├── .gitignore ├── COPYING ├── Makefile ├── README.md ├── data ├── CREDITS ├── back.png ├── bullet.png ├── fog.png ├── music.ogg ├── xeon.png ├── xeon.png.info ├── zombie.png └── zombie.png.info └── src ├── background.cpp ├── background.h ├── bullet.cpp ├── bullet.h ├── character.cpp ├── character.h ├── config.h ├── fog.cpp ├── fog.h ├── game.h ├── main.cpp ├── music.cpp ├── music.h ├── timer.cpp ├── timer.h ├── util.cpp ├── zombie.cpp └── zombie.h /.gitignore: -------------------------------------------------------------------------------- 1 | *.o 2 | *~ 3 | game 4 | -------------------------------------------------------------------------------- /COPYING: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | -------------------------------------------------------------------------------- /Makefile: -------------------------------------------------------------------------------- 1 | CC=g++ 2 | CFLAGS= -Wall -Wextra -Wno-unused-parameter -g 3 | LNFLAGS= -lSDL -lSDL_image -lSDL_mixer 4 | SRC=$(wildcard src/*.cpp) 5 | HEAD=$(wildcard src/*.hpp) 6 | OBJ=$(SRC:.cpp=.o) 7 | EXE=game 8 | 9 | all: $(OBJ) $(HEAD) 10 | @echo "link $(EXE)" 11 | @$(CC) $(OBJ) $(CFLAGS) $(LNFLAGS) -o$(EXE) 12 | 13 | src/background.o: src/background.cpp src/background.h src/game.h src/config.h \ 14 | src/timer.h 15 | src/bullet.o: src/bullet.cpp src/bullet.h src/game.h src/config.h src/timer.h 16 | src/character.o: src/character.cpp src/game.h src/config.h src/timer.h \ 17 | src/character.h 18 | src/fog.o: src/fog.cpp src/fog.h src/game.h src/config.h src/timer.h 19 | src/main.o: src/main.cpp src/game.h src/config.h src/timer.h src/character.h \ 20 | src/music.h src/fog.h src/background.h 21 | src/music.o: src/music.cpp src/game.h src/config.h src/timer.h src/music.h 22 | src/timer.o: src/timer.cpp src/timer.h src/game.h src/config.h 23 | src/util.o: src/util.cpp src/game.h src/config.h src/timer.h 24 | 25 | 26 | clean: 27 | rm -f src/*.o 28 | rm -f $(EXE) 29 | 30 | .cpp.o: 31 | @echo " cc $<" 32 | @${CC} -c ${CFLAGS} $< -o $@ 33 | 34 | todo: 35 | @find src -type f | xargs grep -n -i "TODO" 36 | @find src -type f | xargs grep -n -i "FIXME" 37 | 38 | loc: 39 | @find src/ -type f -name '*.[^o]*' | xargs wc -l | sort -h 40 | 41 | # requires sloccount 42 | sloc: 43 | @sloccount src lib | grep '(SLOC)' 44 | 45 | 46 | .PHONY= loc sloc todo 47 | 48 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | #game 2 | 3 | ##About 4 | FIXME: write 5 | 6 | ##Usage 7 | FIXME: write 8 | 9 | ##Installation 10 | FIXME: write 11 | 12 | ##License 13 | This program is free software: you can redistribute it and/or modify 14 | it under the terms of the GNU General Public License as published by 15 | the Free Software Foundation, either version 3 of the License, or 16 | (at your option) any later version. 17 | 18 | This program is distributed in the hope that it will be useful, 19 | but WITHOUT ANY WARRANTY; without even the implied warranty of 20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 21 | GNU General Public License for more details. 22 | 23 | You should have received a copy of the GNU General Public License 24 | along with this program. If not, see . 25 | -------------------------------------------------------------------------------- /data/CREDITS: -------------------------------------------------------------------------------- 1 | I'm not even remotely artistically inclined, so most of the 2 | game art here, music, sound effects, characters, etc. are the 3 | work of others. 4 | 5 | 6 | fog: 7 | by LFA 8 | Public domain 9 | http://opengameart.org/content/thick-fog 10 | 11 | xeon: 12 | by Redshrike (Stephen Challener) 13 | Licensed under CC-BY 3.0 14 | http://opengameart.org/content/xeon-ultimate-smash-friends 15 | -------------------------------------------------------------------------------- /data/back.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/erik/game/0dbe3841615ef677ede68f0d25c714dfd267aefa/data/back.png -------------------------------------------------------------------------------- /data/bullet.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/erik/game/0dbe3841615ef677ede68f0d25c714dfd267aefa/data/bullet.png -------------------------------------------------------------------------------- /data/fog.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/erik/game/0dbe3841615ef677ede68f0d25c714dfd267aefa/data/fog.png -------------------------------------------------------------------------------- /data/music.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/erik/game/0dbe3841615ef677ede68f0d25c714dfd267aefa/data/music.ogg -------------------------------------------------------------------------------- /data/xeon.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/erik/game/0dbe3841615ef677ede68f0d25c714dfd267aefa/data/xeon.png -------------------------------------------------------------------------------- /data/xeon.png.info: -------------------------------------------------------------------------------- 1 | 3 4 6 2 2 | 3 | -------------------------------------------------------------------------------- /data/zombie.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/erik/game/0dbe3841615ef677ede68f0d25c714dfd267aefa/data/zombie.png -------------------------------------------------------------------------------- /data/zombie.png.info: -------------------------------------------------------------------------------- 1 | 4 5 6 5 2 | 3 | -------------------------------------------------------------------------------- /src/background.cpp: -------------------------------------------------------------------------------- 1 | #include "background.h" 2 | 3 | Background::Background(SDL_Surface* s) { 4 | image = s; 5 | x = y= x_ = y_ = 0; 6 | w = s->w; 7 | h = s->h; 8 | } 9 | 10 | void Background::scroll() { 11 | x -= Background::step; 12 | if(x <= -w) { 13 | this->reset(); 14 | } 15 | } 16 | 17 | void Background::unscroll() { 18 | x += Background::step; 19 | if(x <= -w) { 20 | this->reset(); 21 | } 22 | } 23 | 24 | void Background::reset() { 25 | x = x_; 26 | y = y_; 27 | } 28 | 29 | void Background::draw(SDL_Surface* screen) { 30 | ApplySurface(x, y, image, screen); 31 | if(x <= -w + WIDTH) { 32 | ApplySurface(x + w, y, image, screen); 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /src/background.h: -------------------------------------------------------------------------------- 1 | #ifndef _BACKGROUND_H_ 2 | #define _BACKGROUND_H_ 3 | 4 | #include "game.h" 5 | 6 | class Background { 7 | const static int step = 1; 8 | private: 9 | SDL_Surface* image; 10 | int x, y, x_, y_; 11 | int w, h; 12 | public: 13 | Background(SDL_Surface*); 14 | 15 | void scroll(); 16 | void unscroll(); 17 | void reset(); 18 | void draw(SDL_Surface*); 19 | }; 20 | 21 | #endif /* BACKGROUND_H_ */ 22 | -------------------------------------------------------------------------------- /src/bullet.cpp: -------------------------------------------------------------------------------- 1 | #include "bullet.h" 2 | 3 | Bullet::Bullet(SDL_Surface* i) { 4 | image = i; 5 | dx = dy = x = y= xmove = ymove = 0; 6 | } 7 | 8 | Bullet::Bullet(SDL_Surface* i, int x_, int y_) { 9 | image = i; 10 | x = x_; 11 | y = y_; 12 | dx = dy = xmove = ymove = 0; 13 | } 14 | 15 | Bullet::Bullet(SDL_Surface* i, int x_, int y_, int dx_, int dy_) { 16 | image = i; 17 | x = x_; 18 | y = y_; 19 | xmove = dx_; 20 | ymove = dy_; 21 | dx = dy = 0; 22 | } 23 | 24 | void Bullet::move() { 25 | x += xmove; 26 | y += ymove; 27 | dx += xmove; 28 | dy += ymove; 29 | } 30 | 31 | void Bullet::draw(SDL_Surface* s) { 32 | ApplySurface(x, y, image, s); 33 | } 34 | -------------------------------------------------------------------------------- /src/bullet.h: -------------------------------------------------------------------------------- 1 | #ifndef _BULLET_H_ 2 | #define _BULLET_H_ 3 | 4 | #include "game.h" 5 | 6 | class Bullet { 7 | private: 8 | int x, y; 9 | int xmove, ymove; 10 | SDL_Surface* image; 11 | public: 12 | const static int MaxDistance = WIDTH; 13 | int dx, dy; 14 | 15 | Bullet(SDL_Surface *); 16 | Bullet(SDL_Surface*, int, int); 17 | Bullet(SDL_Surface*, int, int, int, int); 18 | 19 | void setXMove(int v) { xmove = v; } 20 | void setYMove(int v) { ymove = v; } 21 | 22 | int getX() { return x; } 23 | int getY() { return y; } 24 | 25 | void setX(int v) { x = v; } 26 | void setY(int v) {y = v; } 27 | void setXY(int a, int b) { x = a; y = b; } 28 | 29 | void move(); 30 | void draw(SDL_Surface*); 31 | }; 32 | 33 | 34 | #endif /* _BULLET_H_ */ 35 | -------------------------------------------------------------------------------- /src/character.cpp: -------------------------------------------------------------------------------- 1 | #include "game.h" 2 | #include "character.h" 3 | 4 | Character::Character(string n, int x_, int y_) { 5 | name = n; 6 | x = x_; 7 | y = y_; 8 | velocity_x = velocity_y = 0; 9 | 10 | life = 100; 11 | 12 | state = RestState; 13 | 14 | jumping = false; 15 | image = NULL; 16 | 17 | bulletImage = RemoveBackground(LoadImage("data/bullet.png")); 18 | 19 | if(!this->load()) { 20 | FATAL("couldn't load character instance!"); 21 | } 22 | } 23 | 24 | Character::~Character() { 25 | SDL_FreeSurface(image); 26 | SDL_FreeSurface(bulletImage); 27 | } 28 | 29 | bool Character::load() { 30 | using namespace std; 31 | string charImage("data/" + this->name + ".png"); 32 | string imageData(charImage + ".info"); 33 | 34 | ifstream imageFile(charImage.c_str(), ios::binary); 35 | ifstream infoFile(imageData.c_str()); 36 | 37 | if(!imageFile.is_open()) { 38 | cerr << "can't open image file: " << charImage << endl; 39 | return false; 40 | } 41 | if(!infoFile.is_open()) { 42 | cerr << "can't open info file: " << imageData << endl; 43 | return false; 44 | } 45 | 46 | SDL_Surface *im = LoadImage(charImage); 47 | if(im == NULL) { 48 | cerr << "error opening image file" << endl; 49 | return false; 50 | } 51 | 52 | /* remove background */ 53 | image = RemoveBackground(im); 54 | 55 | int r, w, j, a; 56 | infoFile >> r >> w >> j >> a; 57 | numframes[REST_INDEX] = r; 58 | numframes[WALK_INDEX] = w; 59 | numframes[JUMP_INDEX] = j; 60 | numframes[ATTACK_INDEX] = a; 61 | 62 | for(int x = 0; x < NUMSTATES; x++) { 63 | int ctr = -1; 64 | switch(x) { 65 | case REST_INDEX: 66 | ctr = r; 67 | break; 68 | case WALK_INDEX: 69 | ctr = w; 70 | break; 71 | case JUMP_INDEX: 72 | ctr = j; 73 | break; 74 | case ATTACK_INDEX: 75 | ctr = a; 76 | break; 77 | } 78 | SDL_Rect* tempptr = new SDL_Rect[ctr]; 79 | for(int i = 0; i < ctr; i++) { 80 | SDL_Rect tmp; 81 | tmp.x = i * CHARACTER_WIDTH; 82 | tmp.y = x * CHARACTER_HEIGHT; 83 | tmp.w = CHARACTER_WIDTH; 84 | tmp.h = CHARACTER_HEIGHT; 85 | tempptr[i] = tmp; 86 | } 87 | clips[x] = tempptr; 88 | } 89 | 90 | return true; 91 | } 92 | 93 | void Character::draw(SDL_Surface* screen) { 94 | SDL_Rect clip; 95 | int frame = static_cast(this->frame); 96 | clip = clips[state][frame]; 97 | ApplySurface(x, y, image, screen, &clip); 98 | 99 | for(int i = bullets.size() - 1; i >= 0; --i) { 100 | if(bullets[i].dx >= Bullet::MaxDistance) { 101 | bullets.erase(bullets.begin() + i); 102 | } 103 | bullets[i].move(); 104 | bullets[i].draw(screen); 105 | } 106 | } 107 | 108 | int Character::nextFrame() { 109 | int frames = numframes[state]; 110 | frame = frame + FRAME_STEP; 111 | if(this->frame >= frames) { 112 | frame = 0; 113 | } 114 | return (static_cast(frame)) % frames; 115 | } 116 | 117 | void Character::handleKeys(const bool keys[]) { 118 | bool moved = false; 119 | bool atk = false; 120 | 121 | if(keys[SDLK_UP] && !jumping) { 122 | state = JumpState; 123 | frame = 0; 124 | jumping = true; 125 | velocity_y = Y_VELOCITY_STEP; 126 | y += Y_VELOCITY_STEP; 127 | moved = true; 128 | } 129 | if(jumping) { 130 | moved = true; 131 | if(y + velocity_y < HEIGHT - CHARACTER_HEIGHT) { 132 | y = y + velocity_y; 133 | velocity_y = velocity_y + GRAVITY; 134 | } else { 135 | jumping = false; 136 | moved = false; 137 | velocity_y = 0; 138 | y = HEIGHT - CHARACTER_HEIGHT; 139 | } 140 | } 141 | if(keys[SDLK_RIGHT]) { 142 | x += CHARACTER_STEP; 143 | moved = true; 144 | } 145 | if(keys[SDLK_LEFT]) { 146 | x -= CHARACTER_STEP; 147 | moved = true; 148 | } 149 | 150 | if(keys[SDLK_SPACE]) { 151 | state = AttackState; 152 | atk = true; 153 | if(SDL_GetTicks() - lastShot > BULLET_DELAY) { 154 | this->fire(); 155 | } 156 | } 157 | 158 | if(moved && !jumping && !atk) { 159 | state = WalkState; 160 | } 161 | 162 | if(!moved && !atk) { 163 | state = RestState; 164 | } 165 | } 166 | 167 | void Character::fire() { 168 | lastShot = SDL_GetTicks(); 169 | bullets.push_back(Bullet(bulletImage, x + CHARACTER_WIDTH / 2, 170 | y + CHARACTER_HEIGHT / 1.7, BULLET_SPEED, 0)); 171 | } 172 | -------------------------------------------------------------------------------- /src/character.h: -------------------------------------------------------------------------------- 1 | #ifndef _CHARACTER_H_ 2 | #define _CHARACTER_H_ 3 | 4 | #include "bullet.h" 5 | 6 | #include 7 | #include 8 | 9 | #include "SDL/SDL.h" 10 | #include "SDL/SDL_image.h" 11 | 12 | class Character { 13 | private: 14 | string name; 15 | int x, y; 16 | double velocity_x, velocity_y; 17 | 18 | int life; 19 | 20 | double frame; 21 | int numframes[NUMSTATES]; // rest, walk, jump, attack 22 | 23 | MoveState state; 24 | 25 | bool jumping; 26 | 27 | SDL_Rect *clips[NUMSTATES]; // rest, walk, jump, attack 28 | SDL_Surface *image; 29 | 30 | SDL_Surface *bulletImage; 31 | std::vector bullets; 32 | Uint32 lastShot; 33 | 34 | public: 35 | Character(std::string, int, int); 36 | Character() { }; 37 | ~Character(); 38 | bool load(); 39 | void draw(SDL_Surface*); 40 | int nextFrame(); 41 | void handleKeys(const bool[]); 42 | int getX() { return x; } 43 | int getY() { return y; } 44 | void setX(int v) { x = v; } 45 | void setY(int v) { y = v; } 46 | void fire(); 47 | 48 | void hit(int damage=ZOMBIE_DAMAGE) {life -= damage; } 49 | bool alive() { return life > 0; } 50 | int health() { return life; } 51 | 52 | }; 53 | 54 | #endif /*_CHARACTER_H_*/ 55 | -------------------------------------------------------------------------------- /src/config.h: -------------------------------------------------------------------------------- 1 | #ifndef _CONFIG_H_ 2 | #define _CONFIG_H_ 3 | 4 | /* Game config */ 5 | #define WIDTH 800 6 | #define HEIGHT 600 7 | #define DEPTH 32 8 | #define WINDOW_TITLE "A Game" 9 | 10 | #define FPS 30 11 | #define GRAVITY 2 12 | #define Y_VELOCITY_STEP -20 13 | 14 | #define FRAME_STEP 0.3 15 | 16 | /* Character */ 17 | #define CHARACTER_WIDTH 96 18 | #define CHARACTER_HEIGHT 96 19 | #define CHARACTER_BACK 0x00, 0x80,0x00 20 | #define CHARACTER_STEP 10 21 | 22 | #define REST_INDEX 0 23 | #define WALK_INDEX 1 24 | #define JUMP_INDEX 2 25 | #define ATTACK_INDEX 3 26 | 27 | #define NUMSTATES 4 28 | 29 | #define BULLET_SPEED 15 30 | #define BULLET_DELAY 200 31 | #define BULLET_DAMAGE 15 32 | 33 | /* Zombie */ 34 | #define ZOMBIE_WIDTH 96 35 | #define ZOMBIE_HEIGHT 96 36 | #define ZOMBIE_STEP 2 37 | 38 | #define ZREST_INDEX 0 39 | #define ZWALK_INDEX 1 40 | #define ZDEATH_INDEX 2 41 | #define ZATTACK_INDEX 3 42 | 43 | #define ZNUMSTATES 4 44 | 45 | #define ZOMBIE_DAMAGE 6 46 | 47 | #endif /* _CONFIG_H_ */ 48 | -------------------------------------------------------------------------------- /src/fog.cpp: -------------------------------------------------------------------------------- 1 | #include "fog.h" 2 | 3 | Fog::Fog(SDL_Surface* s) { 4 | fog = s; 5 | x = y = x_ = y_ = 0; 6 | w = s->w; 7 | h = s->h; 8 | } 9 | 10 | void Fog::scroll() { 11 | x -= Fog::step; 12 | if(x <= -w) { 13 | this->reset(); 14 | } 15 | } 16 | 17 | void Fog::reset() { 18 | x = x_; 19 | y = y_; 20 | } 21 | 22 | void Fog::draw(SDL_Surface* screen) { 23 | ApplySurface(x, y, fog, screen); 24 | if(x <= -w + WIDTH) { 25 | ApplySurface(x + w, y, fog, screen); 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /src/fog.h: -------------------------------------------------------------------------------- 1 | #ifndef _FOG_H_ 2 | #define _FOG_H_ 3 | 4 | #include "game.h" 5 | 6 | class Fog { 7 | const static int step = 2; 8 | private: 9 | SDL_Surface* fog; 10 | int x, y, x_, y_; 11 | int w, h; 12 | public: 13 | Fog(SDL_Surface*); 14 | 15 | void setX(int v) { x = x_ = v; } 16 | void setY(int v) { y = y_ = v; } 17 | void setXY(int a, int b) { x = x_ = a; y = y_ = b; } 18 | 19 | void scroll(); 20 | void reset(); 21 | void draw(SDL_Surface*); 22 | }; 23 | 24 | #endif /* _FOG_H_ */ 25 | -------------------------------------------------------------------------------- /src/game.h: -------------------------------------------------------------------------------- 1 | #ifndef _GAME_H_ 2 | #define _GAME_H_ 3 | #include 4 | #include 5 | 6 | #include "SDL/SDL.h" 7 | #include "SDL/SDL_image.h" 8 | 9 | #include "config.h" 10 | #include "timer.h" 11 | 12 | using std::string; 13 | using std::cout; 14 | using std::cerr; 15 | using std::cin; 16 | using std::endl; 17 | 18 | // to save some precious keystrokes 19 | #define IFNULL(x) if(x == NULL) 20 | #define FATAL(msg) std::cerr << "FATAL: " << msg << std::endl; exit(EXIT_FAILURE) 21 | // 22 | 23 | typedef enum { 24 | RestState, 25 | WalkState, 26 | JumpState, 27 | AttackState 28 | } MoveState; 29 | 30 | typedef enum { 31 | ZRestState, 32 | ZWalkState, 33 | ZDeathState, 34 | ZAttackState 35 | } ZombieState; 36 | 37 | /* util functions */ 38 | SDL_Surface *InitSDL(void); 39 | SDL_Surface *LoadImage(std::string, bool transparent = false); 40 | SDL_Surface *RemoveBackground(SDL_Surface*); 41 | int CleanUp(); 42 | void ApplySurface(int, int, SDL_Surface*, SDL_Surface*, SDL_Rect* clip=NULL); 43 | #endif /* _GAME_H_ */ 44 | -------------------------------------------------------------------------------- /src/main.cpp: -------------------------------------------------------------------------------- 1 | #include "game.h" 2 | #include "character.h" 3 | #include "music.h" 4 | #include "fog.h" 5 | #include "background.h" 6 | #include "zombie.h" 7 | 8 | #include 9 | 10 | int main(int argc, char** argv) { 11 | SDL_Surface *screen = InitSDL(); 12 | Background background(LoadImage("data/back.png", true)); 13 | Fog fog(LoadImage("data/fog.png", true)); 14 | fog.setXY(0, 300); 15 | 16 | Music::init(); 17 | Music music("data/music.ogg"); 18 | music.loop(); 19 | 20 | SDL_Event event; 21 | bool quit = false; 22 | Character player("xeon", 0, HEIGHT - CHARACTER_HEIGHT); 23 | Timer fps; 24 | 25 | bool keys[256]; 26 | for(int i = 0; i < 256; ++i) { 27 | keys[i] = false; 28 | } 29 | 30 | Zombie zom("zombie", WIDTH - ZOMBIE_WIDTH / 2, HEIGHT - CHARACTER_HEIGHT); 31 | 32 | background.draw(screen); 33 | player.draw(screen); 34 | fog.draw(screen); 35 | zom.draw(screen); 36 | 37 | SDL_Flip(screen); 38 | 39 | while(!quit) { 40 | fps.start(); 41 | 42 | while(SDL_PollEvent(&event)) { 43 | switch(event.type) { 44 | case SDL_QUIT: 45 | quit = true; 46 | break; 47 | case SDL_KEYDOWN: 48 | keys[event.key.keysym.sym] = true; 49 | break; 50 | case SDL_KEYUP: 51 | keys[event.key.keysym.sym] = false; 52 | break; 53 | } 54 | } 55 | player.handleKeys(keys); 56 | 57 | if(player.getX() < 0) { 58 | player.setX(0); 59 | } else if(player.getX() > WIDTH - CHARACTER_WIDTH) { 60 | player.setX(WIDTH - CHARACTER_WIDTH); 61 | } 62 | 63 | /*if(keys[SDLK_LEFT]) { 64 | background.unscroll(); 65 | } 66 | if(keys[SDLK_RIGHT]) { 67 | background.scroll(); 68 | }*/ 69 | 70 | player.nextFrame(); 71 | zom.reactToPlayer(&player); 72 | zom.nextFrame(); 73 | fog.scroll(); 74 | 75 | background.draw(screen); 76 | player.draw(screen); 77 | zom.draw(screen); 78 | fog.draw(screen); 79 | 80 | SDL_Flip(screen); 81 | 82 | if(fps.getTicks() < 1000 / FPS) { 83 | SDL_Delay((1000 / FPS) - fps.getTicks()); 84 | } 85 | } 86 | 87 | return CleanUp(); 88 | } 89 | -------------------------------------------------------------------------------- /src/music.cpp: -------------------------------------------------------------------------------- 1 | #include "game.h" 2 | #include "music.h" 3 | 4 | 5 | void Music::init() { 6 | int result = Mix_OpenAudio(audioRate, audioFormat, audioChannels, 7 | audioBuffers); 8 | if(result) { 9 | FATAL("Intializing music failed!"); 10 | } 11 | } 12 | 13 | Music::Music(std::string filename) { 14 | music = Mix_LoadMUS(filename.c_str()); 15 | } 16 | 17 | Music::~Music() { 18 | Mix_FreeMusic(music); 19 | } 20 | 21 | void Music::load(std::string filename) { 22 | music = Mix_LoadMUS(filename.c_str()); 23 | } 24 | 25 | void Music::play() { 26 | Mix_PlayMusic(music, 0); 27 | } 28 | 29 | void Music::stop() { 30 | Mix_HaltMusic(); 31 | } 32 | 33 | void Music::loop() { 34 | Mix_PlayMusic(music, -1); 35 | } 36 | 37 | 38 | -------------------------------------------------------------------------------- /src/music.h: -------------------------------------------------------------------------------- 1 | #ifndef _MUSIC_H_ 2 | #define _MUSIC_H_ 3 | 4 | #include "SDL/SDL_mixer.h" 5 | 6 | class Music { 7 | const static int audioRate = 22050; 8 | const static Uint16 audioFormat = AUDIO_S16; 9 | const static int audioChannels = 2; 10 | const static int audioBuffers = 4096; 11 | private: 12 | Mix_Music *music; 13 | public: 14 | static void init(); 15 | Music() {}; 16 | Music(std::string); 17 | ~Music(); 18 | void load(std::string); 19 | void play(); 20 | void stop(); 21 | void loop(); 22 | 23 | }; 24 | 25 | #endif 26 | -------------------------------------------------------------------------------- /src/timer.cpp: -------------------------------------------------------------------------------- 1 | #include "timer.h" 2 | #include "game.h" 3 | #include "config.h" 4 | 5 | Timer::Timer() { 6 | startTicks = pausedTicks = 0; 7 | paused = started = false; 8 | } 9 | 10 | void Timer::start() { 11 | started = true; 12 | paused = false; 13 | startTicks = SDL_GetTicks(); 14 | } 15 | 16 | void Timer::pause() { 17 | if(started && !paused) { 18 | paused = true; 19 | pausedTicks = SDL_GetTicks() - startTicks; 20 | } 21 | } 22 | 23 | void Timer::unpause() { 24 | if(paused) { 25 | paused = false; 26 | startTicks = SDL_GetTicks() - pausedTicks; 27 | pausedTicks = 0; 28 | } 29 | } 30 | 31 | int Timer::getTicks() { 32 | if(started) { 33 | if(paused) { 34 | return pausedTicks; 35 | } else { 36 | return SDL_GetTicks() - startTicks; 37 | } 38 | } 39 | return 0; 40 | } 41 | 42 | -------------------------------------------------------------------------------- /src/timer.h: -------------------------------------------------------------------------------- 1 | #ifndef _TIMER_H_ 2 | #define _TIMER_H_ 3 | 4 | class Timer { 5 | private: 6 | int startTicks; 7 | int pausedTicks; 8 | public: 9 | bool paused, started; 10 | 11 | Timer(); 12 | void start(); 13 | void pause(); 14 | void unpause(); 15 | int getTicks(); 16 | }; 17 | 18 | #endif /* _TIMER_H_ */ 19 | -------------------------------------------------------------------------------- /src/util.cpp: -------------------------------------------------------------------------------- 1 | #include "game.h" 2 | #include "config.h" 3 | 4 | #include "SDL/SDL.h" 5 | #include "SDL/SDL_image.h" 6 | #include "SDL/SDL_mixer.h" 7 | 8 | #include 9 | #include 10 | 11 | SDL_Surface *LoadImage(std::string filename, bool transparent) { 12 | SDL_Surface *image = NULL; 13 | SDL_Surface *optimized; 14 | 15 | image = IMG_Load(filename.c_str()); 16 | 17 | IFNULL(image) { 18 | std::cerr << "Failed to load image: " << filename << std::endl; 19 | return NULL; 20 | } 21 | 22 | if(transparent) { 23 | optimized = SDL_DisplayFormatAlpha(image); 24 | SDL_SetColorKey(optimized, SDL_SRCCOLORKEY | SDL_RLEACCEL, 25 | SDL_MapRGB(optimized->format, 0, 0, 0)); 26 | } else { 27 | optimized = SDL_DisplayFormat(image); 28 | } 29 | SDL_FreeSurface(image); 30 | return optimized; 31 | } 32 | 33 | SDL_Surface *RemoveBackground(SDL_Surface *im) { 34 | Uint32 colorkey = SDL_MapRGB(im->format, CHARACTER_BACK); 35 | SDL_SetColorKey(im, SDL_SRCCOLORKEY, colorkey); 36 | return im; 37 | } 38 | 39 | SDL_Surface *InitSDL() { 40 | if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) == -1) { 41 | FATAL("SDL init failed"); 42 | } 43 | SDL_Surface* screen = SDL_SetVideoMode(WIDTH, HEIGHT, DEPTH, SDL_SWSURFACE); 44 | 45 | IFNULL(screen) { 46 | FATAL("Couldn't setup SDL screen"); 47 | } 48 | 49 | SDL_WM_SetCaption(WINDOW_TITLE, NULL); 50 | 51 | return screen; 52 | 53 | } 54 | 55 | int CleanUp() { 56 | SDL_Quit(); 57 | return 0; 58 | } 59 | 60 | void ApplySurface(int x, int y, SDL_Surface* src, SDL_Surface* dst, SDL_Rect* clip) 61 | { 62 | SDL_Rect offset; 63 | offset.x = x; 64 | offset.y = y; 65 | 66 | SDL_BlitSurface(src, clip, dst, &offset); 67 | } 68 | -------------------------------------------------------------------------------- /src/zombie.cpp: -------------------------------------------------------------------------------- 1 | #include "zombie.h" 2 | 3 | Zombie::Zombie(string n, int x_, int y_) { 4 | name = n; 5 | x = x_; 6 | y = y_; 7 | 8 | life = 50; 9 | 10 | state = ZRestState; 11 | 12 | if(!this->load()) { 13 | FATAL("couldn't create zombie instance!"); 14 | } 15 | } 16 | 17 | Zombie::~Zombie() { 18 | } 19 | 20 | bool Zombie::load() { 21 | using std::ifstream; 22 | string zImage("data/" + this->name + ".png"); 23 | string imageData(zImage + ".info"); 24 | 25 | ifstream imageFile(zImage.c_str(), std::ios::binary); 26 | ifstream infoFile(imageData.c_str()); 27 | 28 | if(!imageFile.is_open()) { 29 | cerr << "can't open image file: " << zImage << endl; 30 | return false; 31 | } 32 | if(!infoFile.is_open()) { 33 | cerr << "can't open info file: " << imageData << endl; 34 | return false; 35 | } 36 | 37 | image = LoadImage(zImage, true); 38 | 39 | int r, w, d, a; 40 | infoFile >> r >> w >> d >> a; 41 | numframes[ZREST_INDEX] = r; 42 | numframes[ZWALK_INDEX] = w; 43 | numframes[ZDEATH_INDEX] = d; 44 | numframes[ZATTACK_INDEX] = a; 45 | 46 | for(int i = 0; i < ZNUMSTATES; ++i) { 47 | int ctr = -1; 48 | switch(i) { 49 | case ZREST_INDEX: 50 | ctr = r; 51 | break; 52 | case ZWALK_INDEX: 53 | ctr = w; 54 | break; 55 | case ZDEATH_INDEX: 56 | ctr = d; 57 | break; 58 | case ZATTACK_INDEX: 59 | ctr = a; 60 | break; 61 | } 62 | 63 | SDL_Rect* tmpptr = new SDL_Rect[ctr]; 64 | for(int x = 0; x < ctr; ++x) { 65 | SDL_Rect tmp; 66 | tmp.x = x * ZOMBIE_WIDTH; 67 | tmp.y = i * ZOMBIE_HEIGHT; 68 | tmp.w = ZOMBIE_WIDTH; 69 | tmp.h = ZOMBIE_HEIGHT; 70 | tmpptr[x] = tmp; 71 | } 72 | clips[i] = tmpptr; 73 | } 74 | 75 | return true; 76 | } 77 | 78 | 79 | void Zombie::draw(SDL_Surface* screen) { 80 | SDL_Rect clip; 81 | int frame = static_cast(this->frame); 82 | clip = clips[state][frame]; 83 | ApplySurface(x, y, image, screen, &clip); 84 | } 85 | 86 | int Zombie::nextFrame() { 87 | int frames = numframes[state]; 88 | frame = frame + .1; 89 | if(this->frame >= frames) { 90 | frame = 0; 91 | if(this->state == ZAttackState) { 92 | state = ZRestState; 93 | } 94 | } 95 | return (static_cast(frame)) % frames; 96 | } 97 | 98 | void Zombie::reactToPlayer(Character* c) { 99 | int playerx = c->getX() + CHARACTER_WIDTH; 100 | // unused 101 | // int playery = c->getY() + CHARACTER_HEIGHT / 2; 102 | 103 | if(state == ZDeathState || life <= 0) { 104 | state = ZDeathState; 105 | return; 106 | } 107 | 108 | 109 | if(abs(x - playerx) < ZOMBIE_WIDTH / 4) { 110 | if(state != ZAttackState) frame = 0; 111 | state = ZAttackState; 112 | //TODO: Actual collision detection 113 | c->hit(); 114 | } else { 115 | state = ZWalkState; 116 | if(playerx < x) { 117 | x -= ZOMBIE_STEP; 118 | } else { 119 | x += ZOMBIE_STEP; 120 | } 121 | } 122 | } 123 | -------------------------------------------------------------------------------- /src/zombie.h: -------------------------------------------------------------------------------- 1 | #ifndef _ZOMBIE_H_ 2 | #define _ZOMBIE_H_ 3 | 4 | #include 5 | #include 6 | 7 | #include "game.h" 8 | #include "character.h" 9 | 10 | // TODO: inherit from Character? // 11 | class Zombie { 12 | private: 13 | string name; 14 | int x, y; 15 | 16 | int life; 17 | 18 | double frame; 19 | int numframes[ZNUMSTATES]; /* rest, walk, death, attack */ 20 | 21 | ZombieState state; 22 | 23 | SDL_Rect *clips[ZNUMSTATES]; 24 | SDL_Surface *image; 25 | 26 | public: 27 | Zombie(std::string, int, int); 28 | Zombie() {}; 29 | ~Zombie(); 30 | 31 | bool load(); 32 | void draw(SDL_Surface*); 33 | int nextFrame(); 34 | void reactToPlayer(Character*); 35 | void attack() { state = ZAttackState; } 36 | 37 | int getX() { return x; } 38 | int getY() { return y; } 39 | void setX(int v) { x = v; } 40 | void setY(int v) { y = v; } 41 | void setXY(int a, int b) { x = a; y = b; } 42 | 43 | void hit(int damage=BULLET_DAMAGE) { life -= damage; } 44 | 45 | bool alive() { return life > 0; } 46 | int health() { return life; } 47 | 48 | }; 49 | 50 | #endif /* _ZOMBIE_H_ */ 51 | --------------------------------------------------------------------------------