Mercurial > hg > Members > tkaito > task_dandy
comparison collision.c @ 25:aa37f220b7a8
add new files, not working.
author | koba <koba@cr.ie.u-ryukyu.ac.jp> |
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date | Wed, 24 Nov 2010 19:24:43 +0900 |
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24:a131729d6e4d | 25:aa37f220b7a8 |
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1 #include <stdio.h> | |
2 #include <stdlib.h> | |
3 #include <SDL.h> | |
4 #include "SDL_opengl.h" | |
5 #include "object.h" | |
6 #include "Character.h" | |
7 #include "Character_state.h" | |
8 #include "tokuten.h" | |
9 #include "collision.h" | |
10 //#include "atari.h" | |
11 #include "bom.h" | |
12 #include "count2.h" | |
13 #include "sound.h" | |
14 //#include "Enemy.h" | |
15 //#include "libps.h" | |
16 #include "sgoex.h" | |
17 | |
18 extern SpriteTable sptable[DEFOBJ]; | |
19 | |
20 void | |
21 nocollision(SceneGraphPtr node, int screen_w, int screen_h, | |
22 SceneGraphPtr tree){} | |
23 | |
24 CHARACTER * atari(CHARACTER *p) | |
25 { | |
26 int i1, h, w, ex, ey, charno; | |
27 int n; | |
28 ex = p->x; | |
29 ey = p->y; | |
30 charno = p->charano; | |
31 w = sptable[charno].w; | |
32 h = sptable[charno].h; | |
33 //i2 = playerno; | |
34 | |
35 | |
36 //自機やられ | |
37 #ifndef INVISIBLE_MODE | |
38 if ((ex < jiki.x + 128 / 2) && (ex + w > jiki.x + 128 / 2) | |
39 && (ey < jiki.y + 128 / 2) && (ey + h > jiki.y + 128 / 2) | |
40 && jiki.muteki == 0) { | |
41 //se_voice[0] = SsUtKeyOn(vab[JIKIOUT], 0, 0, 65, 0, 60, 60); | |
42 Bom(jiki.x + 16, jiki.y + 16); | |
43 jiki.bf = FALSE; | |
44 jiki.zanki--; | |
45 jiki.muteki = 120; | |
46 | |
47 infg.stg = 0; | |
48 infg_level--; | |
49 if (infg_level < 0) | |
50 infg_level = 0; | |
51 | |
52 return p; | |
53 } | |
54 #endif | |
55 | |
56 if (p->tama == TRUE) | |
57 goto jumping; | |
58 for (i1 = 0; i1 < tama_lv1_end + 1; i1++) { | |
59 | |
60 if ((tama_lv1[i1].x + 64 + 64 > ex) | |
61 && (ex + w > tama_lv1[i1].x + 16) | |
62 && (tama_lv1[i1].y + 128 > ey) && (tama_lv1[i1].y < ey + h) | |
63 && (tama_lv1[i1].r != -1)) { | |
64 tama_lv1[i1].r = -1; | |
65 p->vit -= TAMALV1P; | |
66 infg.stg++; | |
67 if (p->vit <= 0) { | |
68 infg.stg += 4; | |
69 Bom(p->x, p->y); | |
70 enemycount += (p->score * | |
71 ((infg.stg / 128) + infg_level + 1)); | |
72 p->state = delete_chara; | |
73 p->collision = noaction; | |
74 p->f = FALSE; | |
75 return p; | |
76 } | |
77 } | |
78 if ((tama_lv1[i1].x + 64 > ex) && (ex + w > tama_lv1[i1].x) | |
79 && (tama_lv1[i1].y + 128 > ey) && (tama_lv1[i1].y < ey + h) | |
80 && (tama_lv1[i1].l != -1)) { | |
81 tama_lv1[i1].l = -1; | |
82 p->vit -= TAMALV1P; | |
83 infg.stg++; | |
84 if (p->vit <= 0) { | |
85 infg.stg += 4; | |
86 Bom(p->x, p->y); | |
87 enemycount += (p->score * | |
88 ((infg.stg / 128) + infg_level + 1)); | |
89 p->state = delete_chara; | |
90 p->collision = noaction; | |
91 p->f = FALSE; | |
92 return p; | |
93 } | |
94 } | |
95 } | |
96 | |
97 for (i1 = 0; i1 < tama_lv2_end + 1; i1++) { | |
98 if ((tama_lv2[i1].x + 128 + 64 > ex) | |
99 && (ex + w > tama_lv2[i1].x + 128) | |
100 && (tama_lv2[i1].y + 192 > ey) && (tama_lv2[i1].y < ey + h) | |
101 && (tama_lv2[i1].rr != -1)) { | |
102 tama_lv2[i1].rr = -1; | |
103 p->vit -= TAMALV2P; | |
104 infg.stg++; | |
105 if (p->vit <= 0) { | |
106 infg.stg += 4; | |
107 Bom(p->x, p->y); | |
108 enemycount += (p->score * | |
109 ((infg.stg / 128) + infg_level + 1)); | |
110 p->state = delete_chara; | |
111 p->collision = noaction; | |
112 p->f = FALSE; | |
113 return p; | |
114 } | |
115 } | |
116 | |
117 if ((tama_lv2[i1].x + 64 + 64 > ex) | |
118 && (ex + w > tama_lv2[i1].x + 16) | |
119 && (tama_lv2[i1].y - 32 + 192 > ey) | |
120 && (tama_lv2[i1].y - 32 < ey + h) | |
121 && (tama_lv2[i1].sr != -1)) { | |
122 tama_lv2[i1].sr = -1; | |
123 p->vit -= TAMALV2P; | |
124 infg.stg++; | |
125 if (p->vit <= 0) { | |
126 infg.stg += 4; | |
127 Bom(p->x, p->y); | |
128 enemycount += (p->score * | |
129 ((infg.stg / 128) + infg_level + 1)); | |
130 p->state = delete_chara; | |
131 p->collision = noaction; | |
132 p->f = FALSE; | |
133 return p; | |
134 } | |
135 } | |
136 if ((tama_lv2[i1].x + 64 > ex) && (ex + w > tama_lv2[i1].x) | |
137 && (tama_lv2[i1].y - 32 + 192 > ey) | |
138 && (tama_lv2[i1].y - 32 < ey + h) | |
139 && (tama_lv2[i1].sl != -1)) { | |
140 tama_lv2[i1].sl = -1; | |
141 p->vit -= TAMALV2P; | |
142 infg.stg++; | |
143 if (p->vit <= 0) { | |
144 infg.stg += 4; | |
145 Bom(p->x, p->y); | |
146 enemycount += (p->score * | |
147 ((infg.stg / 128) + infg_level + 1)); | |
148 p->state = delete_chara; | |
149 p->collision = noaction; | |
150 p->f = FALSE; | |
151 return p; | |
152 } | |
153 } | |
154 if ((tama_lv2[i1].x - 64 + 64 > ex) | |
155 && (ex + w > tama_lv2[i1].x - 64) | |
156 && (tama_lv2[i1].y + 192 > ey) && (tama_lv2[i1].y < ey + h) | |
157 && (tama_lv2[i1].ll != -1)) { | |
158 tama_lv2[i1].ll = -1; | |
159 p->vit -= TAMALV2P; | |
160 infg.stg++; | |
161 if (p->vit <= 0) { | |
162 infg.stg += 4; | |
163 Bom(p->x, p->y); | |
164 enemycount += (p->score * | |
165 ((infg.stg / 128) + infg_level + 1)); | |
166 p->state = delete_chara; | |
167 p->collision = noaction; | |
168 p->f = FALSE; | |
169 return p; | |
170 } | |
171 } | |
172 } | |
173 if ((tlv3[0].r > 0) && (jiki.x < ex + w) && (jiki.x + 128 > ex) | |
174 && (jiki.y > ey + h)) { | |
175 p->vit -= TAMALV3P; | |
176 infg.stg++; | |
177 if (p->vit <= 0) { | |
178 infg.stg += 4; | |
179 Bom(p->x, p->y); | |
180 enemycount += (p->score * | |
181 ((infg.stg / 128) + infg_level + 1)); | |
182 p->state = delete_chara; | |
183 p->collision = noaction; | |
184 p->f = FALSE; | |
185 return p; | |
186 } | |
187 } | |
188 jumping: | |
189 if ((tlv3[0].r > 0) && (jiki.x < ex + w) && (jiki.x + 128 > ex) | |
190 && (jiki.y + 128 > ey) && (jiki.y < ey + h)) { | |
191 p->vit -= TAMALV3P; | |
192 infg.stg++; | |
193 if (p->vit <= 0) { | |
194 infg.stg += 4; | |
195 Bom(p->x, p->y); | |
196 enemycount += (p->score * | |
197 ((infg.stg / 128) + infg_level + 1)); | |
198 p->state = delete_chara; | |
199 p->collision = noaction; | |
200 p->f = FALSE; | |
201 return p; | |
202 } | |
203 } | |
204 /*laser lv1 */ | |
205 for (i1 = 0; i1 < laser_lv1_end + 1; i1++) { | |
206 n = laser_lv1[i1].r * 128 / 4096; | |
207 | |
208 if ((laser_lv1[i1].x + n > ex) && (ex + w > laser_lv1[i1].x) | |
209 && (laser_lv1[i1].y + n > ey) && (laser_lv1[i1].y < ey + h) | |
210 && (laser_lv1[i1].r != -1)) { | |
211 laser_lv1[i1].r = -1; | |
212 laser_lv1[i1].y = -1; | |
213 p->vit -= LASERLV1P; | |
214 infg.stg++; | |
215 if (p->vit <= 0) { | |
216 infg.stg += 4; | |
217 Bom(p->x, p->y); | |
218 enemycount += (p->score * | |
219 ((infg.stg / 128) + infg_level + 1)); | |
220 p->state = delete_chara; | |
221 p->collision = noaction; | |
222 p->f = FALSE; | |
223 return p; | |
224 } | |
225 } | |
226 } | |
227 /*shield(laser lv2) */ | |
228 if ((p->tama == TRUE) && (lg.stg > 0) && | |
229 (laser_lv2[0].x + 128 > ex) && (ex + w > laser_lv2[0].x - 128) | |
230 && (laser_lv2[0].y + 128 > ey) && (laser_lv2[0].y - 128 < ey + h) | |
231 && (laser_lv2[0].r != 0)) { | |
232 p->vit -= LASERLV2P; | |
233 lg.stg -= 26; | |
234 infg.stg++; | |
235 if (p->vit <= 0) { | |
236 infg.stg += 4; | |
237 Bom(p->x, p->y); | |
238 enemycount += (p->score * | |
239 ((infg.stg / 128) + infg_level + 1)); | |
240 p->state = delete_chara; | |
241 p->collision = noaction; | |
242 p->f = FALSE; | |
243 return p; | |
244 } | |
245 } | |
246 /*bomber(laser lv3) */ | |
247 if (laser_lv3[0].r < 62) { | |
248 for (i1 = 1; i1 < 128; i1++) { | |
249 if ((laser_lv3[i1].x + 128 > ex) && (ex + w > laser_lv3[i1].x) | |
250 && (laser_lv3[i1].y + 128 > ey) | |
251 && (laser_lv3[i1].y < ey + h) | |
252 && (laser_lv3[i1].r > 0)) { | |
253 tama_lv2[i1].rr = -1; | |
254 p->vit -= LASERLV3P; | |
255 infg.stg++; | |
256 if (p->vit <= 0) { | |
257 infg.stg += 4; | |
258 Bom(p->x, p->y); | |
259 enemycount += (p->score * | |
260 ((infg.stg / 128) + infg_level + 1)); | |
261 p->state = delete_chara; | |
262 p->collision = noaction; | |
263 p->f = FALSE; | |
264 return p; | |
265 } | |
266 } | |
267 } | |
268 } | |
269 return p; | |
270 } |