วันศุกร์ที่ 12 สิงหาคม พ.ศ. 2554

การบ้านครั้งที่5 : Samurai Island EP1


code เกมส์

#include <cdx_app_wiz.h>


// ------------------------------------------------------------------
// CDX Objects
// ------------------------------------------------------------------
CDXScreen   *Screen     = 0;          // The screen object, every program must have one
CDXInput      *Input        = 0;
FPSmanager    *Fps          = 0;
CDXSprite     *bg;



class Animation {
public:
       Animation( CDXSprite *unit ) {
              this->unit = unit;
       }
       void duration( unsigned int a = 1, unsigned int b = 2, unsigned int delay = 0, bool loop = true ) {
              this->a = a - 1;
              this->b = b - 1;
              this->delay = delay;
              this->loop = loop;
       }
       unsigned int getLastFrame() {
              return this->c_frame+1;
       }
       void shuffle(unsigned int f) {
              this->c_frame = rand() % f;
       }

       unsigned int play() {
              if (!this->loop) {
                     if (this->c_frame < this->a) {
                           this->c_frame = this->a;
                     }
              } else {
                     if (this->c_frame > this->b || this->c_frame < this->a) {
                           this->c_frame = this->a;
                     }
              }
              this->unit->SetFrame(this->c_frame);
              if (this->c_delay >= this->delay || !this->delay) {
                     this->c_delay = 0;
                     this->c_frame += (this->a < this->b) ? 1 : -1;
              } else {
                     this->c_delay++;
              }
              return this->c_frame;
       }
       ~Animation();
private:
       CDXSprite *unit;
       unsigned int a;
       unsigned int b;
       unsigned int delay;
       bool loop;
       unsigned int c_frame;
       unsigned int c_delay;
};
// class Animation เป็น class ที่ช่วยให้เขียนแอนิเมชั่นง่ายขึ้น

typedef struct // ตัวแปรทั้งหลายที่ต้องใช้ของฮีโร่
{
       CDXSprite *sp;
       Animation *an;
       char heading;
       bool active;
       int x,y;
      
}Fin;
Fin *rudof=new Fin();

const int $_mon =10 ;
typedef struct { //ตัวแปรทั้งหลายที่ต้องใช้ของ Enemy
       int o, p;
       int acceleration;
       int size;
       CDXSprite *src;
       bool active;
       Animation *an;
} MON;
MON mon[$_mon];
int u;


// ------------------------------------------------------------------
// cdx_Init - handles initialization of the CDX objects
// ------------------------------------------------------------------
BOOL cdx_Init()
{
       Screen = new CDXScreen();
       Screen->Create( );
       Screen->CreateWindowed( 480, 272, 32, SDL_DOUBLEBUF | SDL_HWSURFACE | SDL_INIT_TIMER );

       Input = new CDXInput( );
       Input->Create( );

       Fps = new FPSmanager( );
       SDL_initFramerate( Fps );
       SDL_setFramerate( Fps, 30 );

       // TODO: Initialize your own CDX objects here

       bg= new CDXSprite();//สร้าง BG
       bg->Create( "bg2.png",500,272, 1 );

       rudof->sp = new CDXSprite();//สร้างฮีโร่
       rudof->sp->Create( "rudof.png",80,80, 1 );
       rudof->an = new Animation(rudof->sp);
       rudof->an->duration(1, 1, 2);
      
       for (u=0; u < $_mon; u++) { //สร้าง enemy
              mon[u].o = rand () % 480+480; //จุดเกิดแกน x ของ enemy
              mon[u].p = 130 ;//จุดเกิดแกน y ของ enemy

              mon[u].acceleration  = rand () % 2+1;//ความเร่งของ enemy
              mon[u].size = 1;
              mon[u].active = true;
              mon[u].src = new CDXSprite();
              if (mon[u].size == 1)
              {
                     mon[u].src->Create("mark.png", 70,70,1);//ใส่ภาพ Enemy
                     mon[u].src->SetPos(mon[u].o, mon[u].p);
              }
              mon[u].an = new Animation(mon[u].src);//ใส่ แอนิเมชั่น
              mon[u].an->duration(1,8,1);
       }

       return TRUE;
}

// ------------------------------------------------------------------
// cdx_DeInit - handles cleanup of CDX objects
// ------------------------------------------------------------------
void cdx_DeInit( void )
{
       // TODO: Destroy your CDX objects here


       SAFEDELETE( bg );
       SAFEDELETE( rudof->sp );
       for (u=0; u < $_mon; u++) {
              SAFEDELETE( mon[u].src );
       }
       SAFEDELETE( Fps );
       SAFEDELETE( Input );
       SAFEDELETE( Screen );
}

// ------------------------------------------------------------------
// cdx_DoFrame - performs drawing of the current frame
// ------------------------------------------------------------------
void cdx_DoFrame()
{     
       Input->Update( );

       Screen->GetBackEx()->Fill(0);

       // TODO: Add code to draw your objects during each frame

       bg->SetPos(0,0);
       bg->Draw( Screen->GetBack(), 0, 0, CDXBLT_TRANS ); //วาด BG

       for (u=0; u < $_mon; u++) {

              if (mon[u].src->GetPosX() < 0 || !mon[u].active) //เช็คตำแหน่ง enemy

              {
                     mon[u].o = rand () % 480+480;
                     mon[u].p = 130 ;
                     mon[u].acceleration  = rand () % 1 + 1;
                     mon[u].size   =  1;
                     mon[u].src->SetPos(mon[u].o, mon[u].p);
                     mon[u].active = true;
              }
              if (rudof->sp->SpriteHit(mon[u].src) && mon[u].active && rudof->active && mon[u].o-rudof->x<=100){
                     mon[u].active = false;//เช็คชน ตอนฮีโร่ฆ่า enemy
       }
             
              mon[u].an->play();//สั่งให้ enemy เดิน
              mon[u].o = mon[u].src->GetPosX()-mon[u].acceleration;
              mon[u].src->SetPosX( mon[u].o );
              if (mon[u].active) mon[u].src->Draw(Screen->GetBack(), 0, 0, CDXBLT_TRANS);
             
       }
      
      
       rudof->active = false;
       if( Input->GetKeyState(SDLK_RIGHT)||
              Input->GetKeyState(CDXKEY_JOYBUTN9)){
              rudof->x += 10;
              rudof->y = 0;
              rudof->an->duration(2,4,2);
              rudof->heading = 'R';
       }
       else if( Input->GetKeyState(SDLK_LEFT)||
              Input->GetKeyState(CDXKEY_JOYBUTN7)){
              rudof->x -= 10;
              rudof->y = 0;
              rudof->an->duration(7,9,2);
              rudof->heading = 'L';
       }
       /*else if( Input->GetKeyState(SDLK_UP)||
              Input->GetKeyState(CDXKEY_JOYBUTN8)) {
              y -= 5;
       } */
       else if( Input->GetKeyState(SDLK_DOWN)||
              Input->GetKeyState(CDXKEY_JOYBUTN6)) {
              rudof->y = 8;
              if(rudof->heading == 'R') rudof->an->duration(5, 5);
              if (rudof->heading == 'L') rudof->an->duration(10, 10);
       }
      
       else {
              rudof->y = 0;
              if (rudof->heading == 'R') {
                     rudof->an->duration(1, 1);
             
              }
              if (rudof->heading == 'L') {
                     rudof->an->duration(6, 6);
                    
              }
       }
       if( Input->GetKeyState(SDLK_z)||
              Input->GetKeyState(CDXKEY_JOYBUTN3)) {

              rudof->active = true;
              if(rudof->heading == 'R')
              {
                     rudof->an->duration(11, 18,2);
              }

              if (rudof->heading == 'L')
              {
                     rudof->an->duration(21, 28,2);
              }
       }
       if(rudof->x>=400)
       {

       }
      
       rudof->an->play();
       rudof->sp->SetPos(rudof->x+50,rudof->y+120);
       rudof->sp->Draw( Screen->GetBack(), 0, 0, CDXBLT_TRANS );
      
       TextXY( Screen->GetBack(), 20, 20, 233, 227, 66, 255, ETA_CENTER, "%d",rudof->active );


       Screen->Flip( 0, 0, 1 );
       SDL_framerateDelay( Fps );
}


int main( int argc, char* args[] )
{
#ifdef _PSP

#ifndef NDEBUG
       pspDebugScreenInit( );
#endif

       SetupCallbacks( );
#endif

       cdx_Init();

       while(1)
       {
#ifdef WIN32
              if( Input->GetKeyState(SDLK_ESCAPE) )
                     break;
#endif
             
              cdx_DoFrame();
       }

       cdx_DeInit();

       return 0;
}


Simulate