#include "jgame.h" #include "jdraw.h" #include "jinput.h" #include #include "actor.h" #include "room.h" #include "jui.h" draw::surface *surf; int room_w = 2; int room_h = 2; int room_xp = -1; int room_xn = -1; int room_yp = -1; int room_yn = -1; int room_color = 9; int room_floor = 0; int room_walls = 0; int room_doors = 0; int room_walldoors = 0; void restart() { actor::clear(); room::load(room_w, room_h, room_xp, room_xn, room_yp, room_yn, room_color, room_floor, room_walls, room_doors, room_walldoors); /* box = actor::create("ASCENSOR",{16,32,0}, {8,8,4}, {64,0,32,24}, {0,24}); box->flags = FLAG_MOVING; box->movement = MOV_Z; box->mov_push = PUSH_ZP; actor::setDirty(box, true); */ actor::actor_t *box = actor::create("BOX", {32,32,16}, {8,8,8}, "test.gif", {32,0,32,32}, {0,32}); box->flags = FLAG_PUSHABLE | FLAG_GRAVITY; box->movement = MOV_CW; box->mov_push = PUSH_XN; actor::setDirty(box, true); //box = actor::create("HERO", {16,32,8}, {8,8,12}, {0,32,20,32}, {-6,38}); //box->flags = FLAG_HERO | FLAG_PUSHABLE | FLAG_GRAVITY | FLAG_ORIENTABLE | FLAG_ANIMATED; //actor::setDirty(box, true); actor::reorder(); } void game::init() { draw::init("The Pool", 420, 240, 3); //room::init(); surf = draw::loadSurface("test.gif"); draw::setSource(surf); draw::loadPalette("test.gif"); game::setUpdateTicks(64); actor::actor_t *hero = actor::create("HERO", {16,32,8}, {8,8,12}, "test.gif", {0,32,20,32}, {-6,38}); hero->flags = FLAG_HERO | FLAG_PUSHABLE | FLAG_GRAVITY | FLAG_ORIENTABLE | FLAG_ANIMATED; actor::setDirty(hero, true); restart(); } int sx=1, sy=0; void print(int x, int y, int num) { int digits=0; bool sign = num < 0; num = SDL_abs(num); int n = num; while (n>0) {n=n/10;digits++;} if (sign) digits++; x=x+digits*4; if (num==0) draw::draw(x+4,y,5,7,0,120); while (num>0) { draw::draw(x,y,5,7,(num%10)*5,120); num=num/10; x=x-4; } if (sign) draw::draw(x,y,5,7,50,120); } void btn(const char* label, const int x, const int y, int &var, int min, int max) { char buffer[100]; int result=0; draw::print(label, x, y+3, 15, 0); result=ui::button(SDL_itoa(var, buffer, 10), x+50, y, 28, 11); if (result) { var=SDL_max(min, SDL_min(max, var-(result-2))); restart(); } } bool game::loop() { actor::update(actor::getFirst()); actor::reorder(); draw::cls(2); room::draw(); actor::draw(actor::getFirst()); room::draw2(); //draw::draw(148+sx*2-sy*2, 67+sx+sy,24,24,24,0); print(0,0,input::mouseX()); print(0,20,input::mouseY()); print(0,30,input::mouseBtn(1)?1:0); print(0,40,input::mouseBtn(2)?1:0); print(0,50,input::mouseBtn(3)?1:0); btn("ROOM WIDTH:", 330, 10, room_w, 0, 3); btn("ROOM HEIGHT:", 330, 25, room_h, 0, 3); btn("DOOR XP:", 330, 50, room_xp, -1, 5); btn("DOOR XN:", 330, 65, room_xn, -1, 5); btn("DOOR YP:", 330, 80, room_yp, -1, 5); btn("DOOR YN:", 330, 95, room_yn, -1, 5); btn("COLOR:", 330, 110, room_color, 5, 11); btn("FLOOR:", 330, 125, room_floor, 0, 5); btn("WALLS:", 330, 140, room_walls, 0, 5); btn("DOORS:", 330, 155, room_doors, 0, 4); btn("WDOORS:", 330, 170, room_walldoors, 0, 5); draw::render(); return true; }