view dandy.h @ 30:14f2ef87f9f2 default tip

remove unnecessary files
author Shinji KONO <kono@ie.u-ryukyu.ac.jp>
date Fri, 10 Dec 2010 11:29:41 +0900
parents 34fde39c0a31
children
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#ifndef INCLUDE_DANDY_H
#define INCLUDE_DANDY_H

#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "TaskManager.h"
#include "SceneGraph.h"
#include "Application.h"
#include "MainLoop.h"
#include "Func.h"
#include "character_id.h"

class Dandy : public Application {
  MainLoopPtr init(Viewer *viewer, int w, int h);
};

typedef struct {
  int chara_id;
  const char *name;
  float x, y;
  float width, height;
  float mid_w, mid_h;
  float vx, vy;
  int vital;
  int score;
  int frame;
  void *parent;
  void *root;
  int flag;
} *ObjPropertyPtr, ObjProperty;

typedef struct enemy_state {
  const int charano;
  int score;
  int vital;
  
} state;

extern ObjPropertyPtr charactor;

//キャラクターの総数
static const int ENEMY_NUM = 1;

extern void create_title_back(Viewer *sgroot, int w, int h);
extern void init_game(Viewer *sgroot, int w, int h);
extern void schedule(SceneGraphPtr node, void *sgroot_, int w, int h);

#define ENEMY_STATUS_TABLE {						\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(ENEMY_GREENCRAB, 330, 98),				\
      ENEMY_STATUS(ENEMY_PLANE,	470, 37),				\
      ENEMY_STATUS(ENEMY_REDBULLET, 30, 16),				\
      ENEMY_STATUS(BOSS1_ORGAN,	25000, 10000),				\
      ENEMY_STATUS(BOSS1_ORGAN,	10000, 10000),				\
      ENEMY_STATUS(ENEMY_BLUEBULLET, 40, 39),				\
      ENEMY_STATUS(ENEMY_LASER,	100, 100000),				\
      ENEMY_STATUS(ENEMY_LIGHTNING, 100, 100000),			\
      ENEMY_STATUS(ASTEROID, 170, 500),					\
      ENEMY_STATUS(BOSS2_BODY, 100, 500),				\
      ENEMY_STATUS(BOSS2_LEFTSHOULDER, 10000, 12000),			\
      ENEMY_STATUS(BOSS2_RIGHTSHOULDER,	10000, 12000),			\
      ENEMY_STATUS(BOSS2_RIGHTARM, 5000, 15000),			\
      ENEMY_STATUS(BOSS2_LEFTARM, 5000, 15000),				\
      ENEMY_STATUS(BOSS2_BATTERY, 10000, 5000),				\
      ENEMY_STATUS(BOSS2_OPENBATTERY, 10000, 5000),			\
      ENEMY_STATUS(BOSS2_BROKENHATCH, 100, 500),			\
      ENEMY_STATUS(BOSS2_DUMMY,	50000, 15000),				\
      ENEMY_STATUS(BOSS2_RIGHTSHOULDERUP, 10000, 20000),		\
      ENEMY_STATUS(BOSS2_LEFTSHOULDERUP, 10000, 15000),			\
      ENEMY_STATUS(BOSS2_LEFTSHOULDERGIRD, 100, 20000),			\
      ENEMY_STATUS(BOSS2_RIGHTARMBATTERY, 100, 500),			\
      ENEMY_STATUS(BOSS2_LEFTARMBATTERY, 100, 500),			\
      ENEMY_STATUS(ORBITMACHINE, 20, 1000000),				\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(BLACKHOLE, 200000, 30000),				\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(GUNBATTERY, 540, 137),				\
      ENEMY_STATUS(PURPLECORE, 840, 287),				\
      ENEMY_STATUS(SPACEFISH, 370, 137),				\
      ENEMY_STATUS(MISSILE, 210, 24),					\
      ENEMY_STATUS(BOSS3_BODY, 100000, 9600),				\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(0, 0, 0),						\
      ENEMY_STATUS(BODD4_BODY, 300000, 20400)				\
}

#endif