463 lines
14 KiB
C
463 lines
14 KiB
C
#include <stdio.h>
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#include <allegro5/allegro_primitives.h>
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#include "common.h"
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#include "single.h"
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/************************************************************
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* HANDLING
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***********************************************************/
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void single_handling(CLIENT_DATA* data)
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{
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if(data->event.current.type == ALLEGRO_EVENT_KEY_DOWN)
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{
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switch (data->event.current.keyboard.keycode)
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{
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case ALLEGRO_KEY_ESCAPE:
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{
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if(!data->keys[ESCAPE])
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{
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data->keys[ESCAPE] = true;
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al_show_mouse_cursor(data->screen.display);
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cl_change_state(data, PAUSE);
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}
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break;
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}
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case ALLEGRO_KEY_LEFT:
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data->keys[LEFT] = true;
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break;
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case ALLEGRO_KEY_RIGHT:
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data->keys[RIGHT] = true;
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break;
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case ALLEGRO_KEY_UP:
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data->keys[UP] = true;
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break;
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case ALLEGRO_KEY_DOWN:
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data->keys[DOWN] = true;
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break;
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case ALLEGRO_KEY_SPACE:
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data->keys[SPACE] = true;
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cl_fire_bullet(data);
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break;
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}
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}
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else if(data->event.current.type == ALLEGRO_EVENT_KEY_UP)
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{
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switch (data->event.current.keyboard.keycode)
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{
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case ALLEGRO_KEY_ESCAPE:
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data->keys[ESCAPE] = false;
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break;
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case ALLEGRO_KEY_LEFT:
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data->keys[LEFT] = false;
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break;
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case ALLEGRO_KEY_RIGHT:
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data->keys[RIGHT] = false;
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break;
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case ALLEGRO_KEY_UP:
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data->keys[UP] = false;
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break;
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case ALLEGRO_KEY_DOWN:
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data->keys[DOWN] = false;
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break;
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case ALLEGRO_KEY_SPACE:
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data->keys[SPACE] = false;
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break;
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}
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}
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else if(data->event.current.type == ALLEGRO_EVENT_MOUSE_AXES)
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{
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}
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else if(data->event.current.type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN)
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{
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}
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else if(data->event.current.type == ALLEGRO_EVENT_TIMER)
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{
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data->render = true;
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if(data->keys[UP])
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cl_move_ship_up(data);
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else if(data->keys[DOWN])
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cl_move_ship_down(data);
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else
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cl_reset_ship_animation(data, 1);
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if(data->keys[LEFT])
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cl_move_ship_left(data);
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else if(data->keys[RIGHT])
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cl_move_ship_right(data);
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else
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cl_reset_ship_animation(data, 2);
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cl_update_background(data, BG1);
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cl_update_background(data, BG3);
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cl_update_background(data, BG2);
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cl_update_explosions(data);
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cl_update_bullet(data);
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cl_start_comet(data);
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cl_update_comet(data);
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cl_collide_bullet(data);
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cl_collide_comet(data);
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if(cl_dead_ship(data))
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{
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cl_change_state(data, GAMEOVER);
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al_show_mouse_cursor(data->screen.display);
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}
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}
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}
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/************************************************************
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* DRAW
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***********************************************************/
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void single_draw(CLIENT_DATA* data)
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{
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cl_draw_background(data, BG1);
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cl_draw_background(data, BG3);
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cl_draw_background(data, BG2);
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cl_draw_ship(data);
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cl_draw_bullet(data);
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cl_draw_comet(data);
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cl_draw_explosions(data);
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cl_draw_statistic(data);
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}
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/************************************************************
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* PROCESSING
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***********************************************************/
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void cl_init_objects(CLIENT_DATA* data)
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{
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CLIENT_OBJECTS* objects = &data->objects;
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cl_create_objects(objects, 1, 5, 10, 5);
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cl_init_ships(objects, 0, 0, 3, 1, 1, 10, 12, 0, 0, 50, 41, 46, data->media.bitmaps[SHIP_R]->al_bitmap, 3, 3, 0, 6, 20, data->screen.height / 2);
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for(int i = 0; i < objects->bullet_size; i++)
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cl_init_bullets(objects, i, 0, 10, 0, 0);
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for(int i = 0; i < objects->comet_size; i++)
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cl_init_comets(objects, i, 0, 21, rand() % 2 ? 1 : -1, 35, 35, 0, 0, 2, 96, 96, data->media.bitmaps[COMET]->al_bitmap, 143, 5, 0, 0);
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for(int i = 0; i < objects->explosion_size; i++)
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cl_init_explosions(objects, i, 8, 1, 0, 0, 1, 128, 128, data->media.bitmaps[EXPLOSION]->al_bitmap, 31, 0, 0);
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}
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/************************************************************
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* SHIP
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***********************************************************/
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static void cl_draw_ship(CLIENT_DATA* data)
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{
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CLIENT_SHIP* ship = data->objects.ships[0];
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int fx = (ship->cur_frame % ship->animation_columns) * ship->frame_width;
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int fy = ship->animation_row * ship->frame_height;
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al_draw_bitmap_region(ship->image, fx, fy, ship->frame_width, ship->frame_height,
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ship->x - ship->frame_width / 2, ship->y - ship->frame_height / 2, 0);
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}
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static void cl_move_ship_up(CLIENT_DATA* data)
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{
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CLIENT_SHIP* ship = data->objects.ships[0];
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ship->animation_row = 0;
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ship->y -= ship->speed;
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if(ship->y < 0)
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ship->y = 0;
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}
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static void cl_move_ship_down(CLIENT_DATA* data)
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{
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CLIENT_SHIP* ship = data->objects.ships[0];
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ship->animation_row = 2;
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ship->y += ship->speed;
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if(ship->y > data->screen.height)
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ship->y = data->screen.height;
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}
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static void cl_move_ship_left(CLIENT_DATA* data)
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{
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CLIENT_SHIP* ship = data->objects.ships[0];
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ship->cur_frame = 2;
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ship->x -= ship->speed;
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if(ship->x < 0)
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ship->x = 0;
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}
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static void cl_move_ship_right(CLIENT_DATA* data)
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{
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CLIENT_SHIP* ship = data->objects.ships[0];
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ship->cur_frame = 1;
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ship->x += ship->speed;
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if(ship->x > 900 * data->screen.scale_factor)
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ship->x = 900 * data->screen.scale_factor;
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}
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static void cl_reset_ship_animation(CLIENT_DATA* data, int position)
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{
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CLIENT_SHIP* ship = data->objects.ships[0];
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if(position == 1)
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ship->animation_row = 1;
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else
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ship->cur_frame = 0;
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}
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static bool cl_dead_ship(CLIENT_DATA* data)
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{
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return data->objects.ships[0]->lives <= 0;
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}
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/************************************************************
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* BULLET
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***********************************************************/
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static void cl_draw_bullet(CLIENT_DATA* data)
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{
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CLIENT_OBJECTS* objects = &data->objects;
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for(int i = 0; i < objects->bullet_size; i++)
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if(objects->bullets[i]->live)
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al_draw_filled_circle(objects->bullets[i]->x, objects->bullets[i]->y, 2, al_map_rgb(255, 255, 255));
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}
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static void cl_fire_bullet(CLIENT_DATA* data)
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{
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CLIENT_OBJECTS* objects = &data->objects;
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for(int i = 0; i < data->objects.bullet_size; i++)
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if(!objects->bullets[i]->live)
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{
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objects->bullets[i]->x = objects->ships[0]->x + 17;
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objects->bullets[i]->y = objects->ships[0]->y;
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objects->bullets[i]->live = true;
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cl_play_sound(data, SAMPLE_SHOT);
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break;
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}
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}
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static void cl_update_bullet(CLIENT_DATA* data)
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{
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CLIENT_OBJECTS* objects = &data->objects;
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for(int i = 0; i < data->objects.bullet_size; i++)
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if(objects->bullets[i]->live)
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{
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objects->bullets[i]->x += objects->bullets[i]->speed;
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if(objects->bullets[i]->x > data->screen.width)
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objects->bullets[i]->live = false;
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}
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}
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static void cl_collide_bullet(CLIENT_DATA* data)
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{
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CLIENT_OBJECTS* objects = &data->objects;
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CLIENT_SHIP* ship = objects->ships[0];
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CLIENT_BULLET** bullets = objects->bullets;
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CLIENT_COMET** comets = objects->comets;
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for(int i = 0; i < objects->bullet_size; i++)
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if(bullets[i]->live)
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{
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for(int j = 0; j < objects->comet_size; j++)
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if(comets[j]->live)
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{
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if(bullets[i]->x > (comets[j]->x - comets[j]->boundx) &&
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bullets[i]->x < (comets[j]->x + comets[j]->boundx) &&
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bullets[i]->y > (comets[j]->y - comets[j]->boundy) &&
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bullets[i]->y < (comets[j]->y + comets[j]->boundy))
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{
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bullets[i]->live = false;
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comets[j]->live = false;
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ship->score++;
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cl_start_explosions(data, bullets[i]->x, bullets[i]->y);
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cl_play_sound(data, SAMPLE_BOOM);
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}
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}
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}
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}
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/************************************************************
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* COMET
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***********************************************************/
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static void cl_draw_comet(CLIENT_DATA* data)
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{
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CLIENT_OBJECTS* objects = &data->objects;
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CLIENT_COMET** comets = objects->comets;
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for(int i = 0; i < objects->comet_size; i++)
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if(comets[i]->live)
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{
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int fx = (comets[i]->cur_frame % comets[i]->animation_columns) * comets[i]->frame_width;
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int fy = (comets[i]->cur_frame / comets[i]->animation_columns) * comets[i]->frame_height;
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al_draw_bitmap_region(comets[i]->image, fx, fy, comets[i]->frame_width, comets[i]->frame_height,
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comets[i]->x - comets[i]->frame_width / 2, comets[i]->y - comets[i]->frame_height / 2, 0);
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}
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}
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static void cl_start_comet(CLIENT_DATA* data)
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{
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CLIENT_OBJECTS* objects = &data->objects;
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CLIENT_COMET** comets = objects->comets;
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for(int i = 0; i < objects->comet_size; i++)
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if(!comets[i]->live)
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if(rand() % 500 == 0)
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{
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comets[i]->live = true;
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comets[i]->x = data->screen.width;
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comets[i]->y = 30 + rand() % (data->screen.height - 60);
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break;
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}
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}
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static void cl_update_comet(CLIENT_DATA* data)
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{
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CLIENT_OBJECTS* objects = &data->objects;
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CLIENT_COMET** comets = objects->comets;
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for(int i = 0; i < objects->comet_size; i++)
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if(comets[i]->live)
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{
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if(++comets[i]->frame_count >= comets[i]->frame_delay)
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{
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comets[i]->cur_frame += comets[i]->animation_direction;
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if(comets[i]->cur_frame >= comets[i]->max_frame)
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comets[i]->cur_frame = 0;
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else if(comets[i]->cur_frame <= 0)
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comets[i]->cur_frame = comets[i]->max_frame - 1;
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comets[i]->frame_count = 0;
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}
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comets[i]->x -= comets[i]->speed;
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}
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}
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static void cl_collide_comet(CLIENT_DATA* data)
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{
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CLIENT_OBJECTS* objects = &data->objects;
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CLIENT_SHIP* ship = data->objects.ships[0];
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CLIENT_COMET** comets = objects->comets;
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for(int i = 0; i < objects->comet_size; i++)
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if(comets[i]->live)
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{
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if((comets[i]->x - comets[i]->boundx) < (ship->x + ship->boundx) &&
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(comets[i]->x + comets[i]->boundx) > (ship->x - ship->boundx) &&
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(comets[i]->y - comets[i]->boundy) < (ship->y + ship->boundy) &&
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(comets[i]->y + comets[i]->boundy) > (ship->y - ship->boundy))
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{
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ship->lives--;
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comets[i]->live = false;
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cl_start_explosions(data, ship->x, ship->y);
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cl_play_sound(data, SAMPLE_BOOM);
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}
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else if(comets[i]->x < 0)
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{
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comets[i]->live = false;
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ship->lives--;
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}
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}
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}
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/************************************************************
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* EXPLOSION
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***********************************************************/
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static void cl_draw_explosions(CLIENT_DATA* data)
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{
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CLIENT_OBJECTS* objects = &data->objects;
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CLIENT_EXPLOSION** explosions = objects->explosions;
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for(int i = 0; i < objects->explosion_size; i++)
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if(explosions[i]->live)
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{
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int fx = (explosions[i]->cur_frame % explosions[i]->animation_columns) * explosions[i]->frame_width;
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int fy = (explosions[i]->cur_frame / explosions[i]->animation_columns) * explosions[i]->frame_height;
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al_draw_bitmap_region(explosions[i]->image, fx, fy, explosions[i]->frame_width, explosions[i]->frame_height,
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explosions[i]->x - explosions[i]->frame_width / 2, explosions[i]->y - explosions[i]->frame_height / 2, 0);
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}
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}
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static void cl_start_explosions(CLIENT_DATA* data, int x, int y)
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{
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CLIENT_OBJECTS* objects = &data->objects;
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CLIENT_EXPLOSION** explosions = objects->explosions;
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for(int i = 0; i < objects->explosion_size; i++)
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if(!explosions[i]->live)
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{
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explosions[i]->live = true;
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explosions[i]->x = x;
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explosions[i]->y = y;
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break;
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}
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}
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static void cl_update_explosions(CLIENT_DATA* data)
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{
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CLIENT_OBJECTS* objects = &data->objects;
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CLIENT_EXPLOSION** explosions = objects->explosions;
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for(int i = 0; i < objects->explosion_size; i++)
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if(explosions[i]->live)
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if(++explosions[i]->frame_count >= explosions[i]->frame_delay)
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{
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explosions[i]->cur_frame += explosions[i]->animation_direction;
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if(explosions[i]->cur_frame >= explosions[i]->max_frame)
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{
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explosions[i]->cur_frame = 0;
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explosions[i]->live = false;
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}
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explosions[i]->frame_count = 0;
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}
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}
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/************************************************************
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* STATISTIC
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***********************************************************/
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static void cl_draw_statistic(CLIENT_DATA* data)
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{
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CLIENT_SHIP* ship = data->objects.ships[0];
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ALLEGRO_COLOR color = al_map_rgba_f(0.5, 0.0, 0.0, 0.2);
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ALLEGRO_COLOR color_text = al_map_rgba_f(0.5, 0.5, 0.5, 0.2);
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ALLEGRO_FONT* font = data->media.fonts[FONT_PS2P30]->al_font;
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char text[200] = {' ', '\0'};
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char num[5] = {'\0'};
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al_draw_text(font, color, al_get_text_width(font, text), 5, 0, "ЖИЗНИ:");
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strcat(text, "ЖИЗНИ:");
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al_draw_textf(font, color_text, al_get_text_width(font, text), 5, 0, "%d", ship->lives);
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sprintf(num, "%d", ship->lives);
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strcat(text, num);
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al_draw_text(font, color, al_get_text_width(font, text), 5, 0, " КОМЕТЫ:");
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strcat(text, " КОМЕТЫ:");
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al_draw_textf(font, color_text, al_get_text_width(font, text), 5, 0, "%d", ship->score);
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}
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