Exemplo n.º 1
0
// Set the speedo speed value
void BiPlaneGameUI::setSpeed(float s) {
	// TODO: Better angle calculation, possible based on a players Max speed?
	// -100 is the starting angle and the rotation is "twice the speed".
	float angle = -90 + (s * 2.0);

	// Rotate the needle to the configured angle
	dbRotateSprite(this->speedoNeedleSpriteId, angle);
}
Exemplo n.º 2
0
void Mobstacle::simuShow()
{
	if(active == 1)
	{
		 dbOffsetSprite( spriteNO , dbSpriteWidth(spriteNO)/2 , dbSpriteHeight(spriteNO)/2 );
		 dbRotateSprite( imageNO , angle );
		 dbSprite ( spriteNO , locationX *  phyToReal , locationY *  phyToReal , imageNO );
		 dbSetSpritePriority( spriteNO , 4);
	}
}
Exemplo n.º 3
0
void world::setWorld(char input[], int &xCord, int &yCord) { //Used to we our current level or stage
	if(strcmp(input,"stage1") == 0) { //If it's equal to stage 1:
		strcpy(currentworld,"stage1"); //Set our current world to stage1
		strcpy(character,"character.png"); //Set our character map to character.png

		dbCreateAnimatedSprite(1,character,4,4,1); //Do our initial setups such as making our sprite sheet usable and setting our x and y coordinates.
		xCord = 150;
		yCord = 50;

		currentX = &xCord;
		currentY = &yCord;

		dbLoadImage("carpet.png",2); //Now we can load out images for later. These images can be used by both sprites and actual pictures.
		dbLoadImage("wall.png",3);
		dbLoadImage("closet.png",4);
		dbLoadImage("bunkBed.png",5);
		dbLoadImage("bedLower.png",6);
		dbLoadImage("characterTV.png",7);
		dbLoadImage("computer.png",8);
		dbLoadImage("mainTV.png",9);
		dbLoadImage("mainTable.png",10);
		dbLoadImage("couch.png",11);
		dbLoadImage("chair.png",12);
		dbLoadImage("kitchenTable.png",13);
		dbLoadImage("kitchenFloor.png",14);
		dbLoadImage("kitchenLeftCounter.png",15);
		dbLoadImage("kitchenRightCounter.png",16);
		dbLoadImage("background.png",17);
		dbLoadImage("doorRight.png",18);
		dbLoadImage("doorLeft.png",19);
		dbLoadImage("mainDoor.png",20);
		dbLoadImage("mainComputer.png",21);
		dbLoadImage("smallTable.png",22);
		dbLoadImage("doorFacing.png",23);
		dbLoadImage("roomDoorFacing.png",24);
		dbLoadImage("roomDoorSide.png",25);

		dbLoadSound("doorOpen.wav",1);
		dbLoadSound("doorClose.wav",2);
		dbLoadSound("silence.wav",3);
		dbLoadSound("TV.wav",4);
		dbLoadSound("mainTV.wav",5);
		dbLoadSound("mainPC.wav",6);
		dbLoadSound("characterComp.wav",7);
		dbLoadSound("sink.wav",8);
		dbLoadSound("fridge.wav",9);
		dbLoadSound("locked.wav",10);
		dbLoadSound("blocked.wav",11);
		dbLoadSound("beep.wav",12);
		dbLoadSound("wrong.wav",13);
		dbLoadSound("correct.wav",14);
		numOfImages = 25;


		//Sprites 2 through 17 are used for the walls. For demonstration on how to set sprites and objects, please see sprite 19+
		dbSprite(2,80,0,3);
		dbSizeSprite(2,15,440);
		setObject(80,0,15,440);

		dbSprite(3,80,0,3);
		dbSizeSprite(3,140,15);
		setObject(80,0,140,15);

		dbSprite(4,170,98,3);
		dbSizeSprite(4,15,47);
		setObject(170,98,15,47);

		dbSprite(5,220,0,3);
		dbSizeSprite(5,15,142);
		setObject(220,0,15,142);

		dbSprite(6,80,130,3);
		dbSizeSprite(6,98,135);
		setObject(80,145,98,120);

		dbSprite(7,227,0,3);
		dbSizeSprite(7,90,280);
		setObject(227,0,90,280);

		dbSprite(8,220,182,3);
		dbSizeSprite(8,30,38);
		setObject(220,182,30,38);

		dbSprite(9,170,185,3);
		dbSizeSprite(9,15,15);
		setObject(170,185,15,15);

		dbSprite(10,170,240,3);
		dbSizeSprite(10,15,113);
		setObject(170,240,15,112);

		dbSprite(12,220,260,3);
		dbSizeSprite(12,30,20);
		setObject(220,260,30,20);

		dbSprite(13,80,430,3);
		dbSizeSprite(13,305,15);
		setObject(80,430,305,15);

		dbSprite(14,376,280,3);
		dbSizeSprite(14,9,20);
		setObject(376,280,9,20);

		dbSprite(15,376,340,3);
		dbSizeSprite(15,9,100);
		setObject(376,340,9,100);

		dbSprite(16,95,110,4);
		dbSizeSprite(16,75,20);

		dbSprite(17,95,25,5);
		dbSizeSprite(17,35,53);

		//Whenever you wish to set object collision checking, you can simply use the setObject function. This function takes 4 arguments. The x1 coordinate, the y1 coordinate, the x length, and the y length. Within these boundaries, it is treated as solid material. Characters cannot walk through these coordinates on the screen.
		//Example: setObject(95,26,33,2) makes an object at x coordinate 95, y coordinate 26, and makes it have a width of 33 pixels and a height of 2 pixels.

		setObject(95,26,33,2); //Character bed top
		setObject(95,26,2,50); //Character bed left side
		setObject(95,74,34,1); //Character bed bottom

		setObject(193,29,27,34); //CharacterTV

		dbSprite(19,160,15,8); //Character computer
		dbSizeSprite(19,28,17); //Makes the image for the sprite stretch to the specifications. The second argument is width, and the third is height.
		setObject(160,15,28,17);

		dbSprite(20,265,303,9); //Character Tv (Rotation involved)
		dbSizeSprite(20,24,37);
		dbRotateSprite(20,-90);

		setObject(265,280,36,23);

		dbSprite(21,263,365,10); //Main table
		dbSizeSprite(21,40,25);
		setObject(263,365,40,25);

		dbSprite(22,95,265,15); //Left counter
		dbSizeSprite(22,21,90);
		setObject(95,265,21,66);

		dbSprite(23,149,265,16); //Right counter
		dbSizeSprite(23,21,90);
		setObject(149,265,21,83);

		setObject(95,384,33,46); //All of this chunk is the kitchen table. One for each. (Round objects to be implemented)
		setObject(95,381,23,3);
		setObject(130,388,2,42);
		setObject(133,391,1,39);
		setObject(136,394,1,36);
		setObject(137,396,1,34);
		setObject(138,397,1,33);
		setObject(139,399,1,31);
		setObject(140,402,1,28);

		dbSprite(24,218,142,18); //Relative room
		dbSizeSprite(24,9,40);
		setObject(220,142,9,40);

		dbSprite(25,218,220,18); //Closet below relative room
		dbSizeSprite(25,9,40);
		setObject(220,220,9,40);

		dbSprite(26,178,145,19); //Upper closet
		dbSizeSprite(26,9,40);
		setObject(178,145,7,40);

		dbSprite(27,178,200,19); //Bathroom
		dbSizeSprite(27,9,40);
		setObject(178,200,7,40);

		dbSprite(28,374,300,20); //Main door
		dbSizeSprite(28,11,40);
		setObject(376,300,9,40);

		dbSprite(29,185,316,21); //Main computer
		dbSizeSprite(29,16,32);
		setObject(185,316,16,32);

		dbSprite(30,360,370,22); //Small table
		dbSizeSprite(30,12,17);
		setObject(360,370,12,17);
		
		dbSprite(31,352,0,3); //Wall to the right of main closet
		dbSizeSprite(31,33,280);
		setObject(352,0,33,280);

		
		dbSprite(32,317,0,3); //Wall behind main closet
		dbSizeSprite(32,35,278);
		setObject(317,0,35,278);

		dbSprite(33,317,268,23); //Closet close to door
		dbSizeSprite(33,35,12);
		setObject(317,268,35,12);

		dbSprite(34,185,98,24); //Character door
		dbSizeSprite(34,35,12);
		setObject(185,98,35,12);

		numOfSprites = 34;

		//Much like the objects, to set an event at a certain coordinate, use the setEvent function. The arguments are the x1 coordinate, the y1 coordinate, the x length, the y length, the argument to be sent to the function, and the actual function name itself. Note: currently, the argument has to be a string.
		//Example: setEvent(80,24,50,54,"bed",printText) makes an event at the x coordinate 80 and y coordinate 24. It has a width of 50 and a height downward of 54. Whenever and event happens, the text "bed"  is sent to the printText function.
		setEvent(80,24,50,54,"bed",printText);
		setEvent(80,24,50,54,"40",dimArea);
		setEvent(193,29,27,34,"characterTV",printText);
		setEvent(160,15,28,17,"characterComputer",printText);
		setEvent(265,279,36,24,"familyTV",printText);
		setEvent(185,316,16,32,"familyComp",printText);
		setEvent(263,365,40,12,"tableFront",printText);
		setEvent(263,378,40,12,"tableBack",printText);
		setEvent(360,370,12,17,"smallTable",printText);
		setEvent(243,400,80,30,"couch",printText);
		setEvent(325,400,45,30,"chair",printText);
		setEvent(317,268,35,12,"mainCloset",printText);
		setEvent(93,375,55,55,"kitchnTable",printText);
		setEvent(95,265,21,22,"counter",printText);
		setEvent(95,288,21,20,"kitchnSink",printText);
		setEvent(95,309,21,23,"counter",printText);
		setEvent(149,265,21,20,"fridge",printText);
		setEvent(149,286,21,20,"counter",printText);
		setEvent(149,307,21,24,"stove",printText);
		setEvent(149,332,21,17,"counter",printText);
		setEvent(178,145,9,40,"upCloset",printText);
		setEvent(218,142,9,40,"upperRoom",printText);
		setEvent(178,200,9,40,"bathroom",printText);
		setEvent(218,220,9,40,"lowCloset",printText);
		setEvent(185,98,35,12,"roomDoor",changeState);
		setEvent(376,300,9,40,"mainDoor",passGuess);
		
	}
}
Exemplo n.º 4
0
void Ave::MenosRotateBird()
{
	dbRotateSprite(ID,dbSpriteAngle(ID)+1);
	Angle=abs(dbSpriteAngle(ID));

}
Exemplo n.º 5
0
void Ave::rotateBird()
{
	dbRotateSprite(ID,dbSpriteAngle(ID)-1);
	Angle=abs(dbSpriteAngle(ID));
}