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- #include<iostream>
- #include<conio.h>
- #include<Windows.h>
- using namespace std;
- struct player
- {
- //the array for the hero
- char hero[5];
- //for side scrolling
- int lvldir = 0;
- int lvldir2 = 0;
- int jumppressed = 0;
- int gravityexists = 0;
- int jump = 0;
- int templvldir = 0;
- };
- struct elevator
- {
- char ele[6] = { '=','=','=','=','=','=' };
- };
- //function for filling the borders of the game (below)
- void fillborders(char level[][200], player &x)
- {
- for (int c = 0; c < 200; c++)
- {
- level[0][c] = 205;
- level[23][c] = 205;
- }
- for (int r = 1; r < 23; r++)
- {
- level[r][0] = 186;
- level[r][200] = 186;
- }
- /*for (int i = 30; i < 40; i++)
- {
- level[23][i]=' ';
- }*/
- for (int c = 1; c < 170; c++)
- {
- if (c == 47 || c == 48 || c == 49 || c == 50 || c == 51 || c == 52 || c == 53 || c == 54 || c == 55)
- {
- }
- else
- level[17][c] = 205;
- }
- level[0][0] = 201;
- level[0][200] = 187;
- level[23][0] = 200;
- level[23][200] = 188;
- for (int r = 16; r > 9; r--)
- {
- level[r][74] = 186;
- }
- for (int c = 74; c < 105; c++)
- {
- level[9][c] = 205;
- }
- for (int r = 10; r < 17; r++)
- {
- level[r][104] = 186;
- }
- /*for (int c = 10; c < 20; c++)
- {
- level[12][c] = 178;
- }*/
- }
- //function for filling the screen (below)
- void fillmat(char view[][80], char level[][200], player &x)
- {
- for (int r = 0; r < 24; r++)
- {
- for (int c = 0; c < 80; c++)
- {
- /*if (x.lvldir2 % 2 == 0 && x.lvldir == 0)
- {
- view[r][c] = level[r][c - 1];
- }
- else if (x.lvldir2 % 2 == 1 && x.lvldir == 1)
- {
- view[r][c] = level[r][c + 1];
- }
- else if (x.lvldir == 8)
- {
- view[r][c] = level[r][c];
- }*/
- view[r][c] = level[r][c + x.lvldir];
- }
- }
- for (int r = 0; r < 24; r++)
- {
- for (int c = 0; c < 200; c++)
- {
- level[r][c] = ' ';
- }
- }
- }
- //function for displaying the screen (below)
- void disp(char view[][80], char level[][200])
- {
- system("cls");
- for (int r = 0; r < 24; r++)
- {
- for (int c = 0; c < 80; c++)
- {
- cout << view[r][c];
- }
- }
- cout.flush();
- Sleep(10);
- }
- //function for setting the hero in the screen (below)
- void setherointhemat(char view[][80], char level[][200], int&rhero, int&chero, player &x, char &orientation)
- {
- if (orientation != 'r' || orientation != 'l')
- {
- view[rhero][chero] = x.hero[0];
- view[rhero][chero + 1] = x.hero[1];
- view[rhero][chero + 2] = x.hero[2];
- view[rhero][chero + 3] = x.hero[3];
- view[rhero][chero + 4] = x.hero[4];
- view[rhero][chero + 5] = x.hero[5];
- view[rhero][chero + 6] = '~';
- }
- if (orientation == 'r')
- {
- view[rhero][chero] = x.hero[0];
- view[rhero][chero + 1] = x.hero[1];
- view[rhero][chero + 2] = x.hero[2];
- view[rhero][chero + 3] = x.hero[3];
- view[rhero][chero + 4] = x.hero[4];
- view[rhero][chero + 5] = x.hero[5];
- view[rhero][chero + 6] = '~';
- }
- if (orientation == 'l')
- {
- /*view[rhero][chero - 1] = '~';*/
- view[rhero][chero] = x.hero[0];
- view[rhero][chero + 1] = x.hero[2];
- view[rhero][chero + 2] = x.hero[3];
- view[rhero][chero + 3] = x.hero[4];
- view[rhero][chero + 4] = x.hero[1];
- view[rhero][chero + 5] = x.hero[5];
- }
- }
- //void SetBullet(char view[][80],char x[][200], int& rhero, int& chero, char&choice, char cbullet[198], int& flag, char& HeroDirection)
- //{
- // /*/ Set the bullet after the hero infront of the GUN/*/
- // /*/Single bullet /*/
- // if (choice == 'v')
- // {
- // /*/ print the bullet when the key is hit /*/
- // if (HeroDirection == 'r')
- // {
- // view[rhero][chero + 6] = '~';
- // cbullet[chero + 6] = '~';
- // flag = 1;
- // }
- // else if (HeroDirection == 'l')
- // {
- // view[rhero][chero - 2] = '~';
- // cbullet[chero - 2] = '~';
- // flag = 1;
- // }
- // }
- // /*/ double bullets /*/
- // if (choice == 'c')
- // {
- // if (HeroDirection == 'r')
- // {
- // view[rhero][chero + 6] = '~';
- // view[rhero][chero + 7] = '~';
- // cbullet[chero + 6] = '~';
- // cbullet[chero + 7] = '~';
- // flag = 1;
- // }
- // else if(HeroDirection == 'l')
- // {
- // view[rhero][chero - 2] = '~';
- // view[rhero][chero - 3] = '~';
- // cbullet[chero - 2] = '~';
- // cbullet[chero - 3] = '~';
- // flag = 1;
- // }
- // }
- //
- //}
- //void MoveBullets(char x[][200], int& rhero, int& chero, char cbullet[198], char &orientation)
- //{
- // /*/ Shift the bullets /*/
- // /*Moving bullets in the right direction - if the bullet located on the right of the hero */
- //
- // for (int i = 198; i > (chero + 6); i--)
- // {
- // /*/ Check if bullet found /*/
- // if (x[rhero][i] == '~')
- // {
- // /*/ Check if the bullet position + 1 is empty /*/
- // if (x[rhero][i + 7] == ' ')
- // {
- // /*/ Shift bullet /*/
- // x[rhero][i + 6] = '~';
- // x[rhero][i] = ' ';
- // cbullet[i + 6] = '~';
- // cbullet[i] = ' ';
- // }
- // else if(x[rhero][i+7] !=' ')
- // {
- // /*/ Obsacle detected then delete bullet /*/
- //
- // x[rhero][i] = ' ';
- // cbullet[i] = ' ';
- //
- // /*if (x[rhero - 1][i] == 178)
- // {
- // x[rhero - 1][i] = ' ';
- // cbullet[i] = ' ';
- // }*/
- // //flag = 0;
- // /*/ TODO: check if obsactle or enemy /*/
- // }
- // }
- // }
- //
- // /*Moving bullets in the left direction - if the bullet located on the left of the hero */
- // //if (orientation == 'l')
- // //{
- // // for (int i = 1; i < (chero - 2); i--)
- // // {
- // // /*/ Check if bullet found /*/
- // // if (x[rhero][i] == '~')
- // // {
- // // /*/ Check if the bullet position + 4 is empty /*/
- // // if (x[rhero][i - 2] == ' ')
- // // {
- // // /*/ Shift bullet /*/
- // // x[rhero][i - 2] = '~';
- // // x[rhero][i] = ' ';
- // // cbullet[i - 2] = '~';
- // // cbullet[i] = ' ';
- // // }
- // // else
- // // {
- // // /*/ Obsacle detected then delete bullet /*/
- // // if (x[rhero][i - 2] == 186)
- // // {
- // // x[rhero][i] = ' ';
- // // cbullet[i] = ' ';
- // // }
- // // //flag = 0;
- // // /*/ TODO: check if obsactle or enemy /*/
- // // }
- // // }
- // // }
- // // }
- //}
- //void DrawBullet(char x[][200], int rhero, char cbullet[198])
- //{
- // /*Draw bullet in the matrix */
- // for (int i = 0; i < 198; i++)
- // {
- // if (cbullet[i] == '~'&&cbullet[i+1]==' ')
- // {
- // x[rhero][i] = cbullet[i];
- // }
- // }
- //}
- class enemy
- {
- public:
- char one[6];
- char two[6];
- char three[6];
- int renm, cenm, maxen, minen, counter, cc, deathtrigger;
- void setenemy(char level[][200], int rm, int cm, int&dt)
- {
- if (dt == 0)
- {
- level[rm + 4][cm + 8] = '_';
- level[rm + 4][cm + 9] = 'M';
- level[rm + 4][cm + 10] = '_';
- level[rm + 4][cm + 11] = '_';
- level[rm + 4][cm + 12] = '_';
- level[rm + 4][cm + 13] = '_';
- level[rm + 4][cm + 14] = 'M';
- level[rm + 4][cm + 15] = '_';
- level[rm + 5][cm + 7] = '/';
- level[rm + 5][cm + 10] = '-';
- level[rm + 5][cm + 11] = '-';
- level[rm + 5][cm + 12] = '-';
- level[rm + 5][cm + 13] = '-';
- level[rm + 5][cm + 16] = '\\';
- level[rm + 6][cm + 6] = '/';
- level[rm + 6][cm + 9] = '/';
- level[rm + 6][cm + 14] = '\\';
- level[rm + 6][cm + 17] = '\\';
- level[rm + 7][cm + 6] = '|';
- level[rm + 7][cm + 9] = '|';
- level[rm + 7][cm + 11] = '0';
- level[rm + 7][cm + 10] = '0';
- level[rm + 7][cm + 14] = '|';
- level[rm + 7][cm + 17] = '|';
- level[rm + 8][cm + 6] = '\\';
- level[rm + 8][cm + 9] = '|';
- level[rm + 8][cm + 11] = '_';
- level[rm + 8][cm + 12] = '_';
- level[rm + 8][cm + 14] = '|';
- level[rm + 8][cm + 17] = '/';
- level[rm + 9][cm + 7] = '\\';
- level[rm + 9][cm + 8] = '_';
- level[rm + 9][cm + 9] = '?';
- level[rm + 9][cm + 14] = '?';
- level[rm + 9][cm + 15] = '_';
- level[rm + 9][cm + 16] = '/';
- level[rm + 10][cm + 9] = '=';
- level[rm + 10][cm + 10] = '=';
- level[rm + 10][cm + 11] = '=';
- level[rm + 10][cm + 12] = '=';
- level[rm + 10][cm + 13] = '=';
- level[rm + 10][cm + 14] = '=';
- level[rm + 11][cm + 6] = '>';
- level[rm + 11][cm + 7] = '=';
- level[rm + 11][cm + 8] = '=';
- level[rm + 11][cm + 9] = '=';
- level[rm + 11][cm + 10] = '|';
- level[rm + 11][cm + 14] = '|';
- level[rm + 11][cm + 15] = '=';
- level[rm + 11][cm + 16] = '=';
- level[rm + 11][cm + 17] = '=';
- level[rm + 11][cm + 18] = '<';
- level[rm + 12][cm + 10] = '|';
- level[rm + 12][cm + 12] = '_';
- level[rm + 12][cm + 14] = '|';
- level[rm + 13][cm + 10] = '|';
- level[rm + 13][cm + 11] = '|';
- level[rm + 13][cm + 13] = '|';
- level[rm + 13][cm + 14] = '|';
- level[rm + 14][cm + 10] = '|';
- level[rm + 14][cm + 11] = '|';
- level[rm + 14][cm + 13] = '|';
- level[rm + 14][cm + 14] = '|';
- level[rm + 15][cm + 9] = '0';
- level[rm + 15][cm + 10] = '0';
- level[rm + 15][cm + 11] = '0';
- level[rm + 15][cm + 13] = '0';
- level[rm + 15][cm + 14] = '0';
- level[rm + 15][cm + 15] = '0';
- }
- }
- void setenemyone(char level[][200], int &rone, int &cone, int&dt)
- {
- if (dt == 0)
- {
- level[rone][cone] = one[0];
- level[rone][cone + 1] = one[1];
- level[rone][cone + 1] = one[2];
- level[rone][cone + 2] = one[3];
- level[rone][cone + 3] = one[4];
- level[rone][cone + 4] = one[5];
- }
- }
- void setenemytwo(char level[][200], int &rtwo, int &ctwo, int&dt)
- {
- if (dt == 0)
- {
- level[rtwo][ctwo] = two[0];
- /*level[rtwo][ctwo + 1] = two[1];*/
- level[rtwo][ctwo + 1] = two[2];
- level[rtwo][ctwo + 2] = two[3];
- level[rtwo][ctwo + 3] = two[4];
- level[rtwo][ctwo + 4] = two[5];
- }
- }
- void setenemythree(char level[][200], int &rthree, int &cthree, int&dt)
- {
- if (dt == 0)
- {
- level[rthree][cthree] = three[0];
- /*level[rthree][cthree + 1] = three[1];*/
- level[rthree][cthree + 1] = three[2];
- level[rthree][cthree + 2] = three[3];
- level[rthree][cthree + 3] = three[4];
- level[rthree][cthree + 4] = three[5];
- }
- }
- //function for creating movement for the enemy (below)
- void moveenemy(int&rm, int&cm, char level[][200], int &counter, int max, int min)
- {
- if (counter < min)
- {
- cm++;
- counter++;
- }
- else if (counter >= min && counter != max)
- {
- cm--;
- counter++;
- }
- else if (counter == max)
- {
- counter = 0;
- }
- }
- void health(char level[][200], int&rm, int&cm, int&cc)
- {
- if (cc == 0)
- {
- level[rm - 1][cm + 1] = 03;
- level[rm - 1][cm + 2] = 03;
- level[rm - 1][cm + 3] = 03;
- }
- if (cc == 1)
- {
- level[rm - 1][cm + 2] = 03;
- level[rm - 1][cm + 3] = 03;
- }
- if (cc == 2)
- {
- level[rm - 1][cm + 3] = 03;
- }
- if (cc == 3)
- {
- deathtrigger = 1;
- }
- }
- void damage(char level[][200], int&rm, int&cm, int&cc)
- {
- if (level[rm][cm - 1] == '~' || level[rm][cm + 5] == '~')
- {
- cc++;
- }
- }
- // / int count; /
- // /*if (view[rm][cm+1]!=' ')
- //
- // }
- // else
- // {
- // cm++;
- // }
- // if (choice == 't' || choice == 'T')
- // {
- // if (view[rm - 1][cm] != ' ')
- // {
- // }
- // else
- // {
- // rm--;
- // }
- // }
- // if (choice == 'g' || choice == 'G')
- // {
- // if (view[rm + 1][cm] != ' ')
- //
- // }
- // else
- // {
- // rm++;
- // }
- // }
- // if (choice == 'f' || choice == 'F')
- // {
- // if (view[rm][cm - 1] != ' ')
- // {
- // }
- // else
- // {
- // cm--;
- // }
- // }
- // if (choice == 'h' || choice == 'H')
- // {
- // if (view[rm][cm + 6] != ' ')
- // {
- // }
- // else
- // {
- // cm++;
- // }*/
- // /
- //} /
- };
- //function responsible for the controls (below)
- class eleele
- {
- public:
- int min, max;
- int rele, cele;
- int count;
- void setele(char level[][200], char view[][80], int&rhero, int&chero, int&rele, int&cele, elevator e)
- {
- level[rele][cele] = e.ele[0];
- level[rele][cele + 1] = e.ele[1];
- level[rele][cele + 2] = e.ele[2];
- level[rele][cele + 3] = e.ele[3];
- level[rele][cele + 4] = e.ele[4];
- level[rele][cele + 5] = e.ele[5];
- }
- void moveele(char level[][200], char view[][80], int&rhero, int&chero, int&rele, int&cele, int&count, int&min, int&max)
- {
- if (count < min)
- {
- rele--;
- count++;
- }
- else if (count >= min && count != max)
- {
- rele++;
- count++;
- }
- else if (count == max)
- {
- count = 0;
- }
- }
- void heroelemove(char level[][200], char view[][80], int &rhero, int &chero, int &count, int&min)
- {
- if (view[rhero + 1][chero] == '='&&view[rhero + 1][chero + 5] == '=' &&count < min)
- {
- rhero--;
- }
- else if (view[rhero + 1][chero] == '='&&view[rhero + 1][chero + 5] == '='&&count >= min && count == max)
- {
- rhero++;
- }
- }
- };
- class Bullet
- {
- public:
- int bhn = 0, bhd = 0, bhd2 = 0, bhs = 0, bhs2 = 0;
- int brp = 0, bcp = 0, firetrigger = 0, damage = 0;
- int speed = 1, damage_multiplier = 1;
- char Bsprite = '~', orientation = 'pe';
- int limiterb = 1;
- void playerattack(char game[][200], player &x, enemy& ea, int le)
- {
- //EnemyNPC
- if (bcp == (ea.renm - 1) && brp == (ea.renm + 6))
- {
- ea.deathtrigger = 1;
- firetrigger = 2;
- }
- //Doggie
- /*if (bcp == (d[0].Dcp - 2) && brp == (d[0].Drp))
- {
- firetrigger = 2;
- d[0].terminate = 1;
- }
- if (bcp == (d[1].Dcp - 2) && brp == (d[1].Drp))
- {
- firetrigger = 2;
- d[1].terminate = 1;
- }*/
- //Slime
- /*if (bcp == (s[0].cp - 2) && brp == (s[0].rp + 1))
- {
- firetrigger = 2;
- s[0].terminate = 1;
- }
- if (bcp == (s[1].cp - 2) && brp == (s[1].rp))
- {
- s[1].terminate = 1;
- firetrigger = 2;
- }*/
- if (firetrigger == 1)
- {
- if (game[brp][bcp + 1] != le && game[brp][bcp - 1] != le)
- {
- if (orientation != 0)
- {
- bcp++;
- }
- else
- {
- bcp--;
- }
- }
- else
- {
- firetrigger = 2;
- }
- }
- }
- void setb(char game[][200])
- {
- game[brp][bcp] = Bsprite;
- }
- };
- void movehero(int&rhero, int&chero, char choice, char view[][80], char &orientation, player &x, char level[][200], int&bulletpressed, int&flag, Bullet b[])
- {
- /*/ orientation = 'po'; /*/
- if (choice == 'w' || choice == 'W')
- {
- if (x.gravityexists == 0)
- {
- x.jumppressed = 1;
- }
- else
- {
- x.jumppressed = 0;
- }
- }
- if (choice == 'a' || choice == 'A')
- {
- if (level[rhero][chero - 2] != ' ')
- {
- }
- else
- {
- /*/ chero - x.lvldir2; /*/
- orientation = 'l';
- if (x.lvldir >= 501)
- {
- /*/ chero--, /*/ x.lvldir = 0;
- x.lvldir2++;
- }
- else if (x.lvldir != 0)
- {
- x.lvldir--;
- }
- }
- }
- if (choice == 'd' || choice == 'D')
- {
- if (level[rhero][chero + 8] != ' ')
- {
- }
- else
- {
- /*/ chero += x.lvldir2; /*/
- orientation = 'r';
- if (x.lvldir < 501)
- {
- x.lvldir++;
- }
- else
- {
- /*/ chero++, /*/ x.lvldir = 1;
- }
- }
- }
- if (choice == 'c' || choice == 'C')
- {
- for (int j = 0; j < b[0].limiterb; j++)
- {
- if (b[j].firetrigger == 0)
- {
- b[j].orientation = orientation;
- if (orientation == 'r')
- {
- b[j].bcp = rhero + 6; b[j].brp = (rhero + 2);
- }
- else
- {
- b[j].bcp = chero - 4, b[j].brp = rhero + 2;
- }
- b[j].firetrigger = 1;
- }
- }
- b[0].limiterb++;
- }
- }
- //elevator (below)
- //function used for clearing the map (not yet implemented correctly (below)
- void clearmap(char view[][80])
- {
- for (int r = 0; r < 20; r++)
- {
- for (int c = 0; c < 80; c++)
- {
- view[r][c] = ' ';
- }
- }
- }
- void jump(player &x, char view[][80], int&rhero, int&chero)
- {
- if (view[rhero - 1][chero] == ' ' /*|| view[rhero - 1][chero] == '='*/ && view[rhero - 1][chero + 5] == ' ' /*|| view[rhero - 1][chero + 5] == '='*/)
- {
- if (x.jumppressed == 1)
- {
- x.jump += 2;
- if (x.jump == 2)
- {
- rhero--;
- }
- if (x.jump == 4)
- {
- rhero--;
- }
- if (x.jump == 6)
- {
- rhero--;
- }
- if (x.jump == 8)
- {
- rhero--;
- /*/ x.jumppressed = 0; /*/
- }
- else if (x.jump > 8)
- {
- x.jumppressed = 0;
- x.gravityexists = 1;
- }
- }
- }
- else
- {
- x.jumppressed == 0;
- x.gravityexists = 1;
- }
- if (x.gravityexists == 1 && view[rhero + 1][chero] == ' '&& view[rhero + 1][chero + 5] == ' ')
- {
- rhero++;
- if (view[rhero + 1][chero] != ' ' || view[rhero + 1][chero + 5] != ' ')
- {
- x.jump = 0;
- }
- }
- else if (view[rhero + 1][chero] != ' ' || view[rhero + 1][chero + 5] != ' ')
- {
- x.gravityexists = 0;
- }
- if (x.jumppressed == 0 && view[rhero + 1][chero] == ' '&& view[rhero + 1][chero + 5] == ' '&& view[rhero + 1][chero] != '='&& view[rhero + 1][chero + 5] != '=')
- {
- rhero++;
- }
- }
- int main()
- {
- int counter = 0, countee = 5, bulletpressed = 0, countree = 0, flag = 0;
- char /*/ the view that appears on the screen /*/ view[24][80]
- /*/ the whole level /*/, level[24][200],
- orientation = 'pepe', u = 205, d = 205, l = 186, r = 186;
- int /*/ the starting position of the hero /*/ rhero = 22, chero = 2;
- Bullet b[100];
- char /* the button pressed by the player*/ choice;
- int rone = 16, cone = 55;
- int rtwo = 8, ctwo = 75;
- int rthree = 8, cthree = 95;
- player x;
- elevator e;
- eleele ee;
- eleele ea;
- enemy en, em, ep, pp;
- /*/ b.rbull = rhero; /*/
- x.hero[0] = '(';
- x.hero[1] = ' ';
- x.hero[2] = 248;
- x.hero[3] = '_';
- x.hero[4] = 248;
- x.hero[5] = ')';
- ee.max = 14;
- ee.min = 7;
- ee.rele = 23;
- ee.cele = 48;
- ee.count = 0;
- ea.max = 14;
- ea.min = 7;
- ea.rele = 17;
- ea.cele = 66;
- ea.count = 0;
- en.one[0] = '(';
- en.one[1] = ' ';
- en.one[2] = 36;
- en.one[3] = '_';
- en.one[4] = 36;
- en.one[5] = ')';
- en.renm = 16;
- en.cenm = 36;
- en.maxen = 10;
- en.minen = 5;
- en.counter = 0;
- en.cc = 0;
- en.deathtrigger = 0;
- em.two[0] = '(';
- em.two[1] = ' ';
- em.two[2] = 64;
- em.two[3] = '_';
- em.two[4] = 64;
- em.two[5] = ')';
- em.renm = 8;
- em.cenm = 92;
- em.maxen = 16;
- em.minen = 8;
- em.counter = 0;
- em.cc = 0;
- em.deathtrigger = 0;
- ep.three[0] = '(';
- ep.three[1] = ' ';
- ep.three[2] = 43;
- ep.three[3] = '_';
- ep.three[4] = 43;
- ep.three[5] = ')';
- ep.renm = 8;
- ep.cenm = 76;
- ep.maxen = 10;
- ep.minen = 5;
- ep.counter = 0;
- ep.cc = 0;
- ep.deathtrigger = 0;
- pp.renm = 7;
- pp.cenm = 171;
- pp.maxen = 10;
- pp.minen = 5;
- pp.counter = 0;
- pp.cc = 0;
- pp.deathtrigger = 0;
- x.gravityexists = 0;
- x.jump = 0;
- x.lvldir = 8;
- x.lvldir2 = 0;
- /* clearmap(view); */
- fillmat(view, level, x);
- setherointhemat(view, level, rhero, chero, x, orientation);
- en.setenemyone(level, en.renm, en.cenm, en.deathtrigger);
- disp(view, level);
- for (;;)
- {
- for (;/* !_kbhit means as long as the keyboard isn't pressed*/ !_kbhit();)
- {
- fillborders(level, x);
- ee.setele(level, view, rhero, chero, ee.rele, ee.cele, e);
- ee.heroelemove(level, view, rhero, chero, ee.count, ee.min);
- ee.moveele(level, view, rhero, chero, ee.rele, ee.cele, ee.count, ee.min, ee.max);
- ea.setele(level, view, rhero, chero, ea.rele, ea.cele, e);
- ea.heroelemove(level, view, rhero, chero, ea.count, ea.min);
- ea.moveele(level, view, rhero, chero, ea.rele, ea.cele, ea.count, ea.min, ea.max);
- /*MoveBullets(level, rhero, chero, bulletlevel,orientation);
- DrawBullet(level, rhero, bulletlevel);*/
- fillmat(view, level, x);
- jump(x, view, rhero, chero);
- setherointhemat(view, level, rhero, chero, x, orientation);
- for (int j = 0; j < b[0].limiterb; j++)
- {
- b[j].playerattack(level, x, en, l);
- b[j].setb(level);
- }
- en.moveenemy(en.renm, en.cenm, level, counter, en.maxen, en.minen);
- en.setenemyone(level, en.renm, en.cenm, en.deathtrigger);
- en.health(level, en.renm, en.cenm, en.cc);
- en.damage(level, en.renm, en.cenm, en.cc);
- em.moveenemy(em.renm, em.cenm, level, em.counter, em.maxen, em.minen);
- em.setenemytwo(level, em.renm, em.cenm, em.deathtrigger);
- em.health(level, em.renm, em.cenm, em.cc);
- em.damage(level, em.renm, em.cenm, em.cc);
- ep.moveenemy(ep.renm, ep.cenm, level, ep.counter, ep.maxen, ep.minen);
- ep.setenemythree(level, ep.renm, ep.cenm, ep.deathtrigger);
- ep.health(level, ep.renm, ep.cenm, ep.cc);
- ep.damage(level, ep.renm, ep.cenm, ep.cc);
- pp.moveenemy(pp.renm, pp.cenm, level, pp.counter, pp.maxen, pp.minen);
- pp.setenemy(level, pp.renm, pp.cenm, pp.deathtrigger);
- disp(view, level);
- }
- choice = /* when the for loop above ends, this function get's the key that was pressed and puts it inside the variable choice*/ _getch();
- movehero(rhero, chero, choice, view, orientation, x, level, bulletpressed, flag, b);
- /* SetBullet(view,level, rhero, chero, choice, bulletlevel, flag,orientation); */
- jump(x, view, rhero, chero);
- fillborders(level, x);
- ee.setele(level, view, rhero, chero, ee.rele, ee.cele, e);
- ee.heroelemove(level, view, rhero, chero, ee.count, ee.min);
- ee.moveele(level, view, rhero, chero, ee.rele, ee.cele, ee.count, ee.min, ee.max);
- ea.setele(level, view, rhero, chero, ea.rele, ea.cele, e);
- ea.heroelemove(level, view, rhero, chero, ea.count, ea.min);
- ea.moveele(level, view, rhero, chero, ea.rele, ea.cele, ea.count, ea.min, ea.max);
- /*DrawBullet(level, rhero, bulletlevel);*/
- /*disp(view, level);*/
- fillmat(view, level, x);
- setherointhemat(view, level, rhero, chero, x, orientation);
- en.moveenemy(en.renm, en.cenm, level, counter, en.maxen, en.minen);
- en.setenemyone(level, en.renm, en.cenm, en.deathtrigger);
- en.health(level, en.renm, en.cenm, en.cc);
- en.damage(level, en.renm, en.cenm, en.cc);
- em.moveenemy(em.renm, em.cenm, level, em.counter, em.maxen, em.minen);
- em.setenemytwo(level, em.renm, em.cenm, em.deathtrigger);
- em.health(level, em.renm, em.cenm, em.cc);
- em.damage(level, em.renm, em.cenm, em.cc);
- ep.moveenemy(ep.renm, ep.cenm, level, ep.counter, ep.maxen, ep.minen);
- ep.setenemythree(level, ep.renm, ep.cenm, ep.deathtrigger);
- ep.health(level, ep.renm, ep.cenm, ep.cc);
- ep.damage(level, ep.renm, ep.cenm, ep.cc);
- pp.moveenemy(pp.renm, pp.cenm, level, pp.counter, pp.maxen, pp.minen);
- pp.setenemy(level, pp.renm, pp.cenm, pp.deathtrigger);
- /*MoveBullets(level, rhero, chero, bulletlevel,orientation);*/
- disp(view, level);
- }
- /*for (;;)
- {
- for (int e=15;e<5;e++)
- {
- if(;;)
- }
- }*/
- system("pause");
- return 0;
- }
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