#include "wings.h" #include "display.h" // bopti.h => images // tales.h => fonts #include "keyboard.h" #include "timer.h" #include "events.h" #include "stdio.h" #include "stdlib.h" #define MAP_SIZE_X 256 #define MAP_SIZE_Y 256 #define MAX_PLANES 2 #define MAX_CLOUDS 15 Plane planes[MAX_PLANES]; // number of planes in the map (with us) //others planes are controlled by the AI Cloud clouds[MAX_CLOUDS]; //number of clouds in this beautifull sky // generated by the IA extern image_t plane; extern image_t img_menu; extern image_t cloud; extern image_t missile; 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].life = 100; 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].dir = planes[i].dir; planes[i].missiles[j].type = 0; } } for(i = 0; i < MAX_CLOUDS; i++) { clouds[i].x = 10 + 16*i; clouds[i].y = 10 + 16*i; } } int menu() { unsigned char menu = 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(); switch(getkey()) { 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(Direction *map_dir) { static unsigned char i,j; dclear(); 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); } for (i = 0; i < MAX_PLANES; i++) { if(i > 0) { 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*(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 += 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 ,&missile, 8 * (1 - planes[i].missiles[j].dir.dx), 8 * (1 - planes[i].missiles[j].dir.dy), 8, 8); } } dupdate(); } int game() { unsigned char fire = 0, j = 0; // fire disable //direction for the map Direction map_dir, dir_requested; init(); timer_t *timer = NULL; timer = timer_create(40, 0); timer_attach(timer, update_frame, &map_dir); timer_start(timer); event_t events; map_dir.dx = dir_requested.dx = 0; map_dir.dy = dir_requested.dy = 0; while(1) { events = waitevent(); if(events.type >= event_key_press && events.type <= event_key_release) { switch(events.key.code) { case KEY_UP : { dir_requested.dy += 3 - events.type; break; } case KEY_DOWN : { 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 : { fire = 1; /*if(planes[0].bullets > 0) { planes[0].bullets = planes[0].bullets - 1; fire = 1; }*/ break; // fire enable } case KEY_EXIT : { timer_destroy(timer); //destroy the virtual timer return 1; // good bye, see you soon } } } if(dir_requested.dx != 0 || dir_requested.dy != 0) { map_dir = dir_requested; planes[0].dir = dir_requested; } if(fire) { planes[0].missiles[0].dir = planes[0].dir; 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; } } }