#include #include #include using namespace std; const COLORREF MY_LIGHTBLUE = RGB(75, 127, 196); const COLORREF MY_BISQUE = RGB(255, 214, 89); const int BLOCK_TYPE = 0; const int QUEST_TYPE = 1; const int WATER_TYPE = 2; const int FIRE_TYPE = 3; 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 orange_but; HDC green_but; HDC blue_but; HDC purple_but; void background(COLORREF color); void drawMenu(); void drawButton(Button but, bool picture); void loadingAnimation(int delay, int speed); void mainFunc(); 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"); 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, "Конструктор уровней игры FallSimulation"); drawMenu(); txEnd(); txDeleteDC(block); txDeleteDC(quest); 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); } void drawMenu() { //button "Play" Button buttonPlay = { { middleX - 100, extentY / 3 - 50, middleX + 100, extentY / 3 + 50 }, "Play" }; //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" }; txSetColor(TX_BLACK, 3); txSetFillColor(TX_WHITE); drawButton(buttonPlay, true); drawButton(buttonExit, true); txSetColor(TX_BLACK, 3); txSetFillColor(TX_TRANSPARENT); drawButton(buttonSets, false); txSleep(50); while (!GetAsyncKeyState('Q')) { if (!gameIsStarted) { if (In(txMousePos(), buttonPlay.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); //code } } 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; RECT blockBut = { extentX - 60, 0, extentX, 60 }; RECT questBut = { extentX - 60, 60, extentX, 120 }; RECT doneBut = { extentX - 60, extentY - 60, extentX, extentY }; MapPart mapParts[12]; for (int elem = 0; elem < 12; elem++) { mapParts[elem].visible = false; } bool clickedBlock = false; bool clickedQuest = false; while (!GetAsyncKeyState('Q')) { background(TX_WHITE); txBitBlt(txDC(), extentX - 60, 0, 60, 60, block); txBitBlt(txDC(), extentX - 60, 60, 60, 60, quest); 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 ); } } //block "block" if (In(txMousePos(), blockBut) && txMouseButtons() & 1) { clickedBlock = true; } if (txMouseButtons() & 1 && clickedBlock) { txBitBlt(txDC(), txMouseX() - 30, txMouseY() - 30, 60, 60, block); } if (!(txMouseButtons() & 1) && clickedBlock) { mapParts[arrElem] = { { txMouseX() - 30, txMouseY() - 30, txMouseX() + 30, txMouseY() + 30 }, true, block, BLOCK_TYPE }; arrElem++; clickedBlock = false; } //block "quest" if (In(txMousePos(), questBut) && txMouseButtons() & 1) { clickedQuest = true; } if (txMouseButtons() & 1 && clickedQuest) { txBitBlt(txDC(), txMouseX() - 30, txMouseY() - 30, 60, 60, quest); } if (!(txMouseButtons() & 1) && clickedQuest) { 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"; } } } } txSleep(10); } }