diff options
-rw-r--r-- | Makefile | 10 | ||||
-rw-r--r-- | SC.cpp | 809 |
2 files changed, 814 insertions, 5 deletions
@@ -1,9 +1,9 @@ | |||
1 | .PHONY: all | 1 | .PHONY: all |
2 | 2 | ||
3 | all: JnR | 3 | all: SC |
4 | |||
5 | JnR: JnR.cpp | ||
6 | g++ JnR.cpp -O2 -Wall -ggdb -lSDL -lSDL_gfx -lSDL_ttf -lSDL_image -o JnR | ||
7 | 4 | ||
5 | SC: SC.cpp | ||
6 | g++ SC.cpp -O0 -Wall -ggdb -lSDL -lSDL_ttf -o SC | ||
7 | |||
8 | clean: | 8 | clean: |
9 | rm -f JnR | 9 | rm -f SC |
@@ -0,0 +1,809 @@ | |||
1 | #include <iostream> | ||
2 | #include <math.h> | ||
3 | #include <stdio.h> | ||
4 | #include <stdlib.h> | ||
5 | #include <SDL/SDL.h> | ||
6 | #include <SDL/SDL_ttf.h> | ||
7 | #include <algorithm> | ||
8 | #include <fstream> | ||
9 | #include <sstream> | ||
10 | #include <ctime> | ||
11 | #include <cstdio> | ||
12 | #include <vector> | ||
13 | #include <list> | ||
14 | |||
15 | #define RE(i,n) for(int (i) = 0; (i) < (int) n; ++i) | ||
16 | |||
17 | using namespace std; | ||
18 | |||
19 | |||
20 | string lltostr(const long long& l) | ||
21 | { | ||
22 | stringstream str; | ||
23 | str << l; | ||
24 | return str.str(); | ||
25 | } | ||
26 | |||
27 | class Label | ||
28 | { | ||
29 | protected: | ||
30 | string caption; | ||
31 | SDL_Surface* image; | ||
32 | // int textSize; | ||
33 | SDL_Color textColor; | ||
34 | int render(); | ||
35 | public: | ||
36 | SDL_Rect pos; | ||
37 | Label(); | ||
38 | Label(string ncaption, SDL_Rect& npos); | ||
39 | ~Label(); | ||
40 | void draw(SDL_Surface* screen); | ||
41 | int setTextSize(int ntextSize); | ||
42 | void setTextColor(SDL_Color textColor); | ||
43 | int setCaption(string ncaption); | ||
44 | }; | ||
45 | Label::Label() | ||
46 | { | ||
47 | pos.x = 0; | ||
48 | pos.y = 0; | ||
49 | pos.w = 0; | ||
50 | pos.h = 14; | ||
51 | caption = ""; | ||
52 | textColor.r = 255; | ||
53 | textColor.g = 255; | ||
54 | textColor.b = 255; | ||
55 | render(); | ||
56 | } | ||
57 | |||
58 | Label::Label(string ncaption, SDL_Rect& npos) | ||
59 | { | ||
60 | pos = npos; | ||
61 | textColor.r = 255; | ||
62 | textColor.g = 255; | ||
63 | textColor.b = 255; | ||
64 | caption = ncaption; | ||
65 | npos.w = render(); | ||
66 | } | ||
67 | |||
68 | int Label::setTextSize(int ntextSize) | ||
69 | { | ||
70 | pos.h = ntextSize; | ||
71 | SDL_FreeSurface(image); | ||
72 | return render(); | ||
73 | } | ||
74 | |||
75 | void Label::setTextColor(SDL_Color ntextColor) | ||
76 | { | ||
77 | textColor = ntextColor; | ||
78 | SDL_FreeSurface(image); | ||
79 | render(); | ||
80 | } | ||
81 | |||
82 | int Label::setCaption(string ncaption) | ||
83 | { | ||
84 | if(caption == ncaption) | ||
85 | return pos.w; | ||
86 | caption = ncaption; | ||
87 | SDL_FreeSurface(image); | ||
88 | return render(); | ||
89 | } | ||
90 | |||
91 | int Label::render() | ||
92 | { | ||
93 | TTF_Font *font = TTF_OpenFont("fonts/OpenSans-Semibold.ttf",pos.h); | ||
94 | image = NULL; | ||
95 | image = TTF_RenderText_Solid(font, caption.c_str(),textColor); | ||
96 | if(caption.size() == 0) | ||
97 | cout << "empty caption!!!" << endl; | ||
98 | if(image == NULL) | ||
99 | { | ||
100 | cout << "Error rendering Label with caption " << caption << endl; | ||
101 | return 0; | ||
102 | } | ||
103 | TTF_CloseFont(font); | ||
104 | pos.w = image->w; | ||
105 | return image->w; | ||
106 | } | ||
107 | |||
108 | |||
109 | void Label::draw(SDL_Surface* screen) | ||
110 | { | ||
111 | SDL_Rect temp = pos; | ||
112 | SDL_BlitSurface(image, NULL, screen, &temp); | ||
113 | } | ||
114 | |||
115 | Label::~Label() | ||
116 | { | ||
117 | SDL_FreeSurface(image); | ||
118 | } | ||
119 | |||
120 | |||
121 | int xres = 600; | ||
122 | int yres = 450; | ||
123 | SDL_Surface *screen; | ||
124 | |||
125 | double sqr(double x) | ||
126 | { | ||
127 | return x*x; | ||
128 | } | ||
129 | |||
130 | //euclidean distance | ||
131 | double dist(double x1, double x2, double y1, double y2) | ||
132 | { | ||
133 | return sqrt(sqr(x2-x1) + sqr(y2-y1)); | ||
134 | } | ||
135 | |||
136 | bool inBounds(int x, int y) | ||
137 | { | ||
138 | if(x >= 0 && x < xres && y >= 0 && y < yres) | ||
139 | return true; | ||
140 | return false; | ||
141 | } | ||
142 | |||
143 | void drawPixel(SDL_Surface *screen,int x, int y, Uint8 R, Uint8 G, Uint8 B) | ||
144 | { | ||
145 | Uint32 color = SDL_MapRGB(screen->format, R, G, B); | ||
146 | |||
147 | SDL_Rect r; | ||
148 | r.x = x; | ||
149 | r.y = y; | ||
150 | r.w = 1; | ||
151 | r.h = 1; | ||
152 | SDL_FillRect(screen,&r,color); | ||
153 | } | ||
154 | |||
155 | void drawLine(SDL_Surface* screen,double x0,double y0,double x1, double y1, Uint8 R, Uint8 G, Uint8 B) | ||
156 | { | ||
157 | double x = x0; | ||
158 | double y = y0; | ||
159 | double dir_x = x1 - x0; | ||
160 | double dir_y = y1 - y0; | ||
161 | double norm = dir_x*dir_x + dir_y*dir_y; | ||
162 | dir_x /= sqrt(2*norm); | ||
163 | dir_y /= sqrt(2*norm); | ||
164 | while((x1-x)*dir_x + (y1-y)*dir_y > 0) | ||
165 | { | ||
166 | drawPixel(screen, x, y, R,G,B); | ||
167 | x += dir_x; | ||
168 | y += dir_y; | ||
169 | } | ||
170 | } | ||
171 | |||
172 | void drawCircle(SDL_Surface* screen, double x, double y, double radius, Uint8 R, Uint8 G, Uint8 B) | ||
173 | { | ||
174 | if(fabs(radius) < 9000) | ||
175 | for(int i = -1-radius + x; i <= x + 1 + radius; ++i) | ||
176 | for(int j = y -radius - 1; j <= radius + 1 + y; ++j) | ||
177 | if(dist(i,x,j,y) < radius && inBounds(i,j)) | ||
178 | { | ||
179 | drawPixel(screen, i,j,R,G,B); | ||
180 | } | ||
181 | } | ||
182 | |||
183 | void blacken(SDL_Surface* screen) | ||
184 | { | ||
185 | SDL_FillRect(screen,NULL,0); | ||
186 | } | ||
187 | |||
188 | Uint8 playerR = 100; | ||
189 | Uint8 playerG = 100; | ||
190 | Uint8 playerB = 100; | ||
191 | |||
192 | Uint8 obstacleR = 255; | ||
193 | Uint8 obstacleG = 100; | ||
194 | Uint8 obstacleB = 100; | ||
195 | |||
196 | class Ball | ||
197 | { | ||
198 | public: | ||
199 | double x; | ||
200 | double y; | ||
201 | double r; | ||
202 | double vx; | ||
203 | double vy; | ||
204 | int R; | ||
205 | int G; | ||
206 | int B; | ||
207 | double score; | ||
208 | double health; | ||
209 | double damage; | ||
210 | Ball(double xn, double yn, double nr, double nvy) | ||
211 | { | ||
212 | x = xn; | ||
213 | y = yn; | ||
214 | r = nr; | ||
215 | vy = nvy; | ||
216 | R = 255; | ||
217 | G = 0; | ||
218 | B = 0; | ||
219 | vx = 0; | ||
220 | damage = 1; | ||
221 | health = 1; | ||
222 | } | ||
223 | |||
224 | void color() | ||
225 | { | ||
226 | const int ncolors = 6; | ||
227 | const int cmapR[ncolors] = {255,0,0,255,255,255}; | ||
228 | const int cmapG[ncolors] = {0,0,255,255,0,255}; | ||
229 | const int cmapB[ncolors] = {0,255,0,0, 255,255}; | ||
230 | R = cmapR[((int) health-1)%ncolors]; | ||
231 | G = cmapG[((int) health-1)%ncolors]; | ||
232 | B = cmapB[((int) health-1)%ncolors]; | ||
233 | } | ||
234 | |||
235 | bool check_collision(Ball* b) | ||
236 | { | ||
237 | if(b == NULL) | ||
238 | return false; | ||
239 | if(dist(b->x, x, b->y, y) < b->r + r) | ||
240 | return true; | ||
241 | return false; | ||
242 | } | ||
243 | void draw(SDL_Surface* screen) | ||
244 | { | ||
245 | drawCircle(screen, x,y,r,R,G,B); | ||
246 | } | ||
247 | void step(double time) | ||
248 | { | ||
249 | x += time*vx; | ||
250 | y += time*vy; | ||
251 | } | ||
252 | }; | ||
253 | |||
254 | |||
255 | class Particle | ||
256 | { | ||
257 | public: | ||
258 | double x; | ||
259 | double y; | ||
260 | double vx; | ||
261 | double vy; | ||
262 | double life; | ||
263 | // 0 = static, 1 = strife, 2 = randomwalk, 3 = xrandomwalk | ||
264 | int mode; | ||
265 | Uint8 R,G,B; | ||
266 | Particle() | ||
267 | { | ||
268 | x = rand()%xres; | ||
269 | y = rand()%yres; | ||
270 | life = rand()%20; | ||
271 | R = rand()%256; | ||
272 | G = rand()%256; | ||
273 | B = rand()%256; | ||
274 | } | ||
275 | Particle(double xn, double yn, int nmode, Uint8 Rn, Uint8 Gn, Uint8 Bn) | ||
276 | { | ||
277 | mode = nmode; | ||
278 | x = xn; | ||
279 | y = yn; | ||
280 | R = Rn; | ||
281 | G = Gn; | ||
282 | B = Bn; | ||
283 | life = rand()%20; | ||
284 | } | ||
285 | void draw(SDL_Surface* screen) | ||
286 | { | ||
287 | if(inBounds(x,y)) | ||
288 | drawPixel(screen, x, y, R, G, B); | ||
289 | } | ||
290 | bool step(double time) | ||
291 | { | ||
292 | life -= time; | ||
293 | // 0 = static, 1 = strife, 2 = randomwalk, 3 = xrandomwalk | ||
294 | if(mode == 1){ | ||
295 | x += vx*time; | ||
296 | y += vy*time; | ||
297 | } | ||
298 | else if(mode == 2) | ||
299 | { | ||
300 | x += (rand()%3-1)/2.0; | ||
301 | y += (rand()%3-1)/2.0; | ||
302 | } | ||
303 | else if(mode == 3) | ||
304 | { | ||
305 | x += (rand()%3-1)/8.0; | ||
306 | y += vy*time; | ||
307 | } | ||
308 | |||
309 | return (life >= 0); | ||
310 | } | ||
311 | }; | ||
312 | |||
313 | |||
314 | vector<Particle*> makeDeathAnimation(Ball* b) | ||
315 | { | ||
316 | vector<Particle*> result; | ||
317 | if(b == NULL) | ||
318 | return result; | ||
319 | for(int i = 0; i < 300; ++i) | ||
320 | { | ||
321 | double tx = (rand()%((int) (2*b->r+1)*100))/100.0-b->r; | ||
322 | double ty = (rand()%((int) (2*b->r+1)*100))/100.0-b->r; | ||
323 | if(tx*tx + ty * ty > sqr(b->r)) | ||
324 | continue; | ||
325 | double vr = 200*dist(tx,0,ty,0)/b->r; | ||
326 | double ex = tx/dist(tx,0,ty,0); | ||
327 | double ey = ty/dist(tx,0,ty,0); | ||
328 | tx += b->x; | ||
329 | ty += b->y; | ||
330 | Particle* temp = new Particle(tx, ty, 1, b->R, b->G, b->B); | ||
331 | |||
332 | temp->vx = ex*vr+b->vx; | ||
333 | temp->vy = ey*vr+b->vy; | ||
334 | |||
335 | temp->life = (rand()%100)/50.0; | ||
336 | result.push_back(temp); | ||
337 | } | ||
338 | return result; | ||
339 | } | ||
340 | |||
341 | double ground_level = yres - 20; | ||
342 | double g = 300.0; | ||
343 | string name; | ||
344 | |||
345 | //loads the "settings" (color sceme) | ||
346 | void loadConstants() | ||
347 | { | ||
348 | ifstream ins; | ||
349 | ins.open("settings.dat"); | ||
350 | //not used | ||
351 | ins.close(); | ||
352 | } | ||
353 | |||
354 | |||
355 | |||
356 | //initializes the imported libs and opens a window | ||
357 | int init_libs(SDL_Surface **screen) | ||
358 | { | ||
359 | if(SDL_Init(SDL_INIT_VIDEO) == -1) | ||
360 | { | ||
361 | cout << "Error: Could not initialize SDL" << endl; | ||
362 | return 1; | ||
363 | } | ||
364 | *screen = SDL_SetVideoMode(xres,yres,32,SDL_SWSURFACE); | ||
365 | if(!screen) | ||
366 | { | ||
367 | cout << "could not initialize screen" << endl; | ||
368 | return 1; | ||
369 | } | ||
370 | |||
371 | if(TTF_Init() == -1) | ||
372 | { | ||
373 | cout << "could not initialize True Fonts" << endl; | ||
374 | return 1; | ||
375 | } | ||
376 | SDL_WM_SetCaption("Space Canon - v0.02a", NULL); | ||
377 | return 0; | ||
378 | } | ||
379 | |||
380 | double draw_rand() | ||
381 | { | ||
382 | double result = rand()%10000-5000; | ||
383 | result += rand()%10000 - 5000; | ||
384 | result /= 7000.0; | ||
385 | return result; | ||
386 | } | ||
387 | |||
388 | class Weapon | ||
389 | { | ||
390 | public: | ||
391 | double next_shot; | ||
392 | double reload_time; | ||
393 | int Nprojectiles; | ||
394 | double projectileRad; | ||
395 | int projectile_hp; | ||
396 | double projectile_damage; | ||
397 | double angle; | ||
398 | int x; | ||
399 | int y; | ||
400 | double Evel; | ||
401 | double dvel; | ||
402 | double dphi; | ||
403 | double transit_vel; | ||
404 | |||
405 | Weapon(int nx, int ny) | ||
406 | { | ||
407 | transit_vel = 2; | ||
408 | Evel = 400; | ||
409 | dvel = 60; | ||
410 | dphi = 0.2; | ||
411 | Nprojectiles = 1; | ||
412 | projectileRad = 1.9; | ||
413 | projectile_hp = 1; | ||
414 | projectile_damage = 1; | ||
415 | x = nx; | ||
416 | y = ny; | ||
417 | next_shot = 0; | ||
418 | reload_time = 1; | ||
419 | angle = M_PI/2; | ||
420 | } | ||
421 | |||
422 | void step(double t, int right) | ||
423 | { | ||
424 | if(next_shot > 0) | ||
425 | next_shot -= t; | ||
426 | angle -= right*t*transit_vel; | ||
427 | if(angle < 0.1) | ||
428 | angle = 0.1; | ||
429 | if(angle > M_PI-0.1) | ||
430 | angle = M_PI-0.1; | ||
431 | } | ||
432 | |||
433 | void draw(SDL_Surface* screen) | ||
434 | { | ||
435 | //draw cannon; | ||
436 | drawCircle(screen, x, y, 10, 255,255,255); | ||
437 | double x1 = cos(angle)*15; | ||
438 | double y1 = -sin(angle)*15; | ||
439 | drawLine(screen, x, y, x + x1, y + y1, 255,255,255); | ||
440 | } | ||
441 | |||
442 | vector<Ball*> shoot() | ||
443 | { | ||
444 | vector<Ball*> result; | ||
445 | if(next_shot <= 0) | ||
446 | { | ||
447 | next_shot += reload_time; | ||
448 | double sx = x + cos(angle)*15; | ||
449 | double sy = y-sin(angle)*15; | ||
450 | for(int i = 0; i < Nprojectiles; ++i) | ||
451 | { | ||
452 | Ball* tempe = new Ball(sx, sy, projectileRad, 0); | ||
453 | double angle1 = angle + draw_rand()*dphi; | ||
454 | double vel = Evel + draw_rand()*dvel; | ||
455 | tempe->vx = cos(angle1) * vel; | ||
456 | tempe->vy = -sin(angle1) * vel; | ||
457 | tempe->G = 255; | ||
458 | tempe->health = projectile_hp; | ||
459 | tempe->damage = projectile_damage; | ||
460 | result.push_back(tempe); | ||
461 | } | ||
462 | } | ||
463 | return result; | ||
464 | } | ||
465 | }; | ||
466 | |||
467 | |||
468 | class GameHandle | ||
469 | { | ||
470 | //will always contain the CURRENT highscore | ||
471 | double highscore; | ||
472 | //level number | ||
473 | vector<Ball*> enemies; | ||
474 | vector<Ball*> projectiles; | ||
475 | vector<Particle*> particles; | ||
476 | SDL_Surface* screen; | ||
477 | bool game_Quit; | ||
478 | bool quickquit; | ||
479 | Label* scoreLabel; | ||
480 | Label* message; | ||
481 | Label* lifeLabel; | ||
482 | //-1,0,1 respectively depending on the status of ther arrow keys | ||
483 | int down; | ||
484 | int right; | ||
485 | int space; | ||
486 | int lifes; | ||
487 | bool game_Over; | ||
488 | vector<Weapon*> weapons; | ||
489 | int current_weapon; | ||
490 | |||
491 | void game_reset() | ||
492 | { | ||
493 | //SEED | ||
494 | srand(42+197641283); | ||
495 | |||
496 | down = 0; | ||
497 | current_weapon = 0; | ||
498 | RE(i, weapons.size()) | ||
499 | delete weapons[i]; | ||
500 | weapons = vector<Weapon*>(); | ||
501 | Weapon* mg = new Weapon(xres/2, ground_level); | ||
502 | mg->reload_time = 0.12; | ||
503 | mg->projectile_damage = 1; | ||
504 | mg->transit_vel = 4; | ||
505 | weapons.push_back(mg); | ||
506 | Weapon* shotgun = new Weapon(xres/2, ground_level); | ||
507 | shotgun->reload_time = 1; | ||
508 | shotgun->projectile_damage = 1; | ||
509 | shotgun->Nprojectiles = 12; | ||
510 | shotgun->projectileRad = 1.2; | ||
511 | shotgun->Evel = 600; | ||
512 | shotgun->transit_vel = 4; | ||
513 | weapons.push_back(shotgun); | ||
514 | Weapon* canon = new Weapon(xres/2, ground_level); | ||
515 | canon->reload_time = 1.1; | ||
516 | canon->projectile_damage = 3; | ||
517 | canon->projectile_hp = 5; | ||
518 | canon->projectileRad = 32; | ||
519 | canon->transit_vel = 2; | ||
520 | canon->Evel = 300; | ||
521 | canon->dvel = 20; | ||
522 | canon->dphi = 0.07; | ||
523 | weapons.push_back(canon); | ||
524 | lifes = 5; | ||
525 | highscore = 0; | ||
526 | game_Quit = false; | ||
527 | quickquit = false; | ||
528 | // for(int i = 0) | ||
529 | } | ||
530 | public: | ||
531 | ~GameHandle() | ||
532 | { | ||
533 | delete scoreLabel; | ||
534 | // delete message; | ||
535 | delete lifeLabel; | ||
536 | atexit(SDL_Quit); | ||
537 | RE(i, weapons.size()) | ||
538 | delete weapons[i]; | ||
539 | } | ||
540 | |||
541 | GameHandle(SDL_Surface* Nscreen) | ||
542 | { | ||
543 | highscore = 0; | ||
544 | screen = Nscreen; | ||
545 | SDL_Rect lpos; | ||
546 | lpos.x = 100; | ||
547 | lpos.y = 10; | ||
548 | lpos.w = 300; | ||
549 | lpos.h = 20; | ||
550 | lifeLabel = new Label(lltostr(lifes) + " life", lpos); | ||
551 | lpos.x = 300; | ||
552 | lpos.y = 10; | ||
553 | lpos.w = 300; | ||
554 | lpos.h = 20; | ||
555 | scoreLabel = new Label("Score: " + lltostr(highscore), lpos); | ||
556 | } | ||
557 | |||
558 | void update_Label() | ||
559 | { | ||
560 | scoreLabel->setCaption("Score: " + lltostr(highscore)); | ||
561 | lifeLabel->setCaption(lltostr(lifes) + " life"); | ||
562 | } | ||
563 | |||
564 | void paint(bool win, bool showmessage) | ||
565 | { | ||
566 | blacken(screen); | ||
567 | for(int i = 0; i < (int) particles.size(); ++i) | ||
568 | particles[i]->draw(screen); | ||
569 | for(int i = 0; i < (int) enemies.size(); ++i) | ||
570 | enemies[i]->draw(screen); | ||
571 | for(int i = 0; i < (int) projectiles.size(); ++i) | ||
572 | projectiles[i]->draw(screen); | ||
573 | for(int i = 0; i < xres; ++i) | ||
574 | drawPixel(screen,i,ground_level,255,255,255); | ||
575 | weapons[current_weapon]->draw(screen); | ||
576 | |||
577 | SDL_Rect r; | ||
578 | r.x = 0; | ||
579 | r.y = ground_level+1; | ||
580 | r.w = xres; | ||
581 | r.h = yres - ground_level; | ||
582 | SDL_FillRect(screen, &r, 0); | ||
583 | |||
584 | scoreLabel->draw(screen); | ||
585 | lifeLabel->draw(screen); | ||
586 | if(showmessage) | ||
587 | message->draw(screen); | ||
588 | |||
589 | SDL_Flip(screen); | ||
590 | } | ||
591 | |||
592 | void step(int steps, bool inGame, double t) | ||
593 | { | ||
594 | if(inGame) | ||
595 | { | ||
596 | // RE(i,weapons.size()) | ||
597 | weapons[current_weapon]->step(1/60.0,right); | ||
598 | if(space) | ||
599 | { | ||
600 | vector<Ball*> nproj = weapons[current_weapon]->shoot(); | ||
601 | RE(i, nproj.size()) | ||
602 | projectiles.push_back(nproj[i]); | ||
603 | } | ||
604 | //spawning a new Enemy every few steps | ||
605 | int lvl = steps/3000 + 1; | ||
606 | if(!(steps % 3000)) | ||
607 | cout << "reached level " << lvl << "! " << endl; | ||
608 | double progression = steps % 3000; | ||
609 | if(rand()%70000 < progression/2 + 500) | ||
610 | { | ||
611 | double rad = max(rand()%300/(5.0+lvl),50.0/(3+lvl)+2); | ||
612 | double vel = 10*lvl + rand()%50; | ||
613 | Ball* tempe = new Ball(rand()%xres,0-rad, rad, vel); | ||
614 | for(int i = 1; i < lvl; ++i) | ||
615 | if(rand()%2) | ||
616 | tempe->health++; | ||
617 | tempe->score = tempe->health*(2000.0/tempe->r + tempe->vy); | ||
618 | tempe->color(); | ||
619 | enemies.push_back(tempe); | ||
620 | } | ||
621 | vector<Ball*> nenemies; | ||
622 | for(int i = 0; i < (int) enemies.size(); ++i) | ||
623 | { | ||
624 | enemies[i]->step(1/60.0); | ||
625 | //checking wether an enemy was killed | ||
626 | bool shot = false; | ||
627 | for(int j = 0; j < (int) projectiles.size(); ++j) | ||
628 | if(!shot) | ||
629 | if(enemies[i]->check_collision(projectiles[j])) | ||
630 | { | ||
631 | enemies[i]->health -= projectiles[j]->damage; | ||
632 | projectiles[j]->health -= enemies[i]->damage; | ||
633 | if(enemies[i]->health <= 0) | ||
634 | { | ||
635 | shot = true; | ||
636 | highscore += enemies[i]->score; | ||
637 | vector<Particle*> tempP = makeDeathAnimation(enemies[i]); | ||
638 | for(int k = 0; k < (int) tempP.size(); ++k) | ||
639 | particles.push_back(tempP[k]); | ||
640 | delete enemies[i]; | ||
641 | } | ||
642 | if(projectiles[j]->health <= 0) | ||
643 | { | ||
644 | vector<Particle*> tempP = makeDeathAnimation(projectiles[j]); | ||
645 | for(int k = 0; k < (int) tempP.size(); ++k) | ||
646 | particles.push_back(tempP[k]); | ||
647 | projectiles[j]->x = -10000; | ||
648 | } | ||
649 | } | ||
650 | if(shot) | ||
651 | continue; | ||
652 | //checking wether an enemy has reached the bottom line | ||
653 | if(enemies[i]->y + enemies[i]->r > ground_level) | ||
654 | { | ||
655 | lifes -= 1; | ||
656 | vector<Particle*> tempP = makeDeathAnimation(enemies[i]); | ||
657 | for(int j = 0; j < (int) tempP.size(); ++j) | ||
658 | particles.push_back(tempP[j]); | ||
659 | delete enemies[i]; | ||
660 | continue; | ||
661 | } | ||
662 | nenemies.push_back(enemies[i]); | ||
663 | } | ||
664 | enemies = nenemies; | ||
665 | vector<Ball*> nprojectiles; | ||
666 | for(int i = 0; i < (int) projectiles.size(); ++i) | ||
667 | { | ||
668 | if(projectiles[i]->x == -10000) | ||
669 | { | ||
670 | delete projectiles[i]; | ||
671 | continue; | ||
672 | } | ||
673 | projectiles[i]->step(1/60.0); | ||
674 | //checking wether a projectile has reached the edge | ||
675 | if(!inBounds(projectiles[i]->x, projectiles[i]->y)) | ||
676 | { | ||
677 | vector<Particle*> tempP = makeDeathAnimation(projectiles[i]); | ||
678 | for(int j = 0; j < (int) tempP.size(); ++j) | ||
679 | particles.push_back(tempP[j]); | ||
680 | delete projectiles[i]; | ||
681 | continue; | ||
682 | } | ||
683 | nprojectiles.push_back(projectiles[i]); | ||
684 | } | ||
685 | projectiles = nprojectiles; | ||
686 | |||
687 | } | ||
688 | |||
689 | //deleting old particles | ||
690 | vector<Particle*> nparticles; | ||
691 | for(int i = 0; i < (int) particles.size(); ++i) | ||
692 | { | ||
693 | if(particles[i]->step(1/60.0) && inBounds(particles[i]->x,particles[i]->y)) | ||
694 | { | ||
695 | nparticles.push_back(particles[i]); | ||
696 | } | ||
697 | else | ||
698 | { | ||
699 | delete particles[i]; | ||
700 | } | ||
701 | } | ||
702 | |||
703 | particles = nparticles; | ||
704 | |||
705 | |||
706 | if(lifes <= 0) | ||
707 | game_Over = true; | ||
708 | } | ||
709 | |||
710 | void handle_Events(bool &game_Quit, int &down, int& right) | ||
711 | { | ||
712 | SDL_Event event; | ||
713 | while(SDL_PollEvent(&event)) | ||
714 | { | ||
715 | if(event.type == SDL_QUIT) | ||
716 | { | ||
717 | game_Quit = true; | ||
718 | break; | ||
719 | } | ||
720 | } | ||
721 | Uint8 *keyState = SDL_GetKeyState(NULL); | ||
722 | int ndown = -keyState[SDLK_UP]+keyState[SDLK_DOWN]; | ||
723 | if(ndown != down) | ||
724 | { | ||
725 | if(down == -1) | ||
726 | { | ||
727 | int n = (current_weapon + 1)%weapons.size(); | ||
728 | weapons[n]->angle = weapons[current_weapon]->angle; | ||
729 | current_weapon = n; | ||
730 | } | ||
731 | if(down == 1) | ||
732 | { | ||
733 | int n = (current_weapon - 1 + weapons.size())%weapons.size(); | ||
734 | weapons[n]->angle = weapons[current_weapon]->angle; | ||
735 | current_weapon = n; | ||
736 | } | ||
737 | } | ||
738 | down = ndown; | ||
739 | right = -keyState[SDLK_LEFT]+keyState[SDLK_RIGHT]; | ||
740 | space = keyState[SDLK_SPACE]; | ||
741 | } | ||
742 | |||
743 | // void animate_death() | ||
744 | // { | ||
745 | // vector<Particle> deathanimation = makeDeathAnimation(x_pos,y_pos,ball_rad,x_vel, y_vel); | ||
746 | // for(int i = 0; i < (int) deathanimation.size(); ++i) | ||
747 | // particles.push_back(deathanimation[i]); | ||
748 | // } | ||
749 | |||
750 | void play() | ||
751 | { | ||
752 | //won or lost the game | ||
753 | game_Over = false; | ||
754 | //resets the game variables to startpoint | ||
755 | game_reset(); | ||
756 | |||
757 | double time = 0; | ||
758 | int steps = 0; | ||
759 | |||
760 | while(!game_Over) | ||
761 | { | ||
762 | Uint32 start = SDL_GetTicks(); | ||
763 | handle_Events(game_Quit,down, right); | ||
764 | if(game_Quit) | ||
765 | { | ||
766 | game_Over = true; | ||
767 | break; | ||
768 | } | ||
769 | |||
770 | step(steps, true,time); | ||
771 | |||
772 | if(game_Over) | ||
773 | break; | ||
774 | update_Label(); | ||
775 | steps++; | ||
776 | time += 1/60.0; | ||
777 | paint(true,false); | ||
778 | Uint32 time = SDL_GetTicks()-start; | ||
779 | if(1000/60.0 - time > 0) | ||
780 | SDL_Delay(1000/60.0 - time); | ||
781 | } | ||
782 | cout << "You died! Your highscore was " << highscore << endl; | ||
783 | } | ||
784 | }; | ||
785 | |||
786 | |||
787 | //a console io menu | ||
788 | void pregame_menu(string& name) | ||
789 | { | ||
790 | cout << "This is a simple space game" << endl; | ||
791 | cout << "Please enter your name:"; | ||
792 | cin >> name; | ||
793 | // cout << "Please enter difficulty (0-100):"; | ||
794 | // cin >> difficulty; | ||
795 | } | ||
796 | |||
797 | int main() | ||
798 | { | ||
799 | loadConstants(); | ||
800 | pregame_menu(name); | ||
801 | if(init_libs(&screen)) | ||
802 | return 1; | ||
803 | GameHandle game = GameHandle(screen); | ||
804 | game.play(); | ||
805 | |||
806 | |||
807 | return 0; | ||
808 | } | ||
809 | |||