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  1. #include<iostream>
  2. #include<conio.h>
  3. #include<Windows.h>
  4. using namespace std;
  5. struct player
  6. {
  7. //the array for the hero
  8. char hero[5];
  9. //for side scrolling
  10. int lvldir = 0;
  11. int lvldir2 = 0;
  12. int jumppressed = 0;
  13. int gravityexists = 0;
  14. int jump = 0;
  15. int templvldir = 0;
  16. };
  17. struct elevator
  18. {
  19. char ele[6] = { '=','=','=','=','=','=' };
  20. };
  21. //function for filling the borders of the game (below)
  22. void fillborders(char level[][200], player &x)
  23. {
  24. for (int c = 0; c < 200; c++)
  25. {
  26. level[0][c] = 205;
  27. level[23][c] = 205;
  28. }
  29. for (int r = 1; r < 23; r++)
  30. {
  31. level[r][0] = 186;
  32. level[r][200] = 186;
  33. }
  34. /*for (int i = 30; i < 40; i++)
  35. {
  36. level[23][i]=' ';
  37. }*/
  38. for (int c = 1; c < 170; c++)
  39. {
  40. if (c == 47 || c == 48 || c == 49 || c == 50 || c == 51 || c == 52 || c == 53 || c == 54 || c == 55)
  41. {
  42.  
  43. }
  44. else
  45. level[17][c] = 205;
  46. }
  47. level[0][0] = 201;
  48. level[0][200] = 187;
  49. level[23][0] = 200;
  50. level[23][200] = 188;
  51. for (int r = 16; r > 9; r--)
  52. {
  53. level[r][74] = 186;
  54. }
  55. for (int c = 74; c < 105; c++)
  56. {
  57. level[9][c] = 205;
  58. }
  59. for (int r = 10; r < 17; r++)
  60. {
  61. level[r][104] = 186;
  62. }
  63. /*for (int c = 10; c < 20; c++)
  64. {
  65. level[12][c] = 178;
  66. }*/
  67. }
  68. //function for filling the screen (below)
  69. void fillmat(char view[][80], char level[][200], player &x)
  70. {
  71.  
  72. for (int r = 0; r < 24; r++)
  73. {
  74. for (int c = 0; c < 80; c++)
  75. {
  76. /*if (x.lvldir2 % 2 == 0 && x.lvldir == 0)
  77. {
  78. view[r][c] = level[r][c - 1];
  79. }
  80. else if (x.lvldir2 % 2 == 1 && x.lvldir == 1)
  81. {
  82. view[r][c] = level[r][c + 1];
  83. }
  84. else if (x.lvldir == 8)
  85. {
  86. view[r][c] = level[r][c];
  87. }*/
  88. view[r][c] = level[r][c + x.lvldir];
  89. }
  90. }
  91. for (int r = 0; r < 24; r++)
  92. {
  93. for (int c = 0; c < 200; c++)
  94. {
  95. level[r][c] = ' ';
  96. }
  97. }
  98. }
  99. //function for displaying the screen (below)
  100. void disp(char view[][80], char level[][200])
  101. {
  102. system("cls");
  103. for (int r = 0; r < 24; r++)
  104. {
  105. for (int c = 0; c < 80; c++)
  106. {
  107. cout << view[r][c];
  108.  
  109. }
  110. }
  111. cout.flush();
  112. Sleep(10);
  113. }
  114. //function for setting the hero in the screen (below)
  115. void setherointhemat(char view[][80], char level[][200], int&rhero, int&chero, player &x, char &orientation)
  116. {
  117. if (orientation != 'r' || orientation != 'l')
  118. {
  119. view[rhero][chero] = x.hero[0];
  120. view[rhero][chero + 1] = x.hero[1];
  121. view[rhero][chero + 2] = x.hero[2];
  122. view[rhero][chero + 3] = x.hero[3];
  123. view[rhero][chero + 4] = x.hero[4];
  124. view[rhero][chero + 5] = x.hero[5];
  125. view[rhero][chero + 6] = '~';
  126. }
  127. if (orientation == 'r')
  128. {
  129. view[rhero][chero] = x.hero[0];
  130. view[rhero][chero + 1] = x.hero[1];
  131. view[rhero][chero + 2] = x.hero[2];
  132. view[rhero][chero + 3] = x.hero[3];
  133. view[rhero][chero + 4] = x.hero[4];
  134. view[rhero][chero + 5] = x.hero[5];
  135. view[rhero][chero + 6] = '~';
  136. }
  137. if (orientation == 'l')
  138. {
  139. /*view[rhero][chero - 1] = '~';*/
  140. view[rhero][chero] = x.hero[0];
  141. view[rhero][chero + 1] = x.hero[2];
  142. view[rhero][chero + 2] = x.hero[3];
  143. view[rhero][chero + 3] = x.hero[4];
  144. view[rhero][chero + 4] = x.hero[1];
  145. view[rhero][chero + 5] = x.hero[5];
  146.  
  147. }
  148. }
  149. void SetBullet(char view[][80],char x[][200], int& rhero, int& chero, char&choice, char cbullet[198], int& flag, char& HeroDirection)
  150. {
  151. /*/ Set the bullet after the hero infront of the GUN/*/
  152. /*/Single bullet /*/
  153. if (choice == 'v')
  154. {
  155. /*/ print the bullet when the key is hit /*/
  156. if (HeroDirection == 'r')
  157. {
  158. view[rhero][chero + 6] = '~';
  159. cbullet[chero + 6] = '~';
  160. flag = 1;
  161. }
  162. else if (HeroDirection == 'l')
  163. {
  164. view[rhero][chero - 2] = '~';
  165. cbullet[chero - 2] = '~';
  166. flag = 1;
  167. }
  168. }
  169. /*/ double bullets /*/
  170. if (choice == 'c')
  171. {
  172. if (HeroDirection == 'r')
  173. {
  174. view[rhero][chero + 6] = '~';
  175. view[rhero][chero + 7] = '~';
  176. cbullet[chero + 6] = '~';
  177. cbullet[chero + 7] = '~';
  178. flag = 1;
  179. }
  180. else if(HeroDirection == 'l')
  181. {
  182. view[rhero][chero - 2] = '~';
  183. view[rhero][chero - 3] = '~';
  184. cbullet[chero - 2] = '~';
  185. cbullet[chero - 3] = '~';
  186. flag = 1;
  187. }
  188. }
  189.  
  190. }
  191. void MoveBullets(char x[][200], int& rhero, int& chero, char cbullet[198], char &orientation)
  192. {
  193. /*/ Shift the bullets /*/
  194. /*Moving bullets in the right direction - if the bullet located on the right of the hero */
  195.  
  196. for (int i = 198; i > (chero + 6); i--)
  197. {
  198. /*/ Check if bullet found /*/
  199. if (x[rhero][i] == '~')
  200. {
  201. /*/ Check if the bullet position + 1 is empty /*/
  202. if (x[rhero][i + 7] == ' ')
  203. {
  204. /*/ Shift bullet /*/
  205. x[rhero][i + 6] = '~';
  206. x[rhero][i] = ' ';
  207. cbullet[i + 6] = '~';
  208. cbullet[i] = ' ';
  209. }
  210. else if(x[rhero][i+7] !=' ')
  211. {
  212. /*/ Obsacle detected then delete bullet /*/
  213.  
  214. x[rhero][i] = ' ';
  215. cbullet[i] = ' ';
  216.  
  217. /*if (x[rhero - 1][i] == 178)
  218. {
  219. x[rhero - 1][i] = ' ';
  220. cbullet[i] = ' ';
  221. }*/
  222. //flag = 0;
  223. /*/ TODO: check if obsactle or enemy /*/
  224. }
  225. }
  226. }
  227.  
  228. /*Moving bullets in the left direction - if the bullet located on the left of the hero */
  229. //if (orientation == 'l')
  230. //{
  231. // for (int i = 1; i < (chero - 2); i--)
  232. // {
  233. // /*/ Check if bullet found /*/
  234. // if (x[rhero][i] == '~')
  235. // {
  236. // /*/ Check if the bullet position + 4 is empty /*/
  237. // if (x[rhero][i - 2] == ' ')
  238. // {
  239. // /*/ Shift bullet /*/
  240. // x[rhero][i - 2] = '~';
  241. // x[rhero][i] = ' ';
  242. // cbullet[i - 2] = '~';
  243. // cbullet[i] = ' ';
  244. // }
  245. // else
  246. // {
  247. // /*/ Obsacle detected then delete bullet /*/
  248. // if (x[rhero][i - 2] == 186)
  249. // {
  250. // x[rhero][i] = ' ';
  251. // cbullet[i] = ' ';
  252. // }
  253. // //flag = 0;
  254. // /*/ TODO: check if obsactle or enemy /*/
  255. // }
  256. // }
  257. // }
  258. // }
  259. }
  260. void DrawBullet(char x[][200], int rhero, char cbullet[198])
  261. {
  262. /*Draw bullet in the matrix */
  263. for (int i = 0; i < 198; i++)
  264. {
  265. if (cbullet[i] == '~'&&cbullet[i+1]==' ')
  266. {
  267. x[rhero][i] = cbullet[i];
  268. }
  269. }
  270. }
  271. class enemy
  272. {
  273. public:
  274. char one[6];
  275. char two[6];
  276. char three[6];
  277. int renm, cenm, maxen, minen, counter, cc,deathtrigger;
  278. void setenemy(char level[][200], int rm, int cm, int&dt)
  279. {
  280. if (dt == 0)
  281. {
  282. level[rm + 4][cm + 8] = '_';
  283. level[rm + 4][cm + 9] = 'M';
  284. level[rm + 4][cm + 10] = '_';
  285. level[rm + 4][cm + 11] = '_';
  286. level[rm + 4][cm + 12] = '_';
  287. level[rm + 4][cm + 13] = '_';
  288. level[rm + 4][cm + 14] = 'M';
  289. level[rm + 4][cm + 15] = '_';
  290. level[rm + 5][cm + 7] = '/';
  291. level[rm + 5][cm + 10] = '-';
  292. level[rm + 5][cm + 11] = '-';
  293. level[rm + 5][cm + 12] = '-';
  294. level[rm + 5][cm + 13] = '-';
  295. level[rm + 5][cm + 16] = '\\';
  296. level[rm + 6][cm + 6] = '/';
  297. level[rm + 6][cm + 9] = '/';
  298. level[rm + 6][cm + 14] = '\\';
  299. level[rm + 6][cm + 17] = '\\';
  300. level[rm + 7][cm + 6] = '|';
  301. level[rm + 7][cm + 9] = '|';
  302. level[rm + 7][cm + 11] = '0';
  303. level[rm + 7][cm + 10] = '0';
  304. level[rm + 7][cm + 14] = '|';
  305. level[rm + 7][cm + 17] = '|';
  306. level[rm + 8][cm + 6] = '\\';
  307. level[rm + 8][cm + 9] = '|';
  308. level[rm + 8][cm + 11] = '_';
  309. level[rm + 8][cm + 12] = '_';
  310. level[rm + 8][cm + 14] = '|';
  311. level[rm + 8][cm + 17] = '/';
  312. level[rm + 9][cm + 7] = '\\';
  313. level[rm + 9][cm + 8] = '_';
  314. level[rm + 9][cm + 9] = '?';
  315. level[rm + 9][cm + 14] = '?';
  316. level[rm + 9][cm + 15] = '_';
  317. level[rm + 9][cm + 16] = '/';
  318. level[rm + 10][cm + 9] = '=';
  319. level[rm + 10][cm + 10] = '=';
  320. level[rm + 10][cm + 11] = '=';
  321. level[rm + 10][cm + 12] = '=';
  322. level[rm + 10][cm + 13] = '=';
  323. level[rm + 10][cm + 14] = '=';
  324. level[rm + 11][cm + 6] = '>';
  325. level[rm + 11][cm + 7] = '=';
  326. level[rm + 11][cm + 8] = '=';
  327. level[rm + 11][cm + 9] = '=';
  328. level[rm + 11][cm + 10] = '|';
  329. level[rm + 11][cm + 14] = '|';
  330. level[rm + 11][cm + 15] = '=';
  331. level[rm + 11][cm + 16] = '=';
  332. level[rm + 11][cm + 17] = '=';
  333. level[rm + 11][cm + 18] = '<';
  334. level[rm + 12][cm + 10] = '|';
  335. level[rm + 12][cm + 12] = '_';
  336. level[rm + 12][cm + 14] = '|';
  337. level[rm + 13][cm + 10] = '|';
  338. level[rm + 13][cm + 11] = '|';
  339. level[rm + 13][cm + 13] = '|';
  340. level[rm + 13][cm + 14] = '|';
  341. level[rm + 14][cm + 10] = '|';
  342. level[rm + 14][cm + 11] = '|';
  343. level[rm + 14][cm + 13] = '|';
  344. level[rm + 14][cm + 14] = '|';
  345. level[rm + 15][cm + 9] = '0';
  346. level[rm + 15][cm + 10] = '0';
  347. level[rm + 15][cm + 11] = '0';
  348. level[rm + 15][cm + 13] = '0';
  349. level[rm + 15][cm + 14] = '0';
  350. level[rm + 15][cm + 15] = '0';
  351. }
  352.  
  353. }
  354. void setenemyone(char level[][200], int &rone, int &cone, int&dt)
  355. {
  356. if (dt == 0)
  357. {
  358. level[rone][cone] = one[0];
  359. level[rone][cone + 1] = one[1];
  360. level[rone][cone + 1] = one[2];
  361. level[rone][cone + 2] = one[3];
  362. level[rone][cone + 3] = one[4];
  363. level[rone][cone + 4] = one[5];
  364. }
  365. }
  366. void setenemytwo(char level[][200], int &rtwo, int &ctwo, int&dt)
  367. {
  368. if (dt == 0)
  369. {
  370. level[rtwo][ctwo] = two[0];
  371. /*level[rtwo][ctwo + 1] = two[1];*/
  372. level[rtwo][ctwo + 1] = two[2];
  373. level[rtwo][ctwo + 2] = two[3];
  374. level[rtwo][ctwo + 3] = two[4];
  375. level[rtwo][ctwo + 4] = two[5];
  376. }
  377. }
  378. void setenemythree(char level[][200], int &rthree, int &cthree,int&dt)
  379. {
  380. if (dt == 0 )
  381. {
  382. level[rthree][cthree] = three[0];
  383. /*level[rthree][cthree + 1] = three[1];*/
  384. level[rthree][cthree + 1] = three[2];
  385. level[rthree][cthree + 2] = three[3];
  386. level[rthree][cthree + 3] = three[4];
  387. level[rthree][cthree + 4] = three[5];
  388. }
  389. }
  390.  
  391. //function for creating movement for the enemy (below)
  392. void moveenemy(int&rm, int&cm, char level[][200], int &counter, int max, int min)
  393. {
  394. if (counter < min)
  395. {
  396. cm++;
  397. counter++;
  398. }
  399. else if (counter >= min && counter != max)
  400. {
  401. cm--;
  402. counter++;
  403. }
  404. else if (counter == max)
  405. {
  406. counter = 0;
  407. }
  408. }
  409. void health(char level[][200], int&rm, int&cm, int&cc)
  410. {
  411. if (cc == 0)
  412. {
  413. level[rm - 1][cm+1] = 03;
  414. level[rm - 1][cm + 2] = 03;
  415. level[rm - 1][cm + 3] = 03;
  416. }
  417. if (cc == 1)
  418. {
  419. level[rm - 1][cm + 2] = 03;
  420. level[rm - 1][cm + 3] = 03;
  421. }
  422. if (cc == 2)
  423. {
  424. level[rm - 1][cm + 3] = 03;
  425. }
  426. if (cc == 3)
  427. {
  428. deathtrigger = 1;
  429. }
  430. }
  431. void damage(char level[][200], int&rm, int&cm, int&cc)
  432. {
  433. if (level[rm][cm - 1] == '~' || level[rm][cm + 5] == '~')
  434. {
  435. cc++;
  436. }
  437. }
  438. // / int count; /
  439. // /*if (view[rm][cm+1]!=' ')
  440. //
  441. // }
  442. // else
  443. // {
  444. // cm++;
  445. // }
  446. // if (choice == 't' || choice == 'T')
  447. // {
  448. // if (view[rm - 1][cm] != ' ')
  449. // {
  450. // }
  451. // else
  452. // {
  453. // rm--;
  454. // }
  455. // }
  456. // if (choice == 'g' || choice == 'G')
  457. // {
  458. // if (view[rm + 1][cm] != ' ')
  459. //
  460. // }
  461. // else
  462. // {
  463. // rm++;
  464. // }
  465. // }
  466. // if (choice == 'f' || choice == 'F')
  467. // {
  468. // if (view[rm][cm - 1] != ' ')
  469. // {
  470. // }
  471. // else
  472. // {
  473. // cm--;
  474. // }
  475. // }
  476. // if (choice == 'h' || choice == 'H')
  477. // {
  478. // if (view[rm][cm + 6] != ' ')
  479. // {
  480. // }
  481. // else
  482. // {
  483. // cm++;
  484. // }*/
  485. // /
  486. //} /
  487.  
  488. };
  489. //function responsible for the controls (below)
  490. class eleele
  491. {
  492. public:
  493. int min, max;
  494. int rele, cele;
  495. int count;
  496. void setele(char level[][200], char view[][80], int&rhero, int&chero, int&rele, int&cele, elevator e)
  497. {
  498. level[rele][cele] = e.ele[0];
  499. level[rele][cele + 1] = e.ele[1];
  500. level[rele][cele + 2] = e.ele[2];
  501. level[rele][cele + 3] = e.ele[3];
  502. level[rele][cele + 4] = e.ele[4];
  503. level[rele][cele + 5] = e.ele[5];
  504. }
  505. void moveele(char level[][200], char view[][80], int&rhero, int&chero, int&rele, int&cele, int&count, int&min, int&max)
  506. {
  507. if (count < min)
  508. {
  509. rele--;
  510. count++;
  511. }
  512. else if (count >= min && count != max)
  513. {
  514. rele++;
  515. count++;
  516. }
  517. else if (count == max)
  518. {
  519. count = 0;
  520. }
  521. }
  522. void heroelemove(char level[][200], char view[][80], int &rhero, int &chero, int &count, int&min)
  523. {
  524. if (view[rhero + 1][chero] == '='&&view[rhero + 1][chero + 5] == '=' &&count < min)
  525. {
  526. rhero--;
  527. }
  528. else if (view[rhero + 1][chero] == '='&&view[rhero + 1][chero + 5] == '='&&count >= min && count ==max)
  529. {
  530. rhero++;
  531. }
  532. }
  533. };
  534. void movehero(int&rhero, int&chero, char choice, char view[][80], char &orientation, player &x, char level[][200], int&bulletpressed,int&flag)
  535. {
  536. /*/ orientation = 'po'; /*/
  537. if (choice == 'w' || choice == 'W')
  538. {
  539. if (x.gravityexists == 0)
  540. {
  541.  
  542. x.jumppressed = 1;
  543.  
  544. }
  545. else
  546. {
  547. x.jumppressed = 0;
  548. }
  549. }
  550. if (choice == 'a' || choice == 'A')
  551. {
  552. if (level[rhero][chero - 2] != ' ')
  553. {
  554.  
  555.  
  556. }
  557. else
  558. {
  559. /*/ chero - x.lvldir2; /*/
  560. orientation = 'l';
  561. if (x.lvldir >= 501)
  562. {
  563. /*/ chero--, /*/ x.lvldir = 0;
  564. x.lvldir2++;
  565. }
  566. else if (x.lvldir != 0)
  567. {
  568. x.lvldir--;
  569. }
  570. }
  571. }
  572. if (choice == 'd' || choice == 'D')
  573. {
  574. if (level[rhero][chero + 8] != ' ')
  575. {
  576.  
  577. }
  578. else
  579. {
  580. /*/ chero += x.lvldir2; /*/
  581. orientation = 'r';
  582. if (x.lvldir < 501)
  583. {
  584. x.lvldir++;
  585. }
  586. else
  587. {
  588. /*/ chero++, /*/ x.lvldir = 1;
  589. }
  590. }
  591. }
  592. if (choice == 'c' || choice == 'C')
  593. {
  594. flag = 1;
  595. }
  596. if (choice == 'v')
  597. {
  598. flag = 0;
  599. }
  600. }
  601. //elevator (below)
  602. //function used for clearing the map (not yet implemented correctly (below)
  603. void clearmap(char view[][80])
  604. {
  605. for (int r = 0; r < 20; r++)
  606. {
  607. for (int c = 0; c < 80; c++)
  608. {
  609. view[r][c] = ' ';
  610. }
  611. }
  612. }
  613. void jump(player &x, char view[][80], int&rhero, int&chero)
  614. {
  615. if (view[rhero - 1][chero] == ' ' /*|| view[rhero - 1][chero] == '='*/ && view[rhero - 1][chero + 5] == ' ' /*|| view[rhero - 1][chero + 5] == '='*/)
  616. {
  617. if (x.jumppressed == 1)
  618. {
  619. x.jump += 2;
  620. if (x.jump == 2)
  621. {
  622. rhero--;
  623. }
  624. if (x.jump == 4)
  625. {
  626. rhero--;
  627. }
  628. if (x.jump == 6)
  629. {
  630. rhero--;
  631. }
  632. if (x.jump == 8)
  633. {
  634. rhero--;
  635. /*/ x.jumppressed = 0; /*/
  636.  
  637. }
  638. else if (x.jump > 8)
  639. {
  640. x.jumppressed = 0;
  641. x.gravityexists = 1;
  642. }
  643. }
  644. }
  645. else
  646. {
  647. x.jumppressed == 0;
  648. x.gravityexists = 1;
  649. }
  650. if (x.gravityexists == 1 && view[rhero + 1][chero] == ' '&& view[rhero + 1][chero + 5] == ' ')
  651. {
  652. rhero++;
  653. if (view[rhero + 1][chero] != ' '||view[rhero + 1][chero + 5] != ' ')
  654. {
  655. x.jump = 0;
  656. }
  657. }
  658. else if (view[rhero + 1][chero] != ' '||view[rhero + 1][chero + 5] != ' ')
  659. {
  660. x.gravityexists = 0;
  661. }
  662. if (x.jumppressed == 0 && view[rhero + 1][chero] == ' '&& view[rhero + 1][chero + 5] == ' '&& view[rhero + 1][chero] != '='&& view[rhero + 1][chero + 5] != '=')
  663. {
  664. rhero++;
  665. }
  666. }
  667. int main()
  668. {
  669. int counter = 0, countee = 5, bulletpressed = 0, countree = 0,flag = 0;
  670. char /*/ the view that appears on the screen /*/ view[24][80]
  671. /*/ the whole level /*/, level[24][200],
  672. bulletlevel[198],
  673. orientation = 'pepe';
  674. int /*/ the starting position of the hero /*/ rhero = 22, chero = 2;
  675.  
  676.  
  677. char /* the button pressed by the player*/ choice;
  678. int rone = 16, cone = 55;
  679. int rtwo = 8, ctwo = 75;
  680. int rthree = 8, cthree = 95;
  681. player x;
  682. elevator e;
  683. eleele ee;
  684. eleele ea;
  685. enemy en,em,ep,pp;
  686. /*/ b.rbull = rhero; /*/
  687.  
  688. x.hero[0] = '(';
  689. x.hero[1] = ' ';
  690. x.hero[2] = 248;
  691. x.hero[3] = '_';
  692. x.hero[4] = 248;
  693. x.hero[5] = ')';
  694.  
  695. ee.max = 14;
  696. ee.min = 7;
  697. ee.rele = 23;
  698. ee.cele = 48;
  699. ee.count = 0;
  700.  
  701. ea.max = 14;
  702. ea.min = 7;
  703. ea.rele = 17;
  704. ea.cele = 66;
  705. ea.count = 0;
  706.  
  707. en.one[0] = '(';
  708. en.one[1] = ' ';
  709. en.one[2] = 36;
  710. en.one[3] = '_';
  711. en.one[4] = 36;
  712. en.one[5] = ')';
  713. en.renm = 16;
  714. en.cenm = 36;
  715. en.maxen = 10;
  716. en.minen = 5;
  717. en.counter = 0;
  718. en.cc = 0;
  719. en.deathtrigger = 0;
  720.  
  721. em.two[0] = '(';
  722. em.two[1] = ' ';
  723. em.two[2] = 64;
  724. em.two[3] = '_';
  725. em.two[4] = 64;
  726. em.two[5] = ')';
  727. em.renm = 8;
  728. em.cenm = 92;
  729. em.maxen = 16;
  730. em.minen = 8;
  731. em.counter = 0;
  732. em.cc = 0;
  733. em.deathtrigger = 0;
  734.  
  735. ep.three[0] = '(';
  736. ep.three[1] = ' ';
  737. ep.three[2] = 43;
  738. ep.three[3] = '_';
  739. ep.three[4] = 43;
  740. ep.three[5] = ')';
  741. ep.renm = 8;
  742. ep.cenm = 76;
  743. ep.maxen = 10;
  744. ep.minen = 5;
  745. ep.counter = 0;
  746. ep.cc = 0;
  747. ep.deathtrigger = 0;
  748.  
  749. pp.renm = 7;
  750. pp.cenm = 171;
  751. pp.maxen = 10;
  752. pp.minen = 5;
  753. pp.counter = 0;
  754. pp.cc = 0;
  755. pp.deathtrigger = 0;
  756.  
  757. x.gravityexists = 0;
  758. x.jump = 0;
  759. x.lvldir = 8;
  760. x.lvldir2 = 0;
  761.  
  762. /* clearmap(view); */
  763. fillmat(view, level, x);
  764. setherointhemat(view, level, rhero, chero, x, orientation);
  765. en.setenemyone( level, en.renm, en.cenm,en.deathtrigger);
  766. disp(view, level);
  767. for (;;)
  768. {
  769. for (;/* !_kbhit means as long as the keyboard isn't pressed*/ !_kbhit();)
  770. {
  771.  
  772. fillborders(level, x);
  773.  
  774. ee.setele(level, view, rhero, chero, ee.rele, ee.cele, e);
  775. ee.heroelemove(level, view, rhero, chero, ee.count, ee.min);
  776. ee.moveele(level, view, rhero, chero, ee.rele, ee.cele, ee.count, ee.min, ee.max);
  777.  
  778.  
  779. ea.setele(level, view, rhero, chero, ea.rele, ea.cele, e);
  780. ea.heroelemove(level, view, rhero, chero, ea.count, ea.min);
  781. ea.moveele(level, view, rhero, chero, ea.rele, ea.cele, ea.count, ea.min, ea.max);
  782.  
  783. MoveBullets(level, rhero, chero, bulletlevel,orientation);
  784. DrawBullet(level, rhero, bulletlevel);
  785.  
  786.  
  787. fillmat(view, level, x);
  788.  
  789. jump(x, view, rhero, chero);
  790.  
  791. setherointhemat(view, level, rhero, chero, x, orientation);
  792.  
  793. en.moveenemy(en.renm, en.cenm, level, counter, en.maxen, en.minen);
  794. en.setenemyone(level, en.renm, en.cenm, en.deathtrigger);
  795. en.health(level, en.renm, en.cenm, en.cc);
  796. en.damage(level, en.renm, en.cenm, en.cc);
  797.  
  798. em.moveenemy(em.renm, em.cenm, level, em.counter, em.maxen, em.minen);
  799. em.setenemytwo(level, em.renm, em.cenm, em.deathtrigger);
  800. em.health(level, em.renm, em.cenm, em.cc);
  801. em.damage(level, em.renm, em.cenm, em.cc);
  802.  
  803. ep.moveenemy(ep.renm, ep.cenm, level, ep.counter, ep.maxen, ep.minen);
  804. ep.setenemythree(level, ep.renm, ep.cenm, ep.deathtrigger);
  805. ep.health(level, ep.renm, ep.cenm, ep.cc);
  806. ep.damage(level, ep.renm, ep.cenm, ep.cc);
  807.  
  808. pp.moveenemy(pp.renm, pp.cenm, level, pp.counter, pp.maxen, pp.minen);
  809. pp.setenemy(level, pp.renm, pp.cenm, pp.deathtrigger);
  810.  
  811. disp(view, level);
  812. }
  813.  
  814. choice = /* when the for loop above ends, this function get's the key that was pressed and puts it inside the variable choice*/ _getch();
  815. movehero(rhero, chero, choice, view, orientation, x, level, bulletpressed,flag);
  816. SetBullet(view,level, rhero, chero, choice, bulletlevel, flag,orientation);
  817. jump(x, view, rhero, chero);
  818. fillborders(level, x);
  819.  
  820. ee.setele(level, view, rhero, chero, ee.rele, ee.cele, e);
  821. ee.heroelemove(level, view, rhero, chero, ee.count, ee.min);
  822. ee.moveele(level, view, rhero, chero, ee.rele, ee.cele, ee.count, ee.min, ee.max);
  823.  
  824. ea.setele(level, view, rhero, chero, ea.rele, ea.cele, e);
  825. ea.heroelemove(level, view, rhero, chero, ea.count, ea.min);
  826. ea.moveele(level, view, rhero, chero, ea.rele, ea.cele, ea.count, ea.min, ea.max);
  827.  
  828. DrawBullet(level, rhero, bulletlevel);
  829. /*disp(view, level);*/
  830. fillmat(view, level, x);
  831. setherointhemat(view, level, rhero, chero, x, orientation);
  832.  
  833. en.moveenemy(en.renm, en.cenm, level, counter, en.maxen, en.minen);
  834. en.setenemyone(level, en.renm, en.cenm,en.deathtrigger);
  835. en.health(level, en.renm, en.cenm, en.cc);
  836. en.damage(level, en.renm, en.cenm, en.cc);
  837.  
  838. em.moveenemy(em.renm, em.cenm, level, em.counter, em.maxen, em.minen);
  839. em.setenemytwo(level,em.renm, em.cenm,em.deathtrigger);
  840. em.health(level, em.renm, em.cenm, em.cc);
  841. em.damage(level, em.renm, em.cenm, em.cc);
  842.  
  843. ep.moveenemy(ep.renm, ep.cenm, level, ep.counter, ep.maxen, ep.minen);
  844. ep.setenemythree(level, ep.renm, ep.cenm,ep.deathtrigger);
  845. ep.health(level, ep.renm, ep.cenm, ep.cc);
  846. ep.damage(level, ep.renm, ep.cenm, ep.cc);
  847.  
  848. pp.moveenemy(pp.renm, pp.cenm, level, pp.counter, pp.maxen, pp.minen);
  849. pp.setenemy(level,pp.renm,pp.cenm,pp.deathtrigger);
  850.  
  851. MoveBullets(level, rhero, chero, bulletlevel,orientation);
  852. disp(view, level);
  853. }
  854. /*for (;;)
  855. {
  856. for (int e=15;e<5;e++)
  857. {
  858. if(;;)
  859. }
  860. }*/
  861.  
  862. system("pause");
  863. return 0;
  864. }
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