borgware-2d/games/invader_init.c

154 lines
2.5 KiB
C
Raw Normal View History

#include "invaders2.h"
unsigned char peter[8][11] =
{
{ 0, 0, P, 0, 0, 0, 0, 0, P, 0, 0 },
{ 0, 0, 0, P, 0, 0, 0, P, 0, 0, 0 },
{ 0, 0, P, P, P, P, P, P, P, 0, 0 },
{ 0, P, P, 0, P, P, P, 0, P, P, 0 },
{ P, P, P, P, P, P, P, P, P, P, P },
{ P, 0, P, P, P, P, P, P, P, 0, P },
{ P, 0, P, 0, 0, 0, 0, 0, P, 0, P },
{ 0, 0, 0, P, P, 0, P, P, 0, 0, 0 } };
unsigned char hans[8][11] =
{
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 2, 1, 1, 2, 2, 2, 1, 2, 2, 1 },
{ 1, 2, 1, 1, 2, 1, 2, 1, 2, 1, 2 },
{ 1, 2, 1, 1, 2, 2, 2, 1, 2, 2, 1 },
{ 1, 2, 1, 1, 2, 1, 2, 1, 2, 1, 2 },
{ 1, 2, 2, 1, 2, 1, 2, 1, 2, 2, 2 },
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } };
void initGuards(unsigned char guards[BORG_WIDTH])
{
int x;
for (x = 0; x < BORG_WIDTH; ++x)
{
guards[x] = 0;
}
guards[3] = 3;
guards[6] = 3;
guards[10] = 3;
guards[13] = 3;
}
void initInvaders(Invaders * iv, unsigned char lv)
{
unsigned char x, y;
// first zero out map!
for (x = 0; x < MAX_INVADER_WIDTH; ++x)
{
for (y = 0; y < MAX_INVADER_HEIGHT; ++y)
{
iv->map[x][y] = 0;
}
}
iv->speedinc = 0;
iv->isEdged = 0;
switch (lv)
{
case 0:
for (x = 0; x < 8; ++x)
{
iv->map[x][0] = 2;
iv->map[x][1] = 2;
iv->map[x][2] = 2;
iv->map[x][3] = 1;
// iv->map[x][4] = 1;
}
iv->pos.x = 4;
iv->pos.y = SPACESHIP_LINE + 1;
iv->speed = MIN_SPEED - 3;
iv->direction = 1;
break;
case 1:
for (x = 0; x < 8; ++x)
{
//for(y = 0; y < MAX_INVADER_HEIGHT; ++y) {
iv->map[x][0] = 3;
iv->map[x][1] = 3;
iv->map[x][2] = 2;
iv->map[x][3] = 2;
// iv->map[x][4] = 1;
//}
}
iv->pos.x = 4;
iv->pos.y = SPACESHIP_LINE + 1;
iv->speed = MIN_SPEED - 2;
iv->direction = 1;
break;
case 2:
for (x = 0; x < 8; ++x)
{
//for(y = 0; y < MAX_INVADER_HEIGHT; ++y) {
iv->map[x][0] = 3;
iv->map[x][1] = 3;
iv->map[x][2] = 2;
iv->map[x][3] = 2;
iv->map[x][4] = 1;
//}
}
iv->pos.x = 4;
iv->pos.y = SPACESHIP_LINE + 1;
iv->speed = MIN_SPEED - 1;
iv->direction = 1;
break;
case 3:
for (x = 0; x < 11; ++x)
{
for (y = 0; y < 8; ++y)
{
if (hans[y][x] != 0)
{
iv->map[x][y] = 2;
}
}
}
iv->pos.x = 3;
iv->pos.y = SPACESHIP_LINE + 1;
iv->speed = MIN_SPEED + 2;
iv->direction = 1;
break;
case 4:
for (x = 0; x < 11; ++x)
{
for (y = 0; y < 8; ++y)
{
if (peter[y][x] != 0)
{
iv->map[x][y] = 2;
}
}
}
iv->pos.x = 3;
iv->pos.y = SPACESHIP_LINE + 1;
iv->speed = MIN_SPEED + 3;
iv->direction = 1;
break;
}
}