Mercurial > hg > Members > tkaito > task_dandy
view dandy.h @ 24:a131729d6e4d
not working.
author | koba <koba@cr.ie.u-ryukyu.ac.jp> |
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date | Wed, 24 Nov 2010 19:24:04 +0900 |
parents | 3fb8a6a34e24 |
children | 34fde39c0a31 |
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#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" #ifndef INCLUDE_DANDY_H #define INCLUDE_DANDY_H class Dandy : public Application { MainLoopPtr init(Viewer *viewer, int w, int h); }; typedef void (*move)(SceneGraphPtr node, void *sgroot_, int w, int h); typedef void (*coll)(SceneGraphPtr node, void *sgroot_, int w, int h, SceneGraphPtr tree); 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 char_id; int score; int vital; } state; //キャラの総数 static const int CHAR_NUM = 300; //敵の総数 static const int ENEMY_NUM = 50; extern ObjPropertyPtr charactor; extern void init_game(Viewer *sgroot, int w, int h); extern void schedule(SceneGraphPtr node, void *sgroot_, int w, int h); //extern create_enemy(SchedTask *s, void *enemy_, void *b); #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