#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 "stdio.h" #include "stdlib.h" #define MAP_SIZE_X 256 #define MAP_SIZE_Y 256 #define MAX_PLANES 2 Plane planes[MAX_PLANES]; // number of planes in the map (with us) //others planes are controlled by the AI extern image_t plane; extern image_t img_menu; extern image_t cloud; extern image_t missiles; int main() { menu(); return 1; } void init() { unsigned char i,j; for(i = 0; i < MAX_PLANES; i++) { planes[i].x = 56 + 16 * i; planes[i].y = 24 + i; planes[i].dir = i; planes[i].life = 100; planes[i].reload = 6; 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; } } } 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; while(1) { dclear(); dimage(0, 0, &img_menu); drect(67 + menu * 19, 10 + menu * 27, 100 + menu * 19, 25 + menu * 27, color_invert); dupdate(); key = getkey(); switch (key) { case KEY_UP : case KEY_DOWN : menu = !menu; break; case KEY_EXE : { if (!menu) { game(); break; } else return 1; } case KEY_EXIT : return 1; } } } void *update_frame() { static unsigned char i,j; static char decalx, decaly; dclear(); dprint(1, 1, "s:%d l:%d", planes[0].reload, planes[0].life); dprint(1, 10, "(%d,%d)", decalx, decaly); decalx = decaly = 0; switch(planes[0].dir) { case 0 : case 1 : decalx = -1; decaly = planes[0].dir ;break; case 2 : decaly = 1; break; case 3 : case 4 : case 5 : decalx = 1; decaly = 4 - planes[0].dir; break; case 6 : decaly = -1; break; case 7 : decalx = -1; decaly = -1; break; } for(i = 0; i < MAX_PLANES; i++) { if(i > 0) { planes[i].x += decalx; planes[i].y += decaly; } dimage_part(planes[i].x, planes[i].y, &plane, 16*planes[i].dir, 0, 16, 16); } //dprint(1,10, "(x,y)(%d,%d)", planes[1].x + decalx, planes[1].y + decaly); dimage(10 + decalx, 10 + decaly, &cloud); for (i = 0; i < MAX_PLANES; i++) { for(j = 0; j < MAX_MISSILES; j++) { dimage_part(planes[i].x + 4 + (planes[i].missiles[j].distance + 15) * fcos(planes[i].missiles[j].dir), planes[i].y + 4 - (planes[i].missiles[j].distance + 15) * fsin(planes[i].missiles[j].dir), &missiles, 8 * planes[i].missiles[j].dir, 0, 8, 8); planes[i].missiles[j].distance ++; } } dupdate(); return; } #define MAX_KEYS 4 int game() { unsigned char fire = 0; // fire disable unsigned char sum = 0; int keys[MAX_KEYS]; unsigned char i; unsigned char j; j = 0; init(); // initialisation timer_t *timer = NULL; timer = timer_create(40, 0); timer_attach(timer, update_frame, NULL); timer_start(timer); while(1) { multigetkey(keys, MAX_KEYS, 0); sum = 0; for(i = 0; i < MAX_KEYS; i++) { switch(keys[i]) { case KEY_UP : case KEY_DOWN : case KEY_LEFT : case KEY_RIGHT : { sum += keys[i]; // to know which replay keys pressed break; } case case KEY_SHIFT : { if(planes[0].reload > 0) { fire = 1; //planes[0].reload = planes[0].reload - 1; } break; // fire enable } case KEY_EXIT : { 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 switch(sum) { case KEY_RIGHT : { planes[0].dir = 0; break; } case KEY_UP + KEY_RIGHT : { planes[0].dir = 1; break; } case KEY_UP : { planes[0].dir = 2; break; } case KEY_UP + KEY_LEFT : { planes[0].dir = 3; break; } case KEY_LEFT : { planes[0].dir = 4; break; } case KEY_DOWN + KEY_LEFT : { planes[0].dir = 5; break; } case KEY_DOWN : { planes[0].dir = 6; break; } case KEY_DOWN + KEY_RIGHT : { planes[0].dir = 7; break; } } if(fire) // put the screen on fire ! { planes[0].missiles[j].dir = planes[0].dir; // the missile take the direction of the plane planes[0].missiles[j].distance = 0; // fire unlimited (nearly) j = j + 1; if(j >= MAX_MISSILES) { j = 0; } fire = 0; // fire disable, shoot one by one // this code line will depend if we shoot in continue } } }