├── .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:
--------------------------------------------------------------------------------
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564 |
565 | The Free Software Foundation may publish revised and/or new versions of
566 | the GNU General Public License from time to time. Such new versions will
567 | be similar in spirit to the present version, but may differ in detail to
568 | address new problems or concerns.
569 |
570 | Each version is given a distinguishing version number. If the
571 | Program specifies that a certain numbered version of the GNU General
572 | Public License "or any later version" applies to it, you have the
573 | option of following the terms and conditions either of that numbered
574 | version or of any later version published by the Free Software
575 | Foundation. If the Program does not specify a version number of the
576 | GNU General Public License, you may choose any version ever published
577 | by the Free Software Foundation.
578 |
579 | If the Program specifies that a proxy can decide which future
580 | versions of the GNU General Public License can be used, that proxy's
581 | public statement of acceptance of a version permanently authorizes you
582 | to choose that version for the Program.
583 |
584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
586 | author or copyright holder as a result of your choosing to follow a
587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. 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 |
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/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 |
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