");
        background1.Load("images/acespacebg1.png");
        background0.sprite.setTextureRect(sf::Rect<int>(0,(2500-768),576,768));
        background1.sprite.setTextureRect(sf::Rect<int>(0,(2500-768),576,768));
        bgMove0 = 0;
        bgMove1 = 0;

        player1.Load("images/Player.png");
        player1.SetPosition(576/2,700);
        player1.revive();

        scoreboard.updatePower(0);
        scoreboard.updateLives(0);
        scoreboard.updateScore(-1);
	scoreboard.updateTargetHP(0,0);

        scoreboard.updateFont(&datagoth);
        scoreboard.clear();
    }
    case ShowingSplash:
    {
        if(!ShowSplashScreen())
            gameState = Exiting;
        else
        {
           gameState = Intro;
		unsigned pos = 0;
		for(int i = 0; i < 10; i++)
		{
			pos = story.find_first_of('\n',pos+1);
		}
		buffer.assign(story,0,pos);
		story.erase(0,pos);
	}
        break;
    }
    case Intro:
    {

	    if(storyScreen == 5) 
	    {
                music[0].stop();
		music[1].play();    
		gameState = Playing;

		scoreboard.updateLives(1);
		scoreboard.updatePower(5);
		scoreboard.updateScore(000000);
		scoreboard.updateTargetHP(0,0);

		//intial wave to seed the enemy list
		Enemy* newEnemy2 = new Enemy(2, 0, -100);
		newEnemy2->setDestination(200, 300);
		enemyList.push_front(*newEnemy2);

		Enemy* newEnemy3 = new Enemy(2, 576, -100);
		newEnemy3->setDestination(350, 300);
		enemyList.push_front(*newEnemy3);

		Enemy* newEnemy4 = new Enemy(2, 60, -100);
		newEnemy4->setDestination(200, 300);
		enemyList.push_front(*newEnemy4);

		Enemy* newEnemy5 = new Enemy(2, 536, -100);
		newEnemy5->setDestination(350, 300);
		enemyList.push_front(*newEnemy5);

		frameClock.restart();
	    }
    }
    case Playing:
    {
        //check movement
        CheckMovement(5, frameTime);
        if(player1.destroyCheck())
        {
            enemyList.clear();
            mainWindow.clear();
            player1.clearProjectiles();
            music[1].stop();
            sounds[4].play();
            scoreboard.updateLives(-1);
            gameState = GameOver;
            break;
        }

        UpdateProj();
        UpdateEnemies();

        //update paralaxed backgrounds
        if(bgMove0 > (2500-768))
            bgMove0 = 0;
        bgMove0 += 1;
        background0.sprite.setTextureRect(sf::Rect<int>(0,(2500-768)-bgMove0,576,768));
        break;
    }
    }

    if(bgMove1 > (2500-768))
        bgMove1 = 0;
    bgMove1 += 3;
    background1.sprite.setTextureRect(sf::Rect<int>(0,(2500-768)-bgMove1,576,768));

    //clean up sprites to be deleted
    CleanUp();

    //draw game
    mainWindow.clear(sf::Color(0,0,0));
    mainWindow.draw(wholeArea);
    background0.Draw(mainWindow);

    char fps[60];
    sprintf(fps,"%.2f\nESC to Quit\nP to Pause\nSPACE to Fire\nWASD to Move",(float(1)/frameTime));
    sf::String fpsString(fps);
    sf::Text text(fpsString, datagoth);
    text.setCharacterSize(20);
    text.setColor(sf::Color::White);
    text.setPosition(596, 650);

    sf::String sidebar(buffer+"\n\nPress Enter");
    sf::Text textBox(sidebar,datagoth);

    if(gameState == GameOver)
    {
        sf::String gameOver("GAME OVER");
        sf::Text endingMessage(gameOver, datagoth);
        endingMessage.setCharacterSize(50);
        //endingMessage.setStyle(sf::Text::Bold);
        endingMessage.setColor(sf::Color::Red);
        endingMessage.setPosition(288-(endingMessage.getGlobalBounds().width/2), 300);

        sf::String authors("Developed by:\nJohn New\nDevon Gardner\nJon Forcht\nDanny Krulick\n\n\n\n\n\n\nPress Enter to Restart");
        sf::Text credits(authors, datagoth);
        credits.setCharacterSize(20);
        credits.setColor(sf::Color::White);
        credits.setPosition(288-(credits.getGlobalBounds().width/2), 500);
        mainWindow.draw(credits);
        mainWindow.draw(endingMessage);
    }

    DrawProj();
    DrawEnemies();

    if(player1.destroyCheck() == false)
        player1.Draw(mainWindow);

    background1.Draw(mainWindow);

    mainWindow.draw(spawnArea);
    mainWindow.draw(rightBound);
    mainWindow.draw(leftBound);
    mainWindow.draw(bottomBound);
    mainWindow.draw(text);
    if(gameState == Intro && storyScreen < 5)
    {
    	textBox.setCharacterSize(20);
    	textBox.setColor(sf::Color::White);
    	textBox.setPosition(596, 250);
	mainWindow.draw(textBox);
    }
    scoreboard.drawScoreboard(mainWindow, player1.sprite);

    //finally, render the frame
    mainWindow.display();
}
Exemplo n.º 3
0
int main(void){
	//allegro variables
	ALLEGRO_DISPLAY *display = NULL;
	ALLEGRO_EVENT_QUEUE *event_queue = NULL;
	ALLEGRO_BITMAP *bg = NULL;
	ALLEGRO_TIMER *timer;

	//program init
	if(!al_init())										//initialize Allegro
		return -1;

	display = al_create_display(WIDTH, HEIGHT);			//create our display object

	if(!display)										//test display object
		return -1;

	//==============================================
	//ADDON INSTALL
	//==============================================
	al_install_keyboard();
	al_init_image_addon();
	al_init_font_addon();
	al_init_ttf_addon();
	al_init_primitives_addon();

    // FONT DEL PROGRAMA.
	ALLEGRO_FONT *font = al_load_ttf_font("Sarpanch-SemiBold.ttf",30,0 );

    // VARIABLES DEL JUEGO ========================
    bg = al_load_bitmap("img/sp1.jpg");

    SpaceShip nave_jugador;
    Enemy enemies1[10];
    Enemy enemies2[10];
    Enemy enemies3[10];
    Enemy enemies4[10];
    Enemy jefe1[10];
    Bullet bullets[5];


    char vidas_char[2];


    // INICIALIZAR OBJETOS====================
    InitShip(nave_jugador);
    InitBullet(bullets, NUM_BULLETS);
    InitEnemies(enemies1,ENM1,10,0,220,WIDTH/2);
    InitEnemies(enemies2,ENM2,8,50,180,WIDTH/2+100);
    InitEnemies(enemies3,ENM3,6,100,140,WIDTH);
    InitEnemies(enemies4,ENM4,4,150,100,(WIDTH/2)+100);
    InitEnemies(jefe1,JEFE,2,200,60);
    //DrawEnemies(enemies,NUM_ENEMIES);

	//==============================================
	//TIMER INIT AND STARTUP
	//==============================================
	event_queue = al_create_event_queue();
	timer = al_create_timer(1.0 / 60);

	al_register_event_source(event_queue, al_get_timer_event_source(timer));
	al_register_event_source(event_queue, al_get_keyboard_event_source());

	al_start_timer(timer);

    //AnimacionEntrada(enemies,NUM_ENEMIES);
    printf("ya");
    int animacion=1;
    int movimientos=0;
	while(!done){

		ALLEGRO_EVENT ev;
		al_wait_for_event(event_queue, &ev);

        // INFORMACION DEL JUEGO Y BG
        // DrawWindowStatus();
		al_draw_bitmap(bg, 0, 0, 0);
        al_draw_bitmap(nave_jugador.image, 5,440,0);
        al_draw_text(font, al_map_rgb(255,255,255), 40,430, 0, "X");
        sprintf(vidas_char,"%d",vidas);
        al_draw_text(font, al_map_rgb(255,255,255), 60,430, 0, vidas_char);
        al_draw_text(font, al_map_rgb(255,255,255), WIDTH/2 - 30, 0,ALLEGRO_ALIGN_CENTRE, "Score");
        char vartext[10];
        sprintf(vartext,"%d",score);
        al_draw_text(font, al_map_rgb(255,255,255), WIDTH/2 + 40, 0, 0, vartext);


		//==============================================
		//INPUT
		//==============================================
        if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
		{
			done = true;
		}
		else if(ev.type == ALLEGRO_EVENT_KEY_DOWN){
			switch(ev.keyboard.keycode){
			case ALLEGRO_KEY_ESCAPE:
				done = true;
				break;
			case ALLEGRO_KEY_LEFT:
				keys[LEFT] = true;
				break;
			case ALLEGRO_KEY_RIGHT:
				keys[RIGHT] = true;
				break;
			case ALLEGRO_KEY_SPACE:
				keys[SPACE] = true;
				FireBullet(bullets, NUM_BULLETS, nave_jugador);
				break;
			}
		}
		else if(ev.type == ALLEGRO_EVENT_KEY_UP)
        {
			switch(ev.keyboard.keycode)
			{
			case ALLEGRO_KEY_ESCAPE:
				done = true;
				break;
			case ALLEGRO_KEY_LEFT:
				keys[LEFT] = false;
				break;
			case ALLEGRO_KEY_RIGHT:
				keys[RIGHT] = false;
				break;
			case ALLEGRO_KEY_SPACE:
				keys[SPACE] = false;
				break;
			}
		}


		//==============================================
		//GAME UPDATE
		//==============================================
		else if(ev.type == ALLEGRO_EVENT_TIMER){
			render = true;

			if(keys[LEFT])
				MoveShipLeft(nave_jugador);
			else if(keys[RIGHT])
				MoveShipRight(nave_jugador);

            UpdateBullet(bullets, NUM_BULLETS);

            CollideBullet(bullets,NUM_BULLETS,enemies1,NUM_ENEMIES);
            CollideBullet(bullets,NUM_BULLETS,enemies2,8);
            CollideBullet(bullets,NUM_BULLETS,enemies3,6);
            CollideBullet(bullets,NUM_BULLETS,enemies4,4);
            CollideBullet(bullets,NUM_BULLETS,jefe1,2);
		}

		//==============================================
		//RENDER
		//==============================================
		if(render && al_is_event_queue_empty(event_queue))
		{
			if (animacion==1){
                printf("si primero");
                movEnemies(enemies1,10,1);
                movEnemies(enemies2, 8,1);
                movEnemies(enemies3,6,1);
                movEnemies(enemies4,4,1);
                movEnemies(jefe1,2,1);
                animacion=0;
                movimientos=1;
			}


			render = false;

            // Dibujar nave
			al_draw_bitmap(nave_jugador.image, nave_jugador.x - nave_jugador.w / 2, nave_jugador.y - nave_jugador.h / 2, 0);
			// Dibujar Balas
			DrawBullet(bullets, NUM_BULLETS);

            // Dibuja los enemigos.
            DrawEnemies(enemies1,10);
            DrawEnemies(enemies2,8);
            DrawEnemies(enemies3,6);
            DrawEnemies(enemies4,4);
            DrawEnemies(jefe1,2);

			al_flip_display();
			al_clear_to_color(al_map_rgb(0,0,0));
			if (movimientos){
                movimientos=0;
                movEnemies(enemies1,10,2);
                movEnemies(enemies2,8,3);
			}
		}

	}


    for (int i =0;i<10;i++)

    al_destroy_bitmap(enemies1[i].image);

	al_destroy_event_queue(event_queue);
	al_destroy_timer(timer);
	al_destroy_display(display);						//destroy our display object

	return 0;
}