示例#1
0
int				Env::_keyHook(void) {
	int		ch;
	int moved = 0;

	while ((ch = getch())) {
		if (ch == ERR)
			break ;
		if ((ch == K_UP || ch == K_DOWN || ch == K_LEFT || ch == K_RIGHT) && moved == 0) {
			if (ch == K_UP)
				this->_player->incPosXY(0, -1);
			else if (ch == K_DOWN)
				this->_player->incPosXY(0, 1);
			else if (ch == K_LEFT)
				this->_player->incPosXY(-1, 0);
			else if (ch == K_RIGHT)
				this->_player->incPosXY(1, 0);
			moved = 1;
		}
		else if (ch == K_SPACE) {

			GameEntity *bullet = new GameEntity(this->_player->getPosX()+1, this->_player->getPosY());
			bullet->setMaxMinXY(MAP_LIMITS);
			bullet->setDirXY(1, 0);
			addBullet(*bullet);
			this->_player->shoots++;
		}
		else if (ch == ECHAP)
			return (-1);
	}
	return (0);
}
示例#2
0
tr1::shared_ptr<BulletActor> BulletActorPool::addBullet(BulletMLParser* parser,
                                                   BulletMLRunner* runner, 
                                                   float x, float y, float deg, float speed,
                                                   float rank,
                                                   float speedRank, int shape, int color,
                                                   float size, float xReverse) {
    tr1::shared_ptr<BulletActor> ba = 
        addBullet(runner, x, y, deg, speed, rank, speedRank,
                  shape, color, size, xReverse);
    if (!ba) {
        tr1::shared_ptr<BulletActor> null;
        return null;
    }
    ba->setTop(parser);
    return ba;
}
示例#3
0
void BWSlot::updateBullet(float dt)
{
    _fBulletGroupTime += dt;
    
    if(_fBulletGroupTime <= _slotData.fFireTime)
    {
        _fBulletSpaceTime += dt;
        if(_fBulletSpaceTime >= _slotData.fBulletSpaceTime)
        {
            _fBulletSpaceTime = 0;
            addBullet();
        }
    }
    else if(_fBulletGroupTime >= _slotData.fFireTime + _slotData.fFreeTime)
    {
        _fBulletGroupTime = 0;
    }
}
示例#4
0
void updateTowers(SubGame *subGame){
  printf("update tower start\n");
  //Loop through each tower
  Tower *curTower = subGame->towers;
  while(curTower != NULL){
    curTower->ticksSinceFired++;
    //shoot things 
    if(curTower->ticksSinceFired >= curTower->fireRate){
      Enemy *gonnaGetShot = findEnemyInRange(curTower->x, curTower->y, curTower->range, subGame->enemies);
      if(gonnaGetShot != NULL){
        towerShoot(gonnaGetShot, curTower);
        addBullet(subGame, curTower, gonnaGetShot);
        curTower->ticksSinceFired = 0;
      }
    }
    curTower = curTower->next;
  }
  printf("update tower end\n");
};
示例#5
0
void Player::keyDown(int x)
{
    switch(x)
    {
    case ARROW_UP:
        player_Y_Velocity += 10;
        break;
    case ARROW_DOWN:
        player_Y_Velocity -= 10;
        break;
    case ARROW_RIGHT:
        player_X_Velocity += 10;
        break;
    case ARROW_LEFT:
        player_X_Velocity -= 10;
        break;
    case SPACE:
        addBullet();
        break;
    }
}
示例#6
0
文件: HeartGame.cpp 项目: FRex/Heart
void HeartGame::handleEvents()
{
    sf::Event eve;
    while(m_win.pollEvent(eve))
    {
        switch(eve.type)
        {
            case sf::Event::Closed:
                m_win.close();
                break;
            case sf::Event::KeyPressed:
                if(eve.key.code == sf::Keyboard::Space)
                    addBullet();

                if(eve.key.code == sf::Keyboard::Escape)
                    m_win.close();

                break;
        }//switch eve type
    }//while m win poll event eve
}
示例#7
0
void			Env::_updateEnemies( void ) {
	static int 	frame = 0;
	int			vecx = 0;


	frame++;
	if (frame == 6)
		vecx = -1;

	for (int i = 0, j = 0; this->_enemies[i]; i++) {

		// Reload
		if (_enemies[i]->reload() == true) {
				GameEntity & bullet = _enemies[i]->shoot(MAP_LIMITS);
				bullet.setMaxMinXY(MAP_LIMITS);
				addBullet(bullet);
		}

		// enemy in player
		if (this->_enemies[i]->getPosX() == this->_player->getPosX() && this->_enemies[i]->getPosY() == this->_player->getPosY())
				this->_player->getKilled();

		// inc vec
		if (this->_enemies[i]->incPosXY(vecx, 0) == -1) {
			delete this->_enemies[i];
			this->_enemies[i] = NULL;
			for (j = i; this->_enemies[j+1]; j++) {
				this->_enemies[j] = this->_enemies[j+1];
			}
			this->_enemies[j] = NULL;
		}

	}

	if (frame == 6)
	{
		frame = 0;
		vecx = 0;
	}
}
示例#8
0
void updateShips() {
	for (int i=0; i<MAX_CLIENTS; i++) {
		if (ships[i].acceleration) {
			ships[i].yVel-=sin(getRadians(ships[i].angle))*0.1;
			ships[i].xVel-=cos(getRadians(ships[i].angle))*0.1;
		}
		if (ships[i].shooting) {
			if (ships[i].bulletCooldown ==0) {
				addBullet(&ships[i]);
				ships[i].bulletCooldown = ships[i].bulletIntervall;
			}
		}
		ships[i].xPos += ships[i].xVel;
		ships[i].yPos += ships[i].yVel;
		if (ships[i].xPos > STAGE_WIDTH) ships[i].xPos=0;
		if (ships[i].xPos <0) ships[i].xPos=STAGE_WIDTH;
		if (ships[i].yPos > STAGE_HEIGHT) ships[i].yPos=0;
		if (ships[i].yPos <0) ships[i].yPos=STAGE_HEIGHT;
		ships[i].angle += ships[i].angleVel;
		if (ships[i].angle > 360) ships[i].angle-=360;
		if (ships[i].angle < 0) ships[i].angle+=360;
		if (ships[i].bulletCooldown>0) ships[i].bulletCooldown--;
	}
}
//Update plants
void Gameboard::UpdatePlants() {
    //for each squarelist
    for (int i = 0; i < squaresList.size(); i++)
    {
        Plant* plant = squaresList.at(i).getPlant();
        //if there is a plant
        if (plant != nullptr) {
            //if the plant is a Peashooter
            if (plant->getType() == "PEASHOOTER"){
                //if there are zombies
                if (!zombiesList.empty())
                    //shoot !
                    addBullet(((PeaShooter*)plant)->shoot());
            }
            
            //if the plant is a Sunplant
            if (plant->getType() == "SUNPLANT") {
                //add a sun
                addSun(((SunPlant*)plant)->produceSun());
            }
        }
    }
    
}
示例#10
0
void Character::loadBulletsXML()
{
	if(directory=="chars/Iguro/")
	{
		addBullet(sonido,painter,receiver,
						/*name*/"lazor",
						/*sprites_amount*/3,
						/*hitbox_x*/-120,
						/*hitbox_y*/-10,
						/*hitbox_w*/240,
						/*hitbox_h*/20,
						/*hitbox_angle*/0,
						/*damage*/10);

		addBullet(sonido,painter,receiver,
						/*name*/"machinegun",
						/*sprites_amount*/3,
						/*hitbox_x*/-10,
						/*hitbox_y*/-10,
						/*hitbox_w*/20,
						/*hitbox_h*/20,
						/*hitbox_angle*/0,
						/*damage*/2);

		sonido->addSound("bullet.lazor",directory+string("sounds/lazor.ogg"));
		//sonido->addSound("bullet.machinegun",directory+string("sounds/machinegun.ogg"));
	}else
	{
		addBullet(sonido,painter,receiver,
						/*name*/"Eye Lazor",
						/*sprites_amount*/3,
						/*hitbox_x*/-40,
						/*hitbox_y*/0,
						/*hitbox_w*/80,
						/*hitbox_h*/6,
						/*hitbox_angle*/0,
						/*damage*/20);
		sonido->addSound("bullet.Eye Lazor",directory+string("sounds/Eye Lazor.ogg"));

		addBullet(sonido,painter,receiver,
						/*name*/"Feminist Laser startup",
						/*sprites_amount*/11,
						/*hitbox_x*/-1,
						/*hitbox_y*/-1,
						/*hitbox_w*/-1,
						/*hitbox_h*/-1,
						/*hitbox_angle*/0,
						/*damage*/0);

		addBullet(sonido,painter,receiver,
						/*name*/"Feminist Laser cooldown",
						/*sprites_amount*/11,
						/*hitbox_x*/-1,
						/*hitbox_y*/-1,
						/*hitbox_w*/-1,
						/*hitbox_h*/-1,
						/*hitbox_angle*/0,
						/*damage*/0);

		addBullet(sonido,painter,receiver,
						/*name*/"Feminist Laser active",
						/*sprites_amount*/4,
						/*hitbox_x*/-800,
						/*hitbox_y*/-120,
						/*hitbox_w*/1600,
						/*hitbox_h*/240,
						/*hitbox_angle*/0,
						/*damage*/60);

		addBullet(sonido,painter,receiver,
						/*name*/"Rocket",
						/*sprites_amount*/2,
						/*hitbox_x*/-8,
						/*hitbox_y*/-8,
						/*hitbox_w*/16,
						/*hitbox_h*/16,
						/*hitbox_angle*/0,
						/*damage*/20);
		sonido->addSound("bullet.Rocket",directory+string("sounds/Rocket.ogg"));
	}
}
示例#11
0
void doPlayer()
{
	int collision;
	
	player.thinkTime--;
	
	if (player.thinkTime <= 0)
	{
		player.thinkTime = 0;
	}
	
	if (input.up == 1)
	{
		
		/* Don't allow the player to move through walls or fences */
		collision = doPlayerCollisions();
		
		if (collision != ERROR) 
		{
			doPlayerWalkAnimation(&walkUpAnimation);
		}
		
		/* set directional player sprite */
		player.sprite = getSprite(PLAYER_UP_SPRITE);
		
		/* Don't allow the player to move off the screen */
		if (player.y < 0)
		{
			player.y = 0;
		}
	}
	
	if (input.down == 1)
	{
		/* Don't allow the player to move through walls or fences */
		collision = doPlayerCollisions();
		
		if (collision != ERROR) 
		{
			doPlayerWalkAnimation(&walkDownAnimation);
		}
		
		/* set directional player sprite */
		player.sprite = getSprite(PLAYER_DOWN_SPRITE);
		
		/* Don't allow the player to move off the screen */
		if (player.y + player.sprite->h >= SCREEN_HEIGHT)
		{
			player.y = SCREEN_HEIGHT - (player.sprite->h + 1);
		}
	}
	
	if (input.left == 1)
	{
		
		/* Don't allow the player to move through walls or fences */
		collision = doPlayerCollisions();
		
		if (collision != ERROR) 
		{
			doPlayerWalkAnimation(&walkLeftAnimation);
		}
		
		/* set directional player sprite */
		player.sprite = getSprite(PLAYER_LEFT_SPRITE);
		
		/* Don't allow the player to move off the screen */
		if (player.x < 0)
		{
			player.x = 0;
		}
	}
	
	if (input.right == 1)
	{
		/* Don't allow the player to move through walls or fences */
		int collision = doPlayerCollisions();
		
		if (collision != ERROR) 
		{
			doPlayerWalkAnimation(&walkRightAnimation);
		}
		
		/* set directional player sprite */
		player.sprite = getSprite(PLAYER_RIGHT_SPRITE);
		
		/* Don't allow the player to move off the screen */
		if (player.x + player.sprite->w >= SCREEN_WIDTH)
		{
			player.x = SCREEN_WIDTH - (player.sprite->w + 1);
		}
	}
	
	if (input.fire == 1)
	{
		/* You can only fire when the thinkTime is 0 or less */
		if (player.thinkTime <= 0)
		{
			addBullet(player.x + player.sprite->w, player.y + (player.sprite->h / 2));
			player.thinkTime = MAX_RELOAD_TIME;
		}
	}
}
示例#12
0
INTERNAL void gameUpdate(GameState *state, Memory *memory, f32 dt)
{
	GameWorldState *world =
	    GET_STATE_DATA(state, &state->persistentArena, GameWorldState);

	if (!common_isSet(world->flags, gameworldstateflags_init))
	{

#ifdef DENGINE_DEBUG
		{
			u8 *data = (u8 *)world;
			for (i32 i = 0; i < sizeof(GameWorldState); i++)
				ASSERT(data[i] == 0);
		}
#endif
		world->pixelsPerMeter = 70.0f;

		MemoryIndex entityArenaSize =
		    (MemoryIndex)((f32)memory->transientSize * 0.5f);

		u8 *arenaBase = state->transientArena.base + state->transientArena.size;
		memory_arenaInit(&world->entityArena, arenaBase, entityArenaSize);

		world->camera.min = V2(0, 0);
		world->camera.max = state->renderer.size;
		world->size       = state->renderer.size;

		world->entityListSize = 1024;
		world->entityList     = MEMORY_PUSH_ARRAY(&world->entityArena,
		                                      world->entityListSize, Entity);

		{ // Init null entity
			Entity *nullEntity = &world->entityList[world->entityIndex++];
			nullEntity->id     = world->entityIdCounter++;
		}

		{ // Init asteroid entities
			world->numAsteroids = 15;
		}

		{ // Init audio renderer
			world->numAudioRenderers = 8;
			world->audioRenderer     = MEMORY_PUSH_ARRAY(
			    &world->entityArena, world->numAudioRenderers, AudioRenderer);
		}

		{ // Global Collision Rules
			setCollisionRule(world, entitytype_ship, entitytype_asteroid_small,
			                 TRUE);
			setCollisionRule(world, entitytype_ship, entitytype_asteroid_medium,
			                 TRUE);
			setCollisionRule(world, entitytype_ship, entitytype_asteroid_large,
			                 TRUE);
			setCollisionRule(world, entitytype_bullet,
			                 entitytype_asteroid_small, TRUE);
			setCollisionRule(world, entitytype_bullet,
			                 entitytype_asteroid_medium, TRUE);
			setCollisionRule(world, entitytype_bullet,
			                 entitytype_asteroid_large, TRUE);
		}

		world->numStarP = 100;
		world->starPList =
		    MEMORY_PUSH_ARRAY(&world->entityArena, world->numStarP, v2);
		world->starMinOpacity = 0.25f;

		for (i32 i = 0; i < world->numStarP; i++)
		{
			i32 randX = rand() % (i32)world->size.x;
			i32 randY = rand() % (i32)world->size.y;

			world->starPList[i] = V2i(randX, randY);
		}

		world->flags |= gameworldstateflags_init;

		world->scoreMultiplier                = 5;
		world->scoreMultiplierBarTimer        = 0.0f;
		world->scoreMultiplierBarThresholdInS = 2.0f;
	}

	if (common_isSet(world->flags, gameworldstateflags_level_started))
	{
		Font *arial40 = asset_fontGet(&state->assetManager, "Arial", 40);

		Renderer *renderer = &state->renderer;

		/* Render scores onto screen */
		v2 stringP =
		    V2((renderer->size.w * 0.5f), renderer->size.h - arial40->size);
		char gamePointsString[COMMON_ITOA_MAX_BUFFER_32BIT] = {0};
		common_itoa(world->score, gamePointsString,
		            ARRAY_COUNT(gamePointsString));

		renderer_stringFixedCentered(renderer, &state->transientArena, arial40,
		                             gamePointsString, stringP, V2(0, 0), 0,
		                             V4(1.0f, 1.0f, 1.0f, 1.0f), 1, 0);

		/* Render multiplier accumulator bar onto screen */
		v2 stringDim = asset_fontStringDimInPixels(arial40, gamePointsString);
		v2 multiplierOutlineSize =
		    V2(renderer->size.w * 0.5f, stringDim.h * 0.25f);

		v2 multiplierOutlineP = V2(renderer->size.w * 0.5f, stringP.h);
		multiplierOutlineP.x -= (multiplierOutlineSize.w * 0.5f);
		multiplierOutlineP.y -= stringDim.h * 1.5f;

		renderer_rectFixedOutline(
		    renderer, multiplierOutlineP, multiplierOutlineSize, V2(0, 0), 2, 0,
		    NULL, V4(0.2f, 0.3f, 0.8f, 1.0f), 2, renderflag_no_texture);

		f32 progressNormalised = world->scoreMultiplierBarTimer /
		                         world->scoreMultiplierBarThresholdInS;
		renderer_rectFixed(renderer, multiplierOutlineP,
		                   V2(multiplierOutlineSize.w * progressNormalised,
		                      multiplierOutlineSize.h),
		                   V2(0, 0), 0, NULL, V4(0.2f, 0.3f, 0.8f, 1.0f), 1,
		                   renderflag_no_texture);

		/* Render multiplier counter hud onto screen */
		v2 multiplierHudP    = V2(0, 0.05f * renderer->size.h);
		v2 multiplierHudSize =
		    V2((arial40->maxSize.w * 3.5f), arial40->fontHeight * 1.2f);

		renderer_rectFixed(renderer, multiplierHudP, multiplierHudSize,
		                   V2(0, 0), 0, NULL, V4(1, 1, 1, 0.1f), 2,
		                   renderflag_no_texture);

		/* Render multiplier counter string to hud */
		char multiplierToString[COMMON_ITOA_MAX_BUFFER_32BIT + 1] = {0};
		common_itoa(world->scoreMultiplier, multiplierToString + 1,
		            ARRAY_COUNT(multiplierToString) - 1);
		multiplierToString[0] = 'x';

		v2 multiplierToStringP = multiplierHudP;
		multiplierToStringP =
		    v2_add(multiplierToStringP, v2_scale(multiplierHudSize, 0.5f));

		renderer_stringFixedCentered(
		    renderer, &state->transientArena, arial40, multiplierToString,
		    multiplierToStringP, V2(0, 0), 0, V4(1.0f, 1.0f, 1.0f, 1.0f), 3, 0);

		/* Process multiplier bar updates */
		if (!common_isSet(world->flags, gameworldstateflags_player_lost))
		{
			f32 barTimerPenalty = 1.0f;
			if (world->timeSinceLastShot < 1.5f)
			{
				barTimerPenalty = 0.1f;
			}

			world->scoreMultiplierBarTimer += (barTimerPenalty * dt);
			world->timeSinceLastShot += dt;

			if (world->scoreMultiplierBarTimer >
			    world->scoreMultiplierBarThresholdInS)
			{
				world->scoreMultiplierBarTimer = 0;
				world->scoreMultiplier++;

				if (world->scoreMultiplier > 9999)
					world->scoreMultiplier = 9999;
			}
		}
	}

	if (common_isSet(world->flags, gameworldstateflags_player_lost))
	{
		Font *arial40 = asset_fontGet(&state->assetManager, "Arial", 40);

		char *gameOver = "Game Over";
		v2 gameOverP = v2_scale(state->renderer.size, 0.5f);
		renderer_stringFixedCentered(
		    &state->renderer, &state->transientArena, arial40, "Game Over",
		    gameOverP, V2(0, 0), 0, V4(1, 1, 1, 1), 0, 0);

		v2 gameOverSize = asset_fontStringDimInPixels(arial40, gameOver);
		v2 replayP = V2(gameOverP.x, gameOverP.y - (gameOverSize.h * 1.2f));

		renderer_stringFixedCentered(
		    &state->renderer, &state->transientArena, arial40,
		    "Press enter to play again or backspace to return to menu", replayP,
		    V2(0, 0), 0, V4(1, 1, 1, 1), 0, 0);

		if (platform_queryKey(&state->input.keys[keycode_enter],
		                      readkeytype_one_shot, 0.0f))
		{
			// TODO(doyle): Extract score init default values to some game
			// definitions file
			world->score                          = 0;
			world->scoreMultiplier                = 5;
			world->scoreMultiplierBarTimer        = 0.0f;
			world->scoreMultiplierBarThresholdInS = 2.0f;

			addPlayer(world);

			world->flags ^= gameworldstateflags_player_lost;
		}
		else if (platform_queryKey(&state->input.keys[keycode_backspace],
		                           readkeytype_one_shot, 0.0f))
		{
			common_memset((u8 *)world, 0, sizeof(*world));
			state->currState = appstate_StartMenuState;
			return;
		}
	}

	for (u32 i = world->asteroidCounter; i < world->numAsteroids; i++)
		addAsteroid(world, (rand() % asteroidsize_count));

	Radians starRotation   = DEGREES_TO_RADIANS(45.0f);
	v2 starSize            = V2(2, 2);

	ASSERT(world->starMinOpacity >= 0.0f && world->starMinOpacity <= 1.0f);
	f32 opacityFadeRateInS = 0.5f;
	if (world->starFadeAway)
	{
		opacityFadeRateInS *= -1.0f;
	}

	if (world->starOpacity > 1.0f)
	{
		world->starOpacity = 1.0f;
		world->starFadeAway = TRUE;
	}
	else if (world->starOpacity < world->starMinOpacity)
	{
		world->starOpacity = world->starMinOpacity;
		world->starFadeAway = FALSE;
	}

	world->starOpacity += (opacityFadeRateInS * dt);
	DEBUG_PUSH_VAR("Star Opacity: %5.2f", world->starOpacity, "f32");

	for (i32 i = 0; i < world->numStarP; i++)
	{
		world->starPList[i] = v2_add(world->starPList[i], V2(4.0f * dt, 0));
		world->starPList[i] = wrapPAroundBounds(
		    world->starPList[i], math_rectCreate(V2(0, 0), world->size));

		renderer_rect(&state->renderer, world->camera, world->starPList[i],
		              starSize, V2(0, 0), starRotation, NULL,
		              V4(0.8f, 0.8f, 0.8f, world->starOpacity), 0,
		              renderflag_no_texture | renderflag_wireframe);
	}

#ifdef DENGINE_DEBUG
	if (platform_queryKey(&state->input.keys[keycode_left_square_bracket],
	                      readkeytype_repeat, 0.2f))
	{
		addAsteroid(world, (rand() % asteroidsize_count));
	}
#endif

	ASSERT(world->entityList[0].id == NULL_ENTITY_ID);
	for (i32 i = 1; i < world->entityIndex; i++)
	{
		Entity *entity = &world->entityList[i];
		ASSERT(entity->type != entitytype_invalid);

		v2 pivotPoint    = {0};
		f32 ddPSpeedInMs = 0;
		v2 ddP           = {0};
		if (entity->type == entitytype_ship)
		{
			if (platform_queryKey(&state->input.keys[keycode_up],
			                      readkeytype_repeat, 0.0f))
			{
				// TODO(doyle): Renderer creates upfacing triangles by default,
				// but we need to offset rotation so that our base "0 degrees"
				// is right facing for trig to work
				Radians rotation =
				    DEGREES_TO_RADIANS((entity->rotation + 90.0f));
				v2 direction = V2(math_cosf(rotation), math_sinf(rotation));
				ddP          = direction;

				AudioVorbis *thrust =
				    asset_vorbisGet(&state->assetManager, "thrust");
				AudioRenderer *audioRenderer =
				    getFreeAudioRenderer(world, thrust, 3);
				if (audioRenderer)
				{
					audio_vorbisPlay(&state->transientArena,
					                 &state->audioManager, audioRenderer,
					                 thrust, 1);
				}
			}

			if (platform_queryKey(&state->input.keys[keycode_space],
			                      readkeytype_one_shot, KEY_DELAY_NONE))
			{
				addBullet(world, entity);

				if (world->timeSinceLastShot >= 0)
				{
					world->timeSinceLastShot = 0;

					f32 multiplierPenalty    = -2.0f;
					world->timeSinceLastShot += multiplierPenalty;
				}

				AudioVorbis *fire =
				    asset_vorbisGet(&state->assetManager, "fire");
				AudioRenderer *audioRenderer =
				    getFreeAudioRenderer(world, fire, 2);
				if (audioRenderer)
				{
					// TODO(doyle): Atm transient arena is not used, this is
					// just to fill out the arguments
					audio_vorbisPlay(&state->transientArena,
					                 &state->audioManager, audioRenderer, fire,
					                 1);
				}
			}

			Degrees rotationsPerSecond = 180.0f;
			if (platform_queryKey(&state->input.keys[keycode_left],
			                      readkeytype_repeat, 0.0f))
			{
				entity->rotation += (rotationsPerSecond)*dt;
			}

			if (platform_queryKey(&state->input.keys[keycode_right],
			                      readkeytype_repeat, 0.0f))
			{
				entity->rotation -= (rotationsPerSecond)*dt;
			}
			entity->rotation = (f32)((i32)entity->rotation);

			ddPSpeedInMs = 25;
			DEBUG_PUSH_VAR("Pos: %5.2f, %5.2f", entity->pos, "v2");
			DEBUG_PUSH_VAR("Velocity: %5.2f, %5.2f", entity->dP, "v2");
			DEBUG_PUSH_VAR("Rotation: %5.2f", entity->rotation, "f32");

			DEBUG_PUSH_VAR("TimeSinceLastShot: %5.2f", world->timeSinceLastShot,
			               "f32");

			renderer_rect(&state->renderer, world->camera, entity->pos,
			              V2(5, 5), V2(0, 0),
			              DEGREES_TO_RADIANS(entity->rotation), NULL,
			              V4(1.0f, 1.0f, 1.0f, 1.0f), 0, renderflag_no_texture);
		}
		else if (entity->type >= entitytype_asteroid_small &&
		         entity->type <= entitytype_asteroid_large)
		{

			i32 randValue = rand();

			// NOTE(doyle): If it is a new asteroid with no dp set, we need to
			// set a initial dp for it to move from.
			v2 localDp = {0};
			if ((i32)entity->dP.x == 0 && (i32)entity->dP.y == 0)
			{
				enum Direction direction = randValue % direction_count;
				switch (direction)
				{
				case direction_north:
				case direction_northwest:
				{
					localDp.x = 1.0f;
					localDp.y = 1.0f;
				}
				break;

				case direction_west:
				case direction_southwest:
				{
					localDp.x = -1.0f;
					localDp.y = -1.0f;
				}
				break;

				case direction_south:
				case direction_southeast:
				{
					localDp.x = 1.0f;
					localDp.y = -1.0f;
				}
				break;

				case direction_east:
				case direction_northeast:
				{
					localDp.x = 1.0f;
					localDp.y = 1.0f;
				}
				break;

				default:
				{
					ASSERT(INVALID_CODE_PATH);
				}
				break;
				}
			}
			// NOTE(doyle): Otherwise, if it has pre-existing dp, maintain our
			// direction by extrapolating from it's current dp
			else
			{
				if (entity->dP.x >= 0)
					localDp.x = 1.0f;
				else
					localDp.x = -1.0f;

				if (entity->dP.y >= 0)
					localDp.y = 1.0f;
				else
					localDp.y = -1.0f;
			}

			/*
			   NOTE(doyle): We compare current dP with the calculated dP. In the
			   event we want to artificially boost the asteroid, we set a higher
			   dP on creation, which will have a higher dP than the default dP
			   we calculate. So here we choose to keep it until it decays enough
			   that the default dP of the asteroid is accepted.
			 */
			v2 newDp     = v2_scale(localDp, world->pixelsPerMeter * 1.5f);
			f32 newDpSum = ABS(newDp.x) + ABS(newDp.y);
			f32 oldDpSum = ABS(entity->dP.x) + ABS(entity->dP.y);

			if (newDpSum > oldDpSum)
			{
				entity->dP = newDp;
			}
		}
		else if (entity->type == entitytype_bullet)
		{
			if (!math_rectContainsP(world->camera, entity->pos))
			{
				deleteEntity(world, i--);
				continue;
			}

			Radians rotation = DEGREES_TO_RADIANS((entity->rotation + 90.0f));
			v2 localDp       = V2(math_cosf(rotation), math_sinf(rotation));
			entity->dP       = v2_scale(localDp, world->pixelsPerMeter * 5);
		}
		else if (entity->type == entitytype_particle)
		{
			f32 diff = entity->color.a - 0.1f;
			if (diff < 0.01f)
			{
				deleteEntity(world, i--);
				continue;
			}

			f32 divisor =
			    MAX(entity->particleInitDp.x, entity->particleInitDp.y);
			f32 maxDp = MAX(entity->dP.x, entity->dP.y);

			entity->color.a = maxDp / divisor;
		}

		entity->pos = wrapPAroundBounds(entity->pos,
		                                math_rectCreate(V2(0, 0), world->size));

		/* Loop entity around world */
		i32 collisionIndex = moveEntity(world, &state->transientArena, entity,
		                                i, ddP, dt, ddPSpeedInMs);

		v4 collideColor = {0};
		if (collisionIndex != -1)
		{
			ASSERT(collisionIndex < world->entityIndex);

			Entity *collideEntity = &world->entityList[collisionIndex];

			Entity *colliderA;
			Entity *colliderB;

			if (collideEntity->type < entity->type)
			{
				colliderA = collideEntity;
				colliderB = entity;
			}
			else
			{
				colliderA = entity;
				colliderB = collideEntity;
			}

			// Assumptions made that the collision detect system relies on
			ASSERT(entitytype_ship            < entitytype_asteroid_small);
			ASSERT(entitytype_asteroid_small  < entitytype_asteroid_medium);
			ASSERT(entitytype_asteroid_medium < entitytype_asteroid_large);
			ASSERT(entitytype_asteroid_large  < entitytype_bullet);
			ASSERT(entitytype_asteroid_small + 1 == entitytype_asteroid_medium);
			ASSERT(entitytype_asteroid_medium + 1 == entitytype_asteroid_large);

			if (colliderA->type >= entitytype_asteroid_small &&
			    colliderA->type <= entitytype_asteroid_large)
			{
				f32 numParticles = 4;
				if (colliderA->type == entitytype_asteroid_medium)
				{
					AsteroidSpec spec = {0};
					spec.pos          = colliderA->pos;
					spec.dP           = v2_scale(colliderA->dP, -2.0f);
					addAsteroidWithSpec(world, asteroidsize_small, &spec);

					numParticles = 8;
					world->score += (10 * world->scoreMultiplier);
				}
				else if (colliderA->type == entitytype_asteroid_large)
				{
					AsteroidSpec spec = {0};
					spec.pos          = colliderA->pos;
					spec.dP           = v2_scale(colliderA->dP, -4.0f);
					addAsteroidWithSpec(world, asteroidsize_medium, &spec);

					spec.dP = v2_perpendicular(spec.dP);
					addAsteroidWithSpec(world, asteroidsize_small, &spec);

					spec.dP = v2_perpendicular(colliderA->dP);
					addAsteroidWithSpec(world, asteroidsize_small, &spec);

					numParticles = 16;
					world->score += (20 * world->scoreMultiplier);
				}
				else
				{
					world->score += (5 * world->scoreMultiplier);
				}

				for (i32 i = 0; i < numParticles; i++)
				{
					{ // Add particles
						Entity *particle =
						    &world->entityList[world->entityIndex++];
						particle->id = world->entityIdCounter++;

						particle->pos  = colliderA->pos;
						particle->size = V2(4.0f, 4.0f);

						i32 randValue = rand();
						Radians rotation =
						    DEGREES_TO_RADIANS((randValue % 360));
						v2 randDirectionVec =
						    V2(math_cosf(rotation), math_sinf(rotation));

						i32 particleDpLimit = 8;
						f32 randDpMultiplier =
						    (f32)(randValue % particleDpLimit) + 1;

						v2 newDp = v2_scale(colliderA->dP, randDpMultiplier);
						newDp    = v2_hadamard(newDp, randDirectionVec);

						particle->dP             = newDp;
						particle->particleInitDp = newDp;

						particle->offset     = v2_scale(particle->size, -0.5f);
						particle->hitbox     = particle->size;
						particle->rotation   = 0;
						particle->renderMode = rendermode_polygon;

						if (!world->particleVertexCache)
						{
							world->particleVertexCache =
							    MEMORY_PUSH_ARRAY(&world->entityArena, 4, v2);
							world->particleVertexCache[0] =
							    V2(0, particle->size.h);
							world->particleVertexCache[1] = V2(0, 0);
							world->particleVertexCache[2] =
							    V2(particle->size.w, 0);
							world->particleVertexCache[3] = particle->size;
						}

						particle->vertexPoints    = world->particleVertexCache;
						particle->numVertexPoints = 4;

						particle->type  = entitytype_particle;
						particle->color = V4(1.0f, 0.0f, 0, 1.0f);
					}
				}

				ASSERT(colliderB->type == entitytype_bullet);

				deleteEntity(world, collisionIndex);
				deleteEntity(world, i--);
				world->asteroidCounter--;

				ASSERT(world->asteroidCounter >= 0);

				char *sound;
				i32 choice = rand() % 3;
				if (choice == 0)
				{
					sound = "bang_small";
				}
				else if (choice == 1)
				{
					sound = "bang_medium";
				}
				else
				{
					sound = "bang_large";
				}

				AudioVorbis *explode =
				    asset_vorbisGet(&state->assetManager, sound);
				AudioRenderer *audioRenderer =
				    getFreeAudioRenderer(world, explode, 3);
				if (audioRenderer)
				{
					audio_vorbisPlay(&state->transientArena,
					                 &state->audioManager, audioRenderer,
					                 explode, 1);
				}

				continue;
			}
			else if (colliderA->type == entitytype_ship)
			{
				if (colliderB->type >= entitytype_asteroid_small &&
				    colliderB->type <= entitytype_asteroid_large)
				{
					world->flags |= gameworldstateflags_player_lost;

					if (collideEntity->type == entitytype_ship)
					{
						deleteEntity(world, collisionIndex);
					}
					else
					{
						deleteEntity(world, i--);
					}

					AudioVorbis *explode =
					    asset_vorbisGet(&state->assetManager, "bang_large");
					AudioRenderer *audioRenderer =
					    getFreeAudioRenderer(world, explode, 3);
					if (audioRenderer)
					{
						audio_vorbisPlay(&state->transientArena,
						                 &state->audioManager, audioRenderer,
						                 explode, 1);
					}

					continue;
				}
			}
		}

		RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
		renderer_entity(&state->renderer, &state->transientArena, world->camera,
		                entity, V2(0, 0), 0, collideColor, 0, flags);
	}

	for (i32 i = 0; i < world->numAudioRenderers; i++)
	{
		AudioRenderer *audioRenderer = &world->audioRenderer[i];
		audio_updateAndPlay(&state->transientArena, &state->audioManager,
		                    audioRenderer);
	}
}
示例#13
0
// updatePlayer
// updates the player according to game rules
void updatePlayer(Player& obj)
{
  if (obj.coolDownCounter > WEAPON_OVERHEAT) obj.overHeated = true;
  // Input velocity
  char vx = 0;
  char vy = 0;

  byte id;
  byte tileXMax;
  byte tileYMax;
  byte inputDirection = obj.direction;

  ///////////
  // input //
  ///////////

  bool left = arduboy.pressed(LEFT_BUTTON);
  bool right = arduboy.pressed(RIGHT_BUTTON);
  bool up = arduboy.pressed(UP_BUTTON);
  bool down = arduboy.pressed(DOWN_BUTTON);

  bool rungun = arduboy.pressed(A_BUTTON);
  bool standgun = arduboy.pressed(B_BUTTON);
  bool strafegun = rungun;

  obj.walking = up || down || left || right;
  //obj.walking = (standgun && !rungun) ? false : obj.walking;

  ////////////
  // timers //
  ////////////

  // Diagonal anti-jerk timer
  if (obj.diagonalTime > 0)
    obj.diagonalTime--;
  if ((up && left) || (down && left) || (up && right) || (down && right))
    obj.diagonalTime = 4;

  // Bullet timer
  if (obj.shotDelay > 0) obj.shotDelay--;

  ////////////////////////
  // horizontal physics //
  ////////////////////////

  // input
  if (left)
    vx = -1;
  else if (right)
    vx = 1;

  // update position
  //if(strafegun || !standgun)
  obj.x += vx;

  // collide with zombies
  zombieCollide(obj.x, obj.y, true, vx, PLAYER_WIDTH, PLAYER_HEIGHT);

  // collide with walls
  mapCollide(obj.x, obj.y, true, vx, PLAYER_WIDTH, PLAYER_HEIGHT);

  //////////////////////
  // vertical physics //
  //////////////////////

  // input
  if (up)
    vy = -1;
  else if (down)
    vy = 1;

  // update position
  //if(strafegun || !standgun)
  obj.y += vy;

  // collide with zombies
  zombieCollide(obj.x, obj.y, false, vy, PLAYER_WIDTH, PLAYER_HEIGHT);

  // collide with walls
  mapCollide(obj.x, obj.y, false, vy, PLAYER_WIDTH, PLAYER_HEIGHT);

  // collide with survivors
  survivorCollide(obj.x, obj.y);

  // collide with door
  if (checkDoorCollision()) gameState = STATE_GAME_PREPARE_LEVEL;

  // collide with pickup
  pickupCollision(obj.x, obj.y);

  ///////////////
  // direction //
  ///////////////

  // Update camera direction according to the way the player is moving

  if (!strafegun)
  {
    if (left)
    {
      inputDirection = PLAYER_FACING_WEST;
      if (up) inputDirection = PLAYER_FACING_NORTHWEST;
      else if (down) inputDirection = PLAYER_FACING_SOUTHWEST;
    }
    else if (right)
    {
      inputDirection = PLAYER_FACING_EAST;
      if (up) inputDirection = PLAYER_FACING_NORTHEAST;
      else if (down) inputDirection = PLAYER_FACING_SOUTHEAST;
    }
    else if (up)
    {
      inputDirection = PLAYER_FACING_NORTH;
    }
    else if (down)
    {
      inputDirection = PLAYER_FACING_SOUTH;
    }
  }

  obj.direction = inputDirection;

  // the camera will only be updated if moving nondiagonally or look mode
  if ((standgun && !rungun) || (obj.direction % 2) == 0)
  {
    obj.camDirection = inputDirection;
  }

  ////////////
  // timers //
  ////////////
  if (arduboy.everyXFrames(4))
  {
    if (obj.coolDownCounter > 1)obj.coolDownCounter--;
    if ((arduboy.pressed(A_BUTTON) || arduboy.pressed(B_BUTTON)) && !obj.overHeated) obj.coolDownCounter += 2;
    if (obj.overHeated) coolGirl.coolDownVisible = !coolGirl.coolDownVisible;
  }

  if ((standgun || rungun) && !obj.overHeated)
  {
    if (obj.shotDelay == 0)
    {
      addBullet(obj.x + 10, obj.y + 12, obj.direction, 0, 0);
      obj.shotDelay = 10;
    }
  }

  if ((obj.overHeated == true) && (obj.coolDownCounter < 2))
  {
    obj.overHeated = false;
    obj.coolDownVisible = true;
  }

  // Update animation
  if (arduboy.everyXFrames(6) && obj.walking) obj.frame++;
  if (obj.frame > 3 ) obj.frame = 0;

  // update score
  if (rollingScore > 0)
  {
    rollingScore -= 5;
    scorePlayer += 5;
  }

  // update flashing
  if (obj.flashTime > 0)
    obj.flashTime--;

  ////////////
  // camera //
  ////////////

  // update camera
  short mapGoalX = coolGirl.x - WIDTH / 2 + PLAYER_WIDTH / 2;
  short mapGoalY = coolGirl.y - HEIGHT / 2 + PLAYER_HEIGHT / 2 - 4; // hud offset

  // offset the goal by the direction
  mapGoalX += BulletXVelocities[coolGirl.camDirection] * 4;
  mapGoalY += BulletXVelocities[(coolGirl.camDirection + 6) % 8] * 4;

  // move the camera toward the desired location
  mapPositionX = burp(mapPositionX, mapGoalX, 3);
  mapPositionY = burp(mapPositionY, mapGoalY, 3);

  // Clamp on screen boundaries
  mapPositionX = (mapPositionX < 0) ? 0 : mapPositionX;
  mapPositionX = (mapPositionX > LEVEL_WIDTH - WIDTH) ? LEVEL_WIDTH - WIDTH : mapPositionX;
  mapPositionY = (mapPositionY < 0) ? 0 : mapPositionY;
  mapPositionY = (mapPositionY > LEVEL_HEIGHT - HEIGHT) ? LEVEL_HEIGHT - HEIGHT : mapPositionY;
}
示例#14
0
文件: Game.c 项目: JDongian/EE319k
void gameUpdate(void) {
	point vertex, port, starboard, exhaust, playerPos;
	point playerShip[5];
	int i, j;
	//Level defaults to finished, changed when rocks or enemies are alive.
	HWREGBITW(&gFlags, LEVEL_COMPLETE) = True;
	//Update player
	gPlayer.x += gPlayer.dx;
	gPlayer.y += gPlayer.dy;
	gPlayer.x = floatMod(gPlayer.x, 128);
	gPlayer.y = floatMod(gPlayer.y, 96);
	gPlayer.dx = (gPlayer.dx*SPEED_DECAY);
	gPlayer.dy = (gPlayer.dy*SPEED_DECAY);
	gPlayer.exhaustOn = False;
	playerPos = makePoint((int)gPlayer.x, (int)gPlayer.y);
	vertex = rotPoint(playerPos, gPlayer.angle,
										makePoint(playerPos.x+6, playerPos.y));
	port = rotPoint(playerPos, gPlayer.angle,
									makePoint(playerPos.x-5, playerPos.y-5));
	starboard = rotPoint(playerPos, gPlayer.angle,
											 makePoint(playerPos.x-5, playerPos.y+5));
	exhaust = rotPoint(playerPos, gPlayer.angle,
										 makePoint(playerPos.x-3, playerPos.y));
	playerShip[0] = vertex;
	playerShip[1] = port;
	playerShip[2] = exhaust;
	playerShip[3] = starboard;
	playerShip[4] = makePoint((int)gPlayer.x, (int)gPlayer.y);
	switch(gPlayer.status) {
		case ALIVE:
			////Button movement input
			//Forward (up)
			if ((GPIO_PORTG_DATA_R&0x08) == 0 || HWREGBITW(&gFlags, ANALOG_UP)) {
				if((gPlayer.dx*gPlayer.dx + gPlayer.dy*gPlayer.dy) <
					 MAX_PLAYER_SPEED*MAX_PLAYER_SPEED) {
					gPlayer.dx += cosDeg(gPlayer.angle)*PLAYER_ACCEL;
					gPlayer.dy -= sinDeg(gPlayer.angle)*PLAYER_ACCEL;
				}
				gPlayer.exhaustOn = True;
			}
			//Left
			if((GPIO_PORTG_DATA_R&0x20) == 0) {//|| HWREGBITW(&gFlags, ANALOG_LEFT)) {
				gPlayer.angle += PLAYER_TURN_RATE;
			}
			//Right
			if((GPIO_PORTG_DATA_R&0x40) == 0) {// || HWREGBITW(&gFlags, ANALOG_RIGHT)) {
				gPlayer.angle -= PLAYER_TURN_RATE;
			}
			//Select (positive edge)
			if((GPIO_PORTG_DATA_R & 0x80) != 0) {
				selectNotPressed = True;
			}
			if(HWREGBITW(&gFlags, SELECT_DOWN) == 1 ||
				(selectNotPressed == True && (GPIO_PORTG_DATA_R & 0x80) == 0)) {
				selectNotPressed = False;
				if(HWREGBITW(&gFlags, TITLE_SCREEN) == True) {
					HWREGBITW(&gFlags, TITLE_SCREEN) = False;
					setXYAvg();
				}
				HWREGBITW(&gFlags, SELECT_DOWN) = 0;	//reset flag
				addBullet(makePoint((int)gPlayer.x, (int)gPlayer.y),
									(cosDeg(gPlayer.angle)*MAX_BULLET_SPEED),
									-1*(sinDeg(gPlayer.angle)*MAX_BULLET_SPEED),
									True);
			}
			break;
		case HIT:
			gPlayer.status = DEAD;
			addExplosion(makePoint(gPlayer.x, gPlayer.y), 12);
			gPlayer.dx = 0;
			gPlayer.dy = 0;
			killBullets();
			killRocks();
			break;
		case DEAD:
			//Wait for explosions to stop, then stop updating the game.
			for(i = 0; i < MAX_EXPLOSIONS; i++) {
				if(gExplosions[i].status == ALIVE) { break; }
			}
			HWREGBITW(&gFlags, LEVEL_COMPLETE) = False;
			HWREGBITW(&gFlags, GAME_OVER) = True;
			killRocks();
			killBullets();
			killEnemies();
			return;
	}
	if(HWREGBITW(&gFlags, TITLE_SCREEN) == True) {
		return;
	}
	//Update bullets
	for(i = 0; i < MAX_PLAYER_BULLETS; i++) {
		switch(gPlayerBullets[i].status) {		//Only update visible bullets.
			case ALIVE:
				if(gPlayerBullets[i].life++ > BULLET_LIFETICKS) {
					gPlayerBullets[i].status = DEAD;
					break;
				}
				gPlayerBullets[i].x = gPlayerBullets[i].x+gPlayerBullets[i].dx;
				gPlayerBullets[i].y = gPlayerBullets[i].y+gPlayerBullets[i].dy;
				break;
			case HIT:
				break;
			case DEAD:
				break;
		}
	}
	for(i = 0; i < MAX_ENEMY_BULLETS; i++) {
		switch(gEnemyBullets[i].status) {		//Only update visible bullets.
			case ALIVE:
				if(gEnemyBullets[i].life++ > BULLET_LIFETICKS) {
					gEnemyBullets[i].status = DEAD;
					break;
				}
				HWREGBITW(&gFlags, LEVEL_COMPLETE) = False;
				gEnemyBullets[i].x = gEnemyBullets[i].x+gEnemyBullets[i].dx;
				gEnemyBullets[i].y = gEnemyBullets[i].y+gEnemyBullets[i].dy;
				break;
			case HIT:
				break;
			case DEAD:
				break;
		}
	}
	//Update rocks
	for(i = 0; i < MAX_ROCKS; i++) {
		switch(gRocks[i].status) {
			case ALIVE:		//Only update visible rocks.
				HWREGBITW(&gFlags, LEVEL_COMPLETE) = False;
				//Update rock position
				if(gRocks[i].dx < 0.1 && gRocks[i].dy < 0.1) {
					gRocks[i].dx = (randRange(32,64)*-1+randRange(32,64)*1)/64.;
					gRocks[i].dy = randRange(0,256)/256;
				}
				gRocks[i].x = floatMod(gRocks[i].x+gRocks[i].dx, 128);
				gRocks[i].y = floatMod(gRocks[i].y+gRocks[i].dy, 96);
				//Check collisions with enemies, players and bullets.
				//Player collision
				for(j = 0; j < 5; j++) {
					if(pointInRock(makePoint(((int)gRocks[i].x),
																	 ((int)gRocks[i].y)),
												 gRocks[i].rockType,
												 gRocks[i].rockSize,
												 playerShip[j])) {
						gPlayer.status = HIT;
						return;
					}
				}
				//Bullet collision
				for(j = 0; j < MAX_PLAYER_BULLETS; j++) {
					if(gPlayerBullets[j].status == ALIVE) {
						if(pointInRock(makePoint(((int)gRocks[i].x),
																		 ((int)gRocks[i].y)),
													 gRocks[i].rockType,
													 gRocks[i].rockSize,
													 makePoint(((int)gPlayerBullets[j].x),
																		 ((int)gPlayerBullets[j].y)))) {
							score += 1;
							addExplosion(makePoint(gPlayerBullets[j].x,
																		 gPlayerBullets[j].y), 2);
							gRocks[i].status = HIT;
							gPlayerBullets[j].status = DEAD;
						}
					}
				}/*
				for(j = 0; j < MAX_ENEMY_BULLETS; j++) {
					if(gEnemyBullets[i].status == ALIVE) {
						if(pointInRock(makePoint(((int)gRocks[i].x),
																		 ((int)gRocks[i].y)),
													 gRocks[i].rockType,
													 gRocks[i].rockSize,
													 makePoint(((int)gEnemyBullets[j].x)%128,
																		 ((int)gEnemyBullets[j].y)%96))) {
							gRocks[i].status = HIT;
							addExplosion(makePoint(gEnemyBullets[j].x,
																		 gEnemyBullets[j].y), 2);																	 
							gEnemyBullets[j].status = DEAD;
						}
					}
				}*/
				if(gRocks[i].status == ALIVE) { break; }
			case HIT:
				if(gRocks[i].rockSize > 1) {
					addRock(makePoint((int)gRocks[i].x+1, (int)gRocks[i].y+1),
									randRange(24, 64)/-64.,
									randRange(24, 64)/-64.,
									gRocks[i].rockSize-1);
					addRock(makePoint((int)gRocks[i].x-1, (int)gRocks[i].y-1),
									randRange(64, 24)/64.,
									randRange(64, 24)/64.,
									gRocks[i].rockSize-1);
				}
				gRocks[i].status = DEAD;
				break;
			case DEAD:
				break;
		}
	}
	//Update UFOs
	for(i = 0; i < MAX_UFOS; i++) {
		switch(gUFOs[i].status) {
			case ALIVE:		//Only update visible rocks.
				HWREGBITW(&gFlags, LEVEL_COMPLETE) = False;
				//Update rock position
				if(gUFOs[i].dx < 0.1 && gUFOs[i].dy < 0.1) {
					gUFOs[i].dx = (randRange(32,64)*-1+randRange(32,64)*1)/64.;
					gUFOs[i].dy = randRange(0,256)/256;
				}
				gUFOs[i].pos.x = floatMod(gUFOs[i].pos.x+gUFOs[i].dx, 128);
				gUFOs[i].pos.y = floatMod(gUFOs[i].pos.y+gUFOs[i].dy, 96);
				
				if(gUFOs[i].status == ALIVE) { break; }
			case HIT:
				gUFOs[i].status = DEAD;
				break;
			case DEAD:
				break;
		}
	}
	//Update explosions
	for(i = 0; i < MAX_EXPLOSIONS; i++) {
		if(gExplosions[i].status == ALIVE) {
			HWREGBITW(&gFlags, LEVEL_COMPLETE) = False;
			if(gExplosions[i].current++ > gExplosions[i].lifetime) {
				gExplosions[i].status = DEAD;
				continue;
			}
		}
	}
}
示例#15
0
WindowPlanes::WindowPlanes(QDeclarativeItem *parent) :
    QDeclarativeItem(parent)
{
    number=0;
    game_state="stop";
    bullet_type=1;
    prop_state=false;
    save_timer_bullet_to_single=save_timer_two_secs=-1;

    setX(0);
    setY(0);
    planes = new MyPlanes(this);

    connect(planes,SIGNAL(play_music(QString)),SIGNAL(play_music(QString)));

    thread = new QThread(this);
    mythread = new MyThread(this);
    mythread->moveToThread(thread);

    connect(this,SIGNAL(myThreadStart()), mythread, SLOT(start()));
    connect(this,SIGNAL(myThreadStop()), mythread, SLOT(stop()));
    connect(mythread,SIGNAL(game_over()),SLOT(planes_dit()));//Qt::QueuedConnection
    connect(mythread,SIGNAL(game_over()),SIGNAL(game_over()));
    connect(mythread,SIGNAL(captureBomb()),SIGNAL(acquireBomb()));//当用户吃到炸弹道具后发射acquireBomb()信号
    connect(mythread,SIGNAL(captureDoubleBullet()),SLOT(bulletToDouble()));//吃到双倍子弹后调用bulletToDouble()

    thread->start();

#ifdef MEEGO_EDITION_HARMATTAN
    double bulletScaled=0.8,enemyScaled=0.96,enemy3Scaled=0.88,propScaled=1;
#elif defined(Q_OS_SYMBIAN_V5)//判断qt的版本
    double bulletScaled=0.8,enemyScaled=0.8,enemy3Scaled=0.66,propScaled=1;
#else
    double bulletScaled=0.6,enemyScaled=0.72,enemy3Scaled=0.66,propScaled=0.75;
#endif
    //planes->setX(width()/2-planes->width()/2);//设置飞机的位置
    //planes->setY(height()-planes->height());//设置飞机的位置
    image.load(":/Image/Bullets_01.png");
    pixmap_bullet1=QPixmap::fromImage(image.scaled(bulletScaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/Bullets_02.png");
    pixmap_bullet2=QPixmap::fromImage(image.scaled(bulletScaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));



    image.load(":/Image/Bullets_Bomb.png");
    pixmap_prop1=QPixmap::fromImage(image.scaled(propScaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/Bullets_Dual.png");
    pixmap_prop0=QPixmap::fromImage(image.scaled(propScaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));




    image.load(":/Image/F2_01.png");
    pixmap_enemy1_1=QPixmap::fromImage(image.scaled(enemyScaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/F2_02.png");
    pixmap_enemy1_2=QPixmap::fromImage(image.scaled(enemyScaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/F2_03.png");
    pixmap_enemy1_3=QPixmap::fromImage(image.scaled(enemyScaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/F2_04.png");
    pixmap_enemy1_4=QPixmap::fromImage(image.scaled(enemyScaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/F2_05.png");
    pixmap_enemy1_5=QPixmap::fromImage(image.scaled(enemyScaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));



    image.load(":/Image/F3_01.png");
    pixmap_enemy2_1=QPixmap::fromImage(image.scaled(enemyScaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/F3_02.png");
    pixmap_enemy2_2=QPixmap::fromImage(image.scaled(enemyScaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/F3_03.png");
    pixmap_enemy2_3=QPixmap::fromImage(image.scaled(enemyScaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/F3_04.png");
    pixmap_enemy2_4=QPixmap::fromImage(image.scaled(enemyScaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/F3_05.png");
    pixmap_enemy2_5=QPixmap::fromImage(image.scaled(enemyScaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/F3_06.png");
    pixmap_enemy2_6=QPixmap::fromImage(image.scaled(enemyScaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));


    image.load(":/Image/F4_01.png");
    pixmap_enemy3_1=QPixmap::fromImage(image.scaled(enemy3Scaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/F4_02.png");
    pixmap_enemy3_2=QPixmap::fromImage(image.scaled(enemy3Scaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/F4_03.png");
    pixmap_enemy3_3=QPixmap::fromImage(image.scaled(enemy3Scaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/F4_04.png");
    pixmap_enemy3_4=QPixmap::fromImage(image.scaled(enemy3Scaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/F4_05.png");
    pixmap_enemy3_5=QPixmap::fromImage(image.scaled(enemy3Scaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/F4_06.png");
    pixmap_enemy3_6=QPixmap::fromImage(image.scaled(enemy3Scaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/F4_07.png");
    pixmap_enemy3_7=QPixmap::fromImage(image.scaled(enemy3Scaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/F4_08.png");
    pixmap_enemy3_8=QPixmap::fromImage(image.scaled(enemy3Scaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));

    image.load(":/Image/F4_09.png");
    pixmap_enemy3_9=QPixmap::fromImage(image.scaled(enemy3Scaled*image.size(),Qt::KeepAspectRatio,Qt::SmoothTransformation));


    connect(&timer_bullet,SIGNAL(timeout()),this,SLOT(addBullet()));
    connect(&timer_enemy1_1,SIGNAL(timeout()),SLOT(addenemy1_1()));
    connect(&timer_enemy1_2,SIGNAL(timeout()),SLOT(addenemy1_2()));
    connect(&timer_enemy1_3,SIGNAL(timeout()),SLOT(addenemy1_3()));
    connect(&timer_enemy2_1,SIGNAL(timeout()),SLOT(addenemy2_1()));
    connect(&timer_enemy2_2,SIGNAL(timeout()),SLOT(addenemy2_2()));
    connect(&timer_enemy2_3,SIGNAL(timeout()),SLOT(addenemy2_3()));
    connect(&timer_enemy3_1,SIGNAL(timeout()),SLOT(addenemy3_1()));
    connect(&timer_enemy3_2,SIGNAL(timeout()),SLOT(addenemy3_2()));
    connect(&timer_enemy3_3,SIGNAL(timeout()),SLOT(addenemy3_3()));

    connect(&timer_prop,SIGNAL(timeout()),SLOT(addProp()));
    timer_bullet_to_single.setSingleShot(true);
    timer_two_secs.setSingleShot(true);
    connect(&timer_bullet_to_single,SIGNAL(timeout()),SLOT(bulletToSingle()));
    connect(&timer_two_secs,SIGNAL(timeout()),SLOT(enemy_timer_start()));
    grade=1;

    pixmap_bullet=&pixmap_bullet1;

}
示例#16
0
Sprite *BulletManager::add(Sprite *p)
{
    return addBullet(p->getName());
}
void moveAutoPlayers()
{
  int key;
	for (int i=0;i<server_data.alien_count;i++)
        { 
        	if(server_data.aliens[i].isauto)
          {		   
		int nearerpos;
		Alien a=server_data.aliens[i];
		int pos;
		
		int previ=a.i,prevj=a.j;
		
		if(server_data.commando_count ==0) break;

  	int min=0;;	
	    for(int pos=0;pos<server_data.commando_count;pos++)
	{
				
		nearerpos=0;
		if(min>calculate_distance(a.i,a.j,server_data.commandos[pos].i,server_data.commandos[pos].j))			
		{min=calculate_distance(a.i,a.j,server_data.commandos[pos].i,server_data.commandos[pos].j); nearerpos=pos;}

	}


		if(timercount%5==0)
		{
		if(a.i > server_data.commandos[nearerpos].i) {key =0;}
		else if(a.i < server_data.commandos[nearerpos].i) {key =1;} 
		else if(a.j < server_data.commandos[nearerpos].j) {key=3;
		}
		else if(a.j > server_data.commandos[nearerpos].j) {key=2;
					
		}
		 
		switch (key)
    		{
	
    			case 0:
				if(a.dir!=DOWN)a.dir=DOWN;
				else if(a.i>0)
				a.i--;
        			break;
			    case 1:
				if(a.dir!=UP)a.dir=UP;
				else if(a.i<(ROWS-1))
					a.i++;		
				break;
			    case 2:
				if(a.dir!=LEFT)a.dir=LEFT;
				else if(a.j>0)
					a.j--;
				
				break;
			    case 3:
				if(a.dir!=RIGHT)a.dir=RIGHT;
				else if(a.j<(COLUMNS-1))
					a.j++;
				break;
	
			 
    		}
		
		
		
		 if(!(isObstacle(a.i,a.j)))
    		{
			if(checkAppleCollide(a.i,a.j)!=-1)
			{
				Bullet b;
	 			b.i = previ;
				b.j = prevj;
				b.dir=a.dir;
				b.pid=a.pid;
				addBullet(b);
				
			}
			else if(checkBulletCollide(a.i,a.j)!=-1)
			{
				a.energy -=20;
				
		int bulletpos =checkBulletCollide(a.i,a.j);
		if(getCommandoIndex(server_data.bullets[bulletpos].pid)!=-1)
		{
			int commpos =getCommandoIndex(server_data.bullets[bulletpos].pid);
			 server_data.commandos[commpos].score +=100; 
			
		}
		if(getAlienIndex(server_data.bullets[bulletpos].pid)!=-1)
		{
			int alienpos =getAlienIndex(server_data.bullets[bulletpos].pid);
			 server_data.aliens[alienpos].score -=100; 
			
		}
				
			        if(a.energy <=0)
				{server_data.map_matrix[a.i][a.j]=NONE;}
			}
			else if(CheckPlayerCollide(a.i,a.j)!=-1 && CheckPlayerCollide(a.i,a.j) !=i)
				{       
					
				}
			else
			{
				if(checkCommandoCollide(a.i,a.j)==-1)
				{
				//server_data.map_matrix[previ][prevj]=NONE;
				server_data.map_matrix[a.i][a.j]=BOOKED;
				a.energy -=1;
				server_data.aliens[i]=a;}
				else
				{Bullet b;
	 			b.i = previ;
				b.j = prevj;
				b.dir=a.dir;
				b.pid=a.pid;
				addBullet(b);
				}
			}
			
    		}
    		else
		{		Bullet b;
	 			b.i = previ;
				b.j = prevj;
				b.dir=a.dir;
				b.pid=a.pid;
				addBullet(b);	}
		
		if(a.energy <= 0)
		{deleteAlien(i);}
		
    
				
		if(((key == 2 || key ==3 ) && (!aliensenserhorizontal(nearerpos,i)) )|| (prevj = server_data.commandos[nearerpos].j) && (!aliensenservertical(nearerpos,i)) )  {
		Bullet b;
	 	b.i = a.i;
		b.j = a.j;
		b.dir=a.dir;
		b.pid=a.pid;
		addBullet(b);	}
			
		}
		
      }
      }
      
      for (int i=0;i<server_data.commando_count;i++)
        { 
        
        
        if(server_data.commandos[i].isauto)
          {
        	
		int nearerpos;
		Commando a=server_data.commandos[i];
		int pos;
		int previ=a.i,prevj=a.j;
		
	
 	if(server_data.alien_count ==0) break;
  	 int min=0;
  	 
	    for(int pos=0;pos<server_data.alien_count;pos++)
	{
				
		nearerpos=0;
		if(min>calculate_distance(a.i,a.j,server_data.aliens[pos].i,server_data.aliens[pos].j))			
		{min=calculate_distance(a.i,a.j,server_data.aliens[pos].i,server_data.aliens[pos].j); nearerpos=pos;}

	}
 

		if(timercount%5==0)
		{
		if(a.i > server_data.aliens[nearerpos].i) {key =0;}
		else if(a.i < server_data.aliens[nearerpos].i) {key =1;} 
		else if(a.j < server_data.aliens[nearerpos].j) {key=3;
		}
		else if(a.j > server_data.aliens[nearerpos].j) {key=2;
					
		}
		 
		switch (key)
    		{
	
    			case 0:
				if(a.dir!=DOWN)a.dir=DOWN;
				else if(a.i>0)
				a.i--;
        			break;
			    case 1:
				if(a.dir!=UP)a.dir=UP;
				else if(a.i<(ROWS-1))
					a.i++;		
				break;
			    case 2:
				if(a.dir!=LEFT)a.dir=LEFT;
				else if(a.j>0)
					a.j--;
				
				break;
			    case 3:
				if(a.dir!=RIGHT)a.dir=RIGHT;
				else if(a.j<(COLUMNS-1))
					a.j++;
				break;
	
			 
    		}
		
		
		
		 if(!(isObstacle(a.i,a.j)))
    		{
			if(checkAppleCollide(a.i,a.j)!=-1)
			{
				
				
				server_data.map_matrix[server_data.commandos[i].i][server_data.commandos[i].j]=NONE;
		int pos_app=checkAppleCollide(a.i,a.j);
		destroyGenerateApple(pos_app);
		if(server_data.commandos[i].energy <= 100 && server_data.commandos[i].energy >= 80) {server_data.commandos[i].energy =100;}
		else if(server_data.commandos[i].energy < 80){
		server_data.commandos[i].energy+=20;
		}
		server_data.commandos[i].score+=100;
		server_data.commandos[i].i=a.i;
		server_data.commandos[i].j=a.j;
		server_data.map_matrix[a.i][a.j]=BOOKED;
		server_data.commandos[i]=a;
		
		
		
		
		
				
			}
			else if(checkBulletCollide(a.i,a.j)!=-1)
			{
				
				a.energy -=25;
				
		int bulletpos =checkBulletCollide(a.i,a.j);
		if(getCommandoIndex(server_data.bullets[bulletpos].pid)!=-1)
		{
			int commpos =getCommandoIndex(server_data.bullets[bulletpos].pid);
			 server_data.commandos[commpos].score -=100; 
			
		}
		if(getAlienIndex(server_data.bullets[bulletpos].pid)!=-1)
		{
			int alienpos =getAlienIndex(server_data.bullets[bulletpos].pid);
			 server_data.aliens[alienpos].score +=100; 
			
		}
				
			      if(a.energy <=0)
				{
				
				server_data.map_matrix[a.i][a.j]=NONE;}
				
						
				
			}
			else if(checkCommandoCollide(a.i,a.j)!=-1 && checkCommandoCollide(a.i,a.j) !=i)
				{       
					
					
				}
			else
			{
				
				if(CheckPlayerCollide(a.i,a.j)==-1)
				{
			//	server_data.map_matrix[previ][prevj]=NONE;
				server_data.map_matrix[a.i][a.j]=BOOKED;
				server_data.commandos[i]=a;
									
				}
				
				else
				{Bullet b;
	 			b.i = previ;
				b.j = prevj;
				b.dir=a.dir;
				b.pid=a.pid;
				addBullet(b);
				
				}
				
										
			}
    		}
    		else{Bullet b;
	 	b.i = previ;
		b.j = prevj;
		b.dir=a.dir;
		b.pid=a.pid;
		addBullet(b);
		}
		
		if(a.energy <= 0)
		{deleteCommando(i);}
		
		
	//	printf("asfasfasdfas*****  %d \n  ",aliensenserhorizontal(nearerpos,i)));
				
		
		if(((key == 2 || key ==3 ) && (!commandosenserhorizontal(nearerpos,i)) )|| (a.j == server_data.aliens[nearerpos].j) && (!commandosenservertical(nearerpos,i)) )  {
		
		Bullet b;
	 	b.i = a.i;
		b.j = a.j;
		b.dir=a.dir;
		b.pid=a.pid;
		addBullet(b);}
			
		}
		
      }
      
     } 
      
      
      
	
	
}