int Game_Main(void *parms) { // this is the workhorse of your game it will be called // continuously in real-time this is like main() in C // all the calls for you game go here! int index; // looping var // check of user is trying to exit if (KEY_DOWN(VK_ESCAPE)) { PostMessage(main_window_handle, WM_DESTROY,0,0); // stop all sounds DSound_Stop_All_Sounds(); } // end if // start the timing clock Start_Clock(); // clear the drawing surface DDraw_Fill_Surface(lpddsback, 0); // lock back buffer and copy background into it DDraw_Lock_Back_Surface(); // draw background Draw_Bitmap16(&background_bmp, back_buffer, back_lpitch,0); // unlock back surface DDraw_Unlock_Back_Surface(); // process the fly ai, move them buzz around dead bodies Flys_AI(); // draw the flys for (index=0; index < MAX_FLYS; index++) Draw_BOB16(&flys[index], lpddsback); // flip the surfaces DDraw_Flip(); // sync to 30ish fps Wait_Clock(30); // return success return(1); } // end Game_Main
int Game_Main(void *parms) { // this is the workhorse of your game it will be called // continuously in real-time this is like main() in C // all the calls for you game go here! static MATRIX4X4 mrot; // general rotation matrix static float plight_ang = 0, slight_ang = 0; // angles for light motion // use these to rotate objects static float x_ang = 0, y_ang = 0, z_ang = 0; // state variables for different rendering modes and help static int wireframe_mode = 1; static int backface_mode = 1; static int lighting_mode = 1; static int help_mode = 1; static int zsort_mode = -1; static int x_clip_mode = 1; static int y_clip_mode = 1; static int z_clip_mode = 1; static float hl = 300, // artificial light height ks = 1.25; // generic scaling factor to make things look good char work_string[256]; // temp string int index; // looping var // start the timing clock Start_Clock(); // clear the drawing surface DDraw_Fill_Surface(lpddsback, 0); // draw the sky Draw_Rectangle(0,0, WINDOW_WIDTH-1, WINDOW_HEIGHT-1, RGB16Bit(50,50,200), lpddsback); // draw the ground //Draw_Rectangle(0,WINDOW_HEIGHT*.38, WINDOW_WIDTH, WINDOW_HEIGHT, RGB16Bit(25,50,110), lpddsback); // read keyboard and other devices here DInput_Read_Keyboard(); // game logic here... // reset the render list Reset_RENDERLIST4DV2(&rend_list); // modes and lights // wireframe mode if (keyboard_state[DIK_W]) { // toggle wireframe mode if (++wireframe_mode > 1) wireframe_mode=0; Wait_Clock(100); // wait, so keyboard doesn't bounce } // end if // backface removal if (keyboard_state[DIK_B]) { // toggle backface removal backface_mode = -backface_mode; Wait_Clock(100); // wait, so keyboard doesn't bounce } // end if // lighting if (keyboard_state[DIK_L]) { // toggle lighting engine completely lighting_mode = -lighting_mode; Wait_Clock(100); // wait, so keyboard doesn't bounce } // end if // toggle ambient light if (keyboard_state[DIK_A]) { // toggle ambient light if (lights2[AMBIENT_LIGHT_INDEX].state == LIGHTV2_STATE_ON) lights2[AMBIENT_LIGHT_INDEX].state = LIGHTV2_STATE_OFF; else lights2[AMBIENT_LIGHT_INDEX].state = LIGHTV2_STATE_ON; Wait_Clock(100); // wait, so keyboard doesn't bounce } // end if // toggle infinite light if (keyboard_state[DIK_I]) { // toggle ambient light if (lights2[INFINITE_LIGHT_INDEX].state == LIGHTV2_STATE_ON) lights2[INFINITE_LIGHT_INDEX].state = LIGHTV2_STATE_OFF; else lights2[INFINITE_LIGHT_INDEX].state = LIGHTV2_STATE_ON; Wait_Clock(100); // wait, so keyboard doesn't bounce } // end if // toggle point light if (keyboard_state[DIK_P]) { // toggle point light if (lights2[POINT_LIGHT_INDEX].state == LIGHTV2_STATE_ON) lights2[POINT_LIGHT_INDEX].state = LIGHTV2_STATE_OFF; else lights2[POINT_LIGHT_INDEX].state = LIGHTV2_STATE_ON; // toggle point light if (lights2[POINT_LIGHT2_INDEX].state == LIGHTV2_STATE_ON) lights2[POINT_LIGHT2_INDEX].state = LIGHTV2_STATE_OFF; else lights2[POINT_LIGHT2_INDEX].state = LIGHTV2_STATE_ON; Wait_Clock(100); // wait, so keyboard doesn't bounce } // end if // help menu if (keyboard_state[DIK_H]) { // toggle help menu help_mode = -help_mode; Wait_Clock(100); // wait, so keyboard doesn't bounce } // end if // z-sorting if (keyboard_state[DIK_Z]) { // toggle z sorting zsort_mode = -zsort_mode; Wait_Clock(100); // wait, so keyboard doesn't bounce } // end if // next animation if (keyboard_state[DIK_2]) { if (++obj_md2.anim_state >= NUM_MD2_ANIMATIONS) obj_md2.anim_state = 0; Set_Animation_MD2(&obj_md2, obj_md2.anim_state, MD2_ANIM_SINGLE_SHOT); Wait_Clock(100); // wait, so keyboard doesn't bounce } // end if // previous animation if (keyboard_state[DIK_1]) { if (--obj_md2.anim_state < 0) obj_md2.anim_state = NUM_MD2_ANIMATIONS-1; Set_Animation_MD2(&obj_md2, obj_md2.anim_state, MD2_ANIM_SINGLE_SHOT); Wait_Clock(100); // wait, so keyboard doesn't bounce } // end if // replay animation if (keyboard_state[DIK_3]) { Set_Animation_MD2(&obj_md2, obj_md2.anim_state, MD2_ANIM_SINGLE_SHOT); Wait_Clock(100); // wait, so keyboard doesn't bounce } // end if // replay animation if (keyboard_state[DIK_4]) { Set_Animation_MD2(&obj_md2, obj_md2.anim_state, MD2_ANIM_LOOP); Wait_Clock(100); // wait, so keyboard doesn't bounce } // end if // forward/backward if (keyboard_state[DIK_UP]) { // move forward if ( (cam_speed+=1) > MAX_SPEED) cam_speed = MAX_SPEED; } // end if else if (keyboard_state[DIK_DOWN]) { // move backward if ((cam_speed-=1) < -MAX_SPEED) cam_speed = -MAX_SPEED; } // end if // rotate around y axis or yaw if (keyboard_state[DIK_RIGHT]) { cam.dir.y+=5; // scroll the background Scroll_Bitmap(&background_bmp, -10); } // end if if (keyboard_state[DIK_LEFT]) { cam.dir.y-=5; // scroll the background Scroll_Bitmap(&background_bmp, 10); } // end if // scroll sky slowly Scroll_Bitmap(&background_bmp, -1); // motion section ///////////////////////////////////////////////////////// // terrain following, simply find the current cell we are over and then // index into the vertex list and find the 4 vertices that make up the // quad cell we are hovering over and then average the values, and based // on the current height and the height of the terrain push the player upward // the terrain generates and stores some results to help with terrain following //ivar1 = columns; //ivar2 = rows; //fvar1 = col_vstep; //fvar2 = row_vstep; int cell_x = (cam.pos.x + TERRAIN_WIDTH/2) / obj_terrain.fvar1; int cell_y = (cam.pos.z + TERRAIN_HEIGHT/2) / obj_terrain.fvar1; static float terrain_height, delta; // test if we are on terrain if ( (cell_x >=0) && (cell_x < obj_terrain.ivar1) && (cell_y >=0) && (cell_y < obj_terrain.ivar2) ) { // compute vertex indices into vertex list of the current quad int v0 = cell_x + cell_y*obj_terrain.ivar2; int v1 = v0 + 1; int v2 = v1 + obj_terrain.ivar2; int v3 = v0 + obj_terrain.ivar2; // now simply index into table terrain_height = 0.25 * (obj_terrain.vlist_trans[v0].y + obj_terrain.vlist_trans[v1].y + obj_terrain.vlist_trans[v2].y + obj_terrain.vlist_trans[v3].y); // compute height difference delta = terrain_height - (cam.pos.y - gclearance); // test for penetration if (delta > 0) { // apply force immediately to camera (this will give it a springy feel) vel_y+=(delta * (VELOCITY_SCALER)); // test for pentration, if so move up immediately so we don't penetrate geometry cam.pos.y+=(delta*CAM_HEIGHT_SCALER); // now this is more of a hack than the physics model :) let move the front // up and down a bit based on the forward velocity and the gradient of the // hill cam.dir.x -= (delta*PITCH_CHANGE_RATE); } // end if } // end if // decelerate camera if (cam_speed > (CAM_DECEL) ) cam_speed-=CAM_DECEL; else if (cam_speed < (-CAM_DECEL) ) cam_speed+=CAM_DECEL; else cam_speed = 0; // force camera to seek a stable orientation if (cam.dir.x > (neutral_pitch+PITCH_RETURN_RATE)) cam.dir.x -= (PITCH_RETURN_RATE); else if (cam.dir.x < (neutral_pitch-PITCH_RETURN_RATE)) cam.dir.x += (PITCH_RETURN_RATE); else cam.dir.x = neutral_pitch; // apply gravity vel_y+=gravity; // test for absolute sea level and push upward.. if (cam.pos.y < sea_level) { vel_y = 0; cam.pos.y = sea_level; } // end if // move camera cam.pos.x += cam_speed*Fast_Sin(cam.dir.y); cam.pos.z += cam_speed*Fast_Cos(cam.dir.y); cam.pos.y += vel_y; // move point light source in ellipse around game world lights2[POINT_LIGHT_INDEX].pos.x = 500*Fast_Cos(plight_ang); //lights2[POINT_LIGHT_INDEX].pos.y = 200; lights2[POINT_LIGHT_INDEX].pos.z = 500*Fast_Sin(plight_ang); // move point light source in ellipse around game world lights2[POINT_LIGHT2_INDEX].pos.x = 200*Fast_Cos(-2*plight_ang); //lights2[POINT_LIGHT2_INDEX].pos.y = 400; lights2[POINT_LIGHT2_INDEX].pos.z = 200*Fast_Sin(-2*plight_ang); if ((plight_ang+=1) > 360) plight_ang = 0; // generate camera matrix Build_CAM4DV1_Matrix_Euler(&cam, CAM_ROT_SEQ_ZYX); ////////////////////////////////////////////////////////////////////////// // the terrain // reset the object (this only matters for backface and object removal) Reset_OBJECT4DV2(&obj_terrain); // generate rotation matrix around y axis //Build_XYZ_Rotation_MATRIX4X4(x_ang, y_ang, z_ang, &mrot); MAT_IDENTITY_4X4(&mrot); // rotate the local coords of the object Transform_OBJECT4DV2(&obj_terrain, &mrot, TRANSFORM_LOCAL_TO_TRANS,1); // perform world transform Model_To_World_OBJECT4DV2(&obj_terrain, TRANSFORM_TRANS_ONLY); // insert the object into render list Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_terrain,0); ////////////////////////////////////////////////////////////////////////// int v0, v1, v2, v3; // used to track vertices VECTOR4D pl, // position of the light po, // position of the occluder object/vertex vlo, // vector from light to object ps; // position of the shadow float rs, // radius of shadow t; // parameter t ////////////////////////////////////////////////////////////////////////// // render model, this next section draws each copy of the mech model ////////////////////////////////////////////////////////////////////////// // animate the model Animate_MD2(&obj_md2); // extract the frame of animation from vertex banks Extract_MD2_Frame(&obj_model, // pointer to destination object &obj_md2); // md2 object to extract frame from // set position of object obj_model.world_pos.x = 0; obj_model.world_pos.y = 100; obj_model.world_pos.z = 0; // reset the object (this only matters for backface and object removal) Reset_OBJECT4DV2(&obj_model); // create identity matrix MAT_IDENTITY_4X4(&mrot); // transform the local coords of the object Transform_OBJECT4DV2(&obj_model, &mrot, TRANSFORM_LOCAL_TO_TRANS,1); // perform world transform Model_To_World_OBJECT4DV2(&obj_model, TRANSFORM_TRANS_ONLY); // insert the object into render list Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_model,0); // set position of object obj_model.world_pos.x = 0; obj_model.world_pos.y = 100; obj_model.world_pos.z = 200; // reset the object (this only matters for backface and object removal) Reset_OBJECT4DV2(&obj_model); // create identity matrix MAT_IDENTITY_4X4(&mrot); // transform the local coords of the object Transform_OBJECT4DV2(&obj_model, &mrot, TRANSFORM_LOCAL_TO_TRANS,1); // perform world transform Model_To_World_OBJECT4DV2(&obj_model, TRANSFORM_TRANS_ONLY); // insert the object into render list Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_model,0); ////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////// // draw all the light objects to represent the position of light sources // reset the object (this only matters for backface and object removal) Reset_OBJECT4DV2(&obj_light_array[INDEX_RED_LIGHT_INDEX]); // set position of object to light obj_light_array[INDEX_RED_LIGHT_INDEX].world_pos = lights2[POINT_LIGHT_INDEX].pos; // create identity matrix MAT_IDENTITY_4X4(&mrot); // transform the local coords of the object Transform_OBJECT4DV2(&obj_light_array[INDEX_RED_LIGHT_INDEX], &mrot, TRANSFORM_LOCAL_TO_TRANS,1); // perform world transform Model_To_World_OBJECT4DV2(&obj_light_array[INDEX_RED_LIGHT_INDEX], TRANSFORM_TRANS_ONLY); // insert the object into render list Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_light_array[INDEX_RED_LIGHT_INDEX],0); // reset the object (this only matters for backface and object removal) Reset_OBJECT4DV2(&obj_light_array[INDEX_YELLOW_LIGHT_INDEX]); // set position of object to light obj_light_array[INDEX_YELLOW_LIGHT_INDEX].world_pos = lights2[POINT_LIGHT2_INDEX].pos; // create identity matrix MAT_IDENTITY_4X4(&mrot); // transform the local coords of the object Transform_OBJECT4DV2(&obj_light_array[INDEX_YELLOW_LIGHT_INDEX], &mrot, TRANSFORM_LOCAL_TO_TRANS,1); // perform world transform Model_To_World_OBJECT4DV2(&obj_light_array[INDEX_YELLOW_LIGHT_INDEX], TRANSFORM_TRANS_ONLY); // insert the object into render list Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_light_array[INDEX_YELLOW_LIGHT_INDEX],0); //////////////////////////////////////////////////////////////////////////////////// // reset number of polys rendered debug_polys_rendered_per_frame = 0; debug_polys_lit_per_frame = 0; // perform rendering pass one // remove backfaces if (backface_mode==1) Remove_Backfaces_RENDERLIST4DV2(&rend_list, &cam); // apply world to camera transform World_To_Camera_RENDERLIST4DV2(&rend_list, &cam); // clip the polygons themselves now Clip_Polys_RENDERLIST4DV2(&rend_list, &cam, CLIP_POLY_X_PLANE | CLIP_POLY_Y_PLANE | CLIP_POLY_Z_PLANE ); // light scene all at once if (lighting_mode==1) { Transform_LIGHTSV2(lights2, 4, &cam.mcam, TRANSFORM_LOCAL_TO_TRANS); Light_RENDERLIST4DV2_World2_16(&rend_list, &cam, lights2, 4); } // end if // sort the polygon list (hurry up!) if (zsort_mode == 1) Sort_RENDERLIST4DV2(&rend_list, SORT_POLYLIST_AVGZ); // apply camera to perspective transformation Camera_To_Perspective_RENDERLIST4DV2(&rend_list, &cam); // apply screen transform Perspective_To_Screen_RENDERLIST4DV2(&rend_list, &cam); // lock the back buffer DDraw_Lock_Back_Surface(); // draw background Draw_Bitmap16(&background_bmp, back_buffer, back_lpitch,0); // reset number of polys rendered debug_polys_rendered_per_frame = 0; // render the object if (wireframe_mode == 0) Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch); else if (wireframe_mode == 1) { // perspective mode affine texturing // set up rendering context rc.attr = RENDER_ATTR_ZBUFFER // | RENDER_ATTR_ALPHA // | RENDER_ATTR_MIPMAP // | RENDER_ATTR_BILERP | RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE; // initialize zbuffer to 0 fixed point Clear_Zbuffer(&zbuffer, (16000 << FIXP16_SHIFT)); // set up remainder of rendering context rc.video_buffer = back_buffer; rc.lpitch = back_lpitch; rc.mip_dist = 0; rc.zbuffer = (UCHAR *)zbuffer.zbuffer; rc.zpitch = WINDOW_WIDTH*4; rc.rend_list = &rend_list; rc.texture_dist = 0; rc.alpha_override = -1; // render scene Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16_2(&rc); } // end if // now make second rendering pass and draw shadow // reset the render list Reset_RENDERLIST4DV2(&rend_list); ////////////////////////////////////////////////////////////////////////// // project shaded object into shadow by projecting it's vertices onto // the ground plane // reset the object (this only matters for backface and object removal) Reset_OBJECT4DV2(&obj_model); // save the shading attributes/color of each polygon, and override them with // attributes of a shadow then restore them int pcolor[OBJECT4DV2_MAX_POLYS], // used to store color pattr[OBJECT4DV2_MAX_POLYS]; // used to store attribute // save all the color and attributes for each polygon for (int pindex = 0; pindex < obj_model.num_polys; pindex++) { // save attribute and color pattr[pindex] = obj_model.plist[pindex].attr; pcolor[pindex] = obj_model.plist[pindex].color; // set attributes for shadow rendering obj_model.plist[pindex].attr = POLY4DV2_ATTR_RGB16 | POLY4DV2_ATTR_SHADE_MODE_CONSTANT | POLY4DV2_ATTR_TRANSPARENT; obj_model.plist[pindex].color = RGB16Bit(50,50,50) + (7 << 24); } // end for pindex // create identity matrix MAT_IDENTITY_4X4(&mrot); // solve for t when the projected vertex intersects ground plane pl = lights2[POINT_LIGHT_INDEX].pos; // transform each local/model vertex of the object mesh and store result // in "transformed" vertex list, note for (int vertex=0; vertex < obj_model.num_vertices; vertex++) { POINT4D presult; // hold result of each transformation // compute parameter t0 when projected ray pierces y=0 plane VECTOR4D vi; // set position of object obj_model.world_pos.x = 0; obj_model.world_pos.y = 100; obj_model.world_pos.z = 0; // transform coordinates to worldspace right now... VECTOR4D_Add(&obj_model.vlist_local[vertex].v, &obj_model.world_pos, &vi); float t0 = -pl.y / (vi.y - pl.y); // transform point obj_model.vlist_trans[vertex].v.x = pl.x + t0*(vi.x - pl.x); obj_model.vlist_trans[vertex].v.y = 10.0; // pl.y + t0*(vi.y - pl.y); obj_model.vlist_trans[vertex].v.z = pl.z + t0*(vi.z - pl.z); obj_model.vlist_trans[vertex].v.w = 1.0; } // end for index // insert the object into render list Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_model,0); // and now second shadow object from second light source... // solve for t when the projected vertex intersects pl = lights2[POINT_LIGHT_INDEX].pos; // transform each local/model vertex of the object mesh and store result // in "transformed" vertex list for (vertex=0; vertex < obj_model.num_vertices; vertex++) { POINT4D presult; // hold result of each transformation // compute parameter t0 when projected ray pierces y=0 plane VECTOR4D vi; // set position of object obj_model.world_pos.x = 0; obj_model.world_pos.y = 100; obj_model.world_pos.z = 200; // transform coordinates to worldspace right now... VECTOR4D_Add(&obj_model.vlist_local[vertex].v, &obj_model.world_pos, &vi); float t0 = -pl.y / (vi.y - pl.y); // transform point obj_model.vlist_trans[vertex].v.x = pl.x + t0*(vi.x - pl.x); obj_model.vlist_trans[vertex].v.y = 10.0; // pl.y + t0*(vi.y - pl.y); obj_model.vlist_trans[vertex].v.z = pl.z + t0*(vi.z - pl.z); obj_model.vlist_trans[vertex].v.w = 1.0; } // end for index // insert the object into render list Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_model,0); // restore attributes and color for (pindex = 0; pindex < obj_model.num_polys; pindex++) { // save attribute and color obj_model.plist[pindex].attr = pattr[pindex]; obj_model.plist[pindex].color = pcolor[pindex]; } // end for pindex ////////////////////////////////////////////////////////////////////////// // remove backfaces if (backface_mode==1) Remove_Backfaces_RENDERLIST4DV2(&rend_list, &cam); // apply world to camera transform World_To_Camera_RENDERLIST4DV2(&rend_list, &cam); // clip the polygons themselves now Clip_Polys_RENDERLIST4DV2(&rend_list, &cam, CLIP_POLY_X_PLANE | CLIP_POLY_Y_PLANE | CLIP_POLY_Z_PLANE ); // light scene all at once if (lighting_mode==1) { Transform_LIGHTSV2(lights2, 4, &cam.mcam, TRANSFORM_LOCAL_TO_TRANS); Light_RENDERLIST4DV2_World2_16(&rend_list, &cam, lights2, 4); } // end if // sort the polygon list (hurry up!) if (zsort_mode == 1) Sort_RENDERLIST4DV2(&rend_list, SORT_POLYLIST_AVGZ); // apply camera to perspective transformation Camera_To_Perspective_RENDERLIST4DV2(&rend_list, &cam); // apply screen transform Perspective_To_Screen_RENDERLIST4DV2(&rend_list, &cam); // render the object if (wireframe_mode == 0) Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch); else if (wireframe_mode == 1) { // perspective mode affine texturing // set up rendering context rc.attr = RENDER_ATTR_ZBUFFER | RENDER_ATTR_ALPHA // | RENDER_ATTR_MIPMAP // | RENDER_ATTR_BILERP | RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE; // initialize zbuffer to 0 fixed point //Clear_Zbuffer(&zbuffer, (16000 << FIXP16_SHIFT)); // set up remainder of rendering context rc.video_buffer = back_buffer; rc.lpitch = back_lpitch; rc.mip_dist = 0; rc.zbuffer = (UCHAR *)zbuffer.zbuffer; rc.zpitch = WINDOW_WIDTH*4; rc.rend_list = &rend_list; rc.texture_dist = 0; rc.alpha_override = -1; // render scene Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16_3(&rc); } // end if // unlock the back buffer DDraw_Unlock_Back_Surface(); // draw cockpit //Draw_BOB16(&cockpit, lpddsback); // draw instructions Draw_Text_GDI("Press ESC to exit. Press <H> for Help.", 0, 0, RGB(255,255,255), lpddsback); // should we display help int text_y = 16; if (help_mode==1) { // draw help menu Draw_Text_GDI("<A>..............Toggle ambient light source.", 0, text_y+=12, RGB(255,255,255), lpddsback); Draw_Text_GDI("<I>..............Toggle infinite light source.", 0, text_y+=12, RGB(255,255,255), lpddsback); Draw_Text_GDI("<P>..............Toggle point light source.", 0, text_y+=12, RGB(255,255,255), lpddsback); Draw_Text_GDI("<W>..............Toggle wire frame/solid mode.", 0, text_y+=12, RGB(255,255,255), lpddsback); Draw_Text_GDI("<B>..............Toggle backface removal.", 0, text_y+=12, RGB(255,255,255), lpddsback); Draw_Text_GDI("<Z>..............Toggle Z-sorting.", 0, text_y+=12, RGB(255,255,255), lpddsback); Draw_Text_GDI("<1>,<2>..........Previous/Next Animation.", 0, text_y+=12, RGB(255,255,255), lpddsback); Draw_Text_GDI("<3>,<4>..........Play Animation Single Shot/Looped.", 0, text_y+=12, RGB(255,255,255), lpddsback); Draw_Text_GDI("<H>..............Toggle Help.", 0, text_y+=12, RGB(255,255,255), lpddsback); Draw_Text_GDI("<ESC>............Exit demo.", 0, text_y+=12, RGB(255,255,255), lpddsback); } // end help sprintf(work_string,"Lighting [%s]: Ambient=%d, Infinite=%d, Point=%d, BckFceRM [%s], Zsort[%s]", ((lighting_mode == 1) ? "ON" : "OFF"), lights2[AMBIENT_LIGHT_INDEX].state, lights2[INFINITE_LIGHT_INDEX].state, lights2[POINT_LIGHT_INDEX].state, ((backface_mode == 1) ? "ON" : "OFF"), ((zsort_mode == 1) ? "ON" : "OFF") ); Draw_Text_GDI(work_string, 0+1, WINDOW_HEIGHT-34+1, RGB(0,0,0), lpddsback); Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34, RGB(255,255,255), lpddsback); sprintf(work_string,"Polys Rendered: %d, Polys lit: %d Anim[%d]=%s Frm=%d", debug_polys_rendered_per_frame, debug_polys_lit_per_frame, obj_md2.anim_state,md2_anim_strings[obj_md2.anim_state], obj_md2.curr_frame ); Draw_Text_GDI(work_string, 0+1, WINDOW_HEIGHT-34-2*16+1, RGB(0,0,0), lpddsback); Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34-2*16, RGB(255,255,255), lpddsback); sprintf(work_string,"CAM [%5.2f, %5.2f, %5.2f], CELL [%d, %d]", cam.pos.x, cam.pos.y, cam.pos.z, cell_x, cell_y); Draw_Text_GDI(work_string, 0+1, WINDOW_HEIGHT-34-3*16+1, RGB(0,0,0), lpddsback); Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34-3*16, RGB(255,255,255), lpddsback); // flip the surfaces DDraw_Flip2(); // sync to 30ish fps Wait_Clock(30); // check of user is trying to exit if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE]) { PostMessage(main_window_handle, WM_DESTROY,0,0); } // end if // return success return(1); } // end Game_Main
int Game_Main(void *parms) { // this is the workhorse of your game it will be called // continuously in real-time this is like main() in C // all the calls for you game go here! int index; // looping var static int delay = 30; // initial delay per frame // start the timing clock DWORD start_time = Start_Clock(); // lock back buffer and copy background into it DDraw_Lock_Back_Surface(); // draw background Draw_Bitmap16(&background_bmp, back_buffer, back_lpitch,0); // unlock back surface DDraw_Unlock_Back_Surface(); // read keyboard DInput_Read_Keyboard(); // update delay if (keyboard_state[DIK_RIGHT]) delay+=5; else if (delay > 5 && keyboard_state[DIK_LEFT]) delay-=5; // draw the ship ship.x = ship.varsF[SHIP_X_POS]+0.5; ship.y = ship.varsF[SHIP_Y_POS]+0.5; ship.curr_frame = 0; Draw_BOB(&ship, lpddsback); // draw shadow ship.curr_frame = 1; ship.x-=64; ship.y+=128; Draw_BOB(&ship, lpddsback); // draw the title Draw_Text_GDI("(16-Bit Version) Time Based Kinematic Motion DEMO, Press <ESC> to Exit.",10, 10,RGB(255,255,255), lpddsback); sprintf(buffer, "Frame rate = %f, use <RIGHT>, <LEFT> arrows to change load", 1000*1/(float)delay ); Draw_Text_GDI(buffer,10, 25,RGB(255,255,255), lpddsback); sprintf(buffer,"Ship Velocity is %f pixels/sec",1000*ship.varsF[SHIP_X_VEL]); Draw_Text_GDI(buffer,10, 40,RGB(255,255,255), lpddsback); // this models the load in the game Wait_Clock(delay); // flip the surfaces DDraw_Flip(); // move the ship based on time ////////////////////////////////// // x = x + v*dt // compute dt float dt = Get_Clock() - start_time; // in milliseconds // move based on 30 pixels per seconds or .03 pixels per millisecond ship.varsF[SHIP_X_POS]+=(ship.varsF[SHIP_X_VEL]*dt); // test for off screen if (ship.varsF[SHIP_X_POS] > screen_width+ship.width) ship.varsF[SHIP_X_POS] = -ship.width; ////////////////////////////////////////////////////// // check of user is trying to exit if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE]) { PostMessage(main_window_handle, WM_DESTROY,0,0); // stop all sounds DSound_Stop_All_Sounds(); } // end if // return success return(1); } // end Game_Main
int Game_Main(void *parms, int num_parms) { // this is the workhorse of your game it will be called // continuously in real-time this is like main() in C // all the calls for you game go here! int index; // looping var int dx,dy; // general deltas used in collision detection // check of user is trying to exit if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE)) PostMessage(main_window_handle, WM_DESTROY,0,0); // start the timing clock Start_Clock(); // clear the drawing surface DDraw_Fill_Surface(lpddsback, 0); // get joystick data lpdijoy->Poll(); // this is needed for joysticks only lpdijoy->GetDeviceState(sizeof(DIJOYSTATE2), (LPVOID)&joy_state); // lock the back buffer DDraw_Lock_Back_Surface(); // draw the background reactor image Draw_Bitmap16(&playfield, back_buffer, back_lpitch, 0); // unlock the back buffer DDraw_Unlock_Back_Surface(); // is the player moving? blaster.x+=joy_state.lX; blaster.y+=joy_state.lY; // test bounds if (blaster.x > SCREEN_WIDTH-32) blaster.x = SCREEN_WIDTH-32; else if (blaster.x < 0) blaster.x = 0; if (blaster.y > SCREEN_HEIGHT-32) blaster.y = SCREEN_HEIGHT-32; else if (blaster.y < SCREEN_HEIGHT-128) blaster.y = SCREEN_HEIGHT-128; // is player firing? if (joy_state.rgbButtons[0]) Start_Missile(); // move and draw missle Move_Missile(); Draw_Missile(); // is it time to blink eyes if ((rand()%100)==50) Set_Animation_BOB(&blaster,0); // draw blaster Animate_BOB(&blaster); Draw_BOB16(&blaster,lpddsback); // draw some text Draw_Text_GDI("(16-Bit Version) Let's Rock!!!",0,0,RGB(255,255,255),lpddsback); // display joystick and buttons 0-7 sprintf(buffer,"Joystick Stats: X-Axis=%d, Y-Axis=%d, buttons(%d,%d,%d,%d,%d,%d,%d,%d)", joy_state.lX,joy_state.lY, joy_state.rgbButtons[0], joy_state.rgbButtons[1], joy_state.rgbButtons[2], joy_state.rgbButtons[3], joy_state.rgbButtons[4], joy_state.rgbButtons[5], joy_state.rgbButtons[6], joy_state.rgbButtons[7]); Draw_Text_GDI(buffer,0,SCREEN_HEIGHT-20,RGB(255,255,50),lpddsback); // print out name of joystick sprintf(buffer, "Joystick Name & Vendor: %s",joyname); Draw_Text_GDI(buffer,0,SCREEN_HEIGHT-40,RGB(255,255,50),lpddsback); // flip the surfaces DDraw_Flip(); // sync to 30 fps Wait_Clock(30); // return success return(1); } // end Game_Main
int Game_Init(void *parms, int num_parms) { // this function is where you do all the initialization // for your game int index; // looping var char filename[80]; // used to build up files names // start up DirectDraw (replace the parms as you desire) DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP); // joystick creation section //////////////////////////////// // first create the direct input object if (DirectInput8Create(main_instance,DIRECTINPUT_VERSION, IID_IDirectInput8, (void **)&lpdi,NULL)!=DI_OK) return(0); // first find the f*****g GUID of your particular joystick lpdi->EnumDevices(DI8DEVCLASS_GAMECTRL, DI_Enum_Joysticks, &joystickGUID, DIEDFL_ATTACHEDONLY | DIEDFL_FORCEFEEDBACK); if (lpdi->CreateDevice(joystickGUID, &lpdijoy, NULL)!=DI_OK) return(0); // set cooperation level if (lpdijoy->SetCooperativeLevel(main_window_handle, DISCL_EXCLUSIVE | DISCL_BACKGROUND)!=DI_OK) return(0); // set data format if (lpdijoy->SetDataFormat(&c_dfDIJoystick2)!=DI_OK) return(0); // set the range of the joystick DIPROPRANGE joy_axis_range; // first x axis joy_axis_range.lMin = -32; joy_axis_range.lMax = 32; joy_axis_range.diph.dwSize = sizeof(DIPROPRANGE); joy_axis_range.diph.dwHeaderSize = sizeof(DIPROPHEADER); joy_axis_range.diph.dwObj = DIJOFS_X; joy_axis_range.diph.dwHow = DIPH_BYOFFSET; lpdijoy->SetProperty(DIPROP_RANGE,&joy_axis_range.diph); // now y-axis joy_axis_range.lMin = -32; joy_axis_range.lMax = 32; joy_axis_range.diph.dwSize = sizeof(DIPROPRANGE); joy_axis_range.diph.dwHeaderSize = sizeof(DIPROPHEADER); joy_axis_range.diph.dwObj = DIJOFS_Y; joy_axis_range.diph.dwHow = DIPH_BYOFFSET; lpdijoy->SetProperty(DIPROP_RANGE,&joy_axis_range.diph); // and now the dead band DIPROPDWORD dead_band; // here's our property word dead_band.diph.dwSize = sizeof(dead_band); dead_band.diph.dwHeaderSize = sizeof(dead_band.diph); dead_band.diph.dwObj = DIJOFS_X; dead_band.diph.dwHow = DIPH_BYOFFSET; // 4 will be used on both sides of the range +/- dead_band.dwData = 1000; // finally set the property lpdijoy->SetProperty(DIPROP_DEADZONE,&dead_band.diph); dead_band.diph.dwSize = sizeof(dead_band); dead_band.diph.dwHeaderSize = sizeof(dead_band.diph); dead_band.diph.dwObj = DIJOFS_Y; dead_band.diph.dwHow = DIPH_BYOFFSET; // 4 will be used on both sides of the range +/- dead_band.dwData = 1000; // finally set the property lpdijoy->SetProperty(DIPROP_DEADZONE,&dead_band.diph); // acquire the joystick if (lpdijoy->Acquire()!=DI_OK) return(0); // force feedback setup DWORD dwAxes[2] = { DIJOFS_X, DIJOFS_Y }; LONG lDirection[2] = { 0, 0 }; DIPERIODIC diPeriodic; // type-specific parameters DIENVELOPE diEnvelope; // envelope DIEFFECT diEffect; // general parameters // setup the periodic structure diPeriodic.dwMagnitude = DI_FFNOMINALMAX; diPeriodic.lOffset = 0; diPeriodic.dwPhase = 0; diPeriodic.dwPeriod = (DWORD) (0.05 * DI_SECONDS); // set the modulation envelope diEnvelope.dwSize = sizeof(DIENVELOPE); diEnvelope.dwAttackLevel = 0; diEnvelope.dwAttackTime = (DWORD) (0.01 * DI_SECONDS); diEnvelope.dwFadeLevel = 0; diEnvelope.dwFadeTime = (DWORD) (3.0 * DI_SECONDS); // set up the effect structure itself diEffect.dwSize = sizeof(DIEFFECT); diEffect.dwFlags = DIEFF_POLAR | DIEFF_OBJECTOFFSETS; diEffect.dwDuration = (DWORD) INFINITE; // (1 * DI_SECONDS); // set up details of effect diEffect.dwSamplePeriod = 0; // = default diEffect.dwGain = DI_FFNOMINALMAX; // no scaling diEffect.dwTriggerButton = DIJOFS_BUTTON0; // connect effect to trigger button diEffect.dwTriggerRepeatInterval = 0; diEffect.cAxes = 2; diEffect.rgdwAxes = dwAxes; diEffect.rglDirection = &lDirection[0]; diEffect.lpEnvelope = &diEnvelope; diEffect.cbTypeSpecificParams = sizeof(diPeriodic); diEffect.lpvTypeSpecificParams = &diPeriodic; // create the effect and get the interface to it lpdijoy->CreateEffect(GUID_Square, // standard GUID &diEffect, // where the data is &lpdieffect, // where to put interface pointer NULL); // no aggregation /////////////////////////////////////////////////////////// // load the background Load_Bitmap_File(&bitmap16bit, "MUSH_24.BMP"); // load in the four frames of the mushroom for (index=0; index<4; index++) { // create mushroom bitmaps Create_Bitmap(&mushrooms[index],0,0,32,32,16); Load_Image_Bitmap16(&mushrooms[index],&bitmap16bit,index,0,BITMAP_EXTRACT_MODE_CELL); } // end for index // now create the bug blaster bob Create_BOB(&blaster,0,0,32,32,3, BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_ANIM | BOB_ATTR_ANIM_ONE_SHOT, DDSCAPS_SYSTEMMEMORY,0,16); // load in the four frames of the mushroom for (index=0; index<3; index++) Load_Frame_BOB16(&blaster,&bitmap16bit,index,index,1,BITMAP_EXTRACT_MODE_CELL); // unload the bitmap file Unload_Bitmap_File(&bitmap16bit); // set the animation sequences for bug blaster Load_Animation_BOB(&blaster,0,5,blaster_anim); // set up stating state of bug blaster Set_Pos_BOB(&blaster,320, 400); Set_Anim_Speed_BOB(&blaster,3); // create mushroom playfield bitmap Create_Bitmap(&playfield,0,0,SCREEN_WIDTH,SCREEN_HEIGHT,16); playfield.attr |= BITMAP_ATTR_LOADED; // fill in the background Load_Bitmap_File(&bitmap16bit, "GRASS_24.BMP"); // load the grass bitmap image Load_Image_Bitmap16(&playfield,&bitmap16bit,0,0,BITMAP_EXTRACT_MODE_ABS); Unload_Bitmap_File(&bitmap16bit); // seed random number generator srand(Start_Clock()); // create the random mushroom patch for (index=0; index<50; index++) { // select a mushroom int mush = rand()%4; // set mushroom to random position mushrooms[mush].x = rand()%(SCREEN_WIDTH-32); mushrooms[mush].y = rand()%(SCREEN_HEIGHT-128); // now draw the mushroom into playfield Draw_Bitmap16(&mushrooms[mush], playfield.buffer, playfield.width*2,1); } // end for // hide the mouse if (!WINDOWED_APP) ShowCursor(FALSE); // return success return(1); } // end Game_Init
int Game_Init(void *parms, int num_parms) { // this function is where you do all the initialization // for your game int index; // looping var char filename[80]; // used to build up files names // start up DirectDraw (replace the parms as you desire) DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP); // joystick creation section //////////////////////////////// /// start up DirectInput DInput_Init(); // initialize the joystick DInput_Init_Joystick(-24,24,-24,24); /////////////////////////////////////////////////////////// // load the background Load_Bitmap_File(&bitmap16bit, "MUSH_24.BMP"); // load in the four frames of the mushroom for (index=0; index<4; index++) { // create mushroom bitmaps Create_Bitmap(&mushrooms[index],0,0,32,32,16); Load_Image_Bitmap16(&mushrooms[index],&bitmap16bit,index,0,BITMAP_EXTRACT_MODE_CELL); } // end for index // now create the bug blaster bob Create_BOB(&blaster,0,0,32,32,3, BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_ANIM | BOB_ATTR_ANIM_ONE_SHOT, DDSCAPS_SYSTEMMEMORY,0,16); // load in the four frames of the mushroom for (index=0; index < 3; index++) Load_Frame_BOB16(&blaster,&bitmap16bit,index,index,1,BITMAP_EXTRACT_MODE_CELL); // unload the bitmap file Unload_Bitmap_File(&bitmap16bit); // set the animation sequences for bug blaster Load_Animation_BOB(&blaster,0,5,blaster_anim); // set up stating state of bug blaster Set_Pos_BOB(&blaster,320, 400); Set_Anim_Speed_BOB(&blaster,3); // create mushroom playfield bitmap Create_Bitmap(&playfield,0,0,SCREEN_WIDTH,SCREEN_HEIGHT, 16); playfield.attr |= BITMAP_ATTR_LOADED; // fill in the background Load_Bitmap_File(&bitmap16bit, "GRASS_24.BMP"); // load the grass bitmap image Load_Image_Bitmap16(&playfield,&bitmap16bit,0,0,BITMAP_EXTRACT_MODE_ABS); Unload_Bitmap_File(&bitmap16bit); // seed random number generator srand(Start_Clock()); // create the random mushroom patch for (index=0; index<50; index++) { // select a mushroom int mush = rand()%4; // set mushroom to random position mushrooms[mush].x = rand()%(SCREEN_WIDTH-32); mushrooms[mush].y = rand()%(SCREEN_HEIGHT-128); // now draw the mushroom into playfield Draw_Bitmap16(&mushrooms[mush], playfield.buffer, playfield.width*2,1); } // end for // hide the mouse if (!WINDOWED_APP) ShowCursor(FALSE); // return success return(1); } // end Game_Init
int Game_Main(void *parms) { // this is the workhorse of your game it will be called // continuously in real-time this is like main() in C // all the calls for you game go here! int index; // looping var // start the timing clock Start_Clock(); // clear the drawing surface //DDraw_Fill_Surface(lpddsback, 0); // lock back buffer and copy background into it DDraw_Lock_Back_Surface(); // draw background Draw_Bitmap16(&background_bmp, back_buffer, back_lpitch,0); // draw table HLine16(TABLE_MIN_X, TABLE_MAX_X, TABLE_MIN_Y, RGB16Bit(0,255,0), back_buffer, back_lpitch); HLine16(TABLE_MIN_X, TABLE_MAX_X, TABLE_MAX_Y, RGB16Bit(0,255,0), back_buffer, back_lpitch); VLine16(TABLE_MIN_Y, TABLE_MAX_Y, TABLE_MIN_X, RGB16Bit(0,255,0), back_buffer, back_lpitch); VLine16(TABLE_MIN_Y, TABLE_MAX_Y, TABLE_MAX_X, RGB16Bit(0,255,0), back_buffer, back_lpitch); // unlock back surface DDraw_Unlock_Back_Surface(); // read keyboard DInput_Read_Keyboard(); // check for change of e if (keyboard_state[DIK_RIGHT]) cof_E+=.01; else if (keyboard_state[DIK_LEFT]) cof_E-=.01; float total_ke_x = 0, total_ke_y = 0; // move all the balls and compute system momentum for (index=0; index < NUM_BALLS; index++) { // move the ball balls[index].varsF[INDEX_X]+=balls[index].varsF[INDEX_XV]; balls[index].varsF[INDEX_Y]+=balls[index].varsF[INDEX_YV]; // add x,y contributions to kinetic energy total_ke_x+=(balls[index].varsF[INDEX_XV]*balls[index].varsF[INDEX_XV]*balls[index].varsF[INDEX_MASS]); total_ke_y+=(balls[index].varsF[INDEX_YV]*balls[index].varsF[INDEX_YV]*balls[index].varsF[INDEX_MASS]); } // end fof // test for boundary collision with virtual table edge, no need for collision // response here, I know what's going to happen :) for (index=0; index < NUM_BALLS; index++) { if ((balls[index].varsF[INDEX_X] >= TABLE_MAX_X-BALL_RADIUS) || (balls[index].varsF[INDEX_X] <= TABLE_MIN_X+BALL_RADIUS)) { // invert velocity balls[index].varsF[INDEX_XV] = -balls[index].varsF[INDEX_XV]; balls[index].varsF[INDEX_X]+=balls[index].varsF[INDEX_XV]; balls[index].varsF[INDEX_Y]+=balls[index].varsF[INDEX_YV]; // start a hit sound Ball_Sound(); } // end if if ((balls[index].varsF[INDEX_Y] >= TABLE_MAX_Y-BALL_RADIUS) || (balls[index].varsF[INDEX_Y] <= TABLE_MIN_Y+BALL_RADIUS)) { // invert velocity balls[index].varsF[INDEX_YV] =-balls[index].varsF[INDEX_YV]; balls[index].varsF[INDEX_X]+=balls[index].varsF[INDEX_XV]; balls[index].varsF[INDEX_Y]+=balls[index].varsF[INDEX_YV]; // play sound Ball_Sound(); } // end if } // end for index // draw the balls for (index=0; index < NUM_BALLS; index++) { balls[index].x = balls[index].varsF[INDEX_X]+0.5-BALL_RADIUS; balls[index].y = balls[index].varsF[INDEX_Y]+0.5-BALL_RADIUS; Draw_BOB16(&balls[index], lpddsback); } // end for // draw the velocity vectors DDraw_Lock_Back_Surface(); for (index=0; index < NUM_BALLS; index++) { Draw_Clip_Line16(balls[index].varsF[INDEX_X]+0.5, balls[index].varsF[INDEX_Y]+0.5, balls[index].varsF[INDEX_X]+2*balls[index].varsF[INDEX_XV]+0.5, balls[index].varsF[INDEX_Y]+2*balls[index].varsF[INDEX_YV]+0.5, RGB16Bit(255,255,255), back_buffer, back_lpitch); } // end for DDraw_Unlock_Back_Surface(); // draw the title Draw_Text_GDI("(16-Bit Version) ELASTIC Object-Object Collision Response DEMO, Press <ESC> to Exit.",10, 10,RGB(255,255,255), lpddsback); // draw the title sprintf(buffer,"Coefficient of Restitution e=%f, use <RIGHT>, <LEFT> arrow to change.", cof_E); Draw_Text_GDI(buffer,10, 30,RGB(255,255,255), lpddsback); sprintf(buffer,"Total System Kinetic Energy Sum(1/2MiVi^2)=%f ",0.5*sqrt(total_ke_x*total_ke_x+total_ke_y*total_ke_y)); Draw_Text_GDI(buffer,10, 465, RGB(255,255,255), lpddsback); // flip the surfaces DDraw_Flip(); // run collision response algorithm here Collision_Response(); // sync to 30 fps = 1/30sec = 33 ms Wait_Clock(33); // check of user is trying to exit if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE]) { PostMessage(main_window_handle, WM_DESTROY,0,0); // stop all sounds DSound_Stop_All_Sounds(); } // end if // return success return(1); } // end Game_Main
int Game_Main(void *parms) { // this is the workhorse of your game it will be called // continuously in real-time this is like main() in C // all the calls for you game go here! int index; // looping var static rotate = 0; // start the timing clock Start_Clock(); // lock back buffer and copy background into it DDraw_Lock_Back_Surface(); // draw background Draw_Bitmap16(&background_bmp, back_buffer, back_lpitch,0); // draw shape Draw_Polygon2D16(&shape, back_buffer, back_lpitch); // have a little fun if (++rotate > 10) { Rotate_Polygon2D(&shape,1); rotate=0; } // unlock back surface DDraw_Unlock_Back_Surface(); // read keyboard DInput_Read_Keyboard(); // move the balls and compute collisions Compute_Collisions(); // draw the balls for (index=0; index < NUM_BALLS; index++) { balls[index].x = balls[index].varsF[INDEX_X]+0.5-BALL_RADIUS; balls[index].y = balls[index].varsF[INDEX_Y]+0.5-BALL_RADIUS; Draw_BOB16(&balls[index], lpddsback); } // end for // draw the velocity vectors DDraw_Lock_Back_Surface(); for (index=0; index < NUM_BALLS; index++) { Draw_Clip_Line16(balls[index].varsF[INDEX_X]+0.5, balls[index].varsF[INDEX_Y]+0.5, balls[index].varsF[INDEX_X]+2*balls[index].varsF[INDEX_XV]+0.5, balls[index].varsF[INDEX_Y]+2*balls[index].varsF[INDEX_YV]+0.5, RGB16Bit(255,255,255), back_buffer, back_lpitch); } // end for DDraw_Unlock_Back_Surface(); // draw the title Draw_Text_GDI("(16-Bit Version) Object to Contour Collision DEMO, Press <ESC> to Exit.",10, 10,RGB(255,255,255), lpddsback); // flip the surfaces DDraw_Flip(); // run collision algorithm here Compute_Collisions(); // sync to 30 fps = 1/30sec = 33 ms Wait_Clock(33); // check of user is trying to exit if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE]) { PostMessage(main_window_handle, WM_DESTROY,0,0); // stop all sounds DSound_Stop_All_Sounds(); } // end if // return success return(1); } // end Game_Main
int Game_Main(void *parms, int num_parms) { // this is the workhorse of your game it will be called // continuously in real-time this is like main() in C // all the calls for you game go here! int index; // looping var int dx,dy; // general deltas used in collision detection static int player_moving = 0; // tracks player motion // check of user is trying to exit if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE)) PostMessage(main_window_handle, WM_DESTROY,0,0); // start the timing clock Start_Clock(); // clear the drawing surface DDraw_Fill_Surface(lpddsback, 0); // lock the back buffer DDraw_Lock_Back_Surface(); // draw the background reactor image Draw_Bitmap16(&reactor, back_buffer, back_lpitch, 0); // unlock the back buffer DDraw_Unlock_Back_Surface(); // get player input // get the keyboard data lpdikey->GetDeviceState(256, (LPVOID)keyboard_state); // reset motion flag player_moving = 0; // test direction of motion, this is a good example of testing the keyboard // although the code could be optimized this is more educational if (keyboard_state[DIK_RIGHT] && keyboard_state[DIK_UP]) { // move skelaton skelaton.x+=2; skelaton.y-=2; dx=2; dy=-2; // set motion flag player_moving = 1; // check animation needs to change if (skelaton.curr_animation != SKELATON_NEAST) Set_Animation_BOB(&skelaton,SKELATON_NEAST); } // end if else if (keyboard_state[DIK_LEFT] && keyboard_state[DIK_UP]) { // move skelaton skelaton.x-=2; skelaton.y-=2; dx=-2; dy=-2; // set motion flag player_moving = 1; // check animation needs to change if (skelaton.curr_animation != SKELATON_NWEST) Set_Animation_BOB(&skelaton,SKELATON_NWEST); } // end if else if (keyboard_state[DIK_LEFT] && keyboard_state[DIK_DOWN]) { // move skelaton skelaton.x-=2; skelaton.y+=2; dx=-2; dy=2; // set motion flag player_moving = 1; // check animation needs to change if (skelaton.curr_animation != SKELATON_SWEST) Set_Animation_BOB(&skelaton,SKELATON_SWEST); } // end if else if (keyboard_state[DIK_RIGHT] && keyboard_state[DIK_DOWN]) { // move skelaton skelaton.x+=2; skelaton.y+=2; dx=2; dy=2; // set motion flag player_moving = 1; // check animation needs to change if (skelaton.curr_animation != SKELATON_SEAST) Set_Animation_BOB(&skelaton,SKELATON_SEAST); } // end if else if (keyboard_state[DIK_RIGHT]) { // move skelaton skelaton.x+=2; dx=2; dy=0; // set motion flag player_moving = 1; // check animation needs to change if (skelaton.curr_animation != SKELATON_EAST) Set_Animation_BOB(&skelaton,SKELATON_EAST); } // end if else if (keyboard_state[DIK_LEFT]) { // move skelaton skelaton.x-=2; dx=-2; dy=0; // set motion flag player_moving = 1; // check animation needs to change if (skelaton.curr_animation != SKELATON_WEST) Set_Animation_BOB(&skelaton,SKELATON_WEST); } // end if else if (keyboard_state[DIK_UP]) { // move skelaton skelaton.y-=2; dx=0; dy=-2; // set motion flag player_moving = 1; // check animation needs to change if (skelaton.curr_animation != SKELATON_NORTH) Set_Animation_BOB(&skelaton,SKELATON_NORTH); } // end if else if (keyboard_state[DIK_DOWN]) { // move skelaton skelaton.y+=2; dx=0; dy=+2; // set motion flag player_moving = 1; // check animation needs to change if (skelaton.curr_animation != SKELATON_SOUTH) Set_Animation_BOB(&skelaton,SKELATON_SOUTH); } // end if // only animate if player is moving if (player_moving) { // animate skelaton Animate_BOB(&skelaton); // see if skelaton hit a wall // lock surface, so we can scan it DDraw_Lock_Back_Surface(); // call the color scanner with WALL_COLOR the color of the walls // try to center the scan on the feet of the player // note since we are uin 16-bit mode, we need to scan the 16 bit value then compare // it against the 16-bit color code for the green pixel which has values RB(41,231,41) // but depending if this is a 5.5.5 or 5.6.5 the 16-bit value will be different, however // during ddraw_init RGB16Bit() was vectored (function pointer) to either 5.5.5 or 5.6.5 // depending on the actual surface mode, so it should all work out :) if (Color_Scan16(skelaton.x+16, skelaton.y+16, skelaton.x+skelaton.width-16, skelaton.y+skelaton.height-16, RGB16Bit(WALL_COLOR_R, WALL_COLOR_G, WALL_COLOR_B), RGB16Bit(WALL_COLOR_R, WALL_COLOR_G, WALL_COLOR_B), back_buffer,back_lpitch)) { // back the skelaton up along its last trajectory skelaton.x-=dx; skelaton.y-=dy; } // end if // done, so unlock DDraw_Unlock_Back_Surface(); // check if skelaton is off screen if (skelaton.x < 0 || skelaton.x > (screen_width - skelaton.width)) skelaton.x-=dx; if (skelaton.y < 0 || skelaton.y > (screen_height - skelaton.height)) skelaton.y-=dy; } // end if // draw the skelaton Draw_BOB16(&skelaton, lpddsback); // draw some text Draw_Text_GDI("I STILL HAVE A BONE TO PICK!",0,screen_height - 32,RGB(32,32,32),lpddsback); Draw_Text_GDI("(16-Bit Version) USE ARROW KEYS TO MOVE, <ESC> TO EXIT.",0,0,RGB(32,32,32),lpddsback); // flip the surfaces DDraw_Flip(); // sync to 30 fps Wait_Clock(30); // return success return(1); } // end Game_Main