Defines | |
#define | VIEW_WIDTH (12) |
Visible blocks on X axis in game viewport. | |
#define | VIEW_HEIGHT (10) |
Visible blocks on Y axis in game viewport. | |
#define | OVERLAPS_VIEW(x1, y1, x2, y2) (OVERLAPS(x1,y1,x2,y2,16*xo,16*yo,16*(xo+VIEW_WIDTH)+(8*xo_small),16*(yo+VIEW_HEIGHT))) |
Tests if rectangle overlaps portion of world visible on screen (pixel coordinates). | |
#define | IN_VIEW(x, y) (INBOUNDS(x,y,xo*16,yo*16,16*(xo+VIEW_WIDTH)+(8*xo_small),16*(yo+VIEW_HEIGHT))) |
Tests if point is directly inside portion of world visible on screen (pixel coordinates). | |
Enumerations | |
enum | EdjGameSounds { SOUND_PICKUP = 0, SOUND_SHOOT, SOUND_EXIT, SOUND_OPENDOOR, SOUND_MAX } |
Functions | |
void | AddThing (CThing *pThing) |
Add a CThing to the current array of things in the level. | |
void | NextLevel () |
Advance to next level. | |
void | RestartLevel () |
Restart current level. | |
int | GetCurrentLevel () |
Get current level (0-based index). | |
void | Die () |
Lose a life. | |
void | GameHeartBeat () |
The main game "tick" routine. | |
void | GameDrawSkin () |
Draw the main game skin. | |
void | GameDrawLives () |
Draw hero's remaining "lives" (OBSOLETE?). | |
void | GameDrawView () |
Draw the main game view. | |
void | GameDrawFirepower () |
Draw hero firepower. | |
void | GameInitialSetup () |
Once off initialization stuff. | |
void | GameFinalCleanup () |
Final cleanup. | |
void | PerGameSetup () |
Per-game initialization. | |
void | PerLevelSetup () |
Per-level initialization. | |
void | PerLevelCleanup () |
Per-level cleanup. | |
void | PerGameCleanup () |
Per-game cleanup. | |
void | HeroModifyFirepower (int nDiff) |
Add some value to hero firepower. | |
void | HeroShoot (int nX, int nY, int nXDiff, int nYDiff=0) |
Hero shoot. Creates a bullet. | |
void | MonsterShoot (int nX, int nY, int nXDiff, int nYDiff=0) |
Monster shoot. Creates a monster bullet. | |
int | GameLoadSprites () |
bool | SaveGame () |
Save game (FIXME: Somewhat rudimentary at the moment. Needs more advanced, e.g. savegame slots, naming etc). | |
bool | LoadGame () |
Load game (FIXME: See SaveGame for comments). | |
void | ShowGameMessage (const char *szMessage, int nFrames) |
Display a message on-screen during gameplay for next nFrames frames (FIXME: Make this time). | |
bool | check_solid (int ix, int iy, bool bCheckThings=true) |
Return true if solid. bCheckThings is an ugly hack which (fixme) should be fixed. | |
bool | CheckCollision (int x1, int y1, int x2, int y2, CBullet *pBullet=NULL) |
Return true if given rectangle [pixel coordinates] is colliding with anything solid. | |
int | game_startup () |
void | parse_level () |
void | sprite_factory (unsigned char a, unsigned char b, int ix, int iy, int ifore, bool bfromlevel) |
void | SetScore (int nScore) |
Set current score. On-screen score display is redrawn automatically. | |
void | SetHealth (int nHealth) |
Set current health. On-screen score display is redrawn automatically. | |
void | update_score (int score_diff, int nFloatingScoreX=-1, int nFloatingScoreY=-1) |
Modify current score by given amount, optionally creating a "floating score" display. | |
void | update_health (int health_diff) |
void | HeroSetHurting (bool bReset=false) |
Set the hero state to "hurting", unless already hurting, unless bReset is set to true. | |
bool | HeroIsHurting () |
Return true if hero is "hurting" (flashing). | |
Variables | |
vector<CThing *> | g_apThings |
SOUND_HANDLE | g_iSounds [SOUND_MAX] |
int | anim4_count |
Global 4-animation-frame animation count. This name must also change. |
License: GNU GPL Version 2 (*not* "later versions")
http://www.scorpioncity.com/djgame.html Copyright (C) David Joffe. Generated: 23 Sep 2001 |