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koolaidman

Apr 18th, 2012
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  1. #include <Windows.h>
  2. #include "GL_Functions.h"
  3. #include "pctimer.h"
  4. #include <string>
  5. #include <cmath>
  6. #include <crtdbg.h>
  7. #include <time.h>
  8. //\variables///////////////////////
  9. int m_iSpritePurpleImage = 0; ////
  10. int m_iSpritePurpleX = 0; ////
  11. int m_iSpritePurpleY = 0; ////
  12. ///////////////////////////////////
  13. int m_iSpriteBlueImage = 0; ////
  14. int m_iSpriteBlueX = 0; ////
  15. int m_iSpriteBlueY = 0; ////
  16. ///////////////////////////////////
  17. int m_iSpriteOrangeImage = 0; ////
  18. int m_iSpriteOrangeX = 0; ////
  19. int m_iSpriteOrangeY = 0; ////
  20. ///////////////////////////////////
  21. int m_iStrawImage = 0; ////
  22. int m_iStrawLength = 0; ////
  23. ///////////////////////////////////
  24. int m_iKoolAidMan = 0; ////
  25. int m_iUHUHUH = 0; ////
  26. int m_iBackGroundTest = 0; ////
  27. int m_iGameOver = 0; ////
  28. ///////////////////////////////////
  29.  
  30. //\sprite speed varibles//////////////////
  31. float m_iSpriteOrangeSpeedX = 2.0f; ////
  32. float m_iSpriteOrangeSpeedY = 0.0f; ////
  33. //////////////////////////////////////////
  34. float m_iSpritePurpleSpeedX = 1.0f; ////
  35. float m_iSpritePurpleSpeedY = 0.0f; ////
  36. //////////////////////////////////////////
  37. float m_iSpriteBlueSpeedX = 1.0f; ////
  38. float m_iSpriteBlueSpeedY = 0.0f; ////
  39. //////////////////////////////////////////
  40. float m_iKoolAidManX = 450.0f; ////
  41. float m_iKoolAidManY = 350.0f; ////
  42. //////////////////////////////////////////
  43. float m_iUHUHUHX = 0.0f; ////
  44. float m_iUHUHUHY = 0.0f; ////
  45. //////////////////////////////////////////
  46. float m_iBackGroundTestX = 0.0f; ////
  47. float m_iBackGroundTestY = 0.0f; ////
  48. //////////////////////////////////////////
  49. float m_iGameOverX = 0.0f; ////
  50. float m_iGameOverY = 0.0f; ////
  51. //////////////////////////////////////////
  52. float m_iRandomNumberX = 0.0f; ////
  53. float m_iRandomNumberY = 0.0f; ////
  54. float m_iRandomNumberZ = 0.0f; ////
  55. int r = rand(); ////
  56. //////////////////////////////////////////
  57. int main(int argc, char* argv[])
  58. {
  59. //Lets open the window and initialise Opengl
  60. InitGL(1024,768);
  61. // Loads all Textures!
  62. //============================================================================================
  63. int m_iSpriteBlueImage = LoadTexture("./Images/SpriteBlue.png");
  64. int m_iSpritePurpleImage = LoadTexture("./Images/SpritePurple.png");
  65. int m_iSpriteOrangeImage = LoadTexture("./Images/SpriteOrange.png");
  66. int m_iStrawImage = LoadTexture("./Images/Straw.png");
  67. int m_iKoolAidMan = LoadTexture("./Images/KoolAidMan.png");
  68. int m_iUHUHUH = LoadTexture("./Images/UHUHUH.png");
  69. int m_iBackGroundTest = LoadTexture("./Images/backgroundTest.png");
  70. int m_iGameOver = LoadTexture("./Images/GameOver.png");
  71. //============================================================================================
  72. m_iSpriteOrangeX = 0;
  73. m_iSpriteOrangeY = 400;
  74. m_iSpriteBlueX = 0;
  75. m_iSpriteBlueY = 300;
  76. m_iSpritePurpleX = 0;
  77. m_iSpritePurpleY = 200;
  78. srand( (unsigned)time(0) );
  79. m_iRandomNumberX = rand() % ((1024/8)*6) + 1024/8;
  80. m_iRandomNumberY = rand() % (768/6) + 768/6;
  81. m_iRandomNumberZ = rand() % ((1024/8)*6) + 1024/8;
  82.  
  83. do
  84. {
  85. //Clear the screen, so previous frames don't build up
  86. ClearScreen();
  87. //Draws the Background
  88. DrawSprite(m_iBackGroundTest,m_iBackGroundTestX,m_iBackGroundTestY,1024,768);
  89.  
  90. //just wasting time
  91. if(IsKeyDown(KEY_LALT) && IsKeyDown(KEY_F4))
  92. {
  93. DrawSprite(m_iUHUHUH,m_iUHUHUHX,m_iUHUHUHY,1024,768);
  94. }
  95.  
  96. // KoolAidMan/Player controlls!
  97. //============================================================================================
  98. DrawSprite(m_iKoolAidMan, m_iKoolAidManX, m_iKoolAidManY,34,34);
  99. if(IsKeyDown(KEY_RIGHT) && m_iKoolAidManX <= 938)
  100. {
  101. m_iKoolAidManX = m_iKoolAidManX + 3.5f;
  102. }
  103.  
  104. // DrawSprite(m_iKoolAidMan, 300, 545, 34, 34);
  105.  
  106. //GameOver Screen
  107. if( m_iKoolAidManY >= 545)
  108. {
  109. DrawSprite(m_iGameOver,m_iGameOverX,m_iGameOverY,1024,768);
  110. }
  111.  
  112. if(IsKeyDown(KEY_UP) && m_iKoolAidManY > 93)
  113. {
  114. m_iKoolAidManY -= 3.5f;
  115. }
  116.  
  117. if(IsKeyDown(KEY_DOWN) && m_iKoolAidManY <= 545)
  118. {
  119. m_iKoolAidManY += 3.5f;
  120. }
  121.  
  122. if(IsKeyDown(KEY_LEFT) && m_iKoolAidManX > 55)
  123. {
  124. m_iKoolAidManX -= 3.5f;
  125. }
  126.  
  127. //=============================================================================================
  128. // SpriteBlueCollision!
  129. //=============================================================================================
  130. if (m_iSpriteBlueX + 30 >= m_iKoolAidManX && m_iSpriteBlueX <= m_iKoolAidManX + 10)
  131. {
  132. if (m_iSpriteBlueY + 30 >= m_iKoolAidManY && m_iSpriteBlueY <= m_iKoolAidManY + 10)
  133. {
  134. m_iSpriteBlueSpeedX = -m_iSpriteBlueSpeedX;
  135. m_iSpriteBlueX = m_iKoolAidManX - 30;
  136. }
  137. }
  138.  
  139. if (m_iSpriteBlueX + 30 <= m_iKoolAidManX && m_iSpriteBlueX <= m_iKoolAidManX + 10)
  140. {
  141. if (m_iSpriteBlueY + 30 <= m_iKoolAidManY && m_iSpriteBlueY <= m_iKoolAidManY + 20)
  142. {
  143. m_iSpriteBlueSpeedX = -m_iSpriteBlueSpeedX;
  144. m_iSpriteBlueX = m_iKoolAidManX + 30;
  145. }
  146. }
  147. //=============================================================================================
  148. // SpriteBlue Drawsprite and StrawLength functionality!
  149. //=============================================================================================
  150. if (m_iSpriteBlueX >= m_iRandomNumberX)
  151. {
  152. m_iSpriteBlueSpeedX = 0;
  153. m_iStrawLength += 1;
  154. if (m_iStrawLength >= 550)
  155. {
  156. m_iStrawLength = 550;
  157. }
  158. SetTintColour(0.3,0.1,0.9);
  159. DrawSprite(m_iStrawImage,m_iSpriteBlueX + 17 ,m_iSpriteBlueY,5,m_iStrawLength+110);
  160. SetTintColour(1,1,1);
  161. }
  162. else if(m_iSpriteBlueX <= 55 || m_iSpriteBlueX >= 920)
  163. {
  164. //m_iSpriteBlueX = 50;
  165. m_iSpriteBlueX = 500;
  166. }
  167.  
  168. m_iSpriteBlueX += m_iSpriteBlueSpeedX;
  169. m_iSpriteBlueY += m_iSpriteBlueSpeedY;
  170.  
  171. DrawSprite(m_iSpriteBlueImage,m_iSpriteBlueX,m_iSpriteBlueY,34,34);
  172.  
  173. {
  174. if(m_iSpriteBlueX <= 55)
  175. {
  176. if(m_iSpriteBlueX >= m_iRandomNumberX)
  177. {
  178. m_iSpriteBlueSpeedX = 0;
  179. m_iStrawLength += 1;
  180. if (m_iStrawLength >= 550)
  181. {
  182. m_iStrawLength = 550;
  183. }
  184. SetTintColour(0.5,0.1,0.9);
  185. DrawSprite(m_iStrawImage,m_iSpriteBlueX + 17 ,m_iSpriteBlueY,5,m_iStrawLength+110);
  186. SetTintColour(1,1,1);
  187. m_iSpriteBlueX += m_iSpriteBlueSpeedX;
  188. m_iSpriteBlueY += m_iSpriteBlueSpeedY;
  189. }
  190.  
  191. }
  192. }
  193. //=============================================================================================
  194. // SpritePurpleCollision!
  195. //=============================================================================================
  196. if (m_iSpritePurpleX + 40 >= m_iKoolAidManX && m_iSpritePurpleX <= m_iKoolAidManX + 20)
  197. {
  198. if (m_iSpritePurpleY + 40 >= m_iKoolAidManY && m_iSpritePurpleY <= m_iKoolAidManY + 10)
  199. {
  200. m_iSpritePurpleSpeedX = -m_iSpritePurpleSpeedX;
  201. m_iSpritePurpleX = m_iKoolAidManX - 40;
  202. }
  203. }
  204.  
  205. if (m_iSpritePurpleX + 40 <= m_iKoolAidManX && m_iSpritePurpleX <= m_iKoolAidManX + 20)
  206. {
  207. if (m_iSpritePurpleY + 40 <= m_iKoolAidManY && m_iSpritePurpleY <= m_iKoolAidManY + 10)
  208. {
  209. m_iSpritePurpleSpeedX = -m_iSpritePurpleSpeedX;
  210. m_iSpritePurpleX = m_iKoolAidManX + 40;
  211. }
  212. }
  213.  
  214. if(m_iSpritePurpleX == m_iKoolAidManX)
  215. {
  216. //m_iSpritePurpleX = 150;
  217. m_iSpritePurpleX = 400;
  218. }
  219. //=============================================================================================
  220. // SpritePurple Drawsprite and StrawLength functionality!
  221. //=============================================================================================
  222. if (m_iSpritePurpleX >= m_iRandomNumberZ)
  223. {
  224. m_iSpritePurpleSpeedX = 0;
  225. m_iStrawLength += 1;
  226. if (m_iStrawLength >= 350)
  227. {
  228. m_iStrawLength = 350;
  229. }
  230. SetTintColour(0.8,0.1,0.9);
  231. DrawSprite(m_iStrawImage,m_iSpritePurpleX + 17 ,m_iSpritePurpleY,5,m_iStrawLength + 210);
  232. SetTintColour(1,1,1);
  233. }
  234. else if(m_iSpritePurpleX <= 55 || m_iSpritePurpleX >= 900)
  235. {
  236. //m_iSpritePurpleX = 150;
  237. m_iSpritePurpleX = 400;
  238. }
  239. m_iSpritePurpleX += m_iSpritePurpleSpeedX;
  240. m_iSpritePurpleY += m_iSpritePurpleSpeedY;
  241.  
  242. DrawSprite(m_iSpritePurpleImage,m_iSpritePurpleX,m_iSpritePurpleY,34,34);
  243. //=============================================================================================
  244. // SpritePurpleCollision!
  245. //=============================================================================================
  246. if (m_iSpriteOrangeX + 40 >= m_iKoolAidManX && m_iSpriteOrangeX <= m_iKoolAidManX + 20)
  247. {
  248. if (m_iSpriteOrangeY + 40 >= m_iKoolAidManY && m_iSpriteOrangeY <= m_iKoolAidManY + 10)
  249. {
  250. m_iSpriteOrangeSpeedX = -m_iSpriteOrangeSpeedX;
  251. m_iSpriteOrangeX = m_iKoolAidManX - 40;
  252. }
  253. }
  254.  
  255. if (m_iSpriteOrangeX + 40 <= m_iKoolAidManX && m_iSpriteOrangeX <= m_iKoolAidManX + 20)
  256. {
  257. if (m_iSpriteOrangeY + 40 <= m_iKoolAidManY && m_iSpriteOrangeY <= m_iKoolAidManY + 10)
  258. {
  259. m_iSpriteOrangeSpeedX = -m_iSpriteOrangeSpeedX;
  260. m_iSpriteOrangeX = m_iKoolAidManX + 40;
  261. }
  262. }
  263. //=============================================================================================
  264. // SpriteOrange Drawsprite and StrawLength functionality!
  265. //=============================================================================================
  266. if (m_iSpriteOrangeX >= m_iRandomNumberY)
  267. {
  268. m_iSpriteOrangeSpeedX = 0;
  269. m_iStrawLength += 1;
  270. if (m_iStrawLength >= 350)
  271. {
  272. m_iStrawLength = 350;
  273. }
  274. SetTintColour(0.9,0.99,0);
  275. DrawSprite(m_iStrawImage,m_iSpriteOrangeX + 17 ,m_iSpriteOrangeY,5,m_iStrawLength+10);
  276. SetTintColour(1,1,1);
  277. }
  278. else if(m_iSpriteOrangeX <= 0 || m_iSpriteOrangeX >= 1024)
  279. {
  280. m_iSpriteOrangeX = 50;
  281. m_iSpriteOrangeY = 400;
  282. }
  283. m_iSpriteOrangeX += m_iSpriteOrangeSpeedX;
  284. m_iSpriteOrangeY += m_iSpriteOrangeSpeedY;
  285.  
  286. DrawSprite(m_iSpriteOrangeImage,m_iSpriteOrangeX,m_iSpriteOrangeY,34,34);
  287. //=============================================================================================
  288.  
  289. //=============================================================================================
  290. // Highscore and Timer!
  291. //=============================================================================================
  292.  
  293. {
  294. DrawString("Score: ",5,5,2);
  295. {
  296. //if(m_iScore > 9000)
  297. {
  298. //GameState = Victory()
  299. //DrawSprite(m_iVictoryScreen,m_iVictoryScreenX,m_iVictoryScreenY,1024,768);
  300. }
  301. }
  302.  
  303. DrawString("Level: ",5,35,2);
  304. {
  305. //stuff
  306. }
  307. DrawString("Time:5 ",450,48,2.2);
  308. {
  309. //SetTintColour(0.1,0.1,0.9);
  310. }
  311. }
  312.  
  313.  
  314.  
  315. //=============================================================================================
  316.  
  317.  
  318.  
  319. //closes game down if user presses escape
  320. if(IsKeyDown(KEY_ESCAPE))
  321. {
  322. return 0;
  323. }
  324.  
  325. //Stop it from running too fast! Sleep ZZzzz
  326. Sleep(5);
  327.  
  328. } while (FrameworkUpdate()); //Do some secret stuff,
  329.  
  330. //Before you exit, clean up after yourself
  331. FreeTexture(m_iSpritePurpleImage);
  332. FreeTexture(m_iSpriteBlueImage);
  333. FreeTexture(m_iSpriteOrangeImage);
  334. FreeTexture(m_iStrawImage);
  335. FreeTexture(m_iKoolAidMan);
  336. FreeTexture(m_iUHUHUH);
  337. FreeTexture(m_iBackGroundTest);
  338. FreeTexture(m_iGameOver);
  339. //Close down
  340. CloseDown();
  341.  
  342. _CrtDumpMemoryLeaks();
  343.  
  344. //Quit!
  345. return 0;
  346. }
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