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// Dark GDK - The Game Creators - www.thegamecreators.com
// the wizard has created a very simple project that uses Dark GDK
// it contains the basic code for a GDK application
// whenever using Dark GDK you must ensure you include the header file
#include "DarkGDK.h"
#include <ctime>
#include <vector>
class Asteroids {
public:
Asteroids() {
//Set Asteroid ID
ast_id = numObjects;
//Random Asteroid Location
srand ((unsigned int) time(0));
//Variables
astx = rand() %700;
asty = rand() %500;
astx_cnt = 2;
asty_cnt = 2;
asrotate = 0;
numObjects++;
}
~Asteroids() {
numObjects--;
}
static int numObjects;
void Location () {
//Asteroid Variables
asmove = 0;
//Asteroid Movement Variables
dbSprite(ast_id,astx,asty,2);
astx = astx + astx_cnt;
asty = asty + asty_cnt;
astx_inc = astx+1;
asty_inc = asty+1;
//Rotate Asteroid 1
asrotate = asrotate +5;
dbRotateSprite(ast_id,asrotate);
//Place Asteroid Sprite
if (dbSpriteExist(ast_id))
{
dbOffsetSprite(ast_id,28,29);
if (asty >= 450)
{
asty_cnt = (asty_cnt * (-1));
}
if (astx >= 650)
{
astx_cnt = (astx_cnt * (-1));
}
if (asty <=0)
{
asty_cnt = (asty_cnt * (-1));
}
if (astx <=0)
{
astx_cnt = (astx_cnt * (-1));
}
}
Collision(ast_id);
}
void Collision(int ast_id){
int astx1;
int asty1;
//Circular Collision Variables
radius = 28 + 22;
shipx = dbSpriteX(1);
shipy = dbSpriteY(1);
distx = shipx - astx;
disty = shipy - asty;
//Circular Collision
if (dbSpriteExist(ast_id))
{
astx1 = dbSpriteX(ast_id);
asty1 = dbSpriteY(ast_id);
}
//set collision for ship and asteroids
if (dbSpriteExist(ast_id))
{
if ((radius * radius) > (distx * distx) + (disty * disty))
{
dbDeleteSprite(1);
}
}
if (dbSpriteExist(3))
{
dbMoveSprite(3,10);
if (dbSpriteHit(ast_id,3))
{
dbDeleteSprite(ast_id);
dbDeleteSprite(3);
}
}
}
private:
//Asteroid Variables
int asrotate;
int asmove;
int ast_id;
int astx;
int asty;
//Asteroid Movement Variables
int astx_inc;
int asty_inc;
int astx_cnt;
int asty_cnt;
//Circular Collision Variables
int radius;
int shipx;
int shipy;
int distx;
int disty;
};
int Asteroids::numObjects=5;
// the main entry point for the application is this function
void DarkGDK ( void )
{
// turn on sync rate and set maximum rate to 60 fps
dbSyncOn ( );
dbSyncRate ( 60 );
dbSetWindowSize(600,400);
//Load Images
dbLoadImage("ship.png",1);
dbLoadImage("pokeball.png",2);
dbLoadImage("bullet.png",3);
//Ship Variables
int shiprotate = 0;
//Bullet Variables
int bulletx;
int bullety;
//Place Ship Sprite
dbSprite(1,300,250,1);
dbOffsetSprite(1,26,26);
Asteroids ast1;
//Vector
//vector<Asteroids> asteroid;
/*for (vector<Asteroids>::size_type numObjects = 0; numObjects < 10; numObjects++)
{
}
*/
// our main loop
while ( LoopGDK ( ) )
{
ast1.Location();
//Bullet
bulletx = dbSpriteX(1);
bullety = dbSpriteY(1);
//Ship Movement (stays in the main loop)
if (dbUpKey())
{
dbMoveSprite(1,5);
}
if (dbDownKey())
{
dbMoveSprite(1,-5);
}
if (dbLeftKey())
{
shiprotate = shiprotate -5;
dbRotateSprite(1,shiprotate);
}
if (dbRightKey())
{
shiprotate = shiprotate +5;
dbRotateSprite(1,shiprotate);
}
if (dbKeyState(0x39))
{
dbSprite(3,bulletx,bullety,3);
dbRotateSprite(3,shiprotate);
dbOffsetSprite(3,5,5);
}
// update the screen
dbSync ( );
}
// return back to windows
return;
}
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