0,0 → 1,811 |
#include <kosSyst.h> |
#include <kosFile.h> |
#include <sprintf.cpp> |
#include <func.h> |
#include "render.h" |
#include "image.h" |
|
#define MODE_MENU 0 |
#define MODE_LEVELS 1 |
#define MODE_GAME 2 |
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#define GAME_NONE 0 |
#define GAME_VICTORY 1 |
#define GAME_DEFEAT 2 |
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#define MOUSE_LEFT 0 |
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char* header = "Laser Tank"; |
|
struct Level |
{ |
char fileds[16][16]; |
}; |
|
Level *levels; |
int levelCount = 0; |
int levelIndex = 0; |
|
RGBA img_tank[576]; |
RGB img_water[576]; |
RGB img_brick[576]; |
RGB img_waterbox[576]; |
RGB img_ground[576]; |
RGB img_wall[576]; |
RGB img_finish[576]; |
RGBA img_box[576]; |
RGBA img_laser[576]; |
RGBA img_mirror[576]; |
RGBA img_mirror90[576]; |
RGBA img_mirror180[576]; |
RGBA img_mirror270[576]; |
RGBA img_mini_mirror[576]; |
RGBA img_mini_mirror90[576]; |
RGBA img_mini_mirror180[576]; |
RGBA img_mini_mirror270[576]; |
RGBA img_laser1[576]; |
RGBA img_laser2[576]; |
RGB img_brick1[576]; |
RGB img_menu[147456]; |
RGBA img_explosion[8064]; |
|
RGB img_button[7500]; |
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Player player; |
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CKosRender* renderPlayer; |
CKosImage* objPlayer; |
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CKosRender* renderLaser; |
CKosImage* objLaser; |
CKosImage* objLaser1; |
CKosImage* objLaser2; |
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CKosRender* renderMirror; |
CKosImage* objMirror; |
CKosImage* objMirror90; |
CKosImage* objMirror180; |
CKosImage* objMirror270; |
|
CKosImage* objMiniMirror; |
CKosImage* objMiniMirror90; |
CKosImage* objMiniMirror180; |
CKosImage* objMiniMirror270; |
|
CKosRender* renderBox; |
CKosImage* objBox; |
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CKosRender* renderExplosion; |
CKosImage* objExplosion; |
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int gameMode = MODE_MENU; |
int gameStatus = GAME_NONE; |
|
void draw_window(); |
void openLevel(int index); |
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bool CollRecrVsPoint(Point point, Rect rect) |
{ |
return (point.X > rect.X && point.Y > rect.Y && point.X < rect.X + rect.Width && point.Y < rect.Y + rect.Height); |
} |
|
struct Button |
{ |
Rect rect; |
char* caption; |
Button() {} |
Button(char* caption, Rect rect) |
{ |
this->caption = caption; |
this->rect = rect; |
} |
}; |
|
Button ToGame("Game", Rect(150, 258, 224, 50)); |
Button ToExit("Exit", Rect(150, 321, 224, 50)); |
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struct LvlItem |
{ |
char s; |
char d; |
Byte l; |
}; |
|
LvlItem level[16][16]; |
|
char GetField(Point position, bool din) |
{ |
if (din && level[position.Y][position.X].d != ' ') |
return level[position.Y][position.X].d; |
return level[position.Y][position.X].s; |
} |
|
RGB* GetImg(Point position, bool din) |
{ |
switch (GetField(position, din)) |
{ |
case 's': |
return (RGB*)img_wall; |
case '7': |
renderMirror->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24); |
objMirror->Draw(Point(0, 0), 0); |
return renderMirror->buffer; |
case '9': |
renderMirror->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24); |
objMirror90->Draw(Point(0, 0), 0); |
return renderMirror->buffer; |
case '3': |
renderMirror->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24); |
objMirror180->Draw(Point(0, 0), 0); |
return renderMirror->buffer; |
case '1': |
renderMirror->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24); |
objMirror270->Draw(Point(0, 0), 0); |
return renderMirror->buffer; |
case 'h': |
case 'g': |
return (RGB*)img_ground; |
case 'b': |
renderBox->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24); |
objBox->Draw(Point(0, 0), 0); |
return renderBox->buffer; |
// return (RGB*)img_box; |
case 'f': |
return (RGB*)img_finish; |
case 'x': |
return (RGB*)img_brick; |
case 'w': |
return (RGB*)img_water; |
case 'e': |
return (RGB*)img_waterbox; |
case 'y': |
return (RGB*)img_brick1; |
} |
return NULL; |
} |
|
void DrawElevent(Point position, bool din) |
{ |
kos_PutImage(GetImg(position, din), 24, 24, 24 * position.X, 24 * position.Y); |
} |
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void MoveBox(Point a, Point b) |
{ |
level[a.Y][a.X].d = ' '; |
DrawElevent(a, true); |
if (level[b.Y][b.X].s == 'w') |
{ |
level[b.Y][b.X].s = 'e'; |
DrawElevent(b, true); |
} |
else |
{ |
level[b.Y][b.X].d = 'b'; |
DrawElevent(b, true); |
} |
} |
|
void animation(Point vector, float angle) |
{ |
for (int i = 2; i < 23; ++i) |
{ |
kos_WindowRedrawStatus(1); |
DrawElevent(player.position, false); |
DrawElevent(player.position + vector, false); |
|
renderPlayer->RenderImg(GetImg(player.position, true), Point(0, 0), 24, 24); |
objPlayer->Draw(Point(0, 0), angle); |
renderPlayer->Draw(player.position * 24 + vector * i); |
if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == 'b') |
{ |
renderBox->RenderImg(GetImg(player.position, true), Point(0, 0), 24, 24); |
objBox->Draw(Point(0, 0), 0); |
renderBox->Draw((player.position + vector) * 24 + vector * i); |
} |
kos_WindowRedrawStatus(2); |
kos_Pause(1); |
} |
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if (level[player.position.Y + vector.Y][player.position.X + vector.X].d == 'b') |
MoveBox(player.position + vector, player.position + vector * 2); |
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DrawElevent(player.position, true); |
DrawElevent(player.position + vector, true); |
player.position = player.position + vector; |
//kos_PutImage(GetImg(player.position + vector), 24, 24, 24 * player.position.X, 24 * player.position.Y); |
renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24); |
objPlayer->Draw(Point(0, 0), angle); |
renderPlayer->Draw(player.position * 24); |
} |
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void DrawLaser(Point position, int frame) |
{ |
renderLaser->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); |
switch (frame) |
{ |
case 1: |
objLaser->Draw(Point(0, 0), 0, (RGB)0x00FF00); |
break; |
case 2: |
objLaser->Draw(Point(0, 0), 90, (RGB)0x00FF00); |
break; |
case 3: |
objLaser2->Draw(Point(0, 0), 0, (RGB)0x00FF00); |
break; |
default: |
objLaser1->Draw(Point(-1, 0), (float)frame, (RGB)0x00FF00); |
} |
renderLaser->Draw(position * 24); |
level[position.Y][position.X].l = 1; |
} |
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void PlayerLaser(void) |
{ |
Point vector = player.vector; |
Point position = player.position + vector; |
bool en = true; |
|
while (en) |
{ |
switch (GetField(position, true)) |
{ |
case 'b': |
if (position + vector != player.position) |
switch (GetField(position + vector, true)) |
{ |
case 'g': |
case 'w': |
case 'e': |
for (int i = 2; i < 23; ++i) |
{ |
DrawElevent(position, false); |
DrawElevent(position + vector, true); |
DrawLaser(position, (vector.X != 0) ? 1 : 2); |
renderBox->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); |
objBox->Draw(Point(0, 0), 0); |
renderBox->Draw((position) * 24 + vector * i); |
kos_Pause(1); |
} |
MoveBox(position, position + vector); |
} |
en = false; |
break; |
case 'x': |
for (int i = 0; i < 23; ++i) |
{ |
if (i == 11 || i == 22) |
{ |
level[position.Y][position.X].l -= 1; |
if (level[position.Y][position.X].l == 2) |
{ |
level[position.Y][position.X].s = 'y'; |
level[position.Y][position.X].l = 0; |
} |
// rtlDebugOutString(ftoa(level[position.Y][position.X].l)); |
|
DrawElevent(position, false); |
} |
kos_Pause(1); |
} |
en = false; |
break; |
case 'g': |
case 'w': |
case 'y': |
case 'e': |
if (player.position == position) |
{ |
|
for (int i = 2; i < 23; ++i) |
kos_Pause(1); |
for (int y = 0; y < 16; y++) |
for (int x = 0; x < 16; x++) |
if (level[y][x].l == 1) |
{ |
DrawElevent(Point(x, y), true); |
level[y][x].l = 0; |
} |
for (int i = 0; i < 14; ++i) |
{ |
renderExplosion->RenderImg(GetImg(position, false), Point(0, 0), 24, 24); |
objExplosion->Draw(Point(0, 0), 0, i); |
renderExplosion->Draw((position)* 24); |
kos_Pause(2); |
} |
gameStatus = GAME_DEFEAT; |
draw_window(); |
return; |
} |
else |
{ |
if (level[position.Y][position.X].l == 1) |
DrawLaser(position, 3); |
else |
DrawLaser(position, (vector.X != 0) ? 1 : 2); |
} |
break; |
case '7': |
if (vector == Point(-1, 0) || vector == Point(0, -1)) |
{ |
vector = (vector.Y == -1) ? Point(1, 0) : Point(0, 1); |
DrawLaser(position, 0); |
} |
else |
{ |
for (int i = 2; i < 23; ++i) |
kos_Pause(1); |
en = false; |
} |
break; |
case '9': |
if (vector == Point(0, -1) || vector == Point(1, 0)) |
{ |
vector = (vector.Y == -1) ? Point(-1, 0) : Point(0, 1); |
DrawLaser(position, 90); |
} |
else |
{ |
for (int i = 2; i < 23; ++i) |
kos_Pause(1); |
en = false; |
} |
break; |
case '1': |
if (vector == Point(-1, 0) || vector == Point(0, 1)) |
{ |
vector = (vector.Y == 1) ? Point(1, 0) : Point(0, -1); |
DrawLaser(position, 270); |
} |
else |
{ |
for (int i = 2; i < 23; ++i) |
kos_Pause(1); |
en = false; |
} |
break; |
case '3': |
if (vector == Point(1, 0) || vector == Point(0, 1)) |
{ |
vector = (vector.Y == 1) ? Point(-1, 0) : Point(0, -1); |
DrawLaser(position, 180); |
} |
else |
{ |
for (int i = 2; i < 23; ++i) |
kos_Pause(1); |
en = false; |
} |
break; |
default: |
for (int i = 2; i < 23; ++i) |
kos_Pause(1); |
en = false; |
} |
position = position + vector; |
} |
|
for (int y = 0; y < 16; y++) |
for (int x = 0; x < 16; x++) |
if (level[y][x].l == 1) |
{ |
DrawElevent(Point(x, y), true); |
level[y][x].l = 0; |
} |
|
} |
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void player_move(Point vector, float angle) |
{ |
if (player.vector == vector) |
{ |
switch (GetField(player.position + vector, true)) |
{ |
case 'b': |
switch (GetField(player.position + vector * 2, true)) |
{ |
case 'g': |
case 'w': |
case 'e': |
case 'y': |
animation(vector, angle); |
return; |
} |
break; |
case 'f': |
gameStatus = GAME_VICTORY; |
draw_window(); |
break; |
case ' ': |
case 'x': |
case 's': |
case 'w': |
case '7': |
case '9': |
case '3': |
case '1': |
break; |
default: |
animation(vector, angle); |
} |
} |
else |
{ |
int cnt; |
float addAngle; |
if (player.vector == vector * -1) |
{ |
cnt = 48; |
addAngle = 3.5f; |
} |
else |
{ |
cnt = 24; |
if (player.angle == 270 && angle == 0 || player.angle == 0 && angle == 270) |
addAngle = (player.angle == 0) ? -3.5f : 3.5f; |
else |
addAngle = (angle < player.angle) ? -3.5f : 3.5f; |
} |
|
for (int i = 1; i < cnt - 1; ++i) |
{ |
player.angle += addAngle; |
renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24); |
objPlayer->Draw(Point(0, 0), player.angle); |
renderPlayer->Draw(player.position * 24); |
kos_Pause(1); |
} |
|
player.vector = vector; |
player.angle = angle; |
|
renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24); |
objPlayer->Draw(Point(0, 0), player.angle); |
renderPlayer->Draw(player.position * 24); |
} |
} |
|
void SetMode(int mode) |
{ |
gameMode = mode; |
draw_window(); |
} |
|
void key_press(int key) |
{ |
//rtlDebugOutString(ftoa(key)); |
|
switch (gameMode) |
{ |
case MODE_MENU: |
|
break; |
case MODE_LEVELS: |
|
break; |
case MODE_GAME: |
switch (key) |
{ |
case 119: // Up |
case 178: // W |
if (gameStatus == GAME_NONE) |
player_move(Point(0, -1), 270); |
break; |
case 177: // Down |
case 115: // S |
if (gameStatus == GAME_NONE) |
player_move(Point(0, 1), 90); |
break; |
case 176: // Left |
case 97: // A |
if (gameStatus == GAME_NONE) |
player_move(Point(-1, 0), 180); |
break; |
case 179: // Right |
case 100: // D |
if (gameStatus == GAME_NONE) |
player_move(Point(1, 0), 0); |
break; |
case 32: // Space |
if (gameStatus == GAME_NONE) |
PlayerLaser(); |
break; |
case 13: |
if (gameStatus == GAME_VICTORY) |
openLevel(levelIndex + 1); |
else |
if (gameStatus == GAME_DEFEAT) |
openLevel(levelIndex); |
break; |
} |
break; |
} |
} |
|
void MousePress(int button, Point position) |
{ |
//rtlDebugOutString("Mouse"); |
//rtlDebugOutString(ftoa(position.X)); |
//rtlDebugOutString(ftoa(position.Y)); |
|
switch (gameMode) |
{ |
case MODE_MENU: |
if (CollRecrVsPoint(position, ToGame.rect)) |
SetMode(MODE_GAME); |
if (CollRecrVsPoint(position, ToExit.rect)) |
kos_ExitApp(); |
break; |
case MODE_LEVELS: |
|
break; |
case MODE_GAME: |
|
break; |
} |
} |
|
void draw_window(void) |
{ |
kos_WindowRedrawStatus(1); |
kos_DefineAndDrawWindow(10, 40, 384 + 9, 384 + 25, 0x33, 0x444444, 0, 0, (Dword)header); |
|
switch (gameMode) |
{ |
case MODE_MENU: |
kos_PutImage((RGB*)img_menu, 384, 384, 0, 0); |
|
// kos_PutImage((RGB*)img_button, 150, 50, ToGame.rect.X, ToGame.rect.Y); |
|
|
break; |
case MODE_LEVELS: |
|
break; |
case MODE_GAME: |
for (int y = 0; y < 16; y++) |
for (int x = 0; x < 16; x++) |
{ |
if (level[y][x].s != ' ') |
kos_PutImage(GetImg(Point(x, y), true), 24, 24, 24 * x, 24 * y); |
if (level[y][x].d == 'b') |
{ |
renderBox->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24); |
objBox->Draw(Point(0, 0), 0); |
renderBox->Draw(Point(x, y) * 24); |
} |
} |
|
switch (gameStatus) |
{ |
case GAME_NONE: |
renderPlayer->RenderImg(GetImg(player.position, false), Point(0, 0), 24, 24); |
objPlayer->Draw(Point(0, 0), player.angle); |
renderPlayer->Draw(player.position * 24); |
break; |
case GAME_VICTORY: |
kos_WriteTextToWindow(30, 10, 0x80, 0xFFFFFF, "VICTORY", 0); |
break; |
case GAME_DEFEAT: |
kos_WriteTextToWindow(30, 10, 0x80, 0xFFFFFF, "DEFEAT", 0); |
break; |
} |
break; |
} |
kos_WindowRedrawStatus(2); |
} |
|
void LevelsLoad() |
{ |
char *cPtr; |
cPtr = strrchr(kosExePath, '/'); |
|
if (cPtr == NULL) |
{ |
rtlDebugOutString("Invalid path to executable."); |
return; |
} |
cPtr[1] = 0; |
strcpy(cPtr + 1, "levels.lvl"); |
|
CKosFile *file = new CKosFile(kosExePath); |
|
Byte block[256]; |
while (file->Read(block, 256) == 256) |
{ |
levelCount++; |
} |
//levelCount++; |
rtlDebugOutString(ftoa(levelCount)); |
|
levels = new Level[levelCount]; |
|
file->Seek(0, SEEK_SET); |
for (int i = 0; i < levelCount; ++i) |
{ |
file->Read(block, 256); |
int k = 0; |
|
for (int y = 0; y < 16; y++) |
for (int x = 0; x < 16; x++) |
{ |
// if (block[k] != 0) |
// rtlDebugOutString(ftoa(block[k])); |
switch (block[k]) |
{ |
case 0: |
levels[i].fileds[y][x] = ' '; |
break; |
case 1: |
levels[i].fileds[y][x] = 'w'; |
break; |
case 2: |
levels[i].fileds[y][x] = 'g'; |
break; |
case 3: |
levels[i].fileds[y][x] = 'x'; |
break; |
case 4: |
levels[i].fileds[y][x] = 's'; |
break; |
case 5: |
levels[i].fileds[y][x] = 'b'; |
break; |
case 6: |
levels[i].fileds[y][x] = '7'; |
break; |
case 7: |
levels[i].fileds[y][x] = '9'; |
break; |
case 8: |
levels[i].fileds[y][x] = '3'; |
break; |
case 9: |
levels[i].fileds[y][x] = '1'; |
break; |
case 10: |
levels[i].fileds[y][x] = 'h'; |
break; |
case 11: |
levels[i].fileds[y][x] = 'f'; |
break; |
} |
k++; |
} |
} |
|
|
} |
|
void openLevel(int index) |
{ |
levelIndex = index; |
for (int y = 0; y < 16; y++) |
for (int x = 0; x < 16; x++) |
{ |
level[y][x].s = levels[index].fileds[y][x]; |
level[y][x].d = ' '; |
level[y][x].l = 0; |
switch (levels[index].fileds[y][x]) |
{ |
case 'b': |
level[y][x].s = 'g'; |
level[y][x].d = 'b'; |
break; |
case 'h': |
player = Player(Point(x, y)); |
level[y][x].s = 'g'; |
break; |
case 'x': |
level[y][x].l = 6; |
break; |
} |
} |
gameStatus = GAME_NONE; |
draw_window(); |
} |
|
void kos_Main() |
{ |
rtlDebugOutString(" "); |
rtlDebugOutString("kos_Main"); |
char *cPtr; |
cPtr = strrchr(kosExePath, '/'); |
// ïðîâåðêà ;) |
if (cPtr == NULL) |
{ |
rtlDebugOutString("Invalid path to executable."); |
return; |
} |
cPtr[1] = 0; |
strcpy(cPtr + 1, "arh.pak"); |
|
CKosFile *file = new CKosFile(kosExePath); |
|
file->LoadTex((Byte*)img_box, 4, 24, 24); |
file->LoadTex((Byte*)img_brick, 3, 24, 24); |
file->LoadTex((Byte*)img_finish, 3, 24, 24); |
file->LoadTex((Byte*)img_ground, 3, 24, 24); |
file->LoadTex((Byte*)img_laser, 4, 24, 24); |
file->LoadTex((Byte*)img_laser1, 4, 24, 24); |
file->LoadTex((Byte*)img_laser2, 4, 24, 24); |
|
file->LoadTex((Byte*)img_mirror, 4, 24, 24); |
file->LoadTex((Byte*)img_mirror90, 4, 24, 24); |
file->LoadTex((Byte*)img_mirror180, 4, 24, 24); |
file->LoadTex((Byte*)img_mirror270, 4, 24, 24); |
|
file->LoadTex((Byte*)img_mini_mirror, 4, 24, 24); |
file->LoadTex((Byte*)img_mini_mirror90, 4, 24, 24); |
file->LoadTex((Byte*)img_mini_mirror180, 4, 24, 24); |
file->LoadTex((Byte*)img_mini_mirror270, 4, 24, 24); |
|
file->LoadTex((Byte*)img_tank, 4, 24, 24); |
file->LoadTex((Byte*)img_wall, 3, 24, 24); |
file->LoadTex((Byte*)img_water, 3, 24, 24); |
file->LoadTex((Byte*)img_waterbox, 3, 24, 24); |
file->LoadTex((Byte*)img_brick1, 3, 24, 24); |
file->LoadTex((Byte*)img_menu, 3, 384, 384); |
file->LoadTex((Byte*)img_button, 3, 150, 50); |
file->LoadTex((Byte*)img_explosion, 4, 24, 336); |
|
delete file; |
|
renderPlayer = new CKosRender(24, 24); |
objPlayer = new CKosImage(renderPlayer, (RGBA*)img_tank, 24, 24); |
|
renderLaser = new CKosRender(24, 24); |
objLaser = new CKosImage(renderLaser, (RGBA*)img_laser, 24, 24); |
objLaser->SetMode(DRAW_ALPHA_ADD); |
objLaser1 = new CKosImage(renderLaser, (RGBA*)img_laser1, 24, 24); |
objLaser1->SetMode(DRAW_ALPHA_ADD); |
objLaser2 = new CKosImage(renderLaser, (RGBA*)img_laser2, 24, 24); |
objLaser2->SetMode(DRAW_ALPHA_ADD); |
|
renderMirror = new CKosRender(24, 24); |
objMirror = new CKosImage(renderMirror, (RGBA*)img_mirror, 24, 24); |
objMirror90 = new CKosImage(renderMirror, (RGBA*)img_mirror90, 24, 24); |
objMirror180 = new CKosImage(renderMirror, (RGBA*)img_mirror180, 24, 24); |
objMirror270 = new CKosImage(renderMirror, (RGBA*)img_mirror270, 24, 24); |
|
objMiniMirror = new CKosImage(renderMirror, (RGBA*)img_mini_mirror, 24, 24); |
objMiniMirror = new CKosImage(renderMirror, (RGBA*)img_mini_mirror90, 24, 24); |
objMiniMirror = new CKosImage(renderMirror, (RGBA*)img_mini_mirror180, 24, 24); |
objMiniMirror = new CKosImage(renderMirror, (RGBA*)img_mini_mirror270, 24, 24); |
|
renderBox = new CKosRender(24, 24); |
objBox = new CKosImage(renderBox, (RGBA*)img_box, 24, 24); |
|
renderExplosion = new CKosRender(24, 24); |
objExplosion = new CKosImage(renderExplosion, (RGBA*)img_explosion, 24, 24); |
objExplosion->SetFrameSize(24, 24); |
|
LevelsLoad(); |
|
openLevel(0); |
|
kos_SetMaskForEvents(0x27); |
for (;;) |
{ |
switch (kos_WaitForEvent()) |
{ |
case 1: |
draw_window(); |
break; |
case 2: |
Byte keyCode; |
kos_GetKey(keyCode); |
key_press(keyCode); |
break; |
case 3: |
kos_ExitApp(); |
break; |
case 6: |
Dword buttons; |
int mX, mY; |
kos_GetMouseState(buttons, mX, mY); |
if (buttons & 1) |
MousePress(MOUSE_LEFT, Point(mX, mY)); |
break; |
} |
} |
} |