?? sprite.cpp
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//-----------------------------------------------------------------------------
//
// Copyright (C) July 24, 2000 by Zhang Yong
// Email: z-meng@yeah.net
// This source is available for distribution and/or modification
// only under the terms of the GPL license.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the GPL.txt for more details.
//
//-----------------------------------------------------------------------------
#include "sprite.h"
#include "plane.h"
#include "input.h"
extern CPlane g_plane;
extern CPlayer g_player;
extern CSpriteList g_sprites;
extern CBitmap g_bmGhost;
extern CBitmap g_bmTurtle;
extern CBitmap g_bmCoin;
extern CBitmap g_bmMushroom;
extern CBitmap g_bmDebris;
extern CBitmap g_bmBullet;
extern CBitmap g_bmExplode;
extern CBitmap g_bmFlower;
const float GRAVITY = 1200;
inline float fabs(float x){ return (x > 0 ? x : -x); }
void AddCoin( int tilex, int tiley )
{
CSprite *sprite = new CCoin;
float x = (float)(tilex * TILE_W + 8);
float y = (float)(tiley * TILE_H - 20);
sprite->Create( COIN, x, y, 16, 32, 3, &g_bmCoin );
sprite->BitBlt( NONE, RIGHT );
sprite->BitBlt( NONE, RIGHT );
sprite->BitBlt( NONE, RIGHT );
sprite->SetAction( NONE, RIGHT );
sprite->m_ya = GRAVITY;
sprite->m_yv = -500;
g_sprites.Add( sprite );
}
void AddGhost( float x, float y )
{
CSprite *sprite = new CGhost;
sprite->Create( GHOST, x, y, 32, 32, 6, &g_bmGhost );
sprite->BitBlt( WALK, RIGHT );
sprite->BitBlt( WALK, RIGHT );
sprite->BitBlt( WALK, LEFT );
sprite->BitBlt( WALK, LEFT );
sprite->BitBlt( DEAD, RIGHT );
sprite->BitBlt( UPSIDEDOWN, RIGHT );
sprite->SetAction( WALK, LEFT );
sprite->m_xv = -75;
sprite->m_active = FALSE;
g_sprites.Add( sprite );
}
void AddTurtle( int type, float x, float y )
{
CSprite *sprite;
if( type == WALKTURTLE )
sprite = new CWalkTurtle;
else
sprite = new CFlyTurtle;
sprite->Create( type, x, y, 32, 48, 6, &g_bmTurtle );
sprite->BitBlt( WALK, RIGHT );
sprite->BitBlt( WALK, RIGHT );
sprite->BitBlt( WALK, LEFT );
sprite->BitBlt( WALK, LEFT );
sprite->BitBlt( DEAD, RIGHT );
sprite->BitBlt( UPSIDEDOWN, RIGHT );
sprite->SetAction( WALK, LEFT );
sprite->m_active = FALSE;
if( type == WALKTURTLE )
sprite->m_xv = -80;
else
{
sprite->m_onground = FALSE;
sprite->m_xv = -50;
sprite->m_ya = GRAVITY/2;
}
g_sprites.Add( sprite );
}
void AddMushroom( int tilex, int tiley )
{
CSprite *sprite = new CMushroom;
float x = (float)(tilex * TILE_W);
float y = (float)(tiley * TILE_H - 33);
sprite->Create( MUSHROOM, x, y, 32, 32, 1, &g_bmMushroom );
sprite->BitBlt( NONE, RIGHT );
sprite->SetAction( NONE, RIGHT );
sprite->m_ya = GRAVITY;
sprite->m_yv = -100;
sprite->m_xv = 85;
g_sprites.Add( sprite );
}
void AddFlower( int tilex, int tiley )
{
CSprite *sprite = new CSprite;
float x = (float)(tilex * TILE_W);
float y = (float)(tiley * TILE_H - 33);
sprite->Create( FLOWER, x, y, 32, 32, 1, &g_bmFlower );
sprite->BitBlt( NONE, RIGHT );
sprite->SetAction( NONE, RIGHT );
g_sprites.Add( sprite );
}
void AddDebris( int tilex, int tiley )
{
CSprite *sprite[4];
float x = (float)(tilex * TILE_W + 16);
float y = (float)(tiley * TILE_H + 16);
for( int i = 0; i < 4; i ++ )
{
sprite[i] = new CSprite;
sprite[i]->Create( COIN, x, y, 16, 16, 4, &g_bmDebris );
sprite[i]->BitBlt( NONE, RIGHT );
sprite[i]->BitBlt( NONE, RIGHT );
sprite[i]->BitBlt( NONE, RIGHT );
sprite[i]->BitBlt( NONE, RIGHT );
sprite[i]->SetAction( NONE, RIGHT );
sprite[i]->m_ya = GRAVITY;
g_sprites.Add( sprite[i] );
}
float xv = 100;
sprite[0]->m_xv = -xv;
sprite[0]->m_yv = -500;
sprite[1]->m_xv = xv;
sprite[1]->m_yv = -500;
sprite[2]->m_xv = -xv;
sprite[2]->m_yv = -200;
sprite[3]->m_xv = xv;
sprite[3]->m_yv = -200;
}
void AddExplode( float x, float y )
{
CSprite *sprite = new CExplode;
sprite->Create( COIN, x, y, 32, 32, 3, &g_bmExplode );
sprite->BitBlt( NONE, RIGHT );
sprite->BitBlt( NONE, RIGHT );
sprite->BitBlt( NONE, RIGHT );
sprite->SetAction( NONE, RIGHT );
g_sprites.Add( sprite );
}
CSprite::~CSprite()
{
if( m_sbm )
delete []m_sbm;
}
void CSprite::Create( int type, float x, float y, int width, int height,
int nBitmaps, CBitmap *pbmSprite )
{
m_type = type;
m_active = TRUE;
m_x = x;
m_y = y;
m_width = width;
m_height = height;
m_onground = TRUE;
m_xv = 0;
m_yv = 0;
m_xa = 0;
m_ya = 0;
m_count = 0;
m_nBitmaps = nBitmaps;
m_curBitmap = 0;
m_relSwitch = 0;
m_absSwitch = 10;
m_sbm = new SPRITE_BM[nBitmaps];
m_pbmSprite = pbmSprite;
m_next = NULL;
}
void CSprite::BitBlt( ACTION action, DIRECTION dir )
{
m_sbm[m_count].action = action;
m_sbm[m_count].dir = dir;
m_count ++;
}
void CSprite::SetBitmap()
{
int c = 0;
while( m_sbm[c].action != m_action ||
m_sbm[c].dir != m_dir )
c ++;
m_curBitmap = c;
}
void CSprite::ChangeDirection()
{
if( m_dir == LEFT )
m_dir = RIGHT;
else
m_dir = LEFT;
SetBitmap();
}
void CSprite::SetAction( ACTION action, DIRECTION dir )
{
m_action = action;
if( dir != SAME )
m_dir = dir;
SetBitmap();
}
void CSprite::AdvanceBitmap()
{
int c = m_curBitmap + 1;
if( c >= m_nBitmaps )
SetBitmap();
else
{
if( m_sbm[c].action != m_action ||
m_sbm[c].dir != m_dir )
SetBitmap();
else
m_curBitmap = c;
}
}
void CSprite::GetBox( BOX &box )
{
box.minx = m_x;
box.miny = m_y;
box.maxx = box.minx + m_width;
box.maxy = m_y + m_height;
}
BOOL CSprite::Collide( float startx, float starty, CSprite *sprite, COLLISION *col )
{
BOX box;
sprite->GetBox( box );
box.minx -= m_width;
box.miny -= m_height;
return Intersect( startx, starty, m_x, m_y, box, col );
}
void CSprite::Move( float time )
{
m_xv += m_xa * time;
m_yv += m_ya * time;
m_x += m_xv * time;
m_y += m_yv * time;
if( m_xv )
m_relSwitch += fabs(m_xv) * time;
else
m_relSwitch += fabs(m_yv) * time;
if( m_relSwitch >= m_absSwitch )
{
m_relSwitch = 0;
AdvanceBitmap();
}
}
void CSprite::CheckBottom()
{
if( m_onground )
{
COLLISION col;
if( !g_plane.Collide( m_width, m_height, m_x, m_y, m_x, m_y+2, &col ) )
{
m_onground = FALSE;
m_ya = GRAVITY;
m_xa = 0;
}
}
}
void CSprite::Draw( int planex )
{
int x = (int)m_x - planex;
int y = (int)m_y;
if( x + m_width < 0 || x > 640 ||
y + m_height < 0 || y > 480 )
return;
RECT rc;
rc.left = m_curBitmap * m_width;
rc.top = 0;
rc.right = rc.left + m_width;
rc.bottom = rc.top + m_height;
if( x < 0 )
{
rc.left += -x;
x = 0;
}
else if( x + m_width > 640 )
rc.right -= x + m_width - 640;
if( y < 0 )
{
rc.top += -y;
y = 0;
}
else if( y + m_height > 480 )
rc.bottom -= y + m_height - 480;
m_pbmSprite->Draw( x, y, rc );
}
void CSpriteList::Add( CSprite *sprite )
{
sprite->m_next = m_head;
m_head = sprite;
}
void CSpriteList::Delete( CSprite *sprite )
{
CSprite *prev = NULL;
for( CSprite *p = m_head; p; p = p->m_next )
{
if( p == sprite )
{
CSprite *save = p;
if( prev )
prev->m_next = p->m_next;
else
m_head = p->m_next;
delete save;
break;
}
prev = p;
}
}
void CSpriteList::Destroy()
{
while( m_head )
{
CSprite *save = m_head->m_next;
delete m_head;
m_head = save;
}
}
void CCoin::Move( float time )
{
CSprite::Move( time );
if( m_yv > 0 )
g_sprites.Delete( this );
}
void CBullet::Move( float time )
{
float startx = m_x;
float starty = m_y;
CSprite::Move( time );
COLLISION col;
g_plane.Collide(m_width, m_height, startx, starty, m_x, m_y, &col);
col.sprite = NULL;
for( CSprite *sprite=g_sprites.m_head; sprite; sprite = sprite->m_next )
{
if( sprite->m_action == UPSIDEDOWN )
continue;
if( sprite->m_type == GHOST && sprite->m_action != DEAD ||
sprite->m_type == WALKTURTLE ||
sprite->m_type == FLYTURTLE )
{
if( Collide(startx, starty, sprite, &col) )
col.sprite = sprite;
}
}
if( col.frac <= 1 )
{
m_x = col.sectx;
m_y = col.secty;
if( !col.sprite )
{
if( col.type == COL_HORZ ) // bullet hit ground
m_yv = -m_yv; // bounce it like a ball
else // bullet hit brick
{
AddExplode( col.sectx, col.secty );
g_sprites.Delete( this );
return;
}
}
else // bullet hit ghost
{
if( m_action != DEAD )
{
col.sprite->SetAction( UPSIDEDOWN, RIGHT );
col.sprite->m_ya = GRAVITY;
col.sprite->m_yv = -200;
col.sprite->m_xv = -col.sprite->m_xv;
}
AddExplode( col.sectx, col.secty );
g_sprites.Delete( this );
return;
}
}
}
void CExplode::Move( float time )
{
AdvanceBitmap();
if( m_curBitmap == 0 )
g_sprites.Delete( this );
}
void CMushroom::Move( float time )
{
float startx = m_x;
float starty = m_y;
CSprite::Move( time );
COLLISION col;
g_plane.Collide(m_width, m_height, startx, starty, m_x, m_y, &col);
col.sprite = NULL;
if( Collide( startx, starty, &g_player, &col ) )
col.sprite = &g_player;
if( col.frac <= 1 )
{
if( !col.sprite )
{
m_x = col.sectx;
m_y = col.secty;
if( col.type == COL_HORZ )
{
m_onground = TRUE;
m_ya = 0;
m_yv = 0;
}
else
m_xv = -m_xv;
}
else
{
g_player.GrowUp();
g_sprites.Delete( this );
return;
}
}
CheckBottom();
}
void CPlayer::Shield()
{
m_shield = TRUE;
m_show = FALSE;
m_shieldTime.GetTime();
}
void CPlayer::GrowUp()
{
if( m_type == 0 )
{
m_type = 1;
m_y -= 32;
m_height = 64;
m_shield = FALSE;
}
}
void CPlayer::Shrink()
{
m_type = 0;
m_y += 32;
m_height = 32;
m_hasbullet = FALSE;
Shield();
}
void CPlayer::BeenHit()
{
if( m_type == 1 )
Shrink();
else
{
SetAction( DEAD, RIGHT );
m_yv = -500;
m_ya = GRAVITY;
m_xv = 0;
m_xa = 0;
m_y -= 10;
m_life --;
}
}
void CPlayer::Fire()
{
int count = 0;
for( CSprite *sprite=g_sprites.m_head; sprite; sprite = sprite->m_next )
{
if( sprite->m_type == BULLET )
count ++;
}
if( count >= 2 ) // we can fire 2 bullets at a time
return;
float x, y, xv, yv;
y = m_y + 10;
yv = 200;
if( m_dir == RIGHT )
{
x = m_x + m_width;
xv = 500;
}
else
{
x = m_x - 16;
xv = -500;
}
CSprite *bullet = new CBullet;
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