亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频

? 歡迎來到蟲蟲下載站! | ?? 資源下載 ?? 資源專輯 ?? 關于我們
? 蟲蟲下載站

?? sprite.cpp

?? 超級瑪麗經典小游戲源碼,供大家參考學習.
?? CPP
?? 第 1 頁 / 共 2 頁
字號:
//-----------------------------------------------------------------------------
//
// 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;

?? 快捷鍵說明

復制代碼 Ctrl + C
搜索代碼 Ctrl + F
全屏模式 F11
切換主題 Ctrl + Shift + D
顯示快捷鍵 ?
增大字號 Ctrl + =
減小字號 Ctrl + -
亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频
亚洲另类春色校园小说| 日本不卡一二三| 日韩午夜精品视频| 精品一区二区三区久久久| 婷婷综合在线观看| 亚洲一区二区三区在线| 亚洲va欧美va人人爽午夜| 亚洲一区二区三区中文字幕| 亚洲电影在线免费观看| 蜜臀国产一区二区三区在线播放| 亚洲婷婷国产精品电影人久久| 国产精品欧美极品| 亚洲国产精品成人综合| 日韩视频永久免费| 日产欧产美韩系列久久99| 99久久久久久| 欧美三级视频在线| 欧美一区二区三区小说| 欧美国产丝袜视频| 亚洲激情第一区| 狠狠色丁香婷综合久久| 久久精品二区亚洲w码| 91麻豆免费在线观看| 日韩三级av在线播放| 欧美天堂亚洲电影院在线播放| 欧美电视剧在线观看完整版| 久久女同精品一区二区| 久久美女艺术照精彩视频福利播放 | 色偷偷88欧美精品久久久| 色综合婷婷久久| 欧美一区二区三区在线观看 | 成人高清免费在线播放| 欧美xxxxxxxx| 亚洲精品成人精品456| 奇米四色…亚洲| 日韩视频一区二区在线观看| 亚洲欧美国产高清| 国产成人在线视频网站| 欧美一区二区三区不卡| 日本欧美韩国一区三区| 欧美四级电影网| 中文字幕一区二区5566日韩| 久久国产福利国产秒拍| 欧美精品久久天天躁| 亚洲影院在线观看| 在线免费观看不卡av| 国产喷白浆一区二区三区| 麻豆成人在线观看| 日韩精品中文字幕在线不卡尤物| 亚洲1区2区3区4区| 91精品国产福利在线观看| 一区二区在线观看免费| 日本韩国一区二区三区| 亚洲乱码国产乱码精品精小说| 高清国产一区二区| 日韩一区二区精品| 国产一区二区三区av电影| 亚洲欧洲日产国码二区| 欧美一区在线视频| 在线视频欧美区| 蜜臀av性久久久久蜜臀aⅴ流畅 | 色婷婷国产精品| 视频一区中文字幕国产| 久久久高清一区二区三区| 91影视在线播放| 视频一区欧美日韩| 国产精品嫩草影院com| 欧美顶级少妇做爰| 极品少妇一区二区| 国产精品视频一二三| 99久精品国产| 国模套图日韩精品一区二区 | 午夜免费欧美电影| 久久麻豆一区二区| 欧美三区在线观看| 欧美一区二区视频免费观看| 99精品黄色片免费大全| 免费人成黄页网站在线一区二区| 国产精品日韩成人| 日韩一区二区三| 欧美做爰猛烈大尺度电影无法无天| 久久91精品国产91久久小草 | 亚洲h在线观看| 亚洲另类在线一区| 亚洲少妇最新在线视频| 国产精品久久久久久久久免费桃花 | 成人午夜在线播放| 懂色av中文一区二区三区| 国产一区二区三区美女| 国内精品视频一区二区三区八戒| 毛片不卡一区二区| 美国三级日本三级久久99| 免费观看91视频大全| 久久精品理论片| 国产精品一品二品| 东方欧美亚洲色图在线| 成人av午夜影院| 欧美性大战久久久久久久| 国产69精品久久99不卡| 成人免费看视频| jvid福利写真一区二区三区| 日本福利一区二区| 日韩欧美一区中文| 国产精品色眯眯| 亚洲综合自拍偷拍| 99re免费视频精品全部| 成人动漫一区二区三区| 欧美日韩国产中文| 日韩欧美国产一区二区三区| 久久久精品黄色| 亚洲国产欧美日韩另类综合| 久久草av在线| 精品视频一区二区不卡| 国产精品美女久久久久av爽李琼 | 国产一区二区三区精品欧美日韩一区二区三区| 国产福利视频一区二区三区| 色婷婷精品久久二区二区蜜臂av| 亚洲精品在线免费播放| 亚洲欧洲日韩一区二区三区| 亚洲va韩国va欧美va| av欧美精品.com| www国产成人免费观看视频 深夜成人网| 中文字幕第一区综合| 国产最新精品免费| 91精品国产色综合久久不卡电影 | 久久久91精品国产一区二区三区| 亚洲高清免费视频| 欧美亚洲愉拍一区二区| 亚洲人妖av一区二区| 国产成人免费视频精品含羞草妖精 | 久久se这里有精品| 欧美一级淫片007| 日韩精品欧美成人高清一区二区| 欧美日韩在线播放三区四区| 亚洲裸体在线观看| 91极品美女在线| 亚洲一区二区三区四区五区黄| 99久久精品免费看国产免费软件| 国产婷婷色一区二区三区在线| 国模少妇一区二区三区| 久久久国产一区二区三区四区小说| 韩国女主播成人在线| 国产日韩欧美精品电影三级在线| 国产美女一区二区三区| 国产三区在线成人av| 91小视频在线观看| 亚洲成人一区在线| 久久久亚洲高清| av高清久久久| 免费日韩伦理电影| 亚洲国产精华液网站w| 91官网在线免费观看| 免费成人在线影院| 日韩高清一区二区| 欧美极品xxx| 91精品国产全国免费观看| 国产v综合v亚洲欧| 日本成人在线看| 夜夜嗨av一区二区三区网页| 精品久久久久99| 欧美日韩一区二区三区不卡 | 成人av在线资源| 天天亚洲美女在线视频| 欧美激情综合在线| 色综合久久久久久久久久久| 国产在线一区观看| 婷婷综合另类小说色区| 亚洲综合激情网| 亚洲三级电影网站| 欧美激情资源网| 欧美va在线播放| 欧美日韩mp4| 91成人在线观看喷潮| 菠萝蜜视频在线观看一区| 国产乱码一区二区三区| 视频在线观看91| 1024亚洲合集| 亚洲欧洲精品一区二区三区不卡| 中文天堂在线一区| 国产婷婷色一区二区三区四区| 久久精品无码一区二区三区 | 欧美性大战久久久| 欧美在线观看视频一区二区| 欧美精品18+| 亚洲国产精品高清| 亚洲综合999| 久久成人麻豆午夜电影| 国产乱妇无码大片在线观看| 91在线视频播放| 久久欧美一区二区| 亚洲天堂成人网| 青青草精品视频| a级精品国产片在线观看| 91精品国产乱码| 中文字幕在线免费不卡| 九九精品视频在线看| 欧美视频自拍偷拍| 亚洲欧美一区二区在线观看| 免费精品视频在线| 欧美亚洲日本一区|