FallSimulator/FallSimulation.cpp

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#include <TXLib.h>
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#include <iostream>
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#include <fstream>
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using namespace std;
const COLORREF MY_LIGHTBLUE = RGB(75, 127, 196);
const COLORREF MY_BISQUE = RGB(255, 214, 89);
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const int BLOCK_TYPE = 0;
const int QUEST_TYPE = 1;
const int WATER_TYPE = 2;
const int FIRE_TYPE = 3;
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int middleX;
int middleY;
int extentX;
int extentY;
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bool gameIsStarted = false;
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struct Button {
RECT coords;
const char* text;
HDC picture;
};
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struct MapPart {
RECT coords;
bool visible;
HDC picture;
int blocktype;
};
HDC block;
HDC quest;
HDC orange_but;
HDC green_but;
HDC blue_but;
HDC purple_but;
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void background(COLORREF color);
void drawMenu();
void drawButton(Button but, bool picture);
void loadingAnimation(int delay, int speed);
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void mainFunc();
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int main()
{
txCreateWindow(1300, 600);
block = txLoadImage("pictures\\block.bmp");
quest = txLoadImage("pictures\\question.bmp");
orange_but = txLoadImage("pictures\\orange_but.bmp");
green_but = txLoadImage("pictures\\green_but.bmp");
blue_but = txLoadImage("pictures\\blue_but.bmp");
purple_but = txLoadImage("pictures\\purple_but.bmp");
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middleX = txGetExtentX() / 2;
middleY = txGetExtentY() / 2;
extentX = txGetExtentX();
extentY = txGetExtentY();
background(TX_WHITE);
txSleep(50);
txBegin();
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txSleep(1000);
txSetColor(MY_LIGHTBLUE, 2);
txSetFillColor(TX_WHITE);
txRectangle(0, 0, extentX, extentY);
txSetColor(MY_LIGHTBLUE, 2);
txSetFillColor(MY_LIGHTBLUE);
txRectangle(0, 0, extentX, 50);
txSetColor(TX_BLACK, 3);
txSetFillColor(TX_WHITE);
txDrawText(0, 0, extentX, 50, "����������� ������� ���� FallSimulation");
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drawMenu();
txEnd();
txDeleteDC(block);
txDeleteDC(quest);
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txDisableAutoPause();
}
void background(COLORREF color)
{
txSetFillColor(color);
txClear();
}
void drawButton(Button but, bool picture)
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{
//drawing button
txRectangle(but.coords.left,
but.coords.top,
but.coords.right,
but.coords.bottom);
//drawing text
txDrawText (but.coords.left,
but.coords.top,
but.coords.right,
but.coords.bottom,
but.text);
}
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void drawMenu()
{
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//button "Play"
Button buttonPlay = {
{
middleX - 100, extentY / 3 - 50,
middleX + 100, extentY / 3 + 50
}, "Play"
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};
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//button "Exit"
Button buttonExit = {
{
middleX - 100, extentY / 2 - 50,
middleX + 100, extentY / 2 + 50
}, "Exit"
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};
//button "Settings"
Button buttonSets = {
{
extentX - 100, 0,
extentX , 50
}, "Settings"
};
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txSetColor(TX_BLACK, 3);
txSetFillColor(TX_WHITE);
drawButton(buttonPlay, true);
drawButton(buttonExit, true);
txSetColor(TX_BLACK, 3);
txSetFillColor(TX_TRANSPARENT);
drawButton(buttonSets, false);
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txSleep(50);
while (!GetAsyncKeyState('Q')) {
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if (!gameIsStarted) {
if (In(txMousePos(), buttonPlay.coords) && txMouseButtons() & 1) {
while (txMouseButtons() & 1) {
txSleep(10);
}
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//loadingAnimation(2, 3);
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txSleep(50);
mainFunc();
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}
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if (In(txMousePos(), buttonExit.coords) && txMouseButtons() & 1) {
while (txMouseButtons() & 1) {
txSleep(10);
}
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break;
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}
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if (In(txMousePos(), buttonSets.coords) && txMouseButtons() & 1) {
while(txMouseButtons() & 1) {
txSleep(10);
}
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txSetColor(TX_BLACK, 3);
txSetFillColor(MY_BISQUE);
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txRectangle(middleX - 200, middleY - 100, middleX + 200, middleY + 100);
//code
}
}
txSleep(10);
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}
}
void loadingAnimation(int delay, int speed)
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{
background(TX_WHITE);
for (int circle_radius = 0;
circle_radius * circle_radius < extentX * extentX + extentY * extentY;
circle_radius += speed) {
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background(TX_WHITE);
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txSetColor(TX_BLACK, 2);
txSetFillColor(TX_BLACK);
txCircle(0, 0, circle_radius);
txSleep(delay);
}
background(TX_WHITE);
}
void mainFunc()
{
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gameIsStarted = true;
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int arrElem = 0;
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RECT blockBut = {
extentX - 60, 0, extentX, 60
};
RECT questBut = {
extentX - 60, 60, extentX, 120
};
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RECT doneBut = {
extentX - 60, extentY - 60, extentX, extentY
};
MapPart mapParts[12];
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bool clickedBlock = false;
bool clickedQuest = false;
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while (!GetAsyncKeyState('Q')) {
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background(TX_WHITE);
txBitBlt(txDC(), extentX - 60, 0, 60, 60, block);
txBitBlt(txDC(), extentX - 60, 60, 60, 60, quest);
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for (int elem = 0; elem < 12; elem++) {
if (mapParts[elem].visible) {
txBitBlt(txDC(),
mapParts[elem].coords.left,
mapParts[elem].coords.top,
60, 60,
mapParts[elem].picture
);
}
}
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//block "block"
if (In(txMousePos(), blockBut) && txMouseButtons() & 1) {
clickedBlock = true;
}
if (txMouseButtons() & 1 && clickedBlock) {
txBitBlt(txDC(), txMouseX() - 30, txMouseY() - 30, 60, 60, block);
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}
if (!(txMouseButtons() & 1) && clickedBlock) {
mapParts[arrElem] = {
{
txMouseX() - 30, txMouseY() - 30, txMouseX() + 30, txMouseY() + 30
}, true, block, BLOCK_TYPE
};
arrElem++;
clickedBlock = false;
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}
//block "quest"
if (In(txMousePos(), questBut) && txMouseButtons() & 1) {
clickedQuest = true;
}
if (txMouseButtons() & 1 && clickedQuest) {
txBitBlt(txDC(), txMouseX() - 30, txMouseY() - 30, 60, 60, quest);
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}
if (!(txMouseButtons() & 1) && clickedQuest) {
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mapParts[arrElem] = {
{
txMouseX() - 30, txMouseY() - 30, txMouseX() + 30, txMouseY() + 30
}, true, quest, QUEST_TYPE
};
arrElem++;
clickedQuest = false;
}
//button to complete LevelCreating
if (In(txMousePos(), doneBut) && txMouseButtons() & 1) {
while (txMouseButtons() & 1) {
txSleep(10);
}
ofstream lvlfile;
lvlfile.open("level1.fslvl");
for (int elem = 0; elem < 12; elem++) {
if (mapParts[elem].visible) {
switch(mapParts[elem].blocktype)
{
case BLOCK_TYPE:
lvlfile << "Block"
}
}
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}
}
txSleep(10);
}
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}