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C Programming Starter Kit 2.0
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SamsPublishing-CProgrammingStarterKit-v2.0-Win31.iso
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bc45
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meteor.pak
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METEOR.CPP
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C/C++ Source or Header
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1997-07-23
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8KB
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288 lines
//--------------------------------------------------------------------------
// Turbo Meteor -- Copyright (c) 1995, Borland International
//--------------------------------------------------------------------------
#include <owl/owlpch.h> // all of OWL
#include "sprite.h"
#include "meteor.rh"
const METEOR_COUNT = 8;
const char IniFilename[] = "METEOR.INI";
// MeteorsWindow -- the game window
//
class MeteorWindow: public TWindow {
uint UseCompatibleBitmap, // settings read from the INI file
width,height;
SpriteList sprites; // list of all the sprites on the screen
Ship *ship; // a seperate pointer to the ship, so we can adjust
// it's speed, etc. the ship is also inserted into
// the sprite list
Message *scoreDisplay; // pointer to the score object, so we can update it
TMemoryDC *gameField; // this is where the objects draw to, then it is
// BitBlt'ed to the window
bool rotateLeft, // flags set when the player presses keys
rotateRight,
thrust,
fire;
long score;
int shipsLeft;
int newShipCountdown; // countdown to new player ship appearing
bool gameOver;
uint shotDelay,shotDelayReset; // used to limit how many shots can be fired
public:
MeteorWindow( TWindow* parent );
void SetupWindow();
void CleanupWindow() {
KillTimer(1);
}
// don't let windows paint our window, or it will flicker
//
BOOL EvEraseBkgnd( HDC ) {
return true;
}
void Paint( TDC& dc, BOOL erase, TRect& rect );
void EvTimer( UINT id );
void EvKeyDown( uint key, uint repeatCount, uint flags );
void EvKeyUp( uint key, uint repeatCount, uint flags );
DECLARE_RESPONSE_TABLE( MeteorWindow );
};
DEFINE_RESPONSE_TABLE1( MeteorWindow, TWindow )
EV_WM_TIMER,
EV_WM_KEYDOWN,
EV_WM_KEYUP,
END_RESPONSE_TABLE;
MeteorWindow::MeteorWindow( TWindow* parent ):
TWindow( parent ) {
width = GetPrivateProfileInt( "Display", "Width", 600, IniFilename );
height = GetPrivateProfileInt( "Display", "Height", 400, IniFilename );
UseCompatibleBitmap = GetPrivateProfileInt( "Display", "UseCompatibleBitmap",
0, IniFilename );
Attr.W = width;
Attr.H = height;
for (int i=0;i<METEOR_COUNT;i++)
sprites.Add( new Meteor( TPoint( random(width), random(height) ),
TSize( random(5)-3, random(5)-3 ),
3, 3 ) );
ship = new Ship( TPoint( width/2, height/2 ) );
scoreDisplay = new Message(TPoint(5,5),25);
scoreDisplay->SetText("");
sprites.Add( ship );
sprites.Add( scoreDisplay );
rotateLeft = rotateRight = thrust = fire = false;
}
void MeteorWindow::SetupWindow() {
TWindow::SetupWindow();
// create a memory DC that we will copy the sprites to
gameField = new TMemoryDC( TClientDC( HWindow ) );
// a memory DC must have a bitmap selected into it before you can
// draw on it. A compatible bitmap may be slower on some video modes.
if (UseCompatibleBitmap)
gameField->SelectObject( TBitmap( TClientDC( HWindow ), width, height ) );
else
gameField->SelectObject( TBitmap( width, height ) );
// set the pen color to white, and the textbackground color to black
gameField->SelectObject( TPen( TColor( 255, 255, 255 ) ) );
gameField->SetBkColor( TColor( 0,0,0 ) );
// initialize a timer to run the game
SetTimer( 1, 50 );
shotDelay = shotDelayReset = 5;
score=0;
shipsLeft=4;
gameOver=false;
newShipCountdown=0;
}
// EvKeyDown/EvKeyUp -- sets/resets the appropriate flag to indicate that
// the player is holding a key down
//
void MeteorWindow::EvKeyDown( uint key, uint, uint ) {
switch (key) {
case VK_LEFT:
rotateLeft = true;
break;
case VK_UP:
thrust = true;
break;
case VK_RIGHT:
rotateRight = true;
break;
case VK_SPACE:
fire = true;
break;
}
}
void MeteorWindow::EvKeyUp( uint key, uint, uint ) {
switch (key) {
case VK_LEFT:
rotateLeft = false;
break;
case VK_UP:
thrust = false;
break;
case VK_RIGHT:
rotateRight = false;
break;
case VK_SPACE:
fire = false;
shotDelay = 0;
break;
}
}
// EvTimer -- this is the heart of the game. Every timer tick, we update
// all the sprites on the screen, check for collisions, and redraw everything
//
void MeteorWindow::EvTimer( UINT ) {
char temp[20];
int points;
// ExtTextOut is faster than using FillRect
gameField->ExtTextOut(0,0,ETO_OPAQUE,&GetClientRect(),"",0);
// draw all the sprites to the memory DC, then update them all
sprites.DrawAll( *gameField );
// UpdateAll returns the number of points generated by bullets hitting
// meteors. If it returns a negative number, it means the ship was hit
points = sprites.UpdateAll();
if (points<0) { // ship was hit
ship->Explode();
ship=0;
points=0;
newShipCountdown = 100;
shipsLeft--;
if (!shipsLeft)
gameOver=true;
}
// if the ship was destroyed, adjust countdown to new ship
if (newShipCountdown) {
newShipCountdown--;
if (newShipCountdown==0) {
ship = new Ship( TPoint( width/2, height/2 ) );
sprites.Add( ship );
}
}
// depending on what keys the user has pressed, adjust the
// ship position/thrust/etc
if (ship) {
if (rotateLeft) ship->Rotate( 15 );
if (rotateRight) ship->Rotate( -15 );
if (thrust)
ship->AddThrust( +1 );
else
ship->AddThrust( -1 );
// if the user is holding the spacebar, countdown to the next
// shot
if ((fire)&&(!shotDelay)) {
sprites.Add( ship->CreateNewShot() );
shotDelay = shotDelayReset;
}
if (shotDelay)
shotDelay--;
}
// update the score display
if (points) {
score+=points;
wsprintf(temp,"%8ld",score);
temp[8]=' ';
for (int i=0;i<shipsLeft;i++)
temp[9+i]='*';
temp[9+shipsLeft]=0;
scoreDisplay->SetText(temp);
}
// bit-blit the memory DC to our windows DC
TClientDC( HWindow ).BitBlt( GetClientRect(), /*0, 0, width, height,*/
*gameField, TPoint(0,0) );
}
// Paint -- in case we ever need to repaint (because another window was
// blocking us, etc), just bitblit the memory DC back to our window.
//
void MeteorWindow::Paint( TDC& dc, BOOL, TRect& ) {
dc.BitBlt( GetClientRect(), *gameField, TPoint(0,0) );
}
// MeteorApp -- our application
//
class MeteorApp: public TApplication {
public:
void InitMainWindow() {
int width,height;
TFrameWindow *fw = new TFrameWindow( 0, "Turbo Meteors",
new MeteorWindow(0), true );
// to center our window in the middle of the screen, get the screen
// resolution, and adjust our position accordingly
width = TScreenDC().GetDeviceCaps( HORZRES );
height = TScreenDC().GetDeviceCaps( VERTRES );
fw->Attr.Style = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX;
fw->Attr.X = (width-600)/2;
fw->Attr.Y = (height-400)/2-20;
fw->SetIcon( this, ICON_1 );
fw->AssignMenu( MENU_1 );
SetMainWindow( fw );
}
void AboutBox() {
TDialog( GetMainWindow(), ABOUT_BOX ).Execute();
}
void Exit() {
GetMainWindow()->CloseWindow();
}
DECLARE_RESPONSE_TABLE( MeteorApp );
};
DEFINE_RESPONSE_TABLE1( MeteorApp, TApplication )
EV_COMMAND( CM_HELPABOUT, AboutBox ),
EV_COMMAND( CM_GAME_EXIT, Exit ),
END_RESPONSE_TABLE;
// the main program
//
int OwlMain( int, char *[] ) {
randomize();
return MeteorApp().Run();
}