335 lines
7.5 KiB
C
335 lines
7.5 KiB
C
#include <stdio.h>
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#include <math.h>
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#include <conio.h>
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#include "system/vga.h"
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#include "system/keyboard.h"
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#include "system/mouse_io.h"
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#include "system/pc_stuff.h"
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#include "bmpload.h"
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struct BMPImage spritesheetImage;
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struct VGAColor vgaColors[256];
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struct SpriteRender arenaWallTop, arenaWallSide, arenaFloor;
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struct SpriteRender rabbit, mouse;
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void setupWallSprites() {
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buildSpriteFromSpritesheet(
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&spritesheetImage,
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&arenaWallTop,
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0, 0, 20, 20
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);
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buildSpriteFromSpritesheet(
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&spritesheetImage,
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&arenaWallSide,
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20, 0, 20, 20
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);
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buildSpriteFromSpritesheet(
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&spritesheetImage,
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&arenaFloor,
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40, 0, 20, 20
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);
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}
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void setupRabbitSprites() {
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buildSpriteFromSpritesheet(
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&spritesheetImage,
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&rabbit,
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0, 20, 16, 16
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);
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rabbit.offsetX = 8;
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rabbit.offsetY = 15;
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buildSpriteFromSpritesheet(
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&spritesheetImage,
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&mouse,
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16, 20, 8, 8
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);
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mouse.offsetX = 4;
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mouse.offsetY = 4;
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}
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char arenaLayout[10][10] = {
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{ 1, 1, 1, 1, 0, 0, 1, 1, 1, 1 },
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{ 1, 2, 2, 2, 0, 0, 2, 2, 2, 1 },
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{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
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{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
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{ 2, 0, 0, 0, 0, 0, 0, 0, 0, 2 },
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
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{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
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{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
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{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
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{ 1, 1, 1, 1, 0, 0, 1, 1, 1, 1 }
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};
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void renderArenaTile(int x, int y) {
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char tile;
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struct SpriteRender *target;
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tile = arenaLayout[y][x];
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switch (tile) {
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case 0:
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target = &arenaFloor;
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break;
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case 1:
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target = &arenaWallTop;
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break;
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case 2:
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target = &arenaWallSide;
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break;
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}
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target->x = x * 20;
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target->y = y * 20;
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drawSprite(target);
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}
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void buildArena() {
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int x, y;
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for (y = 0; y < 10; ++y) {
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for (x = 0; x < 10; ++x) {
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renderArenaTile(x, y);
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}
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}
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}
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#define RABBIT_MOTION_DRAG (2)
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#define RABBIT_MOTION_ACCELERATION (5)
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#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] = {
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{ 20, 20 },
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{ 180, 180 }
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};
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signed char rabbitVelocity[2] = { 0, 0 };
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struct MouseStatus mouseStatus;
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char mousePosition[2] = { 0, 0 };
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char oldMousePosition[2] = { 0, 0 };
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char mouseDotPosition[2] = { 0, 0 };
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char oldMouseDotPosition[2] = { 0, 0 };
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void renderMouse() {
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mouse.x = mousePosition[0];
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mouse.y = mousePosition[1];
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drawSprite(&mouse);
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drawPixel(mouseDotPosition[0], mouseDotPosition[1], 2);
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}
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void renderRabbit() {
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rabbit.x = rabbitPosition[0];
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rabbit.y = rabbitPosition[1];
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drawSprite(&rabbit);
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}
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void handleRabbitMovement() {
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int i;
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if (keyboardKeydownState.KEY_W) {
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rabbitVelocity[1] -= RABBIT_MOTION_ACCELERATION;
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if (rabbitVelocity[1] < -RABBIT_MOTION_MAX_SPEED) {
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rabbitVelocity[1] = -RABBIT_MOTION_MAX_SPEED;
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}
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}
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if (keyboardKeydownState.KEY_S) {
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rabbitVelocity[1] += RABBIT_MOTION_ACCELERATION;
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if (rabbitVelocity[1] > RABBIT_MOTION_MAX_SPEED) {
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rabbitVelocity[1] = RABBIT_MOTION_MAX_SPEED;
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}
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}
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if (keyboardKeydownState.KEY_A) {
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rabbitVelocity[0] -= RABBIT_MOTION_ACCELERATION;
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if (rabbitVelocity[0] < -RABBIT_MOTION_MAX_SPEED) {
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rabbitVelocity[0] = -RABBIT_MOTION_MAX_SPEED;
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}
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}
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if (keyboardKeydownState.KEY_D) {
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rabbitVelocity[0] += RABBIT_MOTION_ACCELERATION;
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if (rabbitVelocity[0] > RABBIT_MOTION_MAX_SPEED) {
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rabbitVelocity[0] = RABBIT_MOTION_MAX_SPEED;
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}
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}
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for (i = 0; i < 2; ++i) {
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oldRabbitPosition[i] = rabbitPosition[i];
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rabbitPosition[i] += (rabbitVelocity[i] / 5);
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if (rabbitPosition[i] < rabbitLimits[0][i]) {
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rabbitPosition[i] = rabbitLimits[0][i];
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}
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if (rabbitPosition[i] >= rabbitLimits[1][i]) {
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rabbitPosition[i] = rabbitLimits[1][i];
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}
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if (rabbitVelocity[i] < 0) {
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rabbitVelocity[i] += RABBIT_MOTION_DRAG;
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if (rabbitVelocity[i] > 0) rabbitVelocity[i] = 0;
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}
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if (rabbitVelocity[i] > 0) {
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rabbitVelocity[i] -= RABBIT_MOTION_DRAG;
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if (rabbitVelocity[i] < 0) rabbitVelocity[i] = 0;
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}
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}
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}
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#define TILE_SIZE (20)
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struct SpriteBounds bounds;
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char tileRenderQueue[400];
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void drawOnlyArena() {
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int leftTileX, rightTileX,
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topTileY, bottomTileY;
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leftTileX = bounds.left / TILE_SIZE;
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rightTileX = bounds.right / TILE_SIZE;
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topTileY = bounds.top / TILE_SIZE;
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bottomTileY = bounds.bottom / TILE_SIZE;
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renderArenaTile(leftTileX, topTileY);
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renderArenaTile(rightTileX, topTileY);
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renderArenaTile(rightTileX, bottomTileY);
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renderArenaTile(leftTileX, bottomTileY);
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}
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void drawOnlyMouseArena() {
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mouse.x = oldMousePosition[0];
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mouse.y = oldMousePosition[1];
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getSpriteBounds(&mouse, &bounds);
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drawOnlyArena();
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bounds.top = oldMouseDotPosition[1];
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bounds.bottom = oldMouseDotPosition[1];
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bounds.left = oldMouseDotPosition[0];
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bounds.right = oldMouseDotPosition[0];
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drawOnlyArena();
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}
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void drawOnlyRabbitArena() {
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rabbit.x = oldRabbitPosition[0];
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rabbit.y = oldRabbitPosition[1];
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getSpriteBounds(&rabbit, &bounds);
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drawOnlyArena();
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}
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#define RAD2DEG (180/3.14159)
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#define DEG2RAD (3.14159/180)
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#define MOUSE_DISTANCE (32)
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void calculateTargetAngle() {
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float distanceX, distanceY;
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float angle;
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oldMouseDotPosition[0] = mouseDotPosition[0];
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oldMouseDotPosition[1] = mouseDotPosition[1];
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mouseDotPosition[0] = mouseStatus.xPosition;
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mouseDotPosition[1] = mouseStatus.yPosition;
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distanceX = mouseStatus.xPosition - rabbitPosition[0];
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distanceY = mouseStatus.yPosition - rabbitPosition[1];
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angle = atan2(distanceY, distanceX) * 180 / 3.14159 + 90;
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if (angle < 0) angle += 360;
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distanceX = sin(angle * DEG2RAD) * MOUSE_DISTANCE;
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distanceY = -cos(angle * DEG2RAD) * MOUSE_DISTANCE;
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oldMousePosition[0] = mousePosition[0];
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oldMousePosition[1] = mousePosition[1];
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mousePosition[0] = rabbitPosition[0] + distanceX;
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mousePosition[1] = rabbitPosition[1] + distanceY;
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}
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int main(void) {
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FILE *fh;
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int keepRunning = 1;
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installKeyboardHandler();
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initializeDrawBuffer();
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fh = fopen("sprtsht.bmp", "rb");
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if (readBMPIntoNewMemory(fh, &spritesheetImage)) return 1;
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fclose(fh);
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spritesheetImage.transparentColor = 0;
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setupWallSprites();
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setupRabbitSprites();
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setVideoMode(VIDEO_MODE_VGA_256);
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bmp256ColorPaletteToVGAColorPalette(&spritesheetImage, vgaColors);
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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) {
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readMouse(&mouseStatus);
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populateKeyboardKeydownState();
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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:
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// * main menu
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// * play
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// * quit
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// * play
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// * draw base map
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// * draw sidebar
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// * Game loop
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// * get mouse
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// * get keyboard
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// * set character position
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// * check for enemy spawn and spawn enemy if needed
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// * check for character firing and able to fire, spawn bullet if allowed
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// * check for each enemy firing and able to fire, spawn enemy bullet if allowed
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// * check for bullet collisions
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// * enemies are destroyed
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// * character is damaged
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// * check for bullets hitting the edges of the screen and remove
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// *
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//
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freeBMP(&spritesheetImage);
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setVideoMode(VIDEO_MODE_80x25_TEXT);
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uninstallKeyboardHandler();
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fprintf(stderr, "meow\n");
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return 0;
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}
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