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diff --git a/Test.cpp b/Test.cpp
index 3cbb3d1..df8667a 100644
--- a/Test.cpp
+++ b/Test.cpp
@@ -1,1057 +1,1057 @@
#pragma comment(linker, "/SUBSYSTEM:windows /ENTRY:mainCRTStartup") //no console window behind game window
#include<allegro5/allegro.h>
#include<allegro5/allegro_native_dialog.h>
#include<allegro5/allegro_primitives.h>
#include<allegro5/allegro_image.h>
#include <allegro5/allegro_font.h>
#include <allegro5/allegro_ttf.h>
#include <allegro5/allegro_audio.h>
#include <allegro5/allegro_acodec.h>
#include <string>
#include <string.h>
#include <iostream>
#include <fstream>
#ifdef __linux__
#include <unistd.h>
#include <sys/types.h>
#include <pwd.h>
#include <libgen.h>
#endif
#include "Enemy.h"
#include "Spaceship.h"
#include "Bullet.h"
#include "Global.h"
#include "BackGround.h"
#include "Barrier.h"
#include "Highscores.h"
using namespace std;
//GLOBALS
enum KEYS { LEFT, RIGHT, SPACE };
bool keys[5] = { false,false,false };
int gameState = 1; //initial gamestate is menu
extern int width;
extern int height;
int numAlive = NUM_COLUMNS*NUM_ROWS;
int EnemyWaveCount = 0;
int input = 0; //count variable to ensure action occurs only once
int output = 0; //count variable to ensure action occurs only once
int x = 20; //initial position of animated ship
int score = 0;
char *nameString;
bool startAnim = false;
bool isHighscore = false; //will be true if user's score is higher than lowest highscore
int lowScore = 0; //value of lowest highscore
const int FPS = 60;
bool done = false;
bool redraw = true;
//METHODS
void setEnemy();
void gameRestart();
void collideEnemy(int&);
void collidePlayer();
void moveDown(int&);
void enemyShoot();
void updateBullet();
bool reachEnd();
void InitBackground(BackGround &back, float x, float y, float velx, float vely, int width, int height, int dirX, int dirY, ALLEGRO_BITMAP *image);
void UpdateBackground(BackGround &back);
void DrawBackground(BackGround &back);
void CollideBarrier();
void Reactivate_Enemies();
void DrawAnimation(ALLEGRO_BITMAP *pic, int &y);
void writeScore();
void readScores();
void EnemyReachEnd();
void BulletBarrierCollide();
void InitBarriers();
void Reactivate_Barriers();
void updateEnemyCount();
void UpdateBarrierImages(ALLEGRO_BITMAP *SpaceBarrier[]);
//INITIALISE
Spaceship player(width / 2, height * 4 / 5);
Bullet playerBullet(player.x_pos, player.y_pos, 10, true);
Bullet enemyBullet(0, 0, 10, false);
Enemy arrEnem[NUM_COLUMNS][NUM_ROWS]; //array of objects
Barrier redBarrier[3];
Highscores arrScores[11];
BackGround BG;
BackGround MG;
BackGround FG;
BackGround MM;
std::string confdir;
int main(void)
{
if (!al_init()) {
al_show_native_message_box(NULL, NULL, NULL, "Could not initialize allegro",
NULL, NULL);
return -1;
}
#ifdef __linux__
ALLEGRO_PATH* exepath = al_get_standard_path(ALLEGRO_EXENAME_PATH);
al_set_path_filename(exepath , NULL);
al_change_directory(al_path_cstr(exepath, '/'));
al_change_directory((string{dirname(strdup(al_path_cstr(exepath, '/')))} +"/share/darthinvaders").c_str());
al_destroy_path(exepath);
char const* cf = getenv("XDG_CONFIG_HOME");
if (!cf) {
char const* hd = getenv("HOME");
std::string homedir = getenv("HOME");
if (!hd) {
homedir = getpwuid(getuid())->pw_dir;
} else {
confdir = std::string(hd) + "/.config";
}
} else {
confdir = getenv("XDG_CONFIG_HOME");
}
confdir += "/";
// if scores file is not user's dir, copy it in.
// it'll still degrade gracefully if you can't write here
// Filesystem standard says to put highscores in /var/games but then new users have no write perms??
std::string path = confdir + "/darthinvaders-scores.txt";
if (access (confdir.c_str(), F_OK) == 0 && access(path.c_str(), F_OK) != 0 && access (confdir.c_str(), W_OK) == 0) {
ifstream source("darthinvaders-scores.txt", ios::binary);
ofstream dest(path, ios::binary);
dest << source.rdbuf();
source.close();
dest.close();
}
#else
confdir = "";
#endif
readScores(); //reads in scores from textfile
setEnemy();
enemyBullet.isFriendly = false;
srand((unsigned)time(NULL));
//variables
//Allegro variables
ALLEGRO_DISPLAY *DISPLAY = NULL;
ALLEGRO_BITMAP *picHealth[7];
ALLEGRO_BITMAP *picShip = NULL;
ALLEGRO_BITMAP *picBullet = NULL;
ALLEGRO_BITMAP *picGreenLazer = NULL;
ALLEGRO_BITMAP *picEnemy = NULL;
ALLEGRO_BITMAP *Game = NULL;
ALLEGRO_BITMAP *MENU = NULL;
ALLEGRO_BITMAP *bgImage = NULL;
ALLEGRO_BITMAP *mgImage = NULL;
ALLEGRO_BITMAP *fgImage = NULL;
ALLEGRO_BITMAP *SpaceBarrier[5];
ALLEGRO_BITMAP *animShip;
ALLEGRO_BITMAP *logo;
ALLEGRO_BITMAP *State3 = NULL;
ALLEGRO_BITMAP *State4 = NULL;
ALLEGRO_EVENT_QUEUE *TestQueue = NULL;
ALLEGRO_TIMER *timer = NULL;
ALLEGRO_FONT *font38 = NULL;
ALLEGRO_FONT *starFont = NULL;
ALLEGRO_FONT *starOutline = NULL;
ALLEGRO_FONT *fontName = NULL;
ALLEGRO_SAMPLE *blaster = NULL;
ALLEGRO_SAMPLE *explosion = NULL;
ALLEGRO_SAMPLE *music = NULL;
ALLEGRO_SAMPLE *startGame = NULL;
ALLEGRO_SAMPLE *emperor1 = NULL;
ALLEGRO_SAMPLE *emperor2 = NULL;
ALLEGRO_SAMPLE *emperor3 = NULL;
ALLEGRO_USTR* str = al_ustr_new("ENTER NAME");
//Allegro Module Init
al_init_image_addon();
al_set_new_window_position(400, 200); //set pos of game window
DISPLAY = al_create_display(width, height);
al_hide_mouse_cursor(DISPLAY);
al_init_primitives_addon();
al_install_keyboard();
al_init_font_addon();
al_init_ttf_addon();
al_install_audio();
al_init_acodec_addon();
if (!DISPLAY)
{
al_show_native_message_box(NULL, NULL, NULL, "Could not initialize display", NULL, NULL);
return -1;
}
//Load Sounds
al_reserve_samples(7);
blaster = al_load_sample("Sounds/XWing-Laser.ogg");
explosion = al_load_sample("Sounds/Blast.ogg");
startGame = al_load_sample("Sounds/xwing.ogg");
music = al_load_sample("Sounds/Star_Wars.ogg");
emperor1 = al_load_sample("Sounds/Emperor1.ogg");
emperor2 = al_load_sample("Sounds/Emperor2.ogg");
emperor3 = al_load_sample("Sounds/Emperor3.ogg");
- State3 = al_load_bitmap("Pictures/Earth.png");
+ State3 = al_load_bitmap("Pictures/EARTH.png");
State4 = al_load_bitmap("Pictures/DeathStar.png");
//Load Pictures
picBullet = al_load_bitmap("Pictures/Lazer.png");
picGreenLazer = al_load_bitmap("Pictures/GreenLazer.png");
picShip = al_load_bitmap("Pictures/player1.png");
picEnemy = al_load_bitmap("Pictures/enemy.png");
MENU = al_load_bitmap("Pictures/starBG.png");
for (int i = 0; i < 5; i++)
SpaceBarrier[i] = al_load_bitmap(Images[i]);
for (int i = 0; i < 5; i++)
al_convert_mask_to_alpha(SpaceBarrier[i], al_map_rgb(255, 255, 255));
for (int i = 0; i < 3; i++)
redBarrier[i].CurrentImage = SpaceBarrier[4];
picHealth[0] = al_load_bitmap("Pictures/1.png");
picHealth[1] = al_load_bitmap("Pictures/2.png");
picHealth[2] = al_load_bitmap("Pictures/3.png");
picHealth[3] = al_load_bitmap("Pictures/4.png");
picHealth[4] = al_load_bitmap("Pictures/5.png");
picHealth[5] = al_load_bitmap("Pictures/6.png");
picHealth[6] = al_load_bitmap("Pictures/blank1.png");
for (int i = 0; i < 7; i++)
al_convert_mask_to_alpha(picHealth[i], al_map_rgb(0, 0, 0));
bgImage = al_load_bitmap("Pictures/starBG.png");
mgImage = al_load_bitmap("Pictures/starMG.jpg");
fgImage = al_load_bitmap("Pictures/starFG.png");
animShip = al_load_bitmap("Pictures/player2.png");
logo = al_load_bitmap("Pictures/logo.png");
al_convert_mask_to_alpha(picShip, al_map_rgb(0, 0, 0));
al_convert_mask_to_alpha(picEnemy, al_map_rgb(0, 0, 0));
al_convert_mask_to_alpha(picBullet, al_map_rgb(0, 0, 0));
al_convert_mask_to_alpha(mgImage, al_map_rgb(0, 0, 0));
al_convert_mask_to_alpha(animShip, al_map_rgb(0, 0, 0));
InitBackground(BG, 0, 0, 1, 0, 800, 600, -1, 1, bgImage);
InitBackground(MG, 0, 0, 3, 0, 2000, 768, -1, 1, mgImage);
InitBackground(FG, 0, 0, 5, 0, 800, 600, -1, 1, fgImage);
InitBackground(MM, 0, 0, 1, 0, 800, 600, -1, 1, MENU);
InitBarriers();
timer = al_create_timer(1.0 / FPS);
al_set_display_icon(DISPLAY, picShip);
al_play_sample(music, 1, 0, 1, ALLEGRO_PLAYMODE_LOOP, NULL);
TestQueue = al_create_event_queue();
al_register_event_source(TestQueue, al_get_keyboard_event_source());
al_register_event_source(TestQueue, al_get_display_event_source(DISPLAY));
al_register_event_source(TestQueue, al_get_timer_event_source(timer));
al_start_timer(timer);
int frameCount = 0;
int pos = (int)al_ustr_size(str);
font38 = al_load_font("Fonts/Legacy.ttf", 38, 0);
starFont = al_load_font("Fonts/STARWARS.TTF", 80, 0);
starOutline = al_load_font("Fonts/STARWARS.TTF", 81, 0);
fontName = al_load_font("Fonts/Legacy.ttf", 50, 0);
while (!done)
{
ALLEGRO_EVENT GETKEY;
al_wait_for_event(TestQueue, &GETKEY);
if (GETKEY.type == ALLEGRO_EVENT_DISPLAY_CLOSE) //will allow clicking X button to close program
{
done = true;
}
else if (GETKEY.type == ALLEGRO_EVENT_TIMER)
{
redraw = true;
UpdateBackground(MM);
frameCount++;
if (keys[LEFT] && gameState == 2)
player.MoveSpaceshipLeft();
if (keys[RIGHT] && gameState == 2)
player.MoveSpaceshipRight();
if (keys[SPACE]) //Spacebar will fire
{
if (gameState == 1) {
if (!startAnim)
al_play_sample(startGame, 1, 0, 1, ALLEGRO_PLAYMODE_ONCE, NULL); //plays when spaceship flies across screen
startAnim = true;
}
else if (gameState == 2)
{
if (playerBullet.status == 0)
{
al_play_sample(blaster, 1, 0, 1, ALLEGRO_PLAYMODE_ONCE, NULL);
playerBullet.status = 1;
}
}
}
if (gameState == 2)
{
UpdateBackground(BG);
UpdateBackground(MG);
UpdateBackground(FG);
collideEnemy(score);
updateEnemyCount();
CollideBarrier();
collidePlayer();
BulletBarrierCollide();
EnemyReachEnd();
enemyShoot();
moveDown(frameCount);
updateBullet();
}
}
else if (GETKEY.type == ALLEGRO_EVENT_KEY_DOWN)
{
switch (GETKEY.keyboard.keycode)
{
case ALLEGRO_KEY_ESCAPE: //esc to end the game
if (gameState == 2)
gameState = 3;
else if (gameState == 3)
gameState = 4;
else
done = true;
break;
case ALLEGRO_KEY_RIGHT:
keys[RIGHT] = true;
break;
case ALLEGRO_KEY_LEFT:
keys[LEFT] = true;
break;
case ALLEGRO_KEY_SPACE:
keys[SPACE] = true;
break;
case ALLEGRO_KEY_H:
if (gameState == 1)
gameState = 4;
break;
case ALLEGRO_KEY_BACKSPACE: //backspace for name input
if (gameState == 3)
if (al_ustr_prev(str, &pos))
al_ustr_truncate(str, pos);
break;
case ALLEGRO_KEY_ENTER: //will display leaderboard once they press enter.
if (gameState == 3)
{
gameState = 4;
break;
}
if (gameState == 4)
{
gameRestart();
al_ustr_free(str);
str = al_ustr_new("ENTER NAME");
break;
}
break;
}
}
if (GETKEY.type == ALLEGRO_EVENT_KEY_UP)
{
switch (GETKEY.keyboard.keycode)
{
case ALLEGRO_KEY_RIGHT:
keys[RIGHT] = false;
break;
case ALLEGRO_KEY_LEFT:
keys[LEFT] = false;
break;
case ALLEGRO_KEY_SPACE:
keys[SPACE] = false;
break;
}
}
else if (GETKEY.type == ALLEGRO_EVENT_KEY_CHAR && gameState == 3 && isHighscore)
{
if (GETKEY.keyboard.unichar >= 32)
{
if (input == 0)
{
al_ustr_remove_range(str, 0, al_ustr_length(str)); //clears 'ENTER NAME: '
pos = 0;
input = 1;
}
pos += al_ustr_append_chr(str, GETKEY.keyboard.unichar);
}
}
if (redraw && al_is_event_queue_empty(TestQueue)) //rendering
{
redraw = false;
if (gameState == 1) //menu
{
DrawBackground(MM);
if (startAnim)
{
DrawAnimation(animShip, x);
}
al_draw_text(font38, al_map_rgb(255, 40, 78), width / 2, height - 750, ALLEGRO_ALIGN_CENTRE, "AMMST PRESENTS");
al_draw_bitmap(logo, 140, (height)-690, 0);
al_draw_text(font38, al_map_rgb(255, 40, 78), (width / 2), (height)-250, ALLEGRO_ALIGN_CENTRE, "PRESS SPACE TO START");
al_draw_text(font38, al_map_rgb(255, 40, 78), (width / 2), (height - 200), ALLEGRO_ALIGN_CENTRE, "PRESS H TO VIEW HIGHSCORES");
al_draw_text(font38, al_map_rgb(255, 40, 78), (width / 2), (height - 150), ALLEGRO_ALIGN_CENTRE, "PRESS ESC TO EXIT");
}
else if (gameState == 2) //main game
{
DrawBackground(BG);
DrawBackground(MG);
DrawBackground(FG);
UpdateBarrierImages(SpaceBarrier);
redBarrier[0].drawIfActive(50, 500);
redBarrier[1].drawIfActive(435, 500);
redBarrier[2].drawIfActive(820, 500);
if (playerBullet.status == 1 && player.active) //if bullet still active
{
playerBullet.Increment(); //bullet will move pos
al_draw_bitmap(picGreenLazer, playerBullet.x_pos, playerBullet.y_pos, 0); //redraw at new pos
if (playerBullet.y_pos < 20)
{
playerBullet.status = 0;
updateBullet();
}
}
if (enemyBullet.status == 1)
{
enemyBullet.Increment(); //bullet will move pos
al_draw_bitmap(picBullet, enemyBullet.x_pos, enemyBullet.y_pos, 0);
}
switch (player.health)
{
case 60:
al_draw_bitmap(picHealth[0], 10, 40, 0);
break;
case 50:
al_draw_bitmap(picHealth[1], 10, 40, 0);
break;
case 40:
al_draw_bitmap(picHealth[2], 10, 40, 0);
break;
case 30:
al_draw_bitmap(picHealth[3], 10, 40, 0);
break;
case 20:
al_draw_bitmap(picHealth[4], 10, 40, 0);
break;
case 10:
al_draw_bitmap(picHealth[5], 10, 40, 0);
break;
case 0:
al_draw_bitmap(picHealth[6], 10, 40, 0);
break;
}
if (player.health > 0)
{
al_draw_bitmap(picShip, player.x_pos - 45, player.y_pos, 0);
}
bool test = reachEnd();
for (int i = 0; i < NUM_COLUMNS; i++)
{
for (int j = 0; j < NUM_ROWS; j++)
{
if (arrEnem[i][j].active)
{
arrEnem[i][j].Move(test);
al_draw_bitmap(picEnemy, arrEnem[i][j].x_pos, arrEnem[i][j].y_pos, 0);
}
}
}
al_draw_textf(font38, al_map_rgb(255, 0, 0), 10, 0, 0, "SCORE: %i", score);
}
else if (gameState == 3) //end game
{
al_draw_bitmap(State3, 0, 0, ALLEGRO_ALIGN_CENTRE);
DrawAnimation(animShip, x);
if (player.health == 0)
{
al_play_sample(explosion, 1, 0, 1, ALLEGRO_PLAYMODE_ONCE, NULL);
if (frameCount % 7 == 0)
al_play_sample(emperor3, 1, 0, 1, ALLEGRO_PLAYMODE_ONCE, NULL);
else if (frameCount % 3 == 0)
al_play_sample(emperor2, 1, 0, 1, ALLEGRO_PLAYMODE_ONCE, NULL);
else
al_play_sample(emperor1, 1, 0, 1, ALLEGRO_PLAYMODE_ONCE, NULL);
player.health = 1; //will only sound once
}
//check to determine if he made a highscore
if (score>lowScore)
isHighscore = true;
nameString = al_cstr_dup(str);
al_draw_textf(starFont, al_map_rgb(45,119,166), width / 2, 50, ALLEGRO_ALIGN_CENTRE, "FINAL SCORE: %i", score);
if (isHighscore)
al_draw_text(fontName, al_map_rgb_f(1, 1, 1), width / 2, 120, ALLEGRO_ALIGN_CENTRE, nameString);
}
else if (gameState == 4) //highscores
{
al_draw_bitmap(State4, 0, 0, 0);
al_draw_text(font38, al_map_rgb(255, 255, 0), width/2, height-40, ALLEGRO_ALIGN_CENTRE, "PRESS ENTER TO RETURN TO MAIN MENU");
/*
al_draw_text(font38, al_map_rgb(255, 0, 0), width - 140, 90, NULL, "PRESS");
al_draw_text(font38, al_map_rgb(255, 0, 0), width - 140, 120, NULL, "ESC");
al_draw_text(font38, al_map_rgb(255, 0, 0), width - 140, 150, NULL, "TO");
al_draw_text(font38, al_map_rgb(255, 0, 0), width - 140, 180, NULL, "EXIT");
*/
if (isHighscore && output == 0)
{
writeScore();
output = 1;
}
al_draw_textf(starFont, al_map_rgb(255, 255, 0), width / 2, 40, ALLEGRO_ALIGN_CENTRE, "HIGHSCORES");
for (int i = 0; i < 10; i++)
{
al_draw_textf(font38, al_map_rgb(255, 0, 0), width / 2 - 60, 120 + i * 60, ALLEGRO_ALIGN_RIGHT, "%i", arrScores[i].score);
al_draw_textf(font38, al_map_rgb(255, 0, 0), width / 2 + 60, 120 + i * 60, ALLEGRO_ALIGN_LEFT, "%s", arrScores[i].name.c_str());
}
}
al_flip_display(); //flip display to show all drawn objects
al_clear_to_color(al_map_rgb(0, 0, 0)); //background colour
}
}
al_destroy_sample(blaster);
al_destroy_sample(explosion);
al_destroy_sample(startGame);
al_destroy_sample(music);
al_destroy_sample(emperor1);
al_destroy_sample(emperor2);
al_destroy_sample(emperor3);
al_destroy_event_queue(TestQueue);
al_destroy_timer(timer);
al_destroy_display(DISPLAY);
al_destroy_font(font38);
al_destroy_font(starFont);
al_destroy_font(fontName);
al_destroy_bitmap(Game);
al_destroy_bitmap(State3);
al_destroy_bitmap(State4);
al_destroy_bitmap(MENU);
al_destroy_bitmap(picEnemy);
al_destroy_bitmap(picShip);
al_destroy_bitmap(picBullet);
al_destroy_bitmap(picGreenLazer);
al_destroy_bitmap(bgImage);
al_destroy_bitmap(mgImage);
al_destroy_bitmap(fgImage);
al_destroy_bitmap(animShip);
al_destroy_bitmap(logo);
for (int i = 0; i < 7; i++)
al_destroy_bitmap(picHealth[i]);
for (int i = 0; i < 5; i++)
al_destroy_bitmap(SpaceBarrier[i]);
return 0;
}
void collidePlayer()
{
if (enemyBullet.status)
{
if (enemyBullet.y_pos < player.y_pos + player.boxheight //checks if within box
&& enemyBullet.y_pos > player.y_pos - player.boxheight
&& enemyBullet.x_pos < player.x_pos + player.boxright
&& enemyBullet.x_pos > player.x_pos - player.boxleft)
{
enemyBullet.status = 0; //bullet set to not active
player.health -= 10;
}
}
if (player.health == 0)
{
player.active = false;
gameState = 3;
}
}
void setEnemy()
{
//row 1
arrEnem[0][0].set(width / 2 - sp, 65); //left
arrEnem[1][0].set(width / 2, 65); //middle
arrEnem[2][0].set(width / 2 + sp, 65); //right
arrEnem[3][0].set(width / 2 - 2 * sp, 65);
arrEnem[4][0].set(width / 2 + 2 * sp, 65);
arrEnem[5][0].set(width / 2 - 3 * sp, 65);
arrEnem[6][0].set(width / 2 + 3 * sp, 65);
arrEnem[7][0].set(width / 2 - 4 * sp, 65);
//row 2
arrEnem[0][1].set(width / 2 - sp, 130); //left
arrEnem[1][1].set(width / 2, 130); //middle
arrEnem[2][1].set(width / 2 + sp, 130); //right
arrEnem[3][1].set(width / 2 - 2 * sp, 130);
arrEnem[4][1].set(width / 2 + 2 * sp, 130);
arrEnem[5][1].set(width / 2 - 3 * sp, 130);
arrEnem[6][1].set(width / 2 + 3 * sp, 130);
arrEnem[7][1].set(width / 2 - 4 * sp, 130);
//row 3
arrEnem[0][2].set(width / 2 - sp, 195); //left
arrEnem[1][2].set(width / 2, 195); //middle
arrEnem[2][2].set(width / 2 + sp, 195); //right
arrEnem[3][2].set(width / 2 - 2 * sp, 195);
arrEnem[4][2].set(width / 2 + 2 * sp, 195);
arrEnem[5][2].set(width / 2 - 3 * sp, 195);
arrEnem[6][2].set(width / 2 + 3 * sp, 195);
arrEnem[7][2].set(width / 2 - 4 * sp, 195);
//row 4
arrEnem[0][3].set(width / 2 - sp, 260);
arrEnem[1][3].set(width / 2, 260);
arrEnem[2][3].set(width / 2 + sp, 260);
arrEnem[3][3].set(width / 2 - 2 * sp, 260);
arrEnem[4][3].set(width / 2 + 2 * sp, 260);
arrEnem[5][3].set(width / 2 - 3 * sp, 260);
arrEnem[6][3].set(width / 2 + 3 * sp, 260);
arrEnem[7][3].set(width / 2 - 4 * sp, 260);
}
void collideEnemy(int &score)
{
if (playerBullet.status)
{
for (int i = 0; i < NUM_COLUMNS; i++)
{
for (int j = 0; j < NUM_ROWS; j++) //collision detection ahead. Proceed with caution
{
if (arrEnem[i][j].active) //checks if enemy active
{
if (playerBullet.y_pos - 25 < arrEnem[i][j].y_pos + arrEnem[i][j].boxheight //checks if within box of enemy
&& playerBullet.y_pos > arrEnem[i][j].y_pos - arrEnem[i][j].boxheight
&& playerBullet.x_pos < arrEnem[i][j].x_pos + arrEnem[i][j].boxright
&& playerBullet.x_pos > arrEnem[i][j].x_pos - arrEnem[i][j].boxleft)
{
playerBullet.status = 0; //bullet set to not active
arrEnem[i][j].active = false; //enemy set to not active
switch (j)
{
case 0:
score += 40;
break;
case 1:
score += 20;
break;
case 2:
score += 20;
break;
default:
score += 10;
break;
}
numAlive--;
}
}
}
}
}
}
void moveDown(int &frameCount)
{
int interval = 60; //how long enemies take to move down depends on how many enemies left
if (numAlive > 30)
{
interval = 360;
}
else if (30 > numAlive && numAlive > 15)
{
interval = 300;
}
else if (15 > numAlive && numAlive > 8)
{
interval = 240;
}
else if (8 > numAlive && numAlive > 2)
{
interval = 120;
}
else if (numAlive == 0)
{
gameState = 3;
}
if (frameCount % interval == 0)
{
for (int i = 0; i < NUM_COLUMNS; i++)
{
for (int j = 0; j < NUM_ROWS; j++)
{
arrEnem[i][j].y_pos += 20;
}
}
}
}
void enemyShoot()
{
if (!enemyBullet.status)
{
for (int i = 0; i < NUM_COLUMNS; i++)
{
for (int j = 0; j < NUM_ROWS; j++)
{
if (arrEnem[i][j].active)
{
int randCol = rand() % NUM_COLUMNS;
int randRow = rand() % NUM_ROWS;
if (randCol == i && randRow == j)
{
enemyBullet.UpdatebulletPos(arrEnem[i][j]);
enemyBullet.status = 1;
break;
}
}
}
}
}
}
void updateBullet()
{
if (playerBullet.status == 0) //while bullet not active sets pos of ship as initial bullet pos
playerBullet.UpdateBulletPos(player);
}
bool reachEnd() //returns true if any enemy hits either of the sides
{
for (int i = 0; i < NUM_COLUMNS; i++)
{
for (int j = 0; j < NUM_ROWS; j++)
{
if (arrEnem[i][j].active) //checks if enemy active
{
if (width - 80 < arrEnem[i][j].x_pos && arrEnem[i][j].speed > 0) //if moving to the right and close to right wall
{
return true;
break;
}
else if (10 > arrEnem[i][j].x_pos && arrEnem[i][j].speed < 0) //if moving to the left and close to left wall
{
return true;
break;
}
}
}
}
return false;
}
void InitBackground(BackGround &back, float x, float y, float velx, float vely, int width, int height, int dirX, int dirY, ALLEGRO_BITMAP *image)
{
back.x = x;
back.y = y;
back.velX = velx;
back.velY = vely;
back.WIDTH = width;
back.HEIGHT = height;
back.dirX = dirX;
back.dirY = dirY;
back.image = image;
}
void UpdateBackground(BackGround &back)
{
back.x += back.velX * back.dirX;
if (back.WIDTH < 1024 && back.x + back.WIDTH <= 100)
back.x = 0;
else if (back.WIDTH > 1024 && back.x + back.WIDTH <= 0)
back.x = 0;
}
void DrawBackground(BackGround &back)
{
al_draw_bitmap(back.image, back.x, back.y, 0);
al_draw_bitmap(back.image, back.x + back.WIDTH, back.HEIGHT, 0);
al_draw_bitmap(back.image, back.x, back.HEIGHT, 0);
al_draw_bitmap(back.image, back.x + back.WIDTH, back.y, 0);
}
void InitBarriers()
{
redBarrier[0].SetBarrierpos(50, 500);
redBarrier[1].SetBarrierpos(435, 500);
redBarrier[2].SetBarrierpos(820, 500);
for (int i = 0; i < 3; i++)
{
redBarrier[i].setLife(5);
redBarrier[i].active = true;
}
}
void Reactivate_Enemies()
{
for (int i = 0; i < NUM_COLUMNS; i++)
{
for (int j = 0; j < NUM_ROWS; j++)
{
arrEnem[i][j].active = true;
}
}
}
void CollideBarrier()
{
for (int i = 0; i < 3; i++)
{
if (redBarrier[i].active && enemyBullet.status == 1)
{
if (enemyBullet.x_pos >(redBarrier[i].x_pos - redBarrier[i].Bleft) && enemyBullet.x_pos<(redBarrier[i].x_pos + redBarrier[i].Bright)
&& enemyBullet.y_pos>(redBarrier[i].y_pos - redBarrier[i].BHeight) && enemyBullet.y_pos < (redBarrier[i].y_pos + redBarrier[i].BHeight))
{
if (redBarrier[i].life_points != 0)
{
redBarrier[i].life_points--;
if (redBarrier[i].life_points == 0)
{
redBarrier[i].active = false;
}
}
enemyBullet.status = 0;
}
}
}
}
void BulletBarrierCollide()
{
for (int i = 0; i < 3; i++)
{
if (redBarrier[i].active && playerBullet.status == 1)
{
if (playerBullet.x_pos >(redBarrier[i].x_pos - redBarrier[i].Bleft) && playerBullet.x_pos<(redBarrier[i].x_pos + redBarrier[i].Bright)
&& playerBullet.y_pos>(redBarrier[i].y_pos - redBarrier[i].BHeight) && playerBullet.y_pos < (redBarrier[i].y_pos + redBarrier[i].BHeight))
{
playerBullet.status = 0;
}
}
}
}
void updateEnemyCount()
{
if (numAlive == 0)
{
EnemyWaveCount++;
numAlive = NUM_COLUMNS*NUM_ROWS;
Reactivate_Enemies();
Reactivate_Barriers();
setEnemy();
switch (player.health)
{
case 50:
player.health += 10;
break;
case 40:
player.health += 20;
break;
case 30:
player.health += 20;
break;
case 20:
player.health += 20;
break;
case 10:
player.health += 20;
break;
}
}
}
void EnemyReachEnd()
{
for (int i = 0; i < NUM_COLUMNS; i++)
{
for (int j = 0; j < NUM_ROWS; j++)
{
if (arrEnem[i][j].active == true)
{
if (arrEnem[i][j].y_pos > redBarrier[0].y_pos - redBarrier[0].BHeight)
{
gameState = 3;
}
}
}
}
}
void Reactivate_Barriers()
{
for (int b = 0; b < 3; b++)
{
redBarrier[b].life_points = 5;
redBarrier[b].active = true;
}
}
void UpdateBarrierImages(ALLEGRO_BITMAP *SpaceBarrier[])
{
for (int i = 0; i < 3; i++)
{
if (redBarrier[i].life_points != -1)
{
redBarrier[i].CurrentImage = SpaceBarrier[redBarrier[i].life_points];
}
if (redBarrier[i].life_points == 5)
redBarrier[i].CurrentImage = SpaceBarrier[4];
if (redBarrier[i].life_points == 4)
redBarrier[i].CurrentImage = SpaceBarrier[3];
if (redBarrier[i].life_points == 3)
redBarrier[i].CurrentImage = SpaceBarrier[2];
if (redBarrier[i].life_points == 2)
redBarrier[i].CurrentImage = SpaceBarrier[1];
if (redBarrier[i].life_points == 1)
redBarrier[i].CurrentImage = SpaceBarrier[0];
}
}
void DrawAnimation(ALLEGRO_BITMAP *pic, int &x)
{
al_draw_bitmap(pic, x, 350, 0);
if (gameState == 1)
{
x = x + 6;
if(x > width - 20)
gameState = 2;
}
else if (gameState == 3)
{
x = x + 3;
if (x > width - 5)
x = -10;
}
}
void readScores()
{
ifstream myfile(confdir+"darthinvaders-scores.txt");
string line;
Highscores temp;
int count = 0;
while (myfile.good())
{
getline(myfile, line);
//now you must split the line. Easiest way to do it is like this:
temp.score = stoi(line.substr(0, (int)line.find(' '))); //get substring from index 0 to space and convert it to integer
temp.name = line.substr((int)line.find(' ') + 1); //get substring from space and to the end of the string
arrScores[count].name = temp.name;
arrScores[count].score = temp.score;
count++;
}
myfile.close();
lowScore = arrScores[9].score;
}
void writeScore()
{
int pos = 9 - 1;
int i = 0;
while (score > arrScores[pos].score && pos >= 0)
{
arrScores[pos + 1] = arrScores[pos];
pos--;
}
arrScores[pos + 1].score = score;
arrScores[pos + 1].name = nameString;
ofstream OutputFile(confdir+"darthinvaders-scores.txt");
for (i = 0; i < 9; i++)
{
if (arrScores[i].name == "")
arrScores[i].name = "NO NAME";
OutputFile << arrScores[i].score << " " << arrScores[i].name << endl;
}
if (arrScores[i].name == "")
arrScores[i].name = "NO NAME";
OutputFile << arrScores[i].score << " " << arrScores[i].name;
OutputFile.close();
}
void gameRestart()
{
gameState = 1;
readScores(); //reads in scores from textfile
Reactivate_Enemies();
Reactivate_Barriers();
setEnemy();
player.active = true;
player.health = 60;
score = 0;
numAlive = NUM_COLUMNS*NUM_ROWS;
EnemyWaveCount = 0;
input = 0; //count variable to ensure action occurs only once
output = 0; //count variable to ensure action occurs only once
x = 20; //initial position of animated ship *nameString;
startAnim = false;
isHighscore = false; //will be true if user's score is higher than lowest highscore //value of lowest highscore
}
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