spaceshooter/game/single.c

463 lines
14 KiB
C

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