示例#1
0
World::World(WorldListener* listener)	
	: bob(5, 1), castle(-1,-1)
{
	this->listener = listener;
	generateLevel();

	this->heightSoFar = 0;
	this->score = 0;
	this->state = WORLD_STATE_RUNNING;
}
示例#2
0
void SceneManager::fillStack()
{
	// Get instance of director
	Director* director = Director::getInstance();

	// Empty the stack
	director->popToRootScene();

	// Add scenes to stack
	director->replaceScene(TransitionFade::create(4, generateLevel(1, 0), Color3B::BLACK));
	level = 1;
}
示例#3
0
Dungeon* DungeonGenerator::generateDungeon(int width, int height)
{
	width = std::max(MIN_DUNGEON_WIDTH, std::min(MAX_DUNGEON_WIDTH, width));
	height = std::max(MIN_DUNGEON_HEIGHT, std::min(MAX_DUNGEON_HEIGHT, height));

	auto* dungeon = new Dungeon(width, height, MAX_DUNGEON_LEVEL);

	std::random_device device;
	std::default_random_engine engine(device());

	generateLevel(0, dungeon, width, height, engine);
	ConnectAllUnconnectedRooms(dungeon);

	return dungeon;
}
示例#4
0
//--------------------------------------------------------------
void testApp::setup(){

	ofSetFrameRate(60);
	
	// Kinect initialization code
	kinect.initSensor();

	// We first set up data streams for the Kinect (color, depth and skeleton tracking)
	kinect.initColorStream(640, 480, true);
	kinect.initDepthStream(640, 480, true);
	kinect.initSkeletonStream(false);

	// Launch Kinect
	kinect.start();

	box2d.init();
	box2d.setGravity(0, 10);
	box2d.createBounds();
	box2d.setFPS(30.0);
	box2d.registerGrabbing();

	ambientCanyon.loadImage("westernvalley.gif");
	
	LHumerusTrack.setup(box2d.getWorld(),0,0, 80, 20);
	RHumerusTrack.setup(box2d.getWorld(),0,0, 80, 20);
	LRadiusTrack.setup( box2d.getWorld(),0,0, 70, 20);
	RRadiusTrack.setup( box2d.getWorld(),0,0, 70, 20);

	explosion.loadSound("explosion.wav");
	explosion.setVolume(1.0f);
	explosion.setLoop(false);
	splash.loadSound("splash.wav");
	splash.setVolume(1.0f);
	splash.setLoop(false);
	mines.loadSound("mines.mp3");
	mines.setVolume(0.6f);
	mines.setLoop(true);
	mines.play();

	score = 0;
	level = 1;
	started = false;

	//SET UP THE TRACKS:
	generateLevel();
}
void GameEngine::restart() {
	//Reinitialize the inventory and message log
	log = MessageLog();
	invLog = InventoryLog();
	log.init(&lib);
	invLog.init(&lib, hero, &log);

	//Re initialize the hero
	deadHero = false;
	delete hero;

	hero = new Hero(main, Point(0, 0), true);

	currLevel = 1;
	inBossRoom = false;
	generateLevel();
}
示例#6
0
//--------------------------------------------------------------
void testApp::update(){

	kinect.update();	

	box2d.update();	
	if(vehicles.size() == 0){
		vehicles.push_back(ofPtr<Vehicle>(new Vehicle));
		vehicles.back().get()->setPhysics(3.0, 0.0, 0.1);
		vehicles.back().get()->setVelocity(5,0);
		vehicles.back().get()->setup(box2d.getWorld(), 20, 230 , 30, 30);
		
	}

	if(started != false){
		
		//SE ACTUALIZAN LOS VEHICULOS
		for(int i=0; i< vehicles.size(); i++) {
			vehicles[i].get()->update();
			if(vehicles[i].get()->getPosition().x > ofGetWidth()-20){
				//vehicles[i].get()->destroy();
				//vehicles[i].get()->setPosition(20,220);
				score += 1;
			}
		}
		
		for(int i=0; i<vehicles.size(); i++) {
			//SI LLEGAN AL FINAL SE ENVIAN AL LIMBO A ESPERAR (PORQUE NO SE PUEDEN DESTRUIR...?)
			if( vehicles[i].get()->getPosition().x > ofGetWidth()-20){
				vehicles[i].get()->setPosition(2000,2000);
				//generateLevel();
			}	
		}
		for(int i = 0 ; i < vehicles.size() ; i++){
			//SI CAEN AL AGUA SE REINICIA EL NIVEL
			if( vehicles[i].get()->getPosition().y > ofGetHeight()-50 && 
				vehicles[i].get()->getPosition().x > 0 && 
				vehicles[i].get()->getPosition().x < ofGetWidth()){
				splash.play();
				//vehicles[i].get()->setPosition(20,220);
				started = false;
				resetTrains();
			}
		}
		//if all trains are done: 
		if(allTrainsDone() == true){
			level++;
			generateLevel();
			started = false;
			for(int i=0; i<vehicles.size(); i++) {
				vehicles[i].get()->setPosition(15,230);
			}
			if(level%3 == 0){
				vehicles.push_back(ofPtr<Vehicle>(new Vehicle));
				vehicles.back().get()->setPhysics(3.0, 0.0, 0.1);
				vehicles.back().get()->setVelocity(5,0);
				vehicles.back().get()->setup(box2d.getWorld(), 20, 230 , 30, 30);
			}
		}

		
		

	}
}
示例#7
0
文件: main.c 项目: Hayleia/Undertone
int main()
{
	sf2d_init();
	sf2d_set_vblank_wait(0);

	// this will depend on the level
	uint8_t mapWidth = 4;
	uint8_t mapHeight = 3;
	uint16_t mapDim = mapWidth*mapHeight;
	uint8_t map_u[mapDim];
	uint16_t mapLength = generateLevel(map_u, mapWidth, mapHeight, 12);
	uint8_t map[mapDim];
	memcpy(map, map_u, mapDim);

	// get some drawing parameters
	uint16_t areaWidth = TWIDTH*2/3;
	uint16_t areaHeight = THEIGHT*2/3;
	uint16_t recWidth = areaWidth/mapWidth;
	uint16_t recHeight = areaHeight/mapHeight;
	uint16_t areaTop = (THEIGHT-mapHeight*recHeight)/2;
	uint16_t areaLeft = (TWIDTH-mapWidth*recWidth)/2;

	uint8_t curX = 0;
	uint8_t curY = 0;
	uint16_t playerLength = 0;
	float colorInterpolation = 0;

	u64 oldTime = 0;
	u64 keyTime = 0;

	while (aptMainLoop()) {
		// manage timer according to time passed since last frame
		u64 newTime = osGetTime();
		keyTime += newTime-oldTime;
		oldTime = newTime;

		hidScanInput();
		if (hidKeysDown() & KEY_START) break;

		// move cursor according to input
		uint16_t oldCurXY = curY*mapWidth+curX;
		curX += mapWidth;
		curY += mapHeight;
		if (hidKeysDown() & KEY_LEFT) curX--;
		if (hidKeysDown() & KEY_RIGHT) curX++;
		if (hidKeysDown() & KEY_UP) curY--;
		if (hidKeysDown() & KEY_DOWN) curY++;
		curX %= mapWidth;
		curY %= mapHeight;
		uint16_t newCurXY = curY*mapWidth+curX;

		if (newCurXY != oldCurXY) {
			map[newCurXY]--;
			playerLength++;
			keyTime=0; // force cursor display now
		}
		if (map[newCurXY] == 255) {
			// reset level
			curX = 0;
			curY = 0;
			playerLength = 0;
			memcpy(map, map_u, mapDim);
		}
		if (playerLength == mapLength) break; // TODO should be "you won"

		u32 targetColor = RGBA8(0x00,0xaa,0xaa,255);
		float targetInterpolation = (float)playerLength/(float)mapLength;
		if (newTime%256==0) colorInterpolation = (colorInterpolation*3+targetInterpolation*1)/4;
		u32 darkColor = interpolate(targetColor, greyed(targetColor), colorInterpolation);
		u32 liteColor = interpolate(darkColor, 0xffffffff, 1.0f/3.0f); // white is too clear
		u32 bgColor = interpolate(darkColor, 0, 0.5f);

		sf2d_set_clear_color(bgColor);

		sf2d_start_frame(GFX_TOP, GFX_LEFT);
		{
			// draw tiles
			for (uint8_t x=0; x<mapWidth; x++) for (uint8_t y=0; y<mapHeight; y++) {
				sf2d_draw_rectangle(x*recWidth+areaLeft, y*recHeight+areaTop, recWidth, recHeight, interpolate(darkColor, liteColor, ((float)map[y*mapWidth+x])/3));
			}

			// draw cursor
			float t = (float)(keyTime%2048)/2048.0f;
			uint8_t op = pow(fabs(t-0.5f)*2,4)*255;
			sf2d_draw_rectangle(curX*recWidth+areaLeft, curY*recHeight+areaTop, recWidth, recHeight, RGBA8(0,0,0,op));
		}
		sf2d_end_frame();

		sf2d_swapbuffers();
	}

	sf2d_fini();

	return 0;
}
示例#8
0
文件: level.cpp 项目: Nebual/terracer
void generateLevel(const std::string &level) {
	cleanLevel();

	Json::Value root;   // will contains the root value after parsing.
	curLevel = new Level(level, &root);
	if(!loadJSONLevel(level, root)) {
		printf("Error parsing JSON file for level %s!\n", level.c_str());
		generateLevel("worldmap");
		return; // TODO: Load from a default?
	}
	Json::Value tileset = root["tileset"];
	Json::Value customEntities = root["entities"];
	
	char line[201] = "";
	std::string filename = "levels/"+level+".lvl";
	if(DEBUG) printf("Reading file %s\n", filename.c_str());
	
	FILE *fp = fopen(filename.c_str(), "r");
	if(!fp) {
		printf("ERROR: Level %s not found!\n", filename.c_str());
		generateLevel("worldmap");
		return;
	}
	
	char blockC[] = "-";
	int x=0, y=0, biggestX=0, biggestY=0;
	Entity *ent;
	for(y=0; fgets(line, sizeof(line), fp); y++) {
		if(DEBUG) printf("Read line: %s", line);
		for(x=0; line[x]; x++) {
			if(line[x] <= 32) continue;
			blockC[0] = line[x];
			if(!!tileset[blockC]) {
				if(DEBUG) printf("Spawning block(%d,%d) type(%d,%c)\n", x, y, line[x], line[x]);
				
				ent = constructEntity(tileset[blockC], x, y);
				posLookup[x][y] = ent; // TODO: Remove from list, ensure consistency across block movements
				setEntityProperties(ent, tileset[blockC]);

				if(x > biggestX) biggestX = x;
				if(y > biggestY) biggestY = y;
			} else {
				printf("Unknown Block: '%c' (%d)\n", line[x], line[x]);
			}
		}
		memset(line, '\0', sizeof(line));
	}
	curLevel->w = max((biggestX+1)*BLOCK_SIZE, WIDTH);
	curLevel->h = max((biggestY+1)*BLOCK_SIZE, HEIGHT);

	char sPos[20];
	for(Json::ValueIterator iter = customEntities.begin(); iter != customEntities.end(); iter++ ) {
		strncpy(sPos, iter.memberName(), sizeof(sPos)-1);
		x = atoi(strtok(sPos+1, ","));
		y = atoi(strtok(NULL, ")"));
		if((ent = posLookup[x][y]) == NULL) {
			printf("Level setup error: Entity(%d,%d) not found!\n", x, y);
			continue;
		}
		if(DEBUG) printf("Applying Entity(%d,%d) specifics...\n", x, y);
		setEntityProperties(ent, *iter);
	}

	compileBackground(renderer);
}
示例#9
0
void SceneManager::nextLevel(int score)
{
	level++;
	Director::getInstance()->replaceScene(TransitionFade::create(4, generateLevel(level,score), Color3B::BLACK));
}
void ServerPacketHandlerSystem::handleLoading()
{
	while( m_server->hasNewPackets() )
	{
		Packet packet = m_server->popNewPacket();

		char packetType;
		packetType = packet.getPacketType();

		if(packetType == (char)PacketType::ChangeStatePacket){
			ChangeStatePacket statePacket;
			statePacket.unpack(packet);

			if(statePacket.m_gameState == GameStates::LOADING){
				m_readyLoadingPlayers++;
			}
		}
	}

	PlayerSystem* playerSys  = static_cast<PlayerSystem*>(
		m_world->getSystem(SystemType::PlayerSystem));

	if(m_readyLoadingPlayers == playerSys->getActiveEntities().size()){
		/************************************************************************/
		/* Generates the level here based on the existing amount of players		*/
		/* LevelGen, LevelHandler and SpawnPoints need to be reset before		*/
		/* generating a new level.												*/
		/************************************************************************/ 
		auto levelGen = static_cast<LevelGenSystem*>(
			m_world->getSystem(SystemType::LevelGenSystem));
		auto levelHandler = static_cast<LevelHandlerSystem*>(
			m_world->getSystem(SystemType::LevelHandlerSystem));
		auto spawnPointSys = static_cast<SpawnPointSystem*>(
			m_world->getSystem(SystemType::SpawnPointSystem));

		if (!levelGen->isLevelGenerated())
		{	
			levelHandler->destroyLevel();
			spawnPointSys->clearSpawnPoints();
			levelGen->generateLevel(m_readyLoadingPlayers);
		}
		
		if (levelHandler->hasLevel() && spawnPointSys->isSpawnPointsReady())
		{
			/************************************************************************/
			/* Send the already networkSynced objects located on the server to the	*/
			/* newly connected client.												*/
			/************************************************************************/ 
			NetworkSynced* netSync;
			Transform* transform;
			vector<Entity*> dynamicEntities = static_cast<ServerDynamicObjectsSystem*>(
				m_world->getSystem(SystemType::ServerDynamicObjectsSystem))->getActiveEntities();
			for( unsigned int i=0; i<dynamicEntities.size(); i++ )
			{
				int entityId = dynamicEntities[i]->getIndex();
				netSync = (NetworkSynced*)m_world->getComponentManager()->
					getComponent( entityId, ComponentType::NetworkSynced );

				transform = (Transform*)m_world->getComponentManager()->
					getComponent( entityId, ComponentType::Transform );

				EntityCreationPacket data;
				data.entityType		= static_cast<char>(netSync->getNetworkType());
				data.owner			= netSync->getNetworkOwner();
				data.playerID		= netSync->getPlayerID();
				data.networkIdentity = netSync->getNetworkIdentity();

				data.meshInfo		 = 0; //Temp
				if (transform)
				{
					data.translation	= transform->getTranslation();
					data.rotation		= transform->getRotation();
					data.scale			= transform->getScale();
				}

				///MESH INFO MUST BE MADE INTO A COMPONENT
				//data.meshInfo		= 1;

				m_server->broadcastPacket( data.pack() );
			}

			/************************************************************************/
			/* Send static objects to the newly connected client.					*/
			/************************************************************************/
			vector<Entity*> entities = static_cast<ServerStaticObjectsSystem*>(m_world->
				getSystem(SystemType::ServerStaticObjectsSystem))->getStaticObjects();

			for (unsigned int i= 0; i < entities.size(); i++)
			{
				transform = static_cast<Transform*>(entities[i]->
					getComponent(ComponentType::Transform));

				StaticProp* prop = static_cast<StaticProp*>(entities[i]->
					getComponent(ComponentType::StaticProp));

				EntityCreationPacket data;
				data.entityType = static_cast<char>(EntityType::Other);
				data.owner = -1; //NO OWNER
				data.networkIdentity = entities[i]->getIndex();
				data.translation = transform->getTranslation();
				data.rotation = transform->getRotation();
				data.scale = transform->getScale();
				data.isLevelProp = false;//prop->isLevelPiece; // isLevelProp is no longer
																// used here. MiscData is
																// instead.
				data.meshInfo = prop->meshInfo;  
				data.miscData = prop->propType;

				LevelPieceRoot* root = static_cast<LevelPieceRoot*>(entities[i]->getComponent(ComponentType::LevelPieceRoot));
				if (root)
				{
					//data.bsPos = root->boundingSphere.position;
					//data.bsRadius = root->boundingSphere.radius;
					/*RootBoundingSpherePacket bspacket;
					bspacket.targetNetworkIdentity = entities[i]->getIndex();
					bspacket.position = root->boundingSphere.position;
					bspacket.radius = root->boundingSphere.radius;*/
					data.networkIdentity = root->pieceId;
					int miscSize = root->connectedRootPieces.size();
					if (miscSize > 0)
					{
						data.additionalMisc.resize(miscSize);
						for (int misc = 0; misc < miscSize; misc++)
							data.additionalMisc[misc] = root->connectedRootPieces[misc];
					}
				}
				m_server->broadcastPacket( data.pack() );
			}

			/************************************************************************/
			/* Create and send the ship entities.									*/
			/************************************************************************/
			//for(unsigned int i=0; i<m_server->getActiveConnections().size(); i++)
			//{
			//	createAndBroadCastShip(m_server->getActiveConnections().at(i), (int)i);
			//}
			auto playerComps = playerSys->getPlayerComponents();
			for (unsigned int i = 0; i < playerComps.size(); i++)
			{
				if (playerComps[i])
					createAndBroadCastShip(playerComps[i]->m_networkID, playerComps[i]->m_playerID);
			}
			// Reset the level state. This sets "ready" to true, and "level generated" to
			// false.
			levelGen->resetState();

			ChangeStatePacket changeState;
			changeState.m_serverState = ServerStates::SENTALLPACKETS;
			m_server->broadcastPacket(changeState.pack());
			m_stateSystem->setQueuedState(ServerStates::SENTALLPACKETS);
		}
	}
}
示例#11
0
//Structors
GameEngine::GameEngine(char* title, int xScreenRes, int yScreenRes, char* tiles, int tileSize, int tileRes, int worldSize) {
	lib.init(title, xScreenRes, yScreenRes, tiles, tileSize, tileRes);
	this->worldSize = worldSize;
	currLevel = 1;

	screenOrientation = lib.res() / 2;

	//Add monster table
	actordefs = { rat, spider, ant, bee, beetle, snake, dingo, fox, plant, puppy,
		          giant_rat, tarantula, fire_ant, hornet, snow_wolf, werewolf, hyena, 
				  eye_djinn, cerberus, tent_mon, priest, hpriest, sad_bag, ass_goblin 
	};

	//Add boss table
	bossdefs = { boss1, boss2, boss3, boss4, boss5, boss6 };

	hero = new Hero(main, Point(0, 0), true);

	//Add pickup table stuff for sloppy
	pickupdefs = {
		//health pots
		PickupDef(0x227, "Small Health Potion", "Restores 10 HP", 1, 100, [&]() { hero->changeHP(10); }),
		PickupDef(0x237, "Big Health Potion", "Restores 20 HP", 2, 200, [&]() { hero->changeHP(20); }),
		PickupDef(0x220, "Large Health Potion", "Restores 30 HP", 3, 300, [&]() { hero->changeHP(30); }),

		//mana pots
		PickupDef(0x22A, "Small Mana Potion", "Restores 5 mana", 1, 100, [&]() { hero->changeMana(5); }),
		PickupDef(0x23A, "Mana Potion", "Restores 10 mana", 2, 100, [&]() { hero->changeMana(10); }),
		PickupDef(0x223, "Large Mana Potion", "Restores 20 mana", 3, 300, [&]() { hero->changeMana(20); }),

		//helms
		PickupDef(0x2DC, "Crude Helmet", "Increases defense by 1", 1, 5, 1, 100, [&]() { hero->changeDEF(1); }, [&]() { hero->changeDEF(-1); }),
		PickupDef(0x2DD, "Steel Helmet", "Increases defense by 2", 1, 5, 2, 200, [&]() { hero->changeDEF(2); }, [&]() { hero->changeDEF(-2); }),
		PickupDef(0x2D9, "Magician's Hat", "Increases max health by 10", 1, 5, 4, 400, [&]() { hero->changeMaxHP(10); }, [&]() { hero->changeMaxHP(-10); }),

		//necks
		PickupDef(0x337, "Worn Necklace", "Increases max health by 5", 2, 10, 1, 100, [&]() { hero->changeMaxHP(5); }, [&]() { hero->changeMaxHP(-5); }),
		PickupDef(0x338, "Fine Necklace", "Increases defense by 2", 2, 5, 2, 200, [&]() { hero->changeDEF(2); }, [&]() { hero->changeDEF(-2); }),
		PickupDef(0x33B, "Cross of Al'tair", "Increases defense by 4", 2, 5, 4, 400, [&]() { hero->changeDEF(4); }, [&]() { hero->changeDEF(-4); }),

		//shirts
		PickupDef(0x2D0, "Tattered Shirt", "Increases max health by 5", 3, 5, 1, 100, [&]() { hero->changeMaxHP(5); }, [&]() { hero->changeMaxHP(-5); }),
		PickupDef(0x2D1, "Gold Chainmail", "Increases max health by 10", 3, 5, 2, 200, [&]() { hero->changeMaxHP(10); }, [&]() { hero->changeMaxHP(-10); }),
		PickupDef(0x2D2, "Vest of the Thief's Guild", "Increases defense by 3", 3, 5, 4, 400, [&]() { hero->changeDEF(3); }, [&]() { hero->changeDEF(-3); }),

		//gloves
		PickupDef(0x2E7, "Worn Leather Glove", "Increases defense by 1", 4, 4, 1, 100, [&]() { hero->changeDEF(1); }, [&]() { hero->changeDEF(-1); }),
		PickupDef(0x2E9, "Chainmail Glove", "Increases defense by 2", 4, 4, 2, 200, [&]() { hero->changeDEF(2); }, [&]() { hero->changeDEF(-2); }),
		PickupDef(0x2EA, "Glove of the Magi", "Increases max health by 10", 4, 4, 4, 400, [&]() { hero->changeMaxHP(10); }, [&]() { hero->changeMaxHP(-10); }),

		//shoes
		PickupDef(0x2E1, "Smelly Old Shoe", "Increases defense by 1", 5, 5, 1, 100, [&]() { hero->changeDEF(1); }, [&]() { hero->changeDEF(-1); }),
		PickupDef(0x2E2, "Fine Leather Shoe", "Increases defense by 2", 5, 5, 2, 200, [&]() { hero->changeDEF(2); }, [&]() { hero->changeDEF(-2); }),
		PickupDef(0x2E3, "Knight's Boot", "Increases defense by 3", 5, 5, 4, 400, [&]() { hero->changeDEF(3); }, [&]() { hero->changeDEF(-3); }),

		//journals
		PickupDef(0x3D1, "Standard Spell Journal", "Increases max health by 5", 6, 10, 1, 100, [&]() { hero->changeMaxHP(5); }, [&]() { hero->changeMaxHP(-5); }),
		PickupDef(0x3D3, "Mage's Necronomicon", "Increases max health by 7", 6, 10, 2, 200, [&]() { hero->changeMaxHP(7); }, [&]() { hero->changeMaxHP(-7); }),
		PickupDef(0x3D4, "Death Note", "Increases max health by 9", 6, 10, 4, 400, [&]() { hero->changeMaxHP(9); }, [&]() { hero->changeMaxHP(-9); }),

		//swords
		PickupDef(0x260, "Crude Dagger", "Attack: (2, 14)", 7, 5, 1, 100, [&]() { hero->changeATK(Dice(7, 2)); }, [&]() { hero->revertATK(); }),
		PickupDef(0x253, "Fine Longsword", "Attack: (3, 15)", 7, 5, 2, 200, [&]() { hero->changeATK(Dice(5, 3)); }, [&]() { hero->revertATK(); }),
		PickupDef(0x2A2, "Ogre's Battleaxe", "Attack: (4, 16)", 7, 5, 3, 300, [&]() { hero->changeATK(Dice(4, 4)); }, [&]() { hero->revertATK(); }),

		//shields
		PickupDef(0x2C0, "Broken Shield", "Increases defense by 1", 8, 2, 1, 100, [&]() { hero->changeDEF(1); }, [&]() { hero->changeDEF(-1); }),
		PickupDef(0x2C2, "Fine Wooden Shield", "Increases defense by 4", 8, 2, 2, 200, [&]() { hero->changeDEF(4); }, [&]() { hero->changeDEF(-4); }),
		PickupDef(0x2C3, "Tower Shield", "Increases defense by 5", 8, 2, 4, 400, [&]() { hero->changeDEF(5); }, [&]() { hero->changeDEF(-5); })
	};

	//Legendary items
	legendarydefs = {
		PickupDef(0x2D7, "Hakar's Skull", "Increases defense by 7", 1, 15, 4, 4000, [&]() { hero->changeDEF(7); }, [&]() { hero->changeDEF(-7); }),
		PickupDef(0x336, "Akator's Blessing", "Increases defense by 6", 2, 15, 4, 4000, [&]() { hero->changeDEF(6); }, [&]() { hero->changeDEF(-6); }),
		PickupDef(0x2D6, "Hakar's Skin", "Increases defense by 7", 3, 15, 4, 4000, [&]() { hero->changeDEF(7); }, [&]() { hero->changeDEF(-7); }),
		PickupDef(0x2ED, "Shadowborn Glove", "Increases max health by 40", 4, 15, 4, 4000, [&]() { hero->changeMaxHP(40); }, [&]() { hero->changeMaxHP(-40); }),
		PickupDef(0x2E5, "Shadowborn Shoe", "Increases defense by 5", 5, 15, 4, 4000, [&]() { hero->changeDEF(5); }, [&]() { hero->changeDEF(-5); }),
		PickupDef(0x3D6, "Hakar's Bible", "Increases max health by 50", 6, 15, 4, 4000, [&]() { hero->changeMaxHP(50); }, [&]() { hero->changeMaxHP(-50); }),
		PickupDef(0x390, "Akator's Right Hand", "Attack: (10, 20)", 7, 15, 4, 4000, [&]() { hero->changeATK(Dice(10, 2)); }, [&]() { hero->revertATK(); }),
		PickupDef(0x2C4, "Hakar's Left Hand", "Increases defense by 6", 8, 15, 4, 4000, [&]() { hero->changeDEF(6); }, [&]() { hero->changeDEF(-6); }),
	};

	//Set up MessageLog / Inventory
	log.init(&lib);
	invLog.init(&lib, hero, &log);

	generateLevel();
}
示例#12
0
//main
void GameEngine::run() {
	lib.framestart();
	
	if (!gameStart)
		renderGameMenu();
	else {
		//Move the char left, right, up, and down
		if (!deadHero && !shop.isShopping()) {
			onPlayerTurn((lib.keywentdown("left") || lib.keywentdown("a")), Point(-1, 0));
			onPlayerTurn((lib.keywentdown("up") || lib.keywentdown("w")), Point(0, -1));
			onPlayerTurn((lib.keywentdown("right") || lib.keywentdown("d")), Point(1, 0));
			onPlayerTurn((lib.keywentdown("down") || lib.keywentdown("s")), Point(0, 1));

			//Enter stairs
			if (lib.keywentdown("return") || lib.keywentdown("enter")) {
				if (hero->getLoc() == stairLoc) {
					currLevel++;
					generateLevel();
				}
				if (hero->getLoc() == shop.getLoc())
					shop.activateShop();
				if (hero->getLoc() == bossLoc)
					enterBossRoom();
				if (hero->getLoc() == stairAscend)
					leaveBossRoom();
			}

			if (tl_buttonwentdown(1)) {
				Pickup p = registerInventoryClick();
				if (p.getLoc() != Point(-1, -1)) {
					if (p.getPickupDef().getType() == 0)
						log.registerEvent(("Used a " + p.getPickupDef().getName() + "!").c_str());
					else
						log.registerEvent(("Equipped a " + p.getPickupDef().getName() + "!").c_str());
				}

				if (lib.mouseLoc() >= Point(lib.res().x() / 2 - 3, lib.res().y() - 4) && lib.mouseLoc() <= Point(lib.res().x() / 2 + 3, lib.res().y() - 4))
					useSpell(lib.mouseLoc());
			}
			if (tl_buttonwentdown(3)) {
				Pickup p;

				if (invLog.overInvOrGear(lib.mouseLoc()) == 0) {
					p = invLog.dropItem(lib.mouseLoc());
					if (p.getLoc() != Point(-1, -1))
						log.registerEvent(("Dropped the " + p.getPickupDef().getName() + "!").c_str());
				}
				else if (invLog.overInvOrGear(lib.mouseLoc()) == 1) {
					OutputDebugString("herpderp");
					p = invLog.unequipGear(lib.mouseLoc());
					if (p.getLoc() != Point(-1, -1))
						log.registerEvent(("Unequipped the " + p.getPickupDef().getName() + "!").c_str());
				}
			}
		}

		drawMap();

		onMouseOver();
		if(deadHero) {
			if (lib.keywentdown("escape"))
				gameStart = false;
		}
	}
}
示例#13
0
文件: main.cpp 项目: Nebual/terracer
int main(int argc, char *argv[]) {
    static SDL_Window *window;
    if(initWindow(&window, &renderer, argc, argv)) return 1;
    initVariables(WIDTH, HEIGHT);
    initTextures();
    initFonts();
    initInput();
    //initHUD();

    generateLevel(FIRSTLEVEL);

    hud = new Hud();

    /*==============*/
    /*  Test Stuff  */
    /*==============*/

    /*PhysicsEntity *goomba = new PhysicsEntity(getTexture("goomba"), 500, 50);
    goomba->patrolling = 1;

    Interactable *healthUp = new Interactable(getTexture("concrete"), 800, 500);
    healthUp->target = ply;
    healthUp->action = HEALTH_UP;

    Interactable *scrapUp = new Interactable(getTexture("sand"), 850, 500);
    scrapUp->target = ply;
    scrapUp->action = SCRAP_UP;*/

    /*=================*/
    /*End of Test Stuff*/
    /*=================*/

    int lastFrame = curtime_u() - 1;
    double dt;
    while(!quit) {
        if(DEBUG) fpsCounter();

        // Calculate dt
        int curFrame = curtime_u();
        if(lastFrame > curFrame) {
            dt = ((1000000 - lastFrame) + curFrame) / 1000000.0;
        }
        else {
            dt = (curFrame - lastFrame) / 1000000.0;
        }
        if(dt > 0.05) {
            dt = 0.05;   // Clamp dt so objects don't have collision issues
        }
        lastFrame = curFrame;

        // ===================
        // Update
        if(nextlevel != "") {
            printf("Switching to level %s\n", nextlevel.c_str());
            generateLevel(nextlevel);
            nextlevel = "";
        }
        TimerRun();
        for(int enti=0; enti<entsC; enti++) {
            if(ents[enti] == NULL) continue;
            ents[enti]->Update(dt);
            if(ents[enti]->isKilled) delete ents[enti];
        }

        // ====================
        // Drawing
        for(int rli=0; rli<RL_MAX; rli++) {
            if(rli == RL_BACKGROUND) {
                drawBackground(renderer, dt);
                continue; // Done in drawBackground
            }
            Drawable** layer = renderLayers[rli];
            for(int enti=0; enti<renderLayersC[rli]; enti++) {
                if(layer[enti] == NULL) continue;
                layer[enti]->Draw(dt);
            }
        }

        // Flip render buffer
        SDL_RenderPresent(renderer);

        // Frame limiting, not needed if we're using vsync
        //SDL_Delay((1000 / 66) - (curtime_u() - lastFrame)/1000);
    }
    printf("\nShutting down...\n");

    cleanLevel();
    // Destroy old textures
    for(std::map<std::string, TextureData>::iterator it = blockTDs.begin(); it != blockTDs.end(); ++it) {
        SDL_DestroyTexture(it->second.texture);
    }
    blockTDs.clear();

    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);

    Mix_CloseAudio();
    Mix_Quit();

    IMG_Quit();
    SDL_Quit();
    return 0;
}
示例#14
0
void Game::startGame(bool isStartingGame)
{
	gfx.pal.clear();
	
	if(isStartingGame)
	{
		if(settings.regenerateLevel
		|| settings.randomLevel != oldRandomLevel
		|| settings.levelFile != oldLevelFile)
		{
			generateLevel();
		}
	
		
		initGame();
		
		
		
		for(std::size_t i = 0; i < viewports.size(); ++i)
		{
			viewports[i]->x = 0;
			viewports[i]->y = 0;
		}

		selectWeapons();
		
		sfx.play(22, 22);

		cycles = 0;
		
		for(int w = 0; w < 40; ++w)
		{
			weapons[w].computedLoadingTime = (settings.loadingTime * weapons[w].loadingTime) / 100;
			if(weapons[w].computedLoadingTime == 0)
				weapons[w].computedLoadingTime = 1;
		}
	}
	
	int fadeAmount = isStartingGame ? 180 : 0;
	bool shutDown = false;
	
	do
	{
		++cycles;
		
		if(!H[HBonusDisable]
		&& settings.maxBonuses > 0
		&& rand(C[BonusDropChance]) == 0)
		{
			createBonus();
		}
			
		for(std::size_t i = 0; i < worms.size(); ++i)
		{
			worms[i]->process();
		}
		
		for(std::size_t i = 0; i < worms.size(); ++i)
		{
			worms[i]->ninjarope.process(*worms[i]);
		}
		
		switch(game.settings.gameMode)
		{
		case Settings::GMGameOfTag:
		{
			bool someInvisible = false;
			for(std::size_t i = 0; i < worms.size(); ++i)
			{
				if(!worms[i]->visible)
				{
					someInvisible = true;
					break;
				}
			}
			
			if(!someInvisible
			&& lastKilled
			&& (cycles % 70) == 0
			&& lastKilled->timer < settings.timeToLose)
			{
				++lastKilled->timer;
			}
		}
		break;
		}
		
		processViewports();
		drawViewports();
				
		for(BonusList::iterator i = bonuses.begin(); i != bonuses.end(); ++i)
		{
			i->process();
		}
		
		if((cycles & 1) == 0)
		{
			for(std::size_t i = 0; i < viewports.size(); ++i)
			{
				Viewport& v = *viewports[i];
				
				bool down = false;
				
				if(v.worm->killedTimer > 16)
					down = true;
					
				if(down)
				{
					if(v.bannerY < 2)
						++v.bannerY;
				}
				else
				{
					if(v.bannerY > -8)
						--v.bannerY;
				}
			}
		}
		
		for(SObjectList::iterator i = game.sobjects.begin(); i != game.sobjects.end(); ++i)
		{
			i->process();
		}
		
		// TODO: Check processing order of bonuses, wobjects etc.
		
		for(WObjectList::iterator i = wobjects.begin(); i != wobjects.end(); ++i)
		{
			i->process();
		}
		
		for(NObjectList::iterator i = nobjects.begin(); i != nobjects.end(); ++i)
		{
			i->process();
		}
		
		for(BObjectList::iterator i = bobjects.begin(); i != bobjects.end(); ++i)
		{
			i->process();
		}
		
		if((cycles & 3) == 0)
		{
			for(int w = 0; w < 4; ++w)
			{
				gfx.origpal.rotate(gfx.colourAnim[w].from, gfx.colourAnim[w].to);
			}
		}
		
		gfx.pal = gfx.origpal;
		
		if(fadeAmount <= 32)
			gfx.pal.fade(fadeAmount);

		if(gfx.screenFlash > 0)
		{
			gfx.pal.lightUp(gfx.screenFlash);
		}
		
		gfx.flip();
		gfx.process();
		
		if(gfx.screenFlash > 0)
			--gfx.screenFlash;
		
		if(isGameOver())
		{
			gfx.firstMenuItem = 1;
			shutDown = true;
		}
		
		for(std::size_t i = 0; i < viewports.size(); ++i)
		{
			if(viewports[i]->shake > 0)
				viewports[i]->shake -= 4000; // TODO: Read 4000 from exe?
		}

		if(gfx.testSDLKeyOnce(SDLK_ESCAPE)
		&& !shutDown)
		{
			gfx.firstMenuItem = 0;
			fadeAmount = 31;
			shutDown = true;
		}

		if(shutDown)
		{
			fadeAmount -= 1;
		}
		else if(!isStartingGame)
		{
			if(fadeAmount < 33)
			{
				fadeAmount += 1;
				if(fadeAmount >= 33)
					fadeAmount = 180;
			}
		}
	}
	while(fadeAmount > 0);
	
	gfx.clearKeys();
}
示例#15
0
void DungeonGenerator::generateLevel(int floorIndex, Dungeon* dungeon, int width, int height, std::default_random_engine engine, int startRoomX, int startRoomY)
{
	RoomDescriptionGenerator roomDescriptionGenerator;

	for (auto x = 0; x < width; x++)
	{
		for (auto y = 0; y < height; y++)
		{
			dungeon->setRoom(new Room(floorIndex, x, y, roomDescriptionGenerator.getRandomDescription()), x, y, floorIndex);
		}
	}

	for (auto x = 0; x < width; x++)
	{
		for (auto y = 0; y < height; y++)
		{
			resetPossibleRandomDirections();

			if (x == 0)
			{
				removeFromPossibleRandomDirections(Direction::WEST);
			}
			else if (x == (width - 1))
			{
				removeFromPossibleRandomDirections(Direction::EAST);
			}

			if (y == 0)
			{
				removeFromPossibleRandomDirections(Direction::NORTH);
			}
			else if (y == (height - 1))
			{
				removeFromPossibleRandomDirections(Direction::SOUTH);
			}

			std::uniform_int_distribution<int> amountOfRoomsDistibution {1, static_cast<int>(possibleRandomDirections_ ->size())};
			Direction roomDirection;

			auto amountOfConnectedRooms = amountOfRoomsDistibution(engine);

			if (dungeon->getRoom(x, y, floorIndex)->getRoom(Direction::NORTH) != nullptr)
			{
				amountOfConnectedRooms--;
			}

			if (dungeon->getRoom(x, y, floorIndex)->getRoom(Direction::EAST) != nullptr)
			{
				amountOfConnectedRooms--;
			}

			if (dungeon->getRoom(x, y, floorIndex)->getRoom(Direction::SOUTH) != nullptr)
			{
				amountOfConnectedRooms--;
			}

			if (dungeon->getRoom(x, y, floorIndex)->getRoom(Direction::WEST) != nullptr)
			{
				amountOfConnectedRooms--;
			}

			for (auto i = 0; i < amountOfConnectedRooms; i++)
			{
				do
				{
					roomDirection = possibleRandomDirections_->at(amountOfRoomsDistibution(engine) - 1);
				}
				while (dungeon->getRoom(x, y, floorIndex)->getRoom(roomDirection) != nullptr);

				dungeon->createDirection(x, y, floorIndex, roomDirection);
			}
		}
	}

	std::uniform_int_distribution<int> xDistribution { 0, (width - 1) };
	std::uniform_int_distribution<int> yDistribution { 0, (height - 1) };

	auto finishRoomX = xDistribution(engine);
	auto finishRoomY = yDistribution(engine);

	if (floorIndex <= 0)
	{
		dungeon->setStartRoom(dungeon->getRoom(finishRoomX, finishRoomY, floorIndex));
	}

	if (floorIndex > 0)
	{
		while (startRoomX == finishRoomX && startRoomY == finishRoomY)
		{
			finishRoomX = xDistribution(engine);
			finishRoomY = yDistribution(engine);
		}

		dungeon->getRoom(finishRoomX, finishRoomY, floorIndex - 1)->setRoom(Direction::DOWN, dungeon->getRoom(finishRoomX, finishRoomY, floorIndex));
		dungeon->getRoom(finishRoomX, finishRoomY, floorIndex)->setRoom(Direction::UP, dungeon->getRoom(finishRoomX, finishRoomY, floorIndex - 1));
	}

	if (floorIndex < (MAX_DUNGEON_LEVEL - 1))
	{
		int nPokemon = static_cast<int>((dungeon->getWidth() * dungeon->getHeight()) * POKEMON_PER_ROOM);
		Pokemon* pokemon = nullptr;

		for (auto counter = 0; counter < nPokemon; ++counter)
		{
			pokemon = pokemonGenerator_->getRandomPokemon();

			if (pokemon != nullptr)
			{
				pokemon->levelUpTo(floorIndex + 1);
				pokemon->setCurrentRoom(dungeon->getRoom(xDistribution(engine), yDistribution(engine), floorIndex));
			}
		}

		auto nItems =static_cast<int>((dungeon->getWidth() * dungeon->getHeight()) * ITEMS_PER_ROOM);

		for (auto counter = 0; counter < nItems; ++counter)
		{
			dungeon->getRoom(xDistribution(engine), yDistribution(engine), floorIndex)->addItem(itemGenerator_->getRandomItem());
		}

		auto nTraps = static_cast<int>((dungeon->getWidth() * dungeon->getHeight()) * TRAPS_PER_ROOM);

		Room* trapRoom;
		std::map<Direction, Trap*>* traps = nullptr;
		std::map<Direction, Room*> rooms;
		std::vector<Direction> directions;
		Direction randomDirection;
		bool setTrap;

		for (auto counter = 0; counter < nTraps; ++counter)
		{
			setTrap = false;

			do
			{
				trapRoom = dungeon->getRoom(xDistribution(engine), yDistribution(engine), floorIndex);
				traps = trapRoom->getTraps();
				rooms = trapRoom->getAccessableRooms();

				if (traps->size() < rooms.size())
				{
					directions.clear();

					for (auto i : rooms)
					{
						directions.push_back(i.first);
					}

					do
					{
						std::random_shuffle(directions.begin(), directions.end());
						randomDirection = directions.at(0);
					} while (traps->count(randomDirection) > 0);

					trapRoom->setTrap(randomDirection, trapGenerator_->getRandomTrap());
					setTrap = true;
				}
			} while (!setTrap);
		}

		generateLevel(++floorIndex, dungeon, width, height, engine, finishRoomX, finishRoomY);
	}
	else
	{
		auto mewXLoc = xDistribution(engine);
		auto mewYLoc = yDistribution(engine);

		int mewtwoXLoc;
		int mewtwoYLoc;

		do
		{
			mewtwoXLoc = xDistribution(engine);
			mewtwoYLoc = yDistribution(engine);
		}
		while (mewXLoc == mewtwoXLoc && mewYLoc == mewtwoYLoc);

		auto boss1 = pokemonGenerator_->getBoss(0);
		auto boss2 = pokemonGenerator_->getBoss(1);

		boss1->levelUpTo(BOSS_LEVEL);
		boss2->levelUpTo(BOSS_LEVEL);

		dungeon->getRoom(mewtwoXLoc, mewtwoYLoc, floorIndex)->setBoss(boss1);
		boss1->setCurrentRoom(dungeon->getRoom(mewtwoXLoc, mewtwoYLoc, floorIndex));
		dungeon->getRoom(mewXLoc, mewYLoc, floorIndex)->setBoss(boss2);
		boss2->setCurrentRoom(dungeon->getRoom(mewXLoc, mewYLoc, floorIndex));
	}
}