Add files via upload

Edited main.cpp
This commit is contained in:
Андрей 2019-11-15 15:33:30 +03:00 committed by GitHub
parent cafeac8753
commit cec37ad30d
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
4 changed files with 599 additions and 60 deletions

9
FallSimulation.bmarks Normal file
View file

@ -0,0 +1,9 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<BrowseTracker_layout_file>
<ActiveTarget name="Debug" />
<File name="FallSimulation.cpp" open="1" top="1" tabpos="0">
<Cursor position="0" topLine="0" />
<BrowseMarks positions="" />
<Book_Marks positions="" />
</File>
</BrowseTracker_layout_file>

View file

@ -42,15 +42,6 @@ HDC quest;
HDC water;
HDC fire;
HDC light_stone;
HDC dark_stone;
HDC vdark_stone;
HDC orange_but;
HDC green_but;
HDC blue_but;
HDC purple_but;
void background(COLORREF color);
void drawMenu();
void drawButton(Button but, bool picture);
@ -60,6 +51,7 @@ bool addingBlock(bool clicked, RECT blockBut, HDC pic,
int blocktype, int* arrElem, MapPart mapParts[]);
void addingStone(int* arrElem, MapPart mapParts[]);
int findElem(int* arrElem, RECT expCoords);
int main()
{
@ -70,15 +62,6 @@ int main()
water = txLoadImage("pictures\\water.bmp");
fire = txLoadImage("pictures\\fire.bmp");
light_stone = txLoadImage("pictures\\stone_light.bmp");
dark_stone = txLoadImage("pictures\\stone_dark.bmp");
vdark_stone = txLoadImage("pictures\\stone_vdark.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");
middleX = txGetExtentX() / 2;
middleY = txGetExtentY() / 2;
extentX = txGetExtentX();
@ -144,12 +127,12 @@ void drawButton(Button but, bool picture)
void drawMenu()
{
//button "Play"
Button buttonPlay = {
//button "Start" (to start level creating)
Button buttonStart = {
{
middleX - 100, extentY / 3 - 50,
middleX + 100, extentY / 3 + 50
}, "Play"
}, "Start"
};
//button "Exit"
@ -164,14 +147,22 @@ void drawMenu()
Button buttonSets = {
{
extentX - 100, 0,
extentX , 50
extentX , 50
}, "Settings"
};
//button "Play" (to play on created level)
Button buttonPlay = {
{
extentX - 100, extentY - 60,
extentX, extentY
}, "Play"
};
txSetColor(TX_BLACK, 3);
txSetFillColor(TX_WHITE);
drawButton(buttonPlay, true);
drawButton(buttonStart, true);
drawButton(buttonExit, true);
txSetColor(TX_BLACK, 3);
@ -183,7 +174,7 @@ void drawMenu()
while (!GetAsyncKeyState('Q')) {
if (!gameIsStarted) {
if (In(txMousePos(), buttonPlay.coords) && txMouseButtons() & 1) {
if (In(txMousePos(), buttonStart.coords) && txMouseButtons() & 1) {
while (txMouseButtons() & 1) {
txSleep(10);
}
@ -208,7 +199,59 @@ void drawMenu()
txSetFillColor(MY_BISQUE);
txRectangle(middleX - 200, middleY - 100, middleX + 200, middleY + 100);
//code
}
if (In(txMousePos(), buttonPlay.coords) && txMouseButtons() & 1) {
MapPart gettedMapParts = readFile("level1.fslvl");
for (int i = 0; i < MAP_LENGHT; i++) {
if (gettedMapParts.visible[i]) {
switch (gettedMapParts[i].blocktype)
{
default:
txBitBlt(txDC(),
gettedMapParts[i].coords.left,
gettedMapParts[i].coords.top,
60, 60,
block
);
case BLOCK_TYPE:
txBitBlt(txDC(),
gettedMapParts[i].coords.left,
gettedMapParts[i].coords.top,
60, 60,
block
);
case QUEST_TYPE:
txBitBlt(txDC(),
gettedMapParts[i].coords.left,
gettedMapParts[i].coords.top,
60, 60,
quest
);
case WATER_TYPE:
txBitBlt(txDC(),
gettedMapParts[i].coords.left,
gettedMapParts[i].coords.top,
60, 60,
water
);
case FIRE_TYPE:
txBitBlt(txDC(),
gettedMapParts[i].coords.left,
gettedMapParts[i].coords.top,
60, 60,
fire
);
}
}
}
}
}
@ -459,38 +502,3 @@ bool addingBlock(bool clicked, RECT blockBut, HDC pic,
return clicked;
}
void addingStone(int quanOfElemsToRep, int nElemsToRep[], int* arrElem, MapPart mapParts[])
{
HDC pict;
RECT coords;
switch(quanOfElemsToRep)
{
default:
return;
case 2:
pict = light_stone;
case 3:
pict = dark_stone;
case 4:
pict = vdark_stone;
}
coords = mapParts[nElemsToRep[0]].coords;
for (int i = 0; i < quanOfElemsToRep; i++) {
mapParts[nElemsToRep[i]] = mapParts[*arrElem - 1];
mapParts[*arrElem - 1].visible = false;
*arrElem--;
}
mapParts[nElemsToRep[0]] = {
coords, true, pict, BLOCK_TYPE
};
}

474
FallSimulation.cpp.save Normal file
View file

@ -0,0 +1,474 @@
#include <TXLib.h>
#include <iostream>
#include <fstream>
using namespace std;
const COLORREF MY_LIGHTBLUE = RGB(75, 127, 196);
const COLORREF MY_BISQUE = RGB(255, 214, 89);
const int BLOCK_SIZE = 120;
const int BLOCK_TYPE = 0;
const int QUEST_TYPE = 1;
const int WATER_TYPE = 2;
const int FIRE_TYPE = 3;
const int MAP_LENGHT = 15;
int middleX;
int middleY;
int extentX;
int extentY;
bool gameIsStarted = false;
struct Button {
RECT coords;
const char* text;
HDC picture;
};
struct MapPart {
RECT coords;
bool visible;
HDC picture;
int blocktype;
};
HDC block;
HDC quest;
HDC water;
HDC fire;
void background(COLORREF color);
void drawMenu();
void drawButton(Button but, bool picture);
void loadingAnimation(int delay, int speed);
void mainFunc();
bool addingBlock(bool clicked, RECT blockBut, HDC pic,
int blocktype, int* arrElem, MapPart mapParts[]);
void addingStone(int* arrElem, MapPart mapParts[]);
int findElem(int* arrElem, RECT expCoords);
int main()
{
txCreateWindow(1300, 600);
block = txLoadImage("pictures\\block.bmp");
quest = txLoadImage("pictures\\question.bmp");
water = txLoadImage("pictures\\water.bmp");
fire = txLoadImage("pictures\\fire.bmp");
middleX = txGetExtentX() / 2;
middleY = txGetExtentY() / 2;
extentX = txGetExtentX();
extentY = txGetExtentY();
background(TX_WHITE);
txSleep(50);
txBegin();
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, "Êîíñòðóêòîð óðîâíåé èãðû FallSimulation");
drawMenu();
txEnd();
txDeleteDC(block);
txDeleteDC(quest);
txDeleteDC(water);
txDeleteDC(fire);
txDeleteDC(light_stone);
txDeleteDC(dark_stone);
txDeleteDC(vdark_stone);
txDisableAutoPause();
}
void background(COLORREF color)
{
txSetFillColor(color);
txClear();
}
void drawButton(Button but, bool picture)
{
//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,
DT_CENTER | DT_VCENTER);
}
void drawMenu()
{
//button "Start" (to start level creating)
Button buttonStart = {
{
middleX - 100, extentY / 3 - 50,
middleX + 100, extentY / 3 + 50
}, "Start"
};
//button "Exit"
Button buttonExit = {
{
middleX - 100, extentY / 2 - 50,
middleX + 100, extentY / 2 + 50
}, "Exit"
};
//button "Settings"
Button buttonSets = {
{
extentX - 100, 0,
extentX , 50
}, "Settings"
};
//button "Play" (to play on created level)
Button buttonPlay = {
{
extentX - 100, extentY - 60,
extentX, extentY
}, "Play"
};
txSetColor(TX_BLACK, 3);
txSetFillColor(TX_WHITE);
drawButton(buttonStart, true);
drawButton(buttonExit, true);
txSetColor(TX_BLACK, 3);
txSetFillColor(TX_TRANSPARENT);
drawButton(buttonSets, false);
txSleep(50);
while (!GetAsyncKeyState('Q')) {
if (!gameIsStarted) {
if (In(txMousePos(), buttonStart.coords) && txMouseButtons() & 1) {
while (txMouseButtons() & 1) {
txSleep(10);
}
//loadingAnimation(2, 3);
txSleep(50);
mainFunc();
}
if (In(txMousePos(), buttonExit.coords) && txMouseButtons() & 1) {
while (txMouseButtons() & 1) {
txSleep(10);
}
break;
}
if (In(txMousePos(), buttonSets.coords) && txMouseButtons() & 1) {
while(txMouseButtons() & 1) {
txSleep(10);
}
txSetColor(TX_BLACK, 3);
txSetFillColor(MY_BISQUE);
txRectangle(middleX - 200, middleY - 100, middleX + 200, middleY + 100);
}
if (In(txMousePos(), buttonPlay.coords) && txMouseButtons() & 1) {
MapPart gettedMapParts = readFile("level1.fslvl");
for (int i = 0; i < MAP_LENGHT; i++) {
if (gettedMapParts.visible[i]) {
switch (gettedMapParts[i].blocktype)
{
case BLOCK_TYPE:
txBitBlt(txDC(),
gettedMapParts[i].coords.left,
gettedMapParts[i].coords.top,
60, 60,
block
);
case QUEST_TYPE:
}
}
}
}
}
txSleep(10);
}
}
void loadingAnimation(int delay, int speed)
{
background(TX_WHITE);
for (int circle_radius = 0;
circle_radius * circle_radius < extentX * extentX + extentY * extentY;
circle_radius += speed) {
background(TX_WHITE);
txSetColor(TX_BLACK, 2);
txSetFillColor(TX_BLACK);
txCircle(0, 0, circle_radius);
txSleep(delay);
}
background(TX_WHITE);
}
void mainFunc()
{
gameIsStarted = true;
int arrElem = 0;
int selectedPict = -1;
const int BLOCK_SIZE = 120;
RECT blockBut = {
extentX - BLOCK_SIZE, 0, extentX, BLOCK_SIZE
};
RECT questBut = {
extentX - BLOCK_SIZE, BLOCK_SIZE, extentX, 2 * BLOCK_SIZE
};
RECT waterBut = {
extentX - BLOCK_SIZE, 2 * BLOCK_SIZE, extentX, 3 * BLOCK_SIZE
};
RECT fireBut = {
extentX - BLOCK_SIZE, 3* BLOCK_SIZE, extentX, 4 * BLOCK_SIZE
};
RECT doneBut = {
extentX - 120, extentY - 120, extentX, extentY
};
MapPart mapParts[MAP_LENGHT + 1];
Button completeButton = {doneBut, "\n\nSave\n\nFile"};
for (int elem = 0; elem < MAP_LENGHT; elem++) {
mapParts[elem].visible = false;
}
bool clickedBlock = false;
bool clickedQuest = false;
bool clickedWater = false;
bool clickedFire = false;
while (!GetAsyncKeyState('Q')) {
background(TX_WHITE);
Win32::TransparentBlt(txDC(), blockBut.left, blockBut.top, 120, 120, block,
0, 0, 60, 60, -1);
Win32::TransparentBlt(txDC(), questBut.left, questBut.top, 120, 120, quest,
0, 0, 60, 60, -1);
Win32::TransparentBlt(txDC(), waterBut.left, waterBut.top, 120, 120, water,
0, 0, 60, 60, -1);
Win32::TransparentBlt(txDC(), fireBut.left, fireBut.top, 120, 120, fire,
0, 0, 60, 60, -1);
drawButton(completeButton, false);
for (int elem = 0; elem < MAP_LENGHT; elem++) {
mapParts[elem].coords.left = round((mapParts[elem].coords.left + 30) / 60) * 60;
mapParts[elem].coords.top = round((mapParts[elem].coords.top + 30) / 60) * 60;
if (mapParts[elem].visible) {
txBitBlt(txDC(),
mapParts[elem].coords.left,
mapParts[elem].coords.top,
60, 60,
mapParts[elem].picture
);
}
}
//blocks
clickedBlock = addingBlock(clickedBlock, blockBut, block, BLOCK_TYPE, &arrElem, mapParts);
clickedQuest = addingBlock(clickedQuest, questBut, quest, QUEST_TYPE, &arrElem, mapParts);
clickedWater = addingBlock(clickedWater, waterBut, water, WATER_TYPE, &arrElem, mapParts);
clickedFire = addingBlock(clickedFire, fireBut, fire, FIRE_TYPE, &arrElem, mapParts);
//selecting block
for (int i = 0; i < arrElem; i++) {
if (selectedPict < 0 &&
In(txMousePos(), mapParts[i].coords) && txMouseButtons() & 1 &&
!(clickedBlock || clickedQuest || clickedWater || clickedFire)) {
selectedPict = i;
}
}
//deleting picture
for (int i = 0; i < arrElem; i++) {
if (selectedPict < 0 &&
In(txMousePos(), mapParts[i].coords) && txMouseButtons() & 2 &&
!(clickedBlock || clickedQuest || clickedWater || clickedFire)) {
selectedPict = i;
mapParts[selectedPict] = mapParts[arrElem - 1];
mapParts[arrElem - 1].visible = false;
arrElem--;
selectedPict = -1;
}
}
//moving picture
if (selectedPict >= 0 && txMouseButtons() & 1) {
txBitBlt(txDC(), txMouseX() - 30, txMouseY() - 30,
60, 60, mapParts[selectedPict].picture);
}
if (selectedPict >= 0 && !(txMouseButtons() & 1)) {
mapParts[selectedPict].coords = {
txMouseX() - 30, txMouseY() - 30,
txMouseX() + 30, txMouseY() + 30
};
selectedPict = -1;
}
//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 < arrElem; elem++) {
if (mapParts[elem].visible) {
switch(mapParts[elem].blocktype)
{
case BLOCK_TYPE:
lvlfile << "Block,";
break;
case QUEST_TYPE:
lvlfile << "Quest,";
break;
case WATER_TYPE:
lvlfile << "Water,";
break;
case FIRE_TYPE:
lvlfile << "Fire,";
break;
default:
lvlfile << "Null,";
break;
}
mapParts[elem].coords.left =
round((mapParts[elem].coords.left + 30) / 60) * 60;
mapParts[elem].coords.top =
round((mapParts[elem].coords.top + 30) / 60) * 60;
mapParts[elem].coords.right =
round((mapParts[elem].coords.right + 30) / 60) * 60;
mapParts[elem].coords.bottom =
round((mapParts[elem].coords.bottom + 30) / 60) * 60;
lvlfile << mapParts[elem].coords.left;
lvlfile << ",";
lvlfile << mapParts[elem].coords.top;
lvlfile << ",";
lvlfile << mapParts[elem].coords.right;
lvlfile << ",";
lvlfile << mapParts[elem].coords.bottom;
lvlfile << "\n";
lvlfile << "";
}
}
txMessageBox("Level File created!", "Information");
}
txSleep(10);
}
}
bool addingBlock(bool clicked, RECT blockBut, HDC pic,
int blocktype, int* arrElem, MapPart mapParts[])
{
if (In(txMousePos(), blockBut) && txMouseButtons() & 1) {
clicked = true;
}
if (txMouseButtons() & 1 && clicked) {
txBitBlt(txDC(), txMouseX() - 30, txMouseY() - 30, 60, 60, pic);
}
if (!(txMouseButtons() & 1) && clicked) {
if (*arrElem < MAP_LENGHT) {
if (txMouseX() < txGetExtentX() - BLOCK_SIZE) {
mapParts[*arrElem] = {
{
txMouseX() - 30, txMouseY() - 30, txMouseX() + 30, txMouseY() + 30
}, true, pic, blocktype
};
(*arrElem)++;
}
}
else {
char maplen_str[50];
sprintf(maplen_str, "You cannot add more than %d blocks", MAP_LENGHT);
txMessageBox(maplen_str, "Error");
(*arrElem)--;
}
clicked = false;
}
return clicked;
}

48
FallSimulation.layout Normal file
View file

@ -0,0 +1,48 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_layout_file>
<ActiveTarget name="Debug" />
<File name="FallSimulation.cpp" open="1" top="1" tabpos="1" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="5461" topLine="98" />
</Cursor>
<Folding>
<Collapse line="26" />
<Collapse line="32" />
<Collapse line="56" />
<Collapse line="105" />
<Collapse line="111" />
<Collapse line="130" />
<Collapse line="131" />
<Collapse line="138" />
<Collapse line="139" />
<Collapse line="146" />
<Collapse line="147" />
<Collapse line="154" />
<Collapse line="155" />
<Collapse line="176" />
<Collapse line="177" />
<Collapse line="185" />
<Collapse line="186" />
<Collapse line="193" />
<Collapse line="290" />
<Collapse line="294" />
<Collapse line="298" />
<Collapse line="302" />
<Collapse line="306" />
<Collapse line="314" />
<Collapse line="363" />
<Collapse line="366" />
<Collapse line="373" />
<Collapse line="376" />
<Collapse line="388" />
<Collapse line="392" />
<Collapse line="393" />
<Collapse line="401" />
<Collapse line="402" />
<Collapse line="408" />
<Collapse line="409" />
<Collapse line="411" />
<Collapse line="464" />
</Folding>
</File>
</CodeBlocks_layout_file>