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#include "rsgamelogic.h" |
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#include "rsgametext.h" |
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#include "rsgamemenu.h" |
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#include "rsgamedraw.h" |
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#include "rskos.h" |
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#include "rsgentex.h" |
#include "rssoundgen.h" |
#include "rsnoise.h" |
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#include "rs/rsplatform.h" |
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#ifdef RS_USE_C_LIBS // linux version |
#include <math.h> |
#include <stdlib.h> |
#include <string.h> |
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#include "rs/rskeyboard.h" |
#endif |
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int next_rock_timer = 0; |
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void next_stage_now() { |
game.stage_timer = 0; |
game.stage++; |
}; |
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void next_stage_after(int t) { |
if (game.stage_timer > t) { |
next_stage_now(); |
}; |
}; |
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void next_stage_after_sec(int t) { |
next_stage_after(t*25); |
}; |
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int check_collision(int obj1, int obj2) { |
// obj1 must be bullet |
// obj2 can be anything |
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if ( game.objs[obj1].obj_type == OBJ_BULLET ) { |
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if ( ( abs(game.objs[obj1].y - game.objs[obj2].y) < ( 4 + game.objs[obj2].radius ) ) |
&& ( abs( (game.objs[obj1].x - 8) - game.objs[obj2].x) < ( 8 + game.objs[obj2].radius ) ) ){ |
return 1; |
}; |
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}; |
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return 0; |
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}; |
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int check_collision_with_player(int obj1) { |
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const int player_radius = 3; |
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int obj_radius = game.objs[obj1].radius; |
// if (game.objs[obj1].obj_type == OBJ_RED_BULLET) { |
// obj_radius = 3; |
// }; |
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// if ( game.objs[obj1].obj_type == OBJ_RED_BULLET ) { |
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if ( ( abs(game.objs[obj1].y - game.player_y) < ( obj_radius + player_radius ) ) |
&& ( abs( (game.objs[obj1].x ) - game.player_x) < ( obj_radius + 4 + player_radius ) ) ){ |
return 1; |
}; |
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// }; |
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return 0; |
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}; |
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void player_hit() { |
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game.health--; |
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if (game.health < 1) { |
game.status = STATUS_MENU; |
menu_open( MENU_GAME_OVER ); |
}; |
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}; |
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void GameProcess() { |
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if (game.status == STATUS_PLAYING) { |
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// shoot |
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if ( ( (game.shoot_keypressed) || (is_key_pressed(RS_ATTACK_KEY_MASK)) ) && (game.ammo>0) ) { |
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game.shoot_delay ++; |
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if (game.shoot_delay > GAME_SHOOT_PERIOD) { |
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// if (game.ammo > 0) { |
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game.shoot_restore_delay = 0; |
game.ammo--; |
soundbuf_play(&game.sound_test1); |
game_obj_add( game_obj( OBJ_BULLET, 0, 0, 0, game.player_x+5, game.player_y, 0, 0.0) ); |
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// }; |
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game.shoot_delay -= GAME_SHOOT_PERIOD; |
game.shoot_keypressed = 0; |
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}; |
} |
else { |
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if (game.ammo < GAME_AMMO_MAX) { |
game.shoot_restore_delay++; |
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if (game.shoot_restore_delay > GAME_SHOOT_PERIOD * 2) { |
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game.shoot_delay++; |
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if (game.shoot_delay > GAME_SHOOT_PERIOD) { |
game.ammo++; |
game.shoot_delay -= GAME_SHOOT_PERIOD; |
}; |
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}; |
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}; |
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}; |
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int speed = 4; |
int bullet_speed = 11; |
int red_bullet_speed = 8; |
int rock_speed = 6; |
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game.player_x += speed * ( is_key_pressed(RS_ARROW_RIGHT_MASK) - is_key_pressed(RS_ARROW_LEFT_MASK) ); |
game.player_y += speed * ( is_key_pressed(RS_ARROW_DOWN_MASK) - is_key_pressed(RS_ARROW_UP_MASK) ); |
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game.player_x = rs_clamp_i(game.player_x, 5, GAME_WIDTH-25); |
game.player_y = rs_clamp_i(game.player_y, 5, GAME_HEIGHT - 25); |
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game.tz += 1; |
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game.stage_timer++; |
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if (game.stage == 0) { |
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// level start |
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next_stage_after_sec(3); |
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} |
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else if (game.stage == 1) { |
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// game.stage = 4; |
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// rocks |
next_rock_timer--; |
if (next_rock_timer < 1) { |
next_rock_timer = 9 + rs_rand()%16; |
//game_obj_add( game_obj( ((rs_rand() % 512) > 256) ? OBJ_ROCK : OBJ_MINIROCK, 0, rs_rand() % ROCKS_COUNT , 32, GAME_WIDTH + 100, 30 + rs_rand()%(GAME_HEIGHT-60), 0, 0.0 ) ); |
game_obj_add( game_obj( OBJ_ROCK, OBJ_FLAG_ENEMY, rs_rand() % ROCKS_COUNT , game.tex_rocks[0].w/2, GAME_WIDTH + 50, 30 + rs_rand()%(GAME_HEIGHT-90), 0, 0.0 ) ); |
}; |
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next_stage_after_sec(12); |
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} |
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if (game.stage == 2) { |
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next_stage_after_sec(4); |
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} |
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else if (game.stage == 3) { |
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// rocks |
next_rock_timer--; |
if (next_rock_timer < 1) { |
next_rock_timer = 10 + rs_rand()%16; |
//game_obj_add( game_obj( ((rs_rand() % 512) > 256) ? OBJ_ROCK : OBJ_MINIROCK, 0, rs_rand() % ROCKS_COUNT , 32, GAME_WIDTH + 100, 30 + rs_rand()%(GAME_HEIGHT-60), 0, 0.0 ) ); |
game_obj_add( game_obj( OBJ_MINIROCK, OBJ_FLAG_ENEMY, rs_rand() % ROCKS_COUNT , game.tex_minirocks[0].w/2, GAME_WIDTH + 50, 30 + rs_rand()%(GAME_HEIGHT-90), 0, 0.0 ) ); |
}; |
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next_stage_after_sec(16); |
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} |
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else if (game.stage == 4) { |
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next_stage_after_sec(4); |
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} |
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else if (game.stage == 5) { |
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// rocks |
next_rock_timer--; |
if (next_rock_timer < 1) { |
next_rock_timer = 5; |
//game_obj_add( game_obj( ((rs_rand() % 512) > 256) ? OBJ_ROCK : OBJ_MINIROCK, 0, rs_rand() % ROCKS_COUNT , 32, GAME_WIDTH + 100, 30 + rs_rand()%(GAME_HEIGHT-60), 0, 0.0 ) ); |
game_obj_add( game_obj( OBJ_MINIROCK, OBJ_FLAG_ENEMY | OBJ_FLAG_SIN, rs_rand() % ROCKS_COUNT , game.tex_minirocks[0].w/2, GAME_WIDTH + 50, GAME_HEIGHT/8, 0, 0.0 ) ); |
}; |
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next_stage_after_sec(6); |
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} |
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else if (game.stage == 6) { |
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// mix rocks |
next_rock_timer--; |
if (next_rock_timer < 1) { |
next_rock_timer = 9 + rs_rand()%12; |
//game_obj_add( game_obj( ((rs_rand() % 512) > 256) ? OBJ_ROCK : OBJ_MINIROCK, 0, rs_rand() % ROCKS_COUNT , 32, GAME_WIDTH + 100, 30 + rs_rand()%(GAME_HEIGHT-60), 0, 0.0 ) ); |
game_obj_add( game_obj( rs_rand()%1024 < 768 ? OBJ_MINIROCK : OBJ_ROCK, OBJ_FLAG_ENEMY, rs_rand() % ROCKS_COUNT , |
rs_rand()%1024 < 768 ? game.tex_minirocks[0].w/2 : game.tex_rocks[0].w/2, GAME_WIDTH + 100, 30 + rs_rand()%(GAME_HEIGHT-90), 0, 0.0 ) ); |
}; |
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next_stage_after_sec(10); |
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} |
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else if (game.stage == 7) { |
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if (game.stage_timer > 3*25) { |
next_stage_now(); |
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game_obj_add( game_obj( OBJ_TURRET, OBJ_FLAG_ENEMY | OBJ_FLAG_BOSS, 60, game.tex_rocks[0].w/2, GAME_WIDTH+60, GAME_HEIGHT/2, 0, 0.0 ) ); |
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}; |
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} |
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else if (game.stage == 8) { |
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if ( IS_BIT_SET(game.flags, GAME_FLAG_BOSS_DESTROYED) ) { |
next_stage_now(); |
}; |
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} |
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else if (game.stage == 9) { |
next_stage_after_sec(2); |
} |
else if (game.stage == 10) { |
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game.status = STATUS_MENU; |
menu_open( MENU_LEVEL_PASSED ); |
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level_passed_score_str[1] = '0' + (game.score / 100) % 10; |
level_passed_score_str[2] = '0' + (game.score / 10) % 10; |
level_passed_score_str[3] = '0' + (game.score / 1) % 10; |
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}; |
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int i, j; |
game_obj_t *obj; |
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for (i = 0; i < game.objs_count; i++) { |
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obj = &(game.objs[i]); |
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if (obj->obj_type == OBJ_BULLET) { |
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obj->x += bullet_speed; |
if (obj->x > GAME_WIDTH) { |
// destroy object |
game_obj_remove(i); |
i--; |
continue; |
}; |
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for (j = 0; j < game.objs_count; j++) { |
if (IS_BIT_SET(game.objs[j].flags, OBJ_FLAG_ENEMY)) { |
if (check_collision(i, j)) { |
if (IS_BIT_SET( game.objs[j].flags, OBJ_FLAG_BOSS)) { |
game.objs[j].tag--; |
if (game.objs[j].tag < 1) { |
BIT_SET( game.objs[j].flags, OBJ_FLAG_DESTROYED ); |
BIT_SET( game.flags, GAME_FLAG_BOSS_DESTROYED ); |
game.score += 50; |
}; |
} |
else { |
BIT_SET( game.objs[j].flags, OBJ_FLAG_DESTROYED ); |
game.score += game.objs[j].obj_type == OBJ_ROCK ? 2 : 3; |
}; |
game_obj_remove(i); |
i--; |
break; // continue parent loop |
}; |
}; |
}; |
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} |
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else if (obj->obj_type == OBJ_RED_BULLET) { |
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obj->x -= red_bullet_speed; |
if (obj->x < 4) { |
// destroy object |
game_obj_remove(i); |
i--; |
continue; |
}; |
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if (check_collision_with_player(i)) { |
player_hit(); |
game_obj_remove(i); |
i--; |
continue; |
}; |
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} |
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else if (obj->obj_type == OBJ_EXPLOSION) { |
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obj->t++; |
if (obj->t >= EXPLOSIONS_COUNT) { |
game_obj_remove(i); |
i--; |
continue; |
}; |
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} |
else if ( (obj->obj_type == OBJ_ROCK) || (obj->obj_type == OBJ_MINIROCK) ) { |
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obj->x -= rock_speed; |
if (obj->x < - obj->radius * 2) { |
game_obj_remove(i); |
i--; |
continue; |
}; |
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if ( IS_BIT_SET(obj->flags, OBJ_FLAG_SIN) ) { |
obj->f += 0.2; |
obj->y += 7.0 * sin(obj->f); |
}; |
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if ( check_collision_with_player(i) ) { |
player_hit(); |
game_obj_remove(i); |
i--; |
continue; |
}; |
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} |
else if ( obj->obj_type == OBJ_TURRET ) { |
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if (obj->x > GAME_WIDTH*3/4) { |
obj->x -= 2; |
} |
else { |
obj->f += 0.03; |
obj->y = GAME_HEIGHT * ( 0.5 + 0.3*sin(obj->f) ); |
}; |
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obj->t--; |
if (obj->t < 1) { |
game_obj_add( game_obj( OBJ_RED_BULLET, 0, 0, 3, obj->x - 30, obj->y, 0, 0) ); |
obj->t = 10 + rs_rand() % 20; |
}; |
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}; |
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}; |
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for (i = 0; i < game.objs_count; i++) { |
if ( IS_BIT_SET( game.objs[i].flags, OBJ_FLAG_DESTROYED ) ) { |
game_obj_add( game_obj( OBJ_EXPLOSION, 0, 0, EXPLOSION_RADIUS, game.objs[i].x, game.objs[i].y, 0, 0.0 ) ); |
game_obj_remove(i); |
i--; |
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}; |
}; |
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}; |
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game_draw(); |
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} |
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