Added Pachi el Martiano game, it's 640x480 so it's slow like hell

This commit is contained in:
pelya
2010-10-27 19:41:25 +03:00
parent 98a405a96a
commit 584a43282d
36 changed files with 4223 additions and 7 deletions

View File

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/*
Rutina de efectos especiales
*/
SDL_Surface *fadeobject;
SDL_Rect fadingpos; // posicion del objeto que esta desvaneciendose
SDL_Rect realfadingpos; // posicion del objeto que esta desvaneciendose en el area de juego
float fade_y;
float scanpos_y=R_gamearea_y - (P_h*P_h);
void respawn() // rutina que hace reaparecer a Pachi
{
int scanspeed=1500;
SDL_Rect P_oldscansrect[P_h];
SDL_Rect P_scansrect[P_h];
SDL_Rect P_srcscan[P_h];
//imprimimos los scans
for(int a=P_h-1;a>=0;a--)
{
P_scansrect[a].x=int(mplayer[dificulty].x+R_gamearea_x);P_scansrect[a].w=mplayer[dificulty].w;P_scansrect[a].h=1;
P_scansrect[a].y=int(scanpos_y+(a*P_h));
P_srcscan[a].h=1;P_srcscan[a].w=mplayer[dificulty].w;P_srcscan[a].x=(mplayer[dificulty].w*(mplayer[dificulty].frame));P_srcscan[a].y=0+a;
P_oldscansrect[a]=P_scansrect[a];
if((P_scansrect[a].y<mplayer[dificulty].y+R_gamearea_y+P_h-(P_h-a))&&(P_scansrect[a].y>R_gamearea_y))
{
SDL_BlitSurface(player,&P_srcscan[a],screen,&P_scansrect[a]);
SDL_UpdateRect(screen,P_scansrect[a].x,P_scansrect[a].y,P_scansrect[a].w,P_scansrect[a].h);
}
}
if(scanpos_y<mplayer[dificulty].y+P_h)
scanpos_y+=scanspeed*imove;
else
{
scanpos_y=R_gamearea_y - (P_h*P_h);
respawned=1;
imove=0.01;
SDL_Flip(screen);
}
//borramos los scans recuperando el fondo que habia antes
SDL_Rect bakscansrect[P_h];
for(int a=P_h-1;a>=0;a--)
{
bakscansrect[a]=P_oldscansrect[a];
P_oldscansrect[a].x-=R_gamearea_x;
P_oldscansrect[a].y-=R_gamearea_y;
SDL_BlitSurface(screenbak,&P_oldscansrect[a],screen,&bakscansrect[a]);
}
}
void initfade_object(int x, int y, int object)
{
alphade=255;
object-=200;
fadeobject=SDL_CreateRGBSurface(SDL_SWSURFACE,R_tileside,R_tileside,16,0,0,0,0);
SDL_SetColorKey(fadeobject,SDL_SRCCOLORKEY,(fadeobject->format,0,255,0));
SDL_Rect objectsrc;
objectsrc.w=R_tileside;objectsrc.h=R_tileside;
objectsrc.y=R_tileside*10;objectsrc.x=R_tileside*object;
SDL_BlitSurface(tiles,&objectsrc,fadeobject,NULL);
fadingpos.x=x*R_tileside;fadingpos.y=y*R_tileside;
fadingpos.w=R_tileside;fadingpos.h=R_tileside;
fade_y=fadingpos.y;
}
float fade_object(float alpha)
{
int fadealpha = int(alpha);
SDL_SetAlpha(fadeobject,SDL_SRCALPHA,fadealpha);
realfadingpos.x=R_gamearea_x+fadingpos.x;realfadingpos.y=R_gamearea_y+fadingpos.y;realfadingpos.w=fadingpos.w;realfadingpos.h=fadingpos.h;
SDL_BlitSurface(screenbak,&fadingpos,screen,&realfadingpos);
SDL_BlitSurface(fadeobject,NULL,screen,&realfadingpos);
SDL_UpdateRect(screen,realfadingpos.x,realfadingpos.y,realfadingpos.w,realfadingpos.h+2);
if(fadealpha<5)
{
fadingobject=0;
SDL_BlitSurface(screenbak,&fadingpos,screen,&realfadingpos);
print_room();
SDL_Flip(screen);
}
else
{
alpha-=500*imove;
fade_y-=150*imove;
if(fade_y<32)
fade_y+=150*imove;
fadingpos.y=int(fade_y);
}
return(alpha);
}
void screen_fx()
{
Mix_Volume(7,128);
if(seconds==15 || seconds==45)
{
if(stage<6) // en el cementerio
{
if(int(oldsec-1)==int(seconds))
{
Mix_PlayChannel(7,storm,0);
blinkscreen(220,220,255,128);
load_room();
print_room();
}
}
}
}
void bright_obj(int bright_x, int bright_y)
{
SDL_Rect brsrc;
brsrc.x=(brightframe*40);
brsrc.y=0;brsrc.w=40;brsrc.h=40;
SDL_Rect brdst;
brdst.x=bright_x*R_tileside-4;brdst.y=bright_y*R_tileside-4;brdst.w=40;brdst.h=40;
SDL_Rect brdstreal;
brdstreal.x=bright_x*R_tileside-4+R_gamearea_x;brdstreal.y=bright_y*R_tileside-4+R_gamearea_y;brdstreal.w=40;brdstreal.h=40;
SDL_Rect objsrc;
objsrc.w=R_tileside;objsrc.w=R_tileside;
objsrc.x=(mroom.data[bright_x][bright_y] - (int(mroom.data[bright_x][bright_y]/20) * 20))*R_tileside;
objsrc.y=(int(mroom.data[bright_x][bright_y]/20) * R_tileside);
SDL_Rect objdst;
objdst.x=bright_x*R_tileside;
objdst.y=bright_y*R_tileside;
objdst.w=R_tileside;objdst.h=R_tileside;
SDL_Rect objdstreal;
objdstreal.x=bright_x*R_tileside+R_gamearea_x;
objdstreal.y=bright_y*R_tileside+R_gamearea_y;
objdstreal.w=R_tileside;objdst.h=R_tileside;
SDL_BlitSurface(screenbak,&brdst,screen,&brdstreal);
// SDL_BlitSurface(tiles,&objsrc,screen,&objdstreal);
SDL_BlitSurface(bright,&brsrc,screen,&brdstreal);
SDL_UpdateRect(screen,brdstreal.x,brdstreal.y,brdstreal.w,brdstreal.h);
}
void show_arrow(int arrow, int show)
{
SDL_Rect dst;
dst.w=150; dst.h=30;dst.y=R_gamearea_y+1;
SDL_Rect src;
src.w=dst.w; src.h=dst.h; src.y=dst.y - R_gamearea_y;
switch(arrow)
{
case arrow_left:
dst.x=R_gamearea_x+1;
src.x=dst.x-R_gamearea_x;
if(show==1)
SDL_BlitSurface(left, NULL, screen, &dst);
else
SDL_BlitSurface(screenbak, &src, screen, &dst);
SDL_UpdateRect(screen, dst.x, dst.y, dst.w, dst.h);
break;
case arrow_right:
dst.x=R_gamearea_x+(R_maxtiles_h*R_tileside)-(10+dst.w);
src.x=dst.x-R_gamearea_x;
if(show==1)
SDL_BlitSurface(right, NULL, screen, &dst);
else
SDL_BlitSurface(screenbak, &src, screen, &dst);
SDL_UpdateRect(screen, dst.x, dst.y, dst.w, dst.h);
break;
case arrow_up:
//fprintf(stderr,"up");
break;
case arrow_down:
//fprintf(stderr,"down");
break;
}
}