dos-vga-arena-shooter-game/game.c

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C
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#include <stdio.h>
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#include <math.h>
#include <conio.h>
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#include "system/vga.h"
#include "system/keyboard.h"
#include "system/mouse_io.h"
#include "system/pc_stuff.h"
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#include "bmpload.h"
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#include "const.h"
#include "arena.h"
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struct BMPImage spritesheetImage;
struct VGAColor vgaColors[256];
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struct SpriteRender rabbit, mouse;
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void setupRabbitSprites() {
buildSpriteFromSpritesheet(
&spritesheetImage,
&rabbit,
0, 20, 16, 16
);
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rabbit.offsetX = 8;
rabbit.offsetY = 15;
buildSpriteFromSpritesheet(
&spritesheetImage,
&mouse,
16, 20, 8, 8
);
mouse.offsetX = 4;
mouse.offsetY = 4;
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}
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#define RABBIT_MOTION_DRAG (2)
#define RABBIT_MOTION_ACCELERATION (5)
#define RABBIT_MOTION_MAX_SPEED (12)
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int rabbitPosition[2] = { 60, 60 };
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int oldRabbitPosition[2] = { 60, 60 };
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int rabbitLimits[2][2] = {
{ 20, 20 },
{ 180, 180 }
};
signed char rabbitVelocity[2] = { 0, 0 };
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struct MouseStatus mouseStatus;
char mousePosition[2] = { 0, 0 };
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char oldMousePosition[2] = { 0, 0 };
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char mouseDotPosition[2] = { 0, 0 };
char oldMouseDotPosition[2] = { 0, 0 };
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void renderMouse() {
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mouse.x = mousePosition[0];
mouse.y = mousePosition[1];
drawSprite(&mouse);
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drawPixel(mouseDotPosition[0], mouseDotPosition[1], 2);
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}
void renderRabbit() {
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rabbit.x = rabbitPosition[0];
rabbit.y = rabbitPosition[1];
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drawSprite(&rabbit);
}
void handleRabbitMovement() {
int i;
if (keyboardKeydownState.KEY_W) {
rabbitVelocity[1] -= RABBIT_MOTION_ACCELERATION;
if (rabbitVelocity[1] < -RABBIT_MOTION_MAX_SPEED) {
rabbitVelocity[1] = -RABBIT_MOTION_MAX_SPEED;
}
}
if (keyboardKeydownState.KEY_S) {
rabbitVelocity[1] += RABBIT_MOTION_ACCELERATION;
if (rabbitVelocity[1] > RABBIT_MOTION_MAX_SPEED) {
rabbitVelocity[1] = RABBIT_MOTION_MAX_SPEED;
}
}
if (keyboardKeydownState.KEY_A) {
rabbitVelocity[0] -= RABBIT_MOTION_ACCELERATION;
if (rabbitVelocity[0] < -RABBIT_MOTION_MAX_SPEED) {
rabbitVelocity[0] = -RABBIT_MOTION_MAX_SPEED;
}
}
if (keyboardKeydownState.KEY_D) {
rabbitVelocity[0] += RABBIT_MOTION_ACCELERATION;
if (rabbitVelocity[0] > RABBIT_MOTION_MAX_SPEED) {
rabbitVelocity[0] = RABBIT_MOTION_MAX_SPEED;
}
}
for (i = 0; i < 2; ++i) {
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oldRabbitPosition[i] = rabbitPosition[i];
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rabbitPosition[i] += (rabbitVelocity[i] / 5);
if (rabbitPosition[i] < rabbitLimits[0][i]) {
rabbitPosition[i] = rabbitLimits[0][i];
}
if (rabbitPosition[i] >= rabbitLimits[1][i]) {
rabbitPosition[i] = rabbitLimits[1][i];
}
if (rabbitVelocity[i] < 0) {
rabbitVelocity[i] += RABBIT_MOTION_DRAG;
if (rabbitVelocity[i] > 0) rabbitVelocity[i] = 0;
}
if (rabbitVelocity[i] > 0) {
rabbitVelocity[i] -= RABBIT_MOTION_DRAG;
if (rabbitVelocity[i] < 0) rabbitVelocity[i] = 0;
}
}
}
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struct SpriteBounds bounds;
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void drawOnlyMouseArena() {
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mouse.x = oldMousePosition[0];
mouse.y = oldMousePosition[1];
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getSpriteBounds(&mouse, &bounds);
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drawOnlyArena(&bounds);
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bounds.top = oldMouseDotPosition[1];
bounds.bottom = oldMouseDotPosition[1];
bounds.left = oldMouseDotPosition[0];
bounds.right = oldMouseDotPosition[0];
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drawOnlyArena(&bounds);
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}
void drawOnlyRabbitArena() {
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rabbit.x = oldRabbitPosition[0];
rabbit.y = oldRabbitPosition[1];
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getSpriteBounds(&rabbit, &bounds);
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drawOnlyArena(&bounds);
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}
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int main(void) {
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FILE *fh;
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int keepRunning = 1;
installKeyboardHandler();
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initializeDrawBuffer();
fh = fopen("sprtsht.bmp", "rb");
if (readBMPIntoNewMemory(fh, &spritesheetImage)) return 1;
fclose(fh);
spritesheetImage.transparentColor = 0;
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setupWallSprites(&spritesheetImage);
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setupRabbitSprites();
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setVideoMode(VIDEO_MODE_VGA_256);
bmp256ColorPaletteToVGAColorPalette(&spritesheetImage, vgaColors);
setVGAColors(vgaColors, 256);
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activateMouse(&mouseStatus);
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limitMouseArea(0, 0, 199, 199);
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buildArena();
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while (keepRunning) {
readMouse(&mouseStatus);
populateKeyboardKeydownState();
handleRabbitMovement();
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calculateTargetAngle();
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drawOnlyRabbitArena();
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drawOnlyMouseArena();
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renderRabbit();
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renderMouse();
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waitStartVbl();
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copyDrawBufferToDisplay();
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waitEndVbl();
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if (keyboardKeydownState.KEY_ESC) { keepRunning = 0; }
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}
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// states:
// * main menu
// * play
// * quit
// * play
// * draw base map
// * draw sidebar
// * Game loop
// * get mouse
// * get keyboard
// * set character position
// * check for enemy spawn and spawn enemy if needed
// * check for character firing and able to fire, spawn bullet if allowed
// * check for each enemy firing and able to fire, spawn enemy bullet if allowed
// * check for bullet collisions
// * enemies are destroyed
// * character is damaged
// * check for bullets hitting the edges of the screen and remove
// *
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//
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freeBMP(&spritesheetImage);
setVideoMode(VIDEO_MODE_80x25_TEXT);
uninstallKeyboardHandler();
fprintf(stderr, "meow\n");
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return 0;
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}