#include "..\C-Engine\CEngine.hpp" #include "generateur.hpp" #include "monstres.hpp" #include "GUI.hpp" #include "Perso.hpp" int Jeu() { //*************Sprites*************\\ #include "Sprites.hpp" //*************Object*************\\ Object * Perso = new Object; Perso->GetTransform()->SetXY( 20, 20 ); Perso->GetRender()->SetRender( A_Perso , 9); Perso->AffectTag("Perso"); Perso->AddRigidBody(); Control * ScriptPerso = new Control; Perso->AffectScript(ScriptPerso); Object * epee = new Object; epee->GetRender ()->SetRender (A_epee); ScriptPerso->p_epee = epee; //***********Generateur************\\ MonsterPattern P_Slime("Slime",A_Slime,3,10,10,0); MonsterPattern P_Tab[]={P_Slime}; Object * GenerateurSlime1 = new Object; Generateur * ScriptGenerateur1 = new Generateur; GenerateurSlime1->AffectScript(ScriptGenerateur1); Object * GenerateurSlime2 = new Object; Generateur * ScriptGenerateur2 = new Generateur; GenerateurSlime2->AffectScript(ScriptGenerateur2); Object * GenerateurSlime3 = new Object; Generateur * ScriptGenerateur3 = new Generateur; GenerateurSlime3->AffectScript(ScriptGenerateur3); ScriptGenerateur1->SetBox(0,156,210,419); ScriptGenerateur1->ShowBox(); ScriptGenerateur1->SetTab(1,P_Tab); ScriptGenerateur2->SetBox(322,419,308,419); ScriptGenerateur2->SetTab(1,P_Tab); ScriptGenerateur3->SetBox(266,419,0,56); ScriptGenerateur3->SetTab(1,P_Tab); //*************Map*************\\ Level * mapPrincipal = new Level; mapPrincipal->SetMap(tileset , M_mapprincipal, tileprop , 14 , 14 ,30,30); Level * maison1 = new Level; maison1->SetMap(tilesethouse, M_maison1 , tileprophouse , 14 , 14 , 15 , 6); Level * maison2 = new Level; maison2->SetMap(tilesethouse, M_maison2 , tileprophouse , 14 , 14 , 9 , 6); Level * maison3 = new Level; maison3->SetMap(tilesethouse, M_maison3 , tileprophouse , 14 , 14 , 11 , 6); Level * world[]={mapPrincipal,maison1,maison2,maison3}; Object * Trigger1 = new Object; Trigger1->GetTransform()->SetXY(170,97); Trigger1->AddRigidBody();Trigger1->GetRigidBody()->UseFixeBody(10,2);Trigger1->AffectTag("T1"); Object * Trigger2 = new Object; Trigger2->GetTransform()->SetXY(30,1); Trigger2->AddRigidBody();Trigger2->GetRigidBody()->UseFixeBody(10,2);Trigger2->AffectTag("T2"); Object * Trigger3 = new Object; Trigger3->GetTransform()->SetXY(198,97); Trigger3->AddRigidBody();Trigger3->GetRigidBody()->UseFixeBody(10,2);Trigger3->AffectTag("T3"); Object * Trigger4 = new Object; Trigger4->GetTransform()->SetXY(170,1); Trigger4->AddRigidBody();Trigger4->GetRigidBody()->UseFixeBody(10,2);Trigger4->AffectTag("T4"); Object * Trigger5 = new Object; Trigger5->GetTransform()->SetXY(58,83); Trigger5->AddRigidBody();Trigger5->GetRigidBody()->UseFixeBody(10,2);Trigger5->AffectTag("T5"); Object * Trigger6 = new Object; Trigger6->GetTransform()->SetXY(58,1); Trigger6->AddRigidBody();Trigger6->GetRigidBody()->UseFixeBody(10,2);Trigger6->AffectTag("T6"); Object * Trigger7 = new Object; Trigger7->GetTransform()->SetXY(72,125); Trigger7->AddRigidBody();Trigger7->GetRigidBody()->UseFixeBody(10,2);Trigger7->AffectTag("T7"); Object * Trigger8 = new Object; Trigger8->GetTransform()->SetXY(114,1); Trigger8->AddRigidBody();Trigger8->GetRigidBody()->UseFixeBody(10,2);Trigger8->AffectTag("T8"); //*************Moteur*************\\ Engine Game; Game.SetLevel(world,4); Game.AddObject(GenerateurSlime1,0); Game.AddObject(GenerateurSlime2,0); Game.AddObject(GenerateurSlime3,0); Game.AddObject(Perso , 0); Game.AddObject(epee , 0); Game.AddObject(Trigger1,0); Game.AddObject(Trigger2,1); Game.AddObject(Trigger3,0); Game.AddObject(Trigger4,1); Game.AddObject(Trigger5,0); Game.AddObject(Trigger6,2); Game.AddObject(Trigger7,0); Game.AddObject(Trigger8,3); Game.StartGame(); return 1; } extern "C" { int AddIn_main(int isAppli, unsigned short OptionNum) { Jeu(); return 1; } #pragma section _BR_Size unsigned long BR_Size; #pragma section #pragma section _TOP int InitializeSystem(int isAppli, unsigned short OptionNum) { return INIT_ADDIN_APPLICATION(isAppli, OptionNum); } #pragma section }