1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158
|
#include "MyDirectX.h"
#include "Timer.h"
using namespace std;
const string APPTITLE = "E.V.I.L.";
const int SCREENW = 800;
const int SCREENH = 597;
string player_state;
bool playerJumping = false;
Timer timer;
LPDIRECT3DTEXTURE9 background = NULL;
LPDIRECT3DTEXTURE9 player = NULL;
LPDIRECT3DTEXTURE9 bullets = NULL;
SPRITE playerSprite;
SPRITE Background;
SPRITE Bullets;
D3DCOLOR color = D3DCOLOR_ARGB(0, 255, 255, 255);
//CSound *sound_bounce = NULL;
DWORD screentimer = timeGetTime();
bool Game_Init(HWND window)
{
srand(time(NULL));
//initialize Direct3D
if (!Direct3D_Init(window, SCREENW, SCREENH, false))
{ MessageBox(window,"Error initializing Direct3D",APPTITLE.c_str(),0);
return false;}
//initialize DirectInput
if (!DirectInput_Init(window))
{ MessageBox(window,"Error initializing DirectInput",APPTITLE.c_str(),0);
return false;}
//initialize DirectSound
if (!DirectSound_Init(window))
{ MessageBox(window,"Error initializing DirectSound",APPTITLE.c_str(),0);
return false;}
//load the background image
background = LoadTexture("Assets/firstlevel.png");
if (!background)
{ MessageBox(window,"Error loading background.png",APPTITLE.c_str(),0);
return false;}
player = LoadTexture("Assets/player1walking.png");
if (!player)
{ MessageBox(window,"Error loading player1.png",APPTITLE.c_str(),0);
return false;}
bullets = LoadTexture("Assets/bullet.png");
if (!bullets)
{ MessageBox(window,"Error loading bullet.png",APPTITLE.c_str(),0);
return false;}
playerSprite.columns = 8;
playerSprite.endframe = 8;
playerSprite.height = 44;
playerSprite.width = 52;
playerSprite.x = 350;
playerSprite.y = 400;
playerSprite.scaling = 2.0f;
Background.height = 600;
Background.width = 16676;
Bullets.height = 5;
Bullets.width = 5;
return true;
}
void Game_Run(HWND window)
{
if (!d3ddev) return;
DirectInput_Update();
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,100), 1.0f, 0);
/*
* slow rendering to approximately 60 fps
*/
timer.LockFPS(60);
{
screentimer = GetTickCount();
//detect moveing right or left
if (Key_Down(DIK_LEFT) || Key_Down(DIK_A))
{
player_state = "walkingLeft";
playerSprite.velx = 0.5;
}
else if (Key_Down(DIK_RIGHT) || Key_Down(DIK_D))
{
player_state = "walkingRight";
playerSprite.velx = -0.5;
}
if (Key_Down(DIK_SPACE))
{
Bullets.x = Bullets.y = playerSprite.x = playerSprite.y;
Bullets.velx = 0.5;
}
else player_state = "standing";
//detect jump
if (Key_Down(DIK_UP)){
playerJumping = true;
}else playerJumping = false;
//if jumping, jump
if (playerJumping) playerSprite.vely = -1;
//if not then fall to ground
if (!playerJumping && playerSprite.y < 400) playerSprite.vely = 1;
else if (!playerJumping) playerSprite.vely = 0;
//move and reset
Background.x += playerSprite.velx;
playerSprite.y += playerSprite.vely;
playerSprite.velx = 0;
//start rendering
if (d3ddev->BeginScene())
{
//start sprite handler
spriteobj->Begin(D3DXSPRITE_ALPHABLEND);
//draw background
Background.Draw(background);
playerSprite.Draw(player);
Bullets.Draw(bullets);
//stop drawing
spriteobj->End();
//stop rendering
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
}
//exit with escape key or controller Back button
if (KEY_DOWN(VK_ESCAPE)) gameover = true;
}
void Game_End()
{
if (background) background->Release();
if (player) player->Release();
if (bullets) bullets->Release();
DirectSound_Shutdown();
DirectInput_Shutdown();
Direct3D_Shutdown();
}
|