Exemplo n.º 1
0
void drawTurretStuff(turret_struct* t)
{
	if(!t || !t->used || t->dead)return;
	
	drawLaser(t->laserOrigin,t->laserDestination);
	if(t->laserThroughPortal)drawLaser(t->laserOrigin2,t->laserDestination2);

	//TEMP TEST BILLBOARD
		vect3D u1=vect(t->OBB->transformationMatrix[0],t->OBB->transformationMatrix[3],t->OBB->transformationMatrix[6]);
		vect3D u2=vect(t->OBB->transformationMatrix[1],t->OBB->transformationMatrix[4],t->OBB->transformationMatrix[7]);
		vect3D u3=vect(t->OBB->transformationMatrix[2],t->OBB->transformationMatrix[5],t->OBB->transformationMatrix[8]);

		glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_ID(63));
		GFX_COLOR=RGB15(31,31,31);
		applyMTL(turretShotTexture);

		if(t->drawShot[0])
		{
			glPushMatrix();
				glTranslatef32(t->laserOrigin.x, t->laserOrigin.y, t->laserOrigin.z);
				glTranslatef32(u3.x/128, u3.y/128, u3.z/128);
				glTranslatef32(u1.x/32, u1.y/32, u1.z/32);
				glScalef32(inttof32(1)/16,inttof32(1)/16,inttof32(1)/16);
				glRotatef32i(t->shotAngle[0],u3.x,u3.y,u3.z);
				glBegin(GL_QUADS);
					GFX_TEX_COORD = TEXTURE_PACK(inttot16(0), inttot16(0));
					glVertex3v16(-u1.x/2-u2.x, -u1.y/2-u2.y, -u1.z/2-u2.z);
					GFX_TEX_COORD = TEXTURE_PACK(inttot16(32), inttot16(0));
					glVertex3v16(+u1.x/2-u2.x, +u1.y/2-u2.y, +u1.z/2-u2.z);
					GFX_TEX_COORD = TEXTURE_PACK(inttot16(32), inttot16(64));
					glVertex3v16(+u1.x/2+u2.x, +u1.y/2+u2.y, +u1.z/2+u2.z);
					GFX_TEX_COORD = TEXTURE_PACK(inttot16(0), inttot16(64));
					glVertex3v16(-u1.x/2+u2.x, -u1.y/2+u2.y, -u1.z/2+u2.z);
			glPopMatrix(1);
		}

		if(t->drawShot[1])
		{
			glPushMatrix();
				glTranslatef32(t->laserOrigin.x, t->laserOrigin.y, t->laserOrigin.z);
				glTranslatef32(u3.x/128, u3.y/128, u3.z/128);
				glTranslatef32(-u1.x/32, -u1.y/32, -u1.z/32);
				glScalef32(inttof32(1)/16,inttof32(1)/16,inttof32(1)/16);
				glRotatef32i(t->shotAngle[1],u3.x,u3.y,u3.z);
				glBegin(GL_QUADS);
					GFX_TEX_COORD = TEXTURE_PACK(inttot16(0), inttot16(0));
					glVertex3v16(-u1.x/2-u2.x, -u1.y/2-u2.y, -u1.z/2-u2.z);
					GFX_TEX_COORD = TEXTURE_PACK(inttot16(32), inttot16(0));
					glVertex3v16(+u1.x/2-u2.x, +u1.y/2-u2.y, +u1.z/2-u2.z);
					GFX_TEX_COORD = TEXTURE_PACK(inttot16(32), inttot16(64));
					glVertex3v16(+u1.x/2+u2.x, +u1.y/2+u2.y, +u1.z/2+u2.z);
					GFX_TEX_COORD = TEXTURE_PACK(inttot16(0), inttot16(64));
					glVertex3v16(-u1.x/2+u2.x, -u1.y/2+u2.y, -u1.z/2+u2.z);
			glPopMatrix(1);
		}
}
Exemplo n.º 2
0
void BlackBoxApp::draw() {
	toogleRGB();
	
	if(noEffects) return;
		
	ofPushMatrix();
	ofTranslate(ofGetWidth() / 2, ofGetHeight() / 2);
	
	switch (drawMethod) {
		case 1:
			rotationPointCloud += (kbControlEase - rotationPointCloud)/ease;
			ofRotateY(rotationPointCloud);
			
			zoom += (kbZoom - zoom) / ease;
			ofScale(400 * zoom, 400 * zoom, 400 * zoom);
			drawPointCloud();
			break;
			
		case 2:
			zoom += (kbZoom - zoom) / ease;
			ofScale(400 * zoom, 400 * zoom, 400 * zoom);
			drawCircleCloud();
			break;
			
		case 3:
			ofScale(400, 400, 400);
			drawParticlesCloud();
			break;
			
		case 4:
			ofScale(1000, 1000, 1000);
			drawPixels();
			break;
			
		case 5:
			drawTriangleLines();
			break;
			
		case 6:
			drawLaser();
			break;
			
		case 7:
			drawContour();
			break;
			
		case 8:
			drawTriangleColor();
			break;
			
		case 9:
			drawTriangleBlue();
			break;
	}
	
	ofPopMatrix();
	
	ofSetColor(255, 255, 255);
	string showrgbString = "showRGB: "+ofToString(showRGB, 2);
}
Exemplo n.º 3
0
void ofApp::draw(){
    fbo_->draw(0,0);

	for (size_t eachPart = 0; eachPart < robotParticles_->numParticles_; 
        ++eachPart)
    {
        drawParticle(robotParticles_->theParticles_[eachPart]->pose_.x_, 
                     robotParticles_->theParticles_[eachPart]->pose_.y_,
                     robotParticles_->theParticles_[eachPart]->pose_.theta_);
    }

   /// OPTIONAL: draw the simulated robot and its laser. 
    drawLaser(*simBot_);
    drawParticle(simBot_->pose_.x_, 
                 simBot_->pose_.y_,
                 simBot_->pose_.theta_);

    /// This function has been moved here such that the first iteration 
    /// is visible in the window.
    if ((MotionModel::rWheelDelta_ != 0.0) || 
        (MotionModel::lWheelDelta_ != 0.0))
    {
        robotParticles_->sampleAndReplace();
    }
    
}
Exemplo n.º 4
0
void Draw_Map(int map_array[12][20], POSITION pos, POSITION laserPos, int laser, POSITION missilePos, int missile) {
	//int x = map_x_location;
	int x = 0;
	int y = 0;
	

	SetPlane (LIGHT_PLANE);
	ClrScr ();

	SetPlane (DARK_PLANE);
	ClrScr ();
	
	drawRType(pos);
	if (laser) drawLaser(laserPos);
	if (missile) drawMissile(missilePos);
	
	// Well.. the map_x_location will keep track of where we are on the X-plane on the map array
	// This way we mask out the stuff in the array that we use.. So we will only read 30x8 elements of the
	// array (instead of 60x8 which it is at the moment.. ).. This might sound unuseful, and it sort of is
	// with a small array as this one.. but i'm guessing you will create worlds that are much much bigger..
	// so.. to gain more speed.. we mask it out ;)

	/*while (x<20) {// Again, we can't view more than 30 blocks.. so.. don't calculate more than 30 blocks 
		if ((map_array[y][x]==7)) { // If the array at this location is equal to 1, place a ground piece
			Sprite8(x*8, y*8, 8, ground_down, GetPlane (DARK_PLANE), SPRT_XOR);
			Sprite8(x*8, y*8, 8, ground_down, GetPlane (LIGHT_PLANE), SPRT_XOR);
		}
		if ((map_array[y][x]==8)) { // .. and if it's 2, place block1
			Sprite8(x*8, y*8, 8, ground_flat, GetPlane (DARK_PLANE), SPRT_XOR);
			Sprite8(x*8, y*8, 8, ground_flat, GetPlane (LIGHT_PLANE), SPRT_XOR);
		}
		if (map_array[y][x]==9) {
			Sprite8(x*8, y+8, 8, ground_up, GrayGetPlane(LIGHT_PLANE), SPRT_XOR);
			Sprite8(x*8, y+8, 8, ground_up, GrayGetPlane(DARK_PLANE), SPRT_XOR);
		}
		y++; // Now.. we're increasing the Y value.. note that i'm drawing the world from LEFT to RIGHT
				// I've seen people who draw their world TOP to DOWN or otherwise, but i found LEFT to RIGHT
		 	 // is the best way to draw the world..
		if (y>11) { // We've reached the limit.. restore the Y value, and move 1 block row forward..
			y=0;
			x++;
		} 
	}*/
	
	for (x = 0; x <= 19; x++) {
		for (y = 0; y <= 11; y++) {
			if (map_array[y][x] == 7) {
				Sprite8(x*8, y*8, 8, ground_down, GrayGetPlane(DARK_PLANE), SPRT_XOR);
				Sprite8(x*8, y*8, 8, ground_down, GrayGetPlane(LIGHT_PLANE), SPRT_XOR);
			}	else if (map_array[y][x] == 8) {
				Sprite8(x*8, y*8, 8, ground_flat, GrayGetPlane(DARK_PLANE), SPRT_XOR);
				Sprite8(x*8, y*8, 8, ground_flat, GrayGetPlane(LIGHT_PLANE), SPRT_XOR);
			} else if (map_array[y][x] == 9) {
				Sprite8(x*8, y*8, 8, ground_up, GrayGetPlane(DARK_PLANE), SPRT_XOR);
				Sprite8(x*8, y*8, 8, ground_up, GrayGetPlane(LIGHT_PLANE), SPRT_XOR);
			}
		}
	}	
}
void GameScreen::render(sf::RenderWindow& window)
{
	sf::Clock clock;
	sf::Time time_1;
	sf::Time time_2;
	drawGrid(window);
	drawEquitment(window);
	if( GameScreen::tool_manager.getState() == 1 || GameScreen::tool_manager.getState() == 2)
	{
		window.draw(*(GameScreen::tool_manager.getCopyEquipment()));
	}

	drawLaser(window);
	
}
Exemplo n.º 6
0
// function that draws the screen
void Draw_Map(int map_x_location, char map_array[12][MAP_SIZE], POSITION pos, POSITION laserPos, int laser, POSITION missilePos, int missile) {
    int x = map_x_location;
    int y = 0;

    // clear both planes
    SetPlane (LIGHT_PLANE);
    ClrScr();
    SetPlane (DARK_PLANE);
    ClrScr();

    // draw ship, and missiles and cannons if they exist
    drawShip(pos, map_x_location);
    if (laser) drawLaser(laserPos, map_x_location);
    if (missile == 1) drawMissile(missilePos, map_x_location);
    if (missile == -1) drawUpMissile(missilePos, map_x_location);

    // Well.. the map_x_location will keep track of where we are on the X-plane on the map array
    // This way we mask out the stuff in the array that we use.. So we will only read 20x12 elements of the
    // array (instead of MAP_SIZEx12 which it is at the moment.. )
    while (x < (map_x_location + 20)) {// Again, we can't view more than 20 blocks.. so.. don't calculate more than 20 blocks
        if ((map_array[y][x] == 1)) { // If the array at this location is equal to 1, place a broken piece
            Sprite8((x - map_x_location) * 8, y * 8, 8, broken2_dark, GetPlane (DARK_PLANE), SPRT_XOR);
            Sprite8((x - map_x_location) * 8, y * 8, 8, broken2_light, GetPlane (LIGHT_PLANE), SPRT_XOR);
        }
        if ((map_array[y][x] == 2)) { // If the array at this location is equal to 1, place a broken piece
            Sprite8((x - map_x_location) * 8, y * 8, 8, broken1_dark, GetPlane (DARK_PLANE), SPRT_XOR);
            Sprite8((x - map_x_location) * 8, y * 8, 8, broken1_light, GetPlane (LIGHT_PLANE), SPRT_XOR);
        }
        if ((map_array[y][x] == 3)) { // .. and if it's 2, place block1
            Sprite8((x - map_x_location) * 8, y * 8, 8, block1_dark, GetPlane (DARK_PLANE), SPRT_XOR);
            Sprite8((x - map_x_location) * 8, y * 8, 8, block1_light, GetPlane (LIGHT_PLANE), SPRT_XOR);
        }
        if ((map_array[y][x] == 4)) { // a 3 means the indestructible block
            Sprite8((x - map_x_location) * 8, y * 8, 8, solid1_light, GrayGetPlane(LIGHT_PLANE), SPRT_XOR);
            Sprite8((x - map_x_location) * 8, y * 8, 8, solid1_dark, GrayGetPlane(LIGHT_PLANE), SPRT_XOR);
            Sprite8((x - map_x_location) * 8, y * 8, 8, solid1_mid, GrayGetPlane(DARK_PLANE), SPRT_XOR);
            Sprite8((x - map_x_location) * 8, y * 8, 8, solid1_dark, GrayGetPlane(DARK_PLANE), SPRT_XOR);
        }
        y++; // Now.. we're increasing the Y value.. note that i'm drawing the world from LEFT to RIGHT
        // I've seen people who draw their world TOP to DOWN or otherwise, but i found LEFT to RIGHT
        // is the best way to draw the world..
        if (y > 11) { // We've reached the limit.. restore the Y value, and move 1 block row forward..
            y = 0;
            x++;
        }
    }
}
Exemplo n.º 7
0
inline void moveLaser(POSITION oldPos, POSITION newPos) {
	eraseLaser(oldPos);
	drawLaser(newPos);
}
Exemplo n.º 8
0
inline void eraseLaser(POSITION pos) {
	drawLaser(pos);
}
Exemplo n.º 9
0
// Main Function
void _main(void) {
	// This is where the level map is defined
	// The map is 12 blocks of height 8 tall, and that fills the screen
	// 0s are blank, 1s are ground blocks, and 2s are the other blocks
	/*int map1[12][82] = { 
	{0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,0,0,0,2,2,0,2,0,2,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,2,2,2,0,0,0,2,2,2,2,2,2,2,0,0,0,2,2,0,2,0,2,0,2,0,0,0,0,0},
	{0,0,0,2,0,0,0,0,2,2,0,0,0,2,0,0,0,0,0,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,2,2,0,0,0,2,0,0,0,0,0,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
	{0,0,0,2,0,0,2,0,0,2,2,0,0,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,2,0,2,0,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0,0,0,2,2,0,2,0,2,0,2,0,0,0,0,0},
	{0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0,0,0,2,2,0,2,0,2,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0,0,0,2,2,0,2,0,2,0,2,0,0,0,0,0},
	{0,0,0,2,0,0,2,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,0,0,0,0,0,0,0,2,0,2,0,2,0,2,2,2,0,0,0,0,0,0,2,0,0,2,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,0,0,0,0,0,0,0,2,0,2,0,2,0,2,2,2,0,0,0},
	{0,0,0,0,0,0,0,0,0,0,2,2,2,0,2,0,0,0,2,0,0,2,2,0,0,0,0,0,2,2,0,2,0,2,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,0,2,0,0,0,2,0,0,2,2,0,0,0,0,0,2,2,0,2,0,2,0,2,0,0,0,0,0},
	{0,0,0,2,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
	{0,0,0,2,0,0,2,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,0,0,0,0,2,0,0,0,2,0,2,2,2,0,0,0,0,0,0,2,0,0,2,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,0,0,0,0,2,0,0,0,2,0,2,2,2,0,0,0},
	{0,0,0,0,0,0,0,0,0,0,2,2,2,0,2,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,0,0,0,2,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,0,2,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,0,0,0,2,0,2,0,0,0,0,0},
	{0,0,0,2,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,0,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,0,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0},
	{0,0,0,2,0,0,2,0,0,0,0,0,0,0,0,0,0,2,2,2,0,2,2,0,0,0,0,0,0,0,2,2,0,2,0,2,2,2,0,0,0,0,0,0,2,0,0,2,0,0,0,0,0,0,0,0,0,0,2,2,2,0,2,2,0,0,0,0,0,0,0,2,2,0,2,0,2,2,2,0,0,0},
	{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};*/
	
	int map1[12][20] = {
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{8,7,0,0,0,9,7,9,7,0,0,0,0,0,9,8,8,8,8,8},
		{0,0,7,0,9,0,0,0,0,7,0,0,0,9,0,0,0,0,0,0},
		{0,0,0,8,0,0,0,0,0,0,7,0,9,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,8,0,0,0,0,9,7,0,0},
		{0,0,0,0,0,0,0,9,7,0,0,0,0,0,0,9,0,0,7,0},
		{0,9,8,8,7,0,9,0,0,7,0,0,0,0,9,0,0,0,0,8},
		{8,0,0,0,0,8,0,0,0,0,7,0,0,9,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,7,9,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
		{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}};	
	int key=0;
	int laser = 0;
	int justLaser = 0;
	int missile = 0;
	int justMissile = 0;
	int missileSlow = 2;
	short int keys[8];
	POSITION laserPos;
	POSITION oldLaserPos;
	POSITION missilePos;
	POSITION oldMissilePos;
	POSITION oldRType;
	POSITION rTypePos = {0,4};
	int score = 0;
	int forward = 0;
	//int map_x_location=0;
	//POSITION pos = {80,5};
	//int pos = 0;
	INT_HANDLER interrupt1 = GetIntVec(AUTO_INT_1);  // this will save auto int 1

	// print a simple title and disclaimer
	clrscr();
	printf("A game by Ben Cherry \nversion 0.2 Beta \nUse at your own risk! \nreport any bugs to me\nArrow keys - move ship\n2nd-fire straight laser\ndiamond-fire down missile\nDestroy the blocks!\nGame may become unstable\npast the ground raise!\nPress Enter to Begin");
	while (ngetchx() != KEY_ENTER){}   
	clrscr();

	// seed the random numbers
	randomize();
	
	// get the key masks	
	getKeyMasks(keys);

	// DESTROY auto-interrupt 1 so as not to mess up _rowread
	SetIntVec(AUTO_INT_1,DUMMY_HANDLER);

	if (!GrayOn ()) return;

	Draw_Map(map1, rTypePos, laserPos, laser, missilePos, missile);
	
	
	// the main game loop
	while (!quit()) {
		
		// if the user has a missile out, deal with it
		if (missile && missileSlow == 2) {
			missileSlow = 1;
			oldMissilePos = missilePos;
			missilePos.x++;
			missilePos.y++;
			if (missilePos.x > 20) missile = 0;
			if (blowWall(missilePos,map1)) {
				map1[missilePos.y][missilePos.x]-=2;//= 0;
				/**/score++;
				/**/if (map1[missilePos.y][missilePos.x] < 0) map1[missilePos.y][missilePos.x] = 0;
				missile = 0;
				justMissile = 0;
				Draw_Map(map1,rTypePos,laserPos,laser,missilePos,missile);
			}
			// if the shot was just fired, then there wont be one to erase
			if (!justMissile && missile) {
				moveMissile(oldMissilePos,missilePos);
			} else if (missile) {
				drawMissile(missilePos);
				justMissile = 0;
			}
		} else {
			missileSlow++;
		}
		
		// if the user has a laser shot that is still going, continue it
		if (laser) {
			oldLaserPos = laserPos;
			laserPos.x++;
			if (laserPos.x > 20) laser=0;
			if (blowWall(laserPos,map1)) {
				map1[laserPos.y][laserPos.x]--; //= 0;
				/**/if (map1[laserPos.y][laserPos.x] == 0) score++;
				laser = 0;
				justLaser = 0;
				Draw_Map(map1,rTypePos,laserPos,laser, missilePos, missile);				
			}
			// if the shot was just fired, then there wont be one to erase
			if (!justLaser && laser) {
				moveLaser(oldLaserPos,laserPos);
			} else if (laser){
				drawLaser(laserPos);
				justLaser = 0;
			}
		}	
		
		// scroll the screen forward one block every third time through the main loop
		if (forward == 3) {
		randMap(&map1);
		//rTypePos.x++;
		forward = 0;
		Draw_Map(map1,rTypePos,laserPos,laser, missilePos, missile);
		} else {
			forward++;
		}
		
		// if you ran into a wall, quit
		if (detectWall(rTypePos,map1)) break;
		
		
		
		key = _rowread(ARROW_ROW);
		
		// if the user pressed right, move the ship right
		if (key & keys[RIGHT]) {
			oldRType = rTypePos;
			rTypePos.x++;
			if (rTypePos.x > 20) rTypePos.x--;
			if (!detectWall(rTypePos,map1)){
				moveRType(oldRType,rTypePos);
			}	else {
				//rTypePos.x--;
				break;
			}
		}	
			// If the user pressed left, move the ship left			
			if (key & keys[LEFT]) {
				oldRType = rTypePos;
				//rTypePos.x--;
				if (rTypePos.x - 1 >= 0) rTypePos.x--;
				if (!detectWall(rTypePos,map1)){
					moveRType(oldRType,rTypePos);
				} else {
					//rTypePos.x++;
					break;
				}
			}
			
			// if the user pressed up, move the ship up
			if (key & keys[UP]) {
					oldRType = rTypePos;				
					//rTypePos.y--;	
					if (rTypePos.y - 1 >= 0) rTypePos.y--;
					if (!detectWall(rTypePos,map1))	{		
						moveRType(oldRType,rTypePos);
					} else {
						//rTypePos.y++;
						break;
					}	
			}	
			
			// if the user pressed down, move the ship down
			if (key & keys[DOWN]) {
					oldRType = rTypePos;
					rTypePos.y++;
					if (rTypePos.y > 12) rTypePos.y = 12;
					if (!detectWall(rTypePos,map1)) {
						moveRType(oldRType,rTypePos);
					} else {
						//rTypePos.y--;
						break;
					}
			}
			
			// if 2nd was pushed, fire the laser
			if (key & keys[SECOND]) {
				if (!laser) {
				justLaser = 1;
				laser = 1;
				laserPos.x = rTypePos.x + 1;
				laserPos.y = rTypePos.y;
				}
			}
			
			// if diamond was pushed fire the downward missiles
			if (key & keys[DIAMOND]) {
				if (!missile) {
					justMissile = 1;
					missile = 1;
					missileSlow = 2;
					missilePos.x = rTypePos.x;
					missilePos.y = rTypePos.y;
				}
			}
			
			// slow down the program because _rowread is too fast
			delay();
		}
		
		// somehow the user left the game, either by crashing or quitting, so make sure to disable all changes		
		GrayOff();
		SetIntVec(AUTO_INT_1,interrupt1);
		clrscr();
		printf("You destroyed %d blocks!",score);
		while (ngetchx() != KEY_ENTER){}
	}
Exemplo n.º 10
0
// the main function
void _main(void) {
    unsigned int difficulty = NORMAL;
    short int key=0;
    short int keys[8];
    unsigned int level_num = 1;
    unsigned short int score = 0;
    int done = 0;
    unsigned int money = 0;
    int cannon_level = 1;
    int missile_level = 0;
    char map[12][MAP_SIZE];

    // seed the random numbers
    randomize();
    // get the key masks
    getKeyMasks(keys);


    INT_HANDLER interrupt1 = GetIntVec(AUTO_INT_1);  // this will save auto int 1

    // draw title screen and wait for keypress
    GrayOn();
    drawTitle(2);
    ngetchx();

    //draw background title screen and menu
    drawTitle(1);
    drawWords(difficulty);
    POSITION pointer = {10,0};
    drawPointer(pointer);
    // the menu loop
    while (1) {
        key = ngetchx();
        if (key == KEY_ENTER && pointer.y != OPTIONS) {
            if (pointer.y == PLAY) break;
            if (pointer.y == HIGH_SCORES) printHiScores();
            if (pointer.y == HELP) doHelp();
            if (pointer.y == ABOUT) {
                SetIntVec(AUTO_INT_1,interrupt1);
                GrayOff();
                exit(0);
            }
            GraySetAMSPlane(LIGHT_PLANE);
            clrscr();
            GraySetAMSPlane(DARK_PLANE);
            clrscr();
            drawTitle(1);
            drawWords(difficulty);
            pointer=(POSITION) {
                10,0
            };
            drawPointer(pointer);
        }
        if (key == KEY_LEFT && pointer.y == OPTIONS && difficulty < VERY_EASY) {
            difficulty+=1;
            GraySetAMSPlane(LIGHT_PLANE);
            clrscr();
            GraySetAMSPlane(DARK_PLANE);
            clrscr();
            drawTitle(1);
            drawPointer(pointer);
            drawWords(difficulty);
        }
        if (key == KEY_RIGHT && pointer.y == OPTIONS && difficulty > IMPOSSIBLE)  {
            difficulty-=1;
            GraySetAMSPlane(LIGHT_PLANE);
            clrscr();
            GraySetAMSPlane(DARK_PLANE);
            clrscr();
            drawTitle(1);
            drawPointer(pointer);
            drawWords(difficulty);
        }
        if (key == KEY_UP || key == KEY_DOWN) drawPointer(pointer);
        if (key == KEY_UP && pointer.y > 0) pointer.y--;
        if (key == KEY_DOWN && pointer.y < 4) pointer.y++;
        if (key == KEY_UP || key == KEY_DOWN) drawPointer(pointer);
    }
    key = 0;
    // turn off gray, so we can destroy auto-int-1 and not mess it up
    GrayOff();

    // DESTROY auto-interrupt 1 so as not to mess up _rowread
    SetIntVec(AUTO_INT_1,DUMMY_HANDLER);

    // turn gray back on
    GrayOn();

    // randomize the map
    randomMap(difficulty, map, level_num);
    //the main game loop
    while (!quit() && !done) {
        done = 0;
        int fin = 0;
        int win = 0;
        int forward = 0;
        int map_x_location = 0;
        int laser = 0;
        int justLaser = 0;
        int missile = 0;
        int justMissile = 0;
        int missileSlow = 2;
        POSITION laserPos;
        POSITION oldLaserPos;
        POSITION missilePos;
        POSITION oldMissilePos;
        POSITION oldShip;
        POSITION ShipPos = {0,5};

        // we need to disable gray temporarily to do the shop screen...
        GrayOff();
        SetIntVec(AUTO_INT_1, interrupt1);
        shop(&money, &cannon_level, &missile_level);
        SetIntVec(AUTO_INT_1, DUMMY_HANDLER);
        GrayOn();

        // draws the level
        Draw_Map(map_x_location, map, ShipPos, laserPos, laser, missilePos, missile);


        // the loop for the action in the level
        while (!quit()) {

            // if the user has a missile out, deal with it
            if (missile && missileSlow == 2) {
                missileSlow = 1;
                oldMissilePos = missilePos;
                missilePos.x++;
                missilePos.y+=missile;
                if (missilePos.x > map_x_location + 20) missile = 0;
                if (missilePos.y < 0 || missilePos.y > 12) {
                    missile = 0;
                    eraseMissile(missilePos, map_x_location);
                }
                if (blowWall(missilePos,map)) {
                    if (map[missilePos.y][missilePos.x] < 4) {
                        map[missilePos.y][missilePos.x]-=3;
                        if (map[missilePos.y][missilePos.x] == 0) {
                            score++;
                            money+=BLOCK_VALUE;
                        }
                    }
                    if (map[missilePos.y][missilePos.x] < 0) map[missilePos.y][missilePos.x] = 0;
                    missile = 0;
                    justMissile = 0;
                    Draw_Map(map_x_location,map,ShipPos,laserPos,laser,missilePos,missile);
                }
                // if the shot was just fired, then there wont be one to erase
                if (!justMissile && missile == 1) {
                    moveMissile(oldMissilePos,missilePos,map_x_location);
                } else if (missile == 1) {
                    drawMissile(missilePos,map_x_location);
                    justMissile = 0;
                } else if (!justMissile && missile == -1) {
                    moveUpMissile(oldMissilePos, missilePos, map_x_location);
                } else if (missile == -1) {
                    drawUpMissile(missilePos, map_x_location);
                    justMissile = 0;
                }

            } else {
                missileSlow++;
            }

            // if the user has a laser shot that is still going, continue it
            if (laser) {
                oldLaserPos = laserPos;
                laserPos.x++;
                if (laserPos.x > map_x_location + 20) laser=0;
                if (blowWall(laserPos,map)) {
                    if (map[laserPos.y][laserPos.x] < 4) {
                        map[laserPos.y][laserPos.x]-=cannon_level;
                        if (map[laserPos.y][laserPos.x] <= 0) {
                            score++;
                            money+=BLOCK_VALUE;
                            map[laserPos.y][laserPos.x] = 0;
                        }
                    } else if (map[laserPos.y][laserPos.x] == 4 && cannon_level == 4) {
                        map[laserPos.y][laserPos.x] = 1;
                    }
                    laser = 0;
                    justLaser = 0;
                    Draw_Map(map_x_location,map,ShipPos,laserPos,laser, missilePos, missile);
                }
                // if the shot was just fired, then there wont be one to erase
                if (!justLaser && laser) {
                    moveLaser(oldLaserPos,laserPos,map_x_location);
                } else if (laser) {
                    drawLaser(laserPos,map_x_location);
                    justLaser = 0;
                }
            }

            // scroll the screen forward one block every (difficulty) time through the main loop
            if (forward == difficulty) {
                map_x_location++;
                ShipPos.x++;
                forward = 0;
                if (map_x_location >= MAP_SIZE - 20) {
                    win = 1;
                    level_num++;
                    break;
                }
                // if you ran into a wall, quit
                if (detectWall(ShipPos,map)) {
                    win = 1;
                    score /= 2 ;
                    break;
                }
                Draw_Map(map_x_location,map,ShipPos,laserPos,laser, missilePos, missile);
            } else {
                forward++;
            }

            // if you ran into a wall, quit
            if (detectWall(ShipPos,map)) {
                win = 1;
                score = 0;
                break;
            }

            if (_rowread(~((short)(1<<1))) & (1<<6) && _rowread(~((short)(1<<2))) & (1<<6)) {
                win = 1;
                level_num++;
                break;
            }

            // get keypresses
            key = _rowread(ARROW_ROW);

            // if the user pressed right, move the ship right
            if (key & keys[RIGHT]) {
                oldShip = ShipPos;
                ShipPos.x++;
                if (ShipPos.x > map_x_location + 18) ShipPos.x--;
                if (!detectWall(ShipPos,map)) {
                    moveShip(oldShip,ShipPos,map_x_location);
                }	else {
                    win = 1;
                    score = 0;
                    break;
                }
            }
            // If the user pressed left, move the ship left
            if (key & keys[LEFT]) {
                oldShip = ShipPos;
                ShipPos.x--;
                if (ShipPos.x < map_x_location) ShipPos.x++;
                if (!detectWall(ShipPos,map)) {
                    moveShip(oldShip,ShipPos,map_x_location);
                } else {
                    win = 1;
                    score = 0;
                    break;
                }
            }

            // if the user pressed up, move the ship up
            if (key & keys[UP]) {
                oldShip = ShipPos;
                if (ShipPos.y - 1 < 0) {
                    ShipPos.y = 0;
                } else {
                    ShipPos.y--;
                }
                if (!detectWall(ShipPos,map))	{
                    moveShip(oldShip,ShipPos,map_x_location);
                } else {
                    win = 1;
                    score = 0;
                    break;
                }
            }

            // if the user pressed down, move the ship down
            if (key & keys[DOWN]) {
                oldShip = ShipPos;
                ShipPos.y++;
                if (ShipPos.y > 10) ShipPos.y = 10;
                if (!detectWall(ShipPos,map)) {
                    moveShip(oldShip,ShipPos,map_x_location);
                } else {
                    win = 1;
                    score = 0;
                    break;
                }
            }

            // if 2nd was pushed, fire the laser
            if (key & keys[SECOND]) {
                if (!laser) {
                    justLaser = 1;
                    laser = 1;
                    laserPos.x = ShipPos.x + 1;
                    laserPos.y = ShipPos.y;
                }
            }

            // if diamond was pushed fire the downward missiles
            if (key & keys[DIAMOND]) {
                if (missile_level == 3 || missile_level == 1) {
                    if (!missile) {
                        justMissile = 1;
                        missile = 1;
                        missileSlow = 2;
                        missilePos.x = ShipPos.x;
                        missilePos.y = ShipPos.y;
                    }
                }
            }

            // if shift was pushed fire the upward missiles
            if (key & keys[SHIFT]) {
                if (missile_level == 2 || missile_level == 3) {
                    if (!missile) {
                        justMissile = 1;
                        missile = -1;
                        missileSlow = 2;
                        missilePos.x = ShipPos.x;
                        missilePos.y = ShipPos.y;
                    }
                }
            }

            /*if (key & keys[ALPHA]) {
            score += 10;
            }*/
            // slow down the program because _rowread is too fast
            delay();
        }



        // back to the overall game loop
        if (win) {
            if (level_num <= LEVEL_NUM) {
                won(difficulty, map, level_num);
            } else {
                fin = 1;
                break;
            }
        }
    }

    // the user left, either by winning or quitting, so make sure everything is reset so the calc will be fine
    GrayOff();
    SetIntVec(AUTO_INT_1,interrupt1);
    hiScoresGo(score, difficulty, level_num);
}
Exemplo n.º 11
0
// a function that moves the cannon, by erasing and redrawing
inline void moveLaser(POSITION oldPos, POSITION newPos, int map_x_location) {
    eraseLaser(oldPos, map_x_location);
    drawLaser(newPos, map_x_location);
}
Exemplo n.º 12
0
// a function that erases the cannon, by redrawing it
inline void eraseLaser(POSITION pos, int map_x_location) {
    drawLaser(pos, map_x_location);
}
Exemplo n.º 13
0
int main()
{
  initializeCrap();
  install_int_ex(increment_speed_counter,BPS_TO_TIMER(120));
  int screenMode = 0; //0 for windowed, 1 for fullscreen
  srand((unsigned)time(NULL));

  BITMAP *buffer = create_bitmap(800,600);
  BITMAP *titleimg = load_bitmap("quiximgTitle.bmp",NULL);
  BITMAP *imgPlayers = load_bitmap("quiximgPlayerSet.bmp",NULL);
  MIDI *song = load_midi("quixsong.mid");
  PlayerObject poPlayer[4];
  LaserObject loLaser[4];
  LevelObject Level;
  MenuObject Menu;
  float scrollerX = -150.0, scrollerY = 5.0;
  int winner;

  poPlayer[0].setControlScheme(0);
  poPlayer[1].setControlScheme(1);
  poPlayer[2].setControlScheme(2);
  poPlayer[3].setControlScheme(3);
  poPlayer[0].samSound = load_sample("quixp1Death.wav");
  poPlayer[1].samSound = load_sample("quixp2Death.wav");
  poPlayer[2].samSound = load_sample("quixp3Death.wav");
  poPlayer[3].samSound = load_sample("quixp4Death.wav");
  poPlayer[0].setX(32);
  poPlayer[0].setY(32);
  poPlayer[0].setDir('l');
  poPlayer[1].setX(32);
  poPlayer[1].setY(544);
  poPlayer[1].setDir('l');
  poPlayer[2].setX(736);
  poPlayer[2].setY(544);
  poPlayer[2].setDir('r');
  poPlayer[3].setX(736);
  poPlayer[3].setY(32);
  poPlayer[3].setDir('r');

  int mouseDown[21];    //Kind of a crappy array --- Each button is a #
                        //and it's set to true if that button was clicked.
  for (int i = 0; i < 20; i++) { mouseDown[i] = false; }

  while ( !Menu.isDone() )
  {
    while (speed_counter > 0)
    {
      /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
      /* ~~~~~~~~~~~~~~~~~~~~~ MENU SCREEN ~~~~~~~~~~~~~~~~~~~~~ */
      /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
      if ( Menu.getEnabled() == true ) {
        if (key[KEY_Z]) {
          if (Menu.getFullscreen() == true) { Menu.changeScreenSize(0); Menu.setFullscreen(false); }
          else { Menu.changeScreenSize(1); Menu.setFullscreen(true); }
        }

        if (mouse_b & 1)
        {
          mouseDownClick(&Menu, mouseDown);
        }
        else {
          mouseUp(&Menu, mouseDown, poPlayer, &Level, song);
        }
      }
      /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
      /* ~~~~~~~~~~~~~~~~~~~~~~~ IN-GAME ~~~~~~~~~~~~~~~~~~~~~~~ */
      /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
      else {

        //Player Input1
        if (key[KEY_ESC]) {
            play_midi(NULL, false);
          if (Menu.fragLimitHit == true) {
            Menu.fragLimitHit == false;

            for (int i=0; i<4; i++) {
              poPlayer[i].resetScore();
              poPlayer[i].resetDeaths();
            }

            poPlayer[0].setX(32);
            poPlayer[0].setY(32);
            poPlayer[0].setDir('l');
            poPlayer[1].setX(32);
            poPlayer[1].setY(544);
            poPlayer[1].setDir('l');
            poPlayer[2].setX(736);
            poPlayer[2].setY(544);
            poPlayer[2].setDir('r');
            poPlayer[3].setX(736);
            poPlayer[3].setY(32);
            poPlayer[3].setDir('r');

            Menu.fragLimitHit = false;

            Menu.resetPressed = false;
            mouseDown[19] = false;

          }
          Level.setEnabled(false); Menu.setEnabled(true);
        }
        for (int i=0; i<4; i++) {
          if (poPlayer[i].getControlScheme() == 0) {
            if (key[KEY_W]) { moveCharacter(Level, &poPlayer[i], i, 'u'); }
            if (key[KEY_A]) { moveCharacter(Level, &poPlayer[i], i, 'l'); }
            if (key[KEY_S]) { moveCharacter(Level, &poPlayer[i], i, 'd'); }
            if (key[KEY_D]) { moveCharacter(Level, &poPlayer[i], i, 'r'); }
            if (key[KEY_F]) {
              if ( loLaser[i].getEnabled() == false ) { shootLaser( &loLaser[i], poPlayer[i]); }
            }
          }
          else if (poPlayer[i].getControlScheme() == 1) {
            if (key[KEY_I]) { moveCharacter(Level, &poPlayer[i], i, 'u'); }
            if (key[KEY_J]) { moveCharacter(Level, &poPlayer[i], i, 'l'); }
            if (key[KEY_K]) { moveCharacter(Level, &poPlayer[i], i, 'd'); }
            if (key[KEY_L]) { moveCharacter(Level, &poPlayer[i], i, 'r'); }
            if (key[KEY_H]) { if ( loLaser[i].getEnabled() == false ) { shootLaser( &loLaser[i], poPlayer[i]); } }
          }
          else if (poPlayer[i].getControlScheme() == 2) {
            if (key[KEY_UP]) { moveCharacter(Level, &poPlayer[i], i, 'u'); }
            if (key[KEY_LEFT]) { moveCharacter(Level, &poPlayer[i], i, 'l'); }
            if (key[KEY_DOWN]) { moveCharacter(Level, &poPlayer[i], i, 'd'); }
            if (key[KEY_RIGHT]) { moveCharacter(Level, &poPlayer[i], i, 'r'); }
            if (key[KEY_RCONTROL]) { if ( loLaser[i].getEnabled() == false ) { shootLaser( &loLaser[i], poPlayer[i]); } }
          }
          else if (poPlayer[i].getControlScheme() == 3) {
            if (key[KEY_8_PAD]) { moveCharacter(Level, &poPlayer[i], i, 'u'); }
            if (key[KEY_4_PAD]) { moveCharacter(Level, &poPlayer[i], i, 'l'); }
            if (key[KEY_2_PAD]) { moveCharacter(Level, &poPlayer[i], i, 'd'); }
            if (key[KEY_6_PAD]) { moveCharacter(Level, &poPlayer[i], i, 'r'); }
            if (key[KEY_PLUS_PAD]) { if ( loLaser[i].getEnabled() == false ) { shootLaser( &loLaser[i], poPlayer[i]); } }
          }
          else if(poPlayer[i].getControlScheme() == 4) {
            //Joystick #1
            poll_joystick();
            if (joy[0].stick[0].axis[1].d1) { moveCharacter(Level, &poPlayer[i], i, 'u'); } //Up
            if (joy[0].stick[0].axis[0].d1) { moveCharacter(Level, &poPlayer[i], i, 'l'); } //Left
            if (joy[0].stick[0].axis[1].d2) { moveCharacter(Level, &poPlayer[i], i, 'd'); } //Down
            if (joy[0].stick[0].axis[0].d2) { moveCharacter(Level, &poPlayer[i], i, 'r'); } //Right
            if (joy[0].button[0].b || joy[0].button[1].b || joy[0].button[2].b) { if ( loLaser[i].getEnabled() == false ) { shootLaser( &loLaser[i], poPlayer[i]); } }
          }
          else if(poPlayer[i].getControlScheme() == 5) {
            //Joystick #2
            poll_joystick();
            if (joy[1].stick[0].axis[1].d1) { moveCharacter(Level, &poPlayer[i], i, 'u'); } //Up
            if (joy[1].stick[0].axis[0].d1) { moveCharacter(Level, &poPlayer[i], i, 'l'); } //Left
            if (joy[1].stick[0].axis[1].d2) { moveCharacter(Level, &poPlayer[i], i, 'd'); } //Down
            if (joy[1].stick[0].axis[0].d2) {moveCharacter(Level, &poPlayer[i], i, 'r'); } //Right
            if (joy[1].button[0].b || joy[0].button[1].b || joy[0].button[2].b) { if ( loLaser[i].getEnabled() == false ) { shootLaser( &loLaser[i], poPlayer[i]); } }
          }
          else if(poPlayer[i].getControlScheme() == 6) {
            //Joystick #3
            poll_joystick();
            if (joy[2].stick[0].axis[1].d1) { moveCharacter(Level, &poPlayer[i], i, 'u'); } //Up
            if (joy[2].stick[0].axis[0].d1) { moveCharacter(Level, &poPlayer[i], i, 'l'); } //Left
            if (joy[2].stick[0].axis[1].d2) {moveCharacter(Level, &poPlayer[i], i, 'd'); } //Down
            if (joy[2].stick[0].axis[0].d2) { moveCharacter(Level, &poPlayer[i], i, 'r'); } //Right
            if (joy[2].button[0].b || joy[0].button[1].b || joy[0].button[2].b) { if ( loLaser[i].getEnabled() == false ) { shootLaser( &loLaser[i], poPlayer[i]); } }
          }
          else if(poPlayer[i].getControlScheme() == 7) {
            //Joystick #4
            poll_joystick();
            if (joy[3].stick[0].axis[1].d1) { moveCharacter(Level, &poPlayer[i], i, 'u'); } //Up
            if (joy[3].stick[0].axis[0].d1) { moveCharacter(Level, &poPlayer[i], i, 'l'); } //Left
            if (joy[3].stick[0].axis[1].d2) { moveCharacter(Level, &poPlayer[i], i, 'd'); } //Down
            if (joy[3].stick[0].axis[0].d2) { moveCharacter(Level, &poPlayer[i], i, 'r'); } //Right
            if (joy[3].button[0].b || joy[0].button[1].b || joy[0].button[2].b) { if ( loLaser[i].getEnabled() == false ) { shootLaser( &loLaser[i], poPlayer[i]); } }
          }
        }
        if (Level.timeForAPowerupTimer >= 60) { Level.timeForAPowerupTimer = 0; }
        else { Level.timeForAPowerupTimer++; }
      }
      if ( Level.getFrame() < 32 ) { Level.setFrame( Level.getFrame() + 1 ); }
      else { Level.setFrame(0); }

    //Score Bar
      if (Level.getFragLimit() != 0 && Level.getEnabled() == true) {
        scrollerX += 0.5;
        if (scrollerX >= 1200.0) { scrollerX = -150.0; }
      }
      for (int i=0; i<4; i++) {
        //Res circle
        if (poPlayer[i].getRespawnCounter() >= 0) {
          poPlayer[i].setRespawnCounter( poPlayer[i].getRespawnCounter() + 1);
        }
        //"Laser" movement
        if (loLaser[i].getEnabled() == true) {
          if (loLaser[i].getDir() == 'u') { loLaser[i].moveUp('l'); }
          else if (loLaser[i].getDir() == 'd') { loLaser[i].moveDown('l'); }
          else if (loLaser[i].getDir() == 'l') { loLaser[i].moveLeft('l'); }
          else if (loLaser[i].getDir() == 'r') { loLaser[i].moveRight('l'); }
          checkCollision(&loLaser[i], poPlayer, i, Level);
        }
        if ((poPlayer[i].returnScore() == Level.getFragLimit()) && (Level.getFragLimit() > 0)) {
          //Frag Limit hit
          Menu.fragLimitHit = true;
          winner = i;
        }
      }

      speed_counter--;
    }//while (speed_counter > 0)

    if ( Menu.getEnabled() == true ) {
      drawMenuStuff(buffer, Menu, titleimg, imgPlayers, Level);
    }
    else if (Menu.fragLimitHit == true) {
      //Show win window!
      floodfill  (buffer, 0, 0, makecol(0,0,0));
      textprintf(buffer,font,348,203,makecol(100,0,0), "Player %i Wins!", winner+1 );
      textprintf(buffer,font,347,202,makecol(150,0,0), "Player %i Wins!", winner+1 );
      textprintf(buffer,font,346,201,makecol(200,0,0), "Player %i Wins!", winner+1 );
      textprintf(buffer,font,345,200,makecol(255,0,0), "Player %i Wins!", winner+1 );

      textprintf(buffer,font,330,250,makecol(255,0,0), "Player 1 score: %i", poPlayer[0].returnScore() );
      textprintf(buffer,font,330,260,makecol(255,0,0), "Player 2 score: %i", poPlayer[1].returnScore() );
      textprintf(buffer,font,330,270,makecol(255,0,0), "Player 3 score: %i", poPlayer[2].returnScore() );
      textprintf(buffer,font,330,280,makecol(255,0,0), "Player 4 score: %i", poPlayer[3].returnScore() );

      textprintf(buffer,font,330,249,makecol(255,255,255), "Player 1 score: %i", poPlayer[0].returnScore() );
      textprintf(buffer,font,330,259,makecol(255,255,255), "Player 2 score: %i", poPlayer[1].returnScore() );
      textprintf(buffer,font,330,269,makecol(255,255,255), "Player 3 score: %i", poPlayer[2].returnScore() );
      textprintf(buffer,font,330,279,makecol(255,255,255), "Player 4 score: %i", poPlayer[3].returnScore() );

      textout_centre(buffer, font, "Hit esc to continue", 400, 300, makecol(255,255,255));
    }
    else {
      generateBackground(buffer, Level);
      drawCharacters(poPlayer, Level, buffer);
      drawScoreBar(buffer, poPlayer, scrollerX, scrollerY, Level);
      if (loLaser[0].getEnabled() == true) { drawLaser(loLaser[0], buffer, Level, 0); }
      if (loLaser[1].getEnabled() == true) { drawLaser(loLaser[1], buffer, Level, 1); }
      if (loLaser[2].getEnabled() == true) { drawLaser(loLaser[2], buffer, Level, 2); }
      if (loLaser[3].getEnabled() == true) { drawLaser(loLaser[3], buffer, Level, 3); }
    }


    acquire_screen();
    blit(buffer, screen, 0, 0, 0, 0, 800, 600);
    clear_bitmap(buffer);
    release_screen();
  }//while ( !Menu.isDone() )

    return 0;

  return 0;
}
Exemplo n.º 14
0
void GLWidget::drawRobot()
{
    //////////////////////////// Pioneer //////////////////////////////

    mutex.lock();
    // Robot Frame of Reference
    float posx = this->robot_x / 100.;
    float posy = this->robot_y / 100.;
    float posz = 0.;
    float foax = this->robot_x / 100.;
    float foay = this->robot_y / 100.;
    float foaz = 10.;
    float roll = this->robot_theta;

    glTranslatef(posx, posy, posz);
    float dx = (foax - posx);
    float dy = (foay - posy);
    float dz = (foaz - posz);
    float longiPioneer = (float) atan2(dy, dx)*360. / (2. * PI);
    glRotatef(longiPioneer, 0., 0., 1.);
    float r = sqrt(dx * dx + dy * dy + dz * dz);
    float latiPioneer;
    if (r < 0.00001) latiPioneer = 0.;
    else latiPioneer = acos(dz / r)*360. / (2. * PI);
    glRotatef(latiPioneer, 0., 1., 0.);
    glRotatef(roll, 0., 0., 1.);

    // X axis
    glColor3f(1., 0., 0.);
    glBegin(GL_LINES);
    v3f(0.0, 0.0, 0.0);
    v3f(5.0, 0.0, 0.0);
    glEnd();

    // Y axis
    glColor3f(0., 1., 0.);
    glBegin(GL_LINES);
    v3f(0.0, 0.0, 0.0);
    v3f(0.0, 5.0, 0.0);
    glEnd();

    // Z axis
    glColor3f(0., 0., 1.);
    glBegin(GL_LINES);
    v3f(0.0, 0.0, 0.0);
    v3f(0.0, 0.0, 5.0);
    glEnd();

    // robot body
    glEnable(GL_LIGHTING);
    glPushMatrix();
    glTranslatef(1., 0., 0.);

    // the body it is not centered. With this translation we center it
    loadModel(); // CARGAMOS EL MODELO DEL PIONEER
    glPopMatrix();
    glDisable(GL_LIGHTING);

    //sensors
    drawLaser();

    mutex.unlock();
}
Exemplo n.º 15
0
void Gui::show_windows() {

    if ((this->interfacesData->pose3DEncodersInterface.activated) && (this->interfacesData->pose3DMotorsInterface.activated)) {
        if (this->teleoperatorCameras_window->get_visible()){
            displayPose3DEncodersData();
        }else{
        	this->teleoperatorCameras_window->show();
        }
    }else if(this->teleoperatorCameras_window->get_visible()){
    	this->teleoperatorCameras_window->hide();
    }

    if (this->interfacesData->laserInterface.activated) {
        if (this->laser_window->get_visible()){
        	if(this->interfacesData->laserReady)
        		drawLaser();
        }else{
        	this->laser_window->show();
        }
    }else if(this->laser_window->get_visible()){
    	this->laser_window->hide();
    }

    if (this->interfacesData->motorsInterface.activated) {
        if (this->motors_window->get_visible()){
            displayMotorsData();
        }else{
        	this->motors_window->show();
        }
    }else if(this->motors_window->get_visible()){
    	this->motors_window->hide();
    }

    if (this->interfacesData->encodersInterface.activated) {
        if (this->encoders_window->get_visible()){
        	if(this->interfacesData->encodersReady)
        		displayEncodersData();
        }else{
        	this->encoders_window->show();
        }

    }else if(this->encoders_window->get_visible()){
    	this->encoders_window->hide();
    }


    pthread_mutex_lock(&interfacesData->imagesData_mutex);

    if (this->interfacesData->camerasInterface.activated) {
        if (this->images_window->get_visible()){
            displayCameras();
        }else{
        	this->images_window->show();
        }
    }else if(this->images_window->get_visible()){
    	this->images_window->hide();
    }

    pthread_mutex_unlock(&interfacesData->imagesData_mutex);

    while (gtkmain.events_pending()) {
        gtkmain.iteration(true);
    }
}
Exemplo n.º 16
0
void DSPNode::setLaserFlag (float newFlag)
{
    laserFlag = newFlag; // note continuous value is used for alpha
    drawLaser();
    BROADCAST(this, "sf", "setLaserFlag", laserFlag);
}