Mercurial > hg > Members > tkaito > task_dandy
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remove unnecessary files
author | Shinji KONO <kono@ie.u-ryukyu.ac.jp> |
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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