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SAT 2.3b4
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Demo ƒ
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HeartQuest demo ƒ
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sPlayer.p
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1995-01-22
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164 lines
{===============================================}
{================= Player sprite unit ================}
{===============================================}
{ Example file for Ingemars Sprite Animation Toolkit. }
{ © Ingemar Ragnemalm 1992 }
{ See doc files for legal terms for using this code. }
{ This file is the first of several sprite units, units that holds the full}
{description of the objects to be animated. }
unit sPlayer;
{ Sprite unit. A sprite unit should include the following routines:}
{ Init-procedure, that initializes private bitmaps}
{ Setup-procedure, that sets variables other than the standard ones set by MakeSprite }
{ Handle-procedure, to be called once per iteration until the sprite dies }
{ Hittask-procedure (optional), for advanced collission handling. }
{ This is the sprite unit for the player object, in this case a butterfly. }
interface
uses
{$IFC UNDEFINED THINK_PASCAL}
Types, Quickdraw,
{$ENDC}
GameGlobals, SAT, sHeart, sFlypaper, scores, SoundConst;
var
stillRunning: boolean;
procedure InitPlayer;
procedure SetupPlayer (player: SpritePtr);
procedure HandlePlayer (me: SpritePtr);
procedure HitPlayer (me, him: SpritePtr);
implementation
const
{playerspeed = 16; { Might become a variable one day }
shift = 4;
var
playerFace: array[0..3] of FacePtr;
posh, posv: longint;
procedure InitPlayer;
var
ii: integer;
begin
for ii := 0 to 3 do
begin
playerFace[ii] := SATGetFace(140 + ii);
end;
end;
procedure SetupPlayer (player: SpritePtr);
begin
player^.face := playerFace[0];
SetRect(player^.hotRect, -15 + 16, -25 + 32, 15 + 16, 0 + 32);
posh := bsl(player^.position.h, shift);
posv := bsl(player^.position.v, shift);
slowcount := 0;
player^.task := @HandlePlayer;
player^.hittask := @HitPlayer;
end;
procedure HandlePlayer (me: SpritePtr);
var
pt: point;
begin
if me^.kind <> 2 then
me^.kind := 2;
if slowcount > 0 then
begin
slowcount := pred(slowcount);
me^.speed := Point(0);
{SetMouse(Point($00AB0100));???? {256,171}
end
else
begin
{Note about the controls:}
{(posh,posv) is the position scaled up by 16 (2**shift)}
{This is my way to implement fixed-point arithmetics efficiently.}
{If we used only integers, we wouldn't get the smooth movement the}
{bufferfly has.}
SetPort(gSAT.wind.port);
GetMouse(pt);
if pt.h < 0 then
pt.h := 0;
if pt.h > 512 then
pt.h := 512;
if pt.v < 0 then
pt.v := 0;
if pt.v > 342 then
pt.v := 342;
me^.speed.h := 15 * me^.speed.h div 16 + pt.h - 256;
me^.speed.v := 15 * me^.speed.v div 16 + pt.v - 171;
{If we rather want the direct velocity-from-position that Crystal Quest has,}
{we can use the following:}
{me^.speed.h := pt.h - 256;}
{me^.speed.v := pt.v - 171;}
SATSetMouse(Point($00AB0100));{256,171}
posh := posh + me^.speed.h;
posv := posv + me^.speed.v;
me^.position.h := bsr(posh, shift);
me^.position.v := bsr(posv, shift);
if me^.position.h > gSAT.offSizeH - xsize then
begin
me^.position.h := gSAT.offSizeH - xsize; { ev. xsize - 10? }
posh := bsl(gSAT.offSizeH - xsize, shift);
end;
if me^.position.h < 0 then
begin
me^.position.h := 0;
posh := 0;
end;
if me^.position.v > gSAT.offSizeV - 32 then
begin
me^.position.v := gSAT.offSizeV - 32; { ev. xsize - 10? }
posv := bsl((gSAT.offSizeV - 32), shift);
end;
if me^.position.v < 0 then
begin
me^.position.v := 0;
posv := 0;
end;
end; { if slowcount... }
me^.mode := me^.mode + 1;
if slowcount = 0 then
begin
if me^.mode > 6 then
begin
me^.mode := 0;
end;
me^.face := playerFace[abs(me^.mode - 3)];
end
else
begin
me^.face := playerFace[band(slowcount, 1) * 3];
if slowcount = 1 then
SATSoundPlay(splatt3SndH, 1, true);
end;
playerPos := me^.position;
end;
procedure HitPlayer (me, him: SpritePtr);
begin
{This would be an alternative place to handle collisions. Not used in this program.}
end;
end.