Browse Source

new motor and improvement

master
flo 2 years ago
parent
commit
a736fb48f0
12 changed files with 86 additions and 142 deletions
  1. 2
    2
      Makefile
  2. 1
    1
      Makefile.config
  3. 0
    0
      img/cloud.bmp
  4. 0
    0
      img/img_menu.bmp
  5. BIN
      img/missile.bmp
  6. BIN
      img/missiles.bmp
  7. BIN
      img/plane.bmp
  8. 0
    0
      include/maths.h
  9. 15
    14
      include/wings.h
  10. BIN
      misc/icon.bmp
  11. 0
    0
      src/maths.c
  12. 68
    125
      src/wings.c

+ 2
- 2
Makefile View File

@@ -16,11 +16,11 @@ $(OBJDIR):

## Compile sprites
$(OBJDIR)/%.bmp.o: $(IMGDIR)/%.bmp
fxconv $< -o $@ -n $(basename $(notdir $<))
fxconv -image $< -o $@ -n $(basename $(notdir $<))

## Compile fonts
$(OBJDIR)/%.bmp.o: $(FONTDIR)/%.bmp
fxconv $< -o $@ -n $(basename $(notdir $<)) --font
fxconv -font $< -o $@ -n $(basename $(notdir $<))

## Make an object file out of an ASM source file
$(OBJDIR)/%.s.o: $(SRCDIR)/%.s

+ 1
- 1
Makefile.config View File

@@ -25,7 +25,7 @@ CC = sh3eb-elf-gcc
CFLAGS = -m3 -mb -Os -nostdlib -Wall -Wextra -Wno-main -pedantic -std=c11 -I $(INCDIR) `fxsdk --cflags`
## Linker
LD = sh3eb-elf-gcc
LFLAGS = `fxsdk --cflags` `fxsdk --libs`
LFLAGS = `fxsdk --cflags --libs`
## Object copier
OBJCPY = sh3eb-elf-objcopy
## Object dump

+ 0
- 0
img/cloud.bmp View File


+ 0
- 0
img/img_menu.bmp View File


BIN
img/missile.bmp View File


BIN
img/missiles.bmp View File


BIN
img/plane.bmp View File


+ 0
- 0
include/maths.h View File


+ 15
- 14
include/wings.h View File

@@ -3,12 +3,19 @@

#define MAX_MISSILES 4

// direction management
typedef struct Direction
{
char dx;
char dy;
} Direction;

// missiles management
typedef struct Missile
{
short x;
short y;
unsigned char dir;
Direction dir;
// short distance; // distance between the plane and the missile
unsigned char type;
} Missile;
@@ -18,16 +25,17 @@ typedef struct Plane
{
short x;
short y;
unsigned char dir;

Direction dir;
// (dx, dy)
/* plane direction management
3 2 1
4 plane 0
5 6 7
(1, 1) (0, 1) (-1, 1)
(1, 0) plane (-1, 0)
(1,-1) (0,-1) (-1,-1)
*/

unsigned char life;
unsigned char reload;
unsigned char bullets;

Missile missiles[MAX_MISSILES];
// align
@@ -39,16 +47,9 @@ typedef struct Cloud
short y;
} Cloud;

typedef enum Type
{
dX = 0,
dY = 2,
} Type;

int menu(void);
void init(void);
char get_decal(unsigned char dir, Type type);
void *update_frame(void);
void *update_frame(Direction *direction);
int game(void);

#endif

BIN
misc/icon.bmp View File


+ 0
- 0
src/maths.c View File


+ 68
- 125
src/wings.c View File

@@ -1,10 +1,9 @@
#include "wings.h"
//#include "maths.h"

#include "display.h" // bopti.h => images // tales.h => fonts
#include "keyboard.h"
#include "timer.h"
#include "gray.h"
#include "events.h"

#include "stdio.h"
#include "stdlib.h"
@@ -13,7 +12,7 @@
#define MAP_SIZE_Y 256

#define MAX_PLANES 2
#define MAX_CLOUDS 2
#define MAX_CLOUDS 15

Plane planes[MAX_PLANES]; // number of planes in the map (with us)
//others planes are controlled by the AI
@@ -24,7 +23,7 @@ Cloud clouds[MAX_CLOUDS]; //number of clouds in this beautifull sky
extern image_t plane;
extern image_t img_menu;
extern image_t cloud;
extern image_t missiles;
extern image_t missile;

int main()
{
@@ -40,14 +39,13 @@ void init()
{
planes[i].x = 56 + 16 * i;
planes[i].y = 24 + i;
planes[i].dir = i;
planes[i].life = 100;
planes[i].reload = 6;
planes[i].bullets = 6;
planes[i].dir.dx = i;
planes[i].dir.dy = i;

for(j = 0; j < MAX_MISSILES; j++)
{

//planes[i].missiles[j].distance = 0;
planes[i].missiles[j].dir = planes[i].dir;
planes[i].missiles[j].type = 0;
}
@@ -60,30 +58,9 @@ void init()
}
}

// void infos()
// {
// unsigned int key = 0;
//
// while(key != KEY_SHIFT)
// {
// dclear();
//
// dtext(1, 1, "All informations");
// dprint(1, 10, "life : %d", planes[0].life);
// dprint(1, 20, "shoot : %d", planes[0].reload);
// dtext(1,54,"F1 to leave");
// dupdate();
//
// key = getkey();
// }
// }

int menu()
{
unsigned char menu = 0;
unsigned int key = 0;

//extern image_t img_menu;

while(1)
{
@@ -94,128 +71,118 @@ int menu()

dupdate();

key = getkey();

switch (key)
switch(getkey())
{
case KEY_UP : case KEY_DOWN : menu = !menu; break;
case KEY_EXE :
{
if (!menu)
{
if (!menu)
{
game(); break;
}
else return 1;
game(); break;
}
else return 1;
}
case KEY_EXIT : return 1;
}
}
}

char get_decal(unsigned char dir, Type type)
{
char dx[4] = {-1, -1 , 0, 1};
char n = 1;

dir += type;

while(dir >=4)
{
dir-=4;
n = -n;
}
return n*dx[dir];
}

void *update_frame()
void *update_frame(Direction *map_dir)
{
static unsigned char i,j;

dclear();

dprint(1, 1, "s:%d l:%d", planes[0].reload, planes[0].life);
//dprint(1, 20, "(%d,%d)", get_decal(planes[0].dir, dX), get_decal(planes[0].dir, dY));
dprint(1, 1, "s:%d l:%d", planes[0].bullets, planes[0].life);
dprint(1, 10, "(%d,%d)", map_dir->dx, map_dir->dy);
//dprint(1,10, "(x,y)(%d,%d)", planes[1].x + decalx, planes[1].y + decaly);

for(i = 0; i < MAX_CLOUDS; i++)
{
clouds[i].x += map_dir->dx;
clouds[i].y += map_dir->dy;
dimage(clouds[i].x, clouds[i].y, &cloud);
clouds[i].x += get_decal(planes[0].dir, dX);
clouds[i].y += get_decal(planes[0].dir, dY);
}

for (i = 0; i < MAX_PLANES; i++)
{
if(i > 0)
{
planes[i].x += get_decal(planes[0].dir, dX);
planes[i].y += get_decal(planes[0].dir, dY);
planes[i].x += map_dir->dx + planes[i].dir.dx;
planes[i].y += map_dir->dy + planes[i].dir.dy;
}

dimage_part(planes[i].x, planes[i].y, &plane, 16*planes[i].dir, 0, 16, 16);
dimage_part(planes[i].x, planes[i].y, &plane, 16*(1 - planes[i].dir.dx), 16 * (1 - planes[i].dir.dy), 16, 16);
for(j = 0; j < MAX_MISSILES; j++)
{
planes[i].missiles[j].x -= get_decal(planes[i].missiles[j].dir, dX);
planes[i].missiles[j].y -= get_decal(planes[i].missiles[j].dir, dY);
planes[i].missiles[j].x += map_dir->dx - 2 * planes[i].missiles[j].dir.dx;
planes[i].missiles[j].y += map_dir->dy - 2 * planes[i].missiles[j].dir.dy;

dimage_part(planes[i].missiles[j].x, planes[i].missiles[j].y ,&missiles, 8 * planes[i].missiles[j].dir, 0, 8, 8);
dimage_part(planes[i].missiles[j].x, planes[i].missiles[j].y ,&missile, 8 * (1 - planes[i].missiles[j].dir.dx), 8 * (1 - planes[i].missiles[j].dir.dy), 8, 8);
}

}

dupdate();
}

#define MAX_KEYS 4

int game()
{
unsigned char fire = 0; // fire disable
unsigned char sum = 0;
unsigned char fire = 0, j = 0; // fire disable

unsigned int sum_keys[8] = { KEY_RIGHT, KEY_RIGHT + KEY_UP, KEY_UP, KEY_LEFT + KEY_UP, KEY_LEFT, KEY_LEFT + KEY_DOWN, KEY_DOWN, KEY_RIGHT + KEY_DOWN };
//direction for the map
Direction map_dir, dir_requested;

int keys[MAX_KEYS];

unsigned char i;
unsigned char j;

j = 0;

init(); // initialisation
init();

timer_t *timer = NULL;

timer = timer_create(40, 0);
timer_attach(timer, update_frame, NULL);
timer_attach(timer, update_frame, &map_dir);
timer_start(timer);

while(1)
{
multigetkey(keys, MAX_KEYS, 0);
event_t events;

sum = 0;
map_dir.dx = dir_requested.dx = 0;
map_dir.dy = dir_requested.dy = 0;

while(1)
{
events = waitevent();

for(i = 0; i < MAX_KEYS; i++)
if(events.type >= event_key_press && events.type <= event_key_release)
{
switch(keys[i])
switch(events.key.code)
{
case KEY_UP : case KEY_DOWN : case KEY_LEFT : case KEY_RIGHT :
case KEY_UP :
{
dir_requested.dy += 3 - events.type;
break;
}
case KEY_DOWN :
{
sum += keys[i];
dir_requested.dy -= 3 - events.type;
break;
}
case KEY_LEFT :
{
dir_requested.dx += 3 - events.type;
break;
}
case KEY_RIGHT :
{
dir_requested.dx -= 3 - events.type;
break;
}

case KEY_SHIFT :
{
if(planes[0].reload > 0)

fire = 1;
/*if(planes[0].bullets > 0)
{
planes[0].bullets = planes[0].bullets - 1;
fire = 1;
//planes[0].reload = planes[0].reload - 1;
}
break; // fire enable
}*/
break; // fire enable
}

case KEY_EXIT :
@@ -223,47 +190,23 @@ int game()
timer_destroy(timer); //destroy the virtual timer
return 1; // good bye, see you soon
}

// case KEY_OPTN :
// {
// timer_stop(timer); // virtual timer stopped
//
// infos();
//
// //timer = timer_create(40, 0);
// //timer_attach(timer, &update_frame, NULL);
// timer_start(timer);
// break;
// }
}
}

// we determine the direction of the plane

for(i = 0; i < 8; i++)
if(dir_requested.dx != 0 || dir_requested.dy != 0)
{
if(sum == sum_keys[i])
{
planes[0].dir = i;
break;
}
map_dir = dir_requested;
planes[0].dir = dir_requested;
}


if(fire == 1) // put the screen on fire !
if(fire)
{
planes[0].missiles[j].x = planes[0].x;
planes[0].missiles[j].y = planes[0].y;
planes[0].missiles[j].dir = planes[0].dir; // the missile take the direction of the plane

j = j + 1;
planes[0].missiles[0].dir = planes[0].dir;

if(j >= MAX_MISSILES)
{
j = 0;
}
planes[0].missiles[0].x = 60 - 6 * planes[0].missiles[0].dir.dx;
planes[0].missiles[0].y = 28 - 6 * planes[0].missiles[0].dir.dy;

fire = 0; // fire disable, shoot one by one // this code line will depend if we shoot in continue
fire = 0;
}
}
}

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