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// Dark GDK - The Game Creators - www.thegamecreators.com
// the wizard has created a very simple project that uses Dark GDK
// it contains the basic code for a GDK application
// whenever using Dark GDK you must ensure you include the header file
#include "DarkGDK.h"
class Asteroids {
public:
Asteroids() {
//Set Asteroid ID
ast_id = numObjects;
astDestroyed = false;
//Variables
astx = rand() %700;
asty = rand() %500;
astx_cnt = 2;
asty_cnt = 2;
asrotate = 0;
numObjects++;
}
~Asteroids() {
numObjects--;
}
static int numObjects;
void Location () {
//Asteroid Variables
asmove = 0;
//Check Value of Asteroid
if (astDestroyed)
return;
//Asteroid Movement Variables
dbSprite(ast_id,astx,asty,5);
astx = astx + astx_cnt;
asty = asty + asty_cnt;
astx_inc = astx+1;
asty_inc = asty+1;
//Rotate Asteroid 1
asrotate = asrotate +5;
dbRotateSprite(ast_id,asrotate);
//Place Asteroid Sprite
if (dbSpriteExist(ast_id))
{
dbOffsetSprite(ast_id,28,29);
if (asty >= 520)
{
asty_cnt = (asty_cnt * (-1));
}
if (astx >= 700)
{
astx_cnt = (astx_cnt * (-1));
}
if (asty <=-100)
{
asty_cnt = (asty_cnt * (-1));
}
if (astx <=-100)
{
astx_cnt = (astx_cnt * (-1));
}
}
Collision(ast_id);
}
void Collision(int ast_id){
int astx1;
int asty1;
//Circular Collision Variables
radius = 28 + 22;
shipx = dbSpriteX(1);
shipy = dbSpriteY(1);
distx = shipx - astx;
disty = shipy - asty;
//Circular Collision
if (dbSpriteExist(ast_id))
{
astx1 = dbSpriteX(ast_id);
asty1 = dbSpriteY(ast_id);
}
//set collision for ship and asteroids
if (dbSpriteExist(ast_id))
{
if ((radius * radius) > (distx * distx) + (disty * disty))
{
dbDeleteSprite(1);
}
}
if (dbSpriteExist(7))
{
dbMoveSprite(7,bullet_speed);
if (dbSpriteHit(ast_id,7))
{
dbDeleteSprite(ast_id);
dbDeleteSprite(7);
astDestroyed = true;
}
}
}
private:
//Asteroid Variables
int asrotate;
int asmove;
int ast_id;
int astx;
int asty;
//Asteroid Movement Variables
int astx_inc;
int asty_inc;
int astx_cnt;
int asty_cnt;
//Circular Collision Variables
int radius;
int shipx;
int shipy;
int distx;
int disty;
bool astDestroyed;
//Bullet variables
int bullet_speed;
};
int Asteroids::numObjects=10;
// the main entry point for the application is this function
void DarkGDK ( void )
{
// turn on sync rate and set maximum rate to 60 fps
dbSyncOn ( );
dbSyncRate ( 60 );
//Load Images
dbLoadImage("ship.png",1);
dbLoadImage("nightsky.jpg",2);
dbLoadImage("city.png",3);
dbCreateAnimatedSprite(4,"sprite.png",3,1,4); //creates animated civilian sprite
dbLoadImage("pokeball.png",5);
dbLoadImage("cloud.png",6);
dbLoadImage("bullet.png",7);
dbSetWindowSize(1024,768);
//Sprites
dbSprite(2,0,0,2); //Sky
dbSprite(3,0,280,3); //City
dbSprite(1,1,250,1); //Ship
dbSprite(6,0,0,6); //Cloud
dbSprite(4,0,400,4); //animated sprite
//Sprite Priority
dbSetSpritePriority (2,0); //back image
dbSetSpritePriority (3,1);
dbSetSpritePriority (7,2);
dbSetSpritePriority (1,3);
dbSetSpritePriority (4,4);
dbSetSpritePriority (6,5);
dbSetSpritePriority (5,6); //front Images
//Variables
float left = 0.0;
float right = 1.0;
float leftcity = 0.0;
float rightcity = 1.0;
float leftcloud = 0.0;
float rightcloud = 1.0;
//Variables
int bulletx = dbSpriteX(1);
int bullety = dbSpriteY(1);
std::vector<Asteroids*> asteroid;
for (int i=0; i<10; ++i){
asteroid.push_back(new Asteroids);
}
// our main loop
while ( LoopGDK ( ) )
{
for (unsigned int i=0; i<asteroid.size(); ++i){
asteroid[i]->Location();
}
dbPlaySprite(4,1,3,300);
//Scrolling Background
dbSetSpriteTextureCoord(2, 0, left, 0);
dbSetSpriteTextureCoord(2, 1, right, 0);
dbSetSpriteTextureCoord(2, 2, left, 1);
dbSetSpriteTextureCoord(2, 3, right, 1);
//Scrolling City
dbSetSpriteTextureCoord(3, 0, leftcity, 0);
dbSetSpriteTextureCoord(3, 1, rightcity, 0);
dbSetSpriteTextureCoord(3, 2, leftcity, 1);
dbSetSpriteTextureCoord(3, 3, rightcity, 1);
//Scrolling Clouds
dbSetSpriteTextureCoord(6, 0, leftcloud, 0);
dbSetSpriteTextureCoord(6, 1, rightcloud, 0);
dbSetSpriteTextureCoord(6, 2, leftcloud, 1);
dbSetSpriteTextureCoord(6, 3, rightcloud, 1);
//Background Movement
if (dbLeftKey())
{
left += 0.002;
right += 0.002;
leftcity += 0.002;
rightcity += 0.002;
leftcloud += 0.0023;
rightcloud += 0.0023;
}
//Ship Movement
if (dbUpKey())
{
dbMoveSprite(1,5);
}
if (dbDownKey())
{
dbMoveSprite(1,-5);
}
if (dbSpriteExist(1)) {
if (dbKeyState(0x39))
{
dbSprite(7,bulletx,bullety,7);
dbOffsetSprite(7,5,5);
}
}
//Civilian Collision
if (dbSpriteExist(4))
{
if (dbSpriteHit(1,4))
{
dbDeleteSprite(4);
}
}
// update the screen
dbSync ( );
}
// return back to windows
return;
}
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