Defines | |
#define | VIEW_WIDTH (12) |
Visible blocks on X axis in game viewport. | |
#define | VIEW_HEIGHT (10) |
Visible blocks on Y axis in game viewport. | |
#define | OVERLAPS_VIEW(x1, y1, x2, y2) (OVERLAPS(x1,y1,x2,y2,16*xo,16*yo,16*(xo+VIEW_WIDTH)+(8*xo_small),16*(yo+VIEW_HEIGHT))) |
Tests if rectangle overlaps portion of world visible on screen (pixel coordinates). | |
#define | IN_VIEW(x, y) (INBOUNDS(x,y,xo*16,yo*16,16*(xo+VIEW_WIDTH)+(8*xo_small),16*(yo+VIEW_HEIGHT))) |
Tests if point is directly inside portion of world visible on screen (pixel coordinates). | |
Enumerations | |
enum | EdjGameSounds { SOUND_PICKUP = 0, SOUND_SHOOT, SOUND_EXIT, SOUND_OPENDOOR, SOUND_MAX } |
enum | EJump { JUMP_NORMAL, JUMP_POWERBOOTS } |
Jump modes. | |
Functions | |
void | AddThing (CThing *pThing) |
Add a CThing to the current array of things in the level. | |
void | HeroSetJumpMode (EJump eJump) |
Set hero's current jump mode. | |
void | SetLevel (int nLevel) |
Set current level (0-based index). | |
int | GetCurrentLevel () |
Get current level (0-based index). | |
void | Die () |
Lose a life. | |
void | GameHeartBeat () |
The main game "tick" routine. | |
void | GameDrawSkin () |
Draw the main game skin. | |
void | GameDrawLives () |
Draw hero's remaining "lives" (OBSOLETE?). | |
void | GameDrawView () |
Draw the main game view. | |
void | GameDrawFirepower () |
Draw hero firepower. | |
void | GameInitialSetup () |
Once off initialization stuff. | |
void | GameFinalCleanup () |
Final cleanup. | |
void | GameSetup () |
Per-game initialization. | |
int | GameLoadSprites () |
void | GameLevelSetup () |
Per-level initialization. | |
void | GameCleanup () |
Per-game cleanup. | |
void | GameLevelCleanup () |
Per-level cleanup. | |
void | relocate_hero (int xnew, int ynew) |
void | HeroModifyFirepower (int nDiff) |
Add some value to hero firepower. | |
bool | check_solid (int ix, int iy, bool bCheckThings=true) |
Return true if solid. bCheckThings is an ugly hack which (fixme) should be fixed. | |
bool | CheckCollision (int x1, int y1, int x2, int y2, bool bBullet=false) |
Return true if given rectangle [pixel coordinates] is colliding with anything solid. | |
int | game_startup () |
void | parse_level () |
void | sprite_factory (unsigned char a, unsigned char b, int ix, int iy, int ifore, bool bfromlevel) |
int | move_hero (int xdiff, int ydiff, bool bChangeLookDirection=true) |
void | update_score (int score_diff, int nFloatingScoreX=-1, int nFloatingScoreY=-1) |
void | update_health (int health_diff) |
void | HeroSetHurting (bool bReset=false) |
Set the hero state to "hurting", unless already hurting, unless bReset is set to true. | |
bool | HeroIsHurting () |
Return true if hero is "hurting" (flashing). | |
Variables | |
vector<CThing *> | g_apThings |
SOUND_HANDLE | g_iSounds [SOUND_MAX] |
int | x |
int | y |
int | xo |
int | yo |
int | x_small |
int | xo_small |
int | anim4_count |
Global 4-animation-frame animation count. This name must also change. |
http://www.scorpioncity.com/djgame.html Copyright (C) David Joffe. Generated: 15 Jul 2001 |