📄 magicshot.c
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/*===========================================================================
FILE: MagicShot.c
===========================================================================*/
/*===============================================================================
INCLUDES AND VARIABLE DEFINITIONS
=============================================================================== */
#include "AEEModGen.h" // Module interface definitions
#include "AEEAppGen.h" // Applet interface definitions
#include "AEEShell.h" // Shell interface definitions
#include "AEESound.h" // Sound Interface definitions
#include "MagicShot.bid"
#include "AEESprite.h"
#include "AEEStdLib.h"
#include "gmenu.brh"
#include "thxandhelp.brh"
#include "AEEMenu.h"
#include "AEEMedia.h"
/*-------------------------------------------------------------------
Applet structure. All variables in here are reference via "pMe->"
-------------------------------------------------------------------*/
// create an applet structure that's passed around. All variables in
// here will be able to be referenced as static.
typedef struct _MagicShot {
AEEApplet a ; // First element of this structure must be AEEApplet
AEEDeviceInfo DeviceInfo; // always have access to the hardware device information
IDisplay *pIDisplay; // give a standard way to access the Display interface
IShell *pIShell; // give a standard way to access the Shell interface
// 我自己的 variables 在这里...
ISprite *pISprite;
AEESpriteCmd role[2],magic[2],power[2],enemy[4],showTime[3],showScore[4];
AEETileMap map[2];
AEECallback gameTimer;
//白洁用
IMedia *BKMedia; //IMedia接口
boolean m_bIsContinue;
//密悦用
IMedia *YXMedia; //IMedia接口
boolean YX_bIsContinue;
//郑重用
IMenuCtl *pIMenuCtl;
uint16 DrawStringID;
int testi;
int keyState;
int gameTime;
int gameTimeAcount;
int gameState;
int roleway;
int roleState;
int roleX;
int roleY;
int roleScore;
int roleIndex;
int magicIndex;
int powerState;
int powerTimer;
int powerMaxTimer;
int enemyCount[3];
int enemySpeed[3];
int enemySpeedBase;
} MagicShot;
#define MY_MENU_ID_M1 10001
#define MY_MENU_ID_M2 10002
#define MY_MENU_ID_M3 10003
#define MY_MENU_ID_M4 10004
const static uint16 amap[] = {
0x003,0x003,0x003,0x003,0x003,0x003,0x003,0x003,
0x003,0x003,0x003,0x003,0x003,0x003,0x003,0x003,
0x003,0x003,0x003,0x003,0x008,0x003,0x003,0x003,
0x003,0x003,0x003,0x003,0x003,0x003,0x003,0x003,
0x003,0x003,0x003,0x003,0x003,0x003,0x003,0x003,
0x003,0x003,0x009,0x00A,0x003,0x003,0x003,0x003,
0x003,0x003,0x003,0x003,0x003,0x003,0x003,0x003,
0x003,0x003,0x003,0x003,0x003,0x003,0x003,0x003,
0x003,0x003,0x003,0x003,0x003,0x003,0x003,0x003,
0x003,0x003,0x003,0x003,0x003,0x003,0x003,0x003,
0x003,0x003,0x003,0x003,0x003,0x003,0x003,0x003,
0x003,0x003,0x003,0x003,0x003,0x003,0x003,0x003,
0x007,0x007,0x007,0x007,0x007,0x007,0x007,0x007,
0x007,0x007,0x007,0x007,0x007,0x007,0x007,0x007,
0x001,0x001,0x001,0x001,0x001,0x001,0x001,0x001,
0x001,0x001,0x001,0x000,0x000,0x001,0x001,0x001,
0x000,0x001,0x001,0x001,0x001,0x001,0x001,0x001,
0x001,0x001,0x001,0x001,0x001,0x001,0x000,0x001,
};
/*-------------------------------------------------------------------
Function Prototypes
-------------------------------------------------------------------*/
static boolean MagicShot_HandleEvent(MagicShot* pMe, AEEEvent eCode,
uint16 wParam, uint32 dwParam);
boolean MagicShot_InitAppData(MagicShot* pMe);
void MagicShot_FreeAppData(MagicShot* pMe);
void LoadResource(MagicShot *pMe); //读取资源函数
void SpriteInit(MagicShot *pMe); //我的初始化
void DrawResource(MagicShot *pMe,int index); //画图的重新载
void DrawISprite(MagicShot *pMe); //画图,更新画面的功能
static void MyHandleKeyEvent(MagicShot *pMe, AEEEvent eCode, uint16 wParam); //按键事件
void ontime(MagicShot *pMe); //计时器
void castmagic(MagicShot* pMe); //吟唱魔法
void magicCastd(MagicShot* pMe);//释放魔法
void enemyShow(MagicShot* pMe);//随即出现敌人
int Random(int16 range);//随即数产生器
void ShowGameTime(MagicShot *pMe); //显示游戏时间
void ShowGameScore(MagicShot *pMe); //显示游戏分数
void GameOver(MagicShot* pMe);//游戏结束
void DrawStr(MagicShot* pMe, uint16 DrawStringID);//画字符传ZZ
boolean g_init_menu(MagicShot* pMe);//菜单ZZ
void drawgamethanks(MagicShot* pMe);//鸣谢CLC
void drawgamehelp(MagicShot* pMe);//帮助GH
void PlayBKMedia(MagicShot *pMe);//背静音乐BJ
void PlayYXMedia(MagicShot *pMe,int playcase);//效果音乐
/*===============================================================================
FUNCTION DEFINITIONS
=============================================================================== */
/*===========================================================================
FUNCTION: AEEClsCreateInstance
DESCRIPTION
This function is invoked while the app is being loaded. All Modules must provide this
function. Ensure to retain the same name and parameters for this function.
In here, the module must verify the ClassID and then invoke the AEEApplet_New() function
that has been provided in AEEAppGen.c.
After invoking AEEApplet_New(), this function can do app specific initialization. In this
example, a generic structure is provided so that app developers need not change app specific
initialization section every time except for a call to IDisplay_InitAppData().
This is done as follows: InitAppData() is called to initialize AppletData
instance. It is app developers responsibility to fill-in app data initialization
code of InitAppData(). App developer is also responsible to release memory
allocated for data contained in AppletData -- this can be done in
IDisplay_FreeAppData().
PROTOTYPE:
int AEEClsCreateInstance(AEECLSID ClsId,IShell * pIShell,IModule * po,void ** ppObj)
PARAMETERS:
clsID: [in]: Specifies the ClassID of the applet which is being loaded
pIShell: [in]: Contains pointer to the IShell object.
pIModule: pin]: Contains pointer to the IModule object to the current module to which
this app belongs
ppObj: [out]: On return, *ppObj must point to a valid IApplet structure. Allocation
of memory for this structure and initializing the base data members is done by AEEApplet_New().
DEPENDENCIES
none
RETURN VALUE
AEE_SUCCESS: If the app needs to be loaded and if AEEApplet_New() invocation was
successful
EFAILED: If the app does not need to be loaded or if errors occurred in
AEEApplet_New(). If this function returns FALSE, the app will not be loaded.
SIDE EFFECTS
none
===========================================================================*/
int AEEClsCreateInstance(AEECLSID ClsId, IShell *pIShell, IModule *po, void **ppObj)
{
*ppObj = NULL;
if( ClsId == AEECLSID_MAGICSHOT )
{
// Create the applet and make room for the applet structure
if( AEEApplet_New(sizeof(MagicShot),
ClsId,
pIShell,
po,
(IApplet**)ppObj,
(AEEHANDLER)MagicShot_HandleEvent,
(PFNFREEAPPDATA)MagicShot_FreeAppData) ) // the FreeAppData function is called after sending EVT_APP_STOP to the HandleEvent function
{
//Initialize applet data, this is called before sending EVT_APP_START
// to the HandleEvent function
if(MagicShot_InitAppData((MagicShot*)*ppObj))
{
//Data initialized successfully
return(AEE_SUCCESS);
}
else
{
//Release the applet. This will free the memory allocated for the applet when
// AEEApplet_New was called.
IAPPLET_Release((IApplet*)*ppObj);
return EFAILED;
}
} // end AEEApplet_New
}
return(EFAILED);
}
/*===========================================================================
FUNCTION SampleAppWizard_HandleEvent
DESCRIPTION
This is the EventHandler for this app. All events to this app are handled in this
function. All APPs must supply an Event Handler.
PROTOTYPE:
boolean SampleAppWizard_HandleEvent(IApplet * pi, AEEEvent eCode, uint16 wParam, uint32 dwParam)
PARAMETERS:
pi: Pointer to the AEEApplet structure. This structure contains information specific
to this applet. It was initialized during the AEEClsCreateInstance() function.
ecode: Specifies the Event sent to this applet
wParam, dwParam: Event specific data.
DEPENDENCIES
none
RETURN VALUE
TRUE: If the app has processed the event
FALSE: If the app did not process the event
SIDE EFFECTS
none
===========================================================================*/
static boolean MagicShot_HandleEvent(MagicShot* pMe, AEEEvent eCode, uint16 wParam, uint32 dwParam)
{
switch (eCode)
{
// App is told it is starting up
case EVT_APP_START:
LoadResource(pMe);
SpriteInit(pMe);
g_init_menu(pMe);
return(TRUE);
// App is told it is exiting
case EVT_APP_STOP:
// Add your code here...
return(TRUE);
// App is being suspended
case EVT_APP_SUSPEND:
if(pMe->gameState == 1)
{
CALLBACK_Cancel(&pMe->gameTimer);
}
return(TRUE);
// App is being resumed
case EVT_APP_RESUME:
if(pMe->gameState == 1)
{
ISHELL_SetTimerEx(pMe->pIShell,87,&pMe->gameTimer);
}
return(TRUE);
case EVT_COMMAND:
switch(wParam)
{
//开始游戏
case MY_MENU_ID_M1:
IMENUCTL_SetActive(pMe->pIMenuCtl,FALSE);
DrawResource(pMe,0);
pMe->gameState = 1;
CALLBACK_Init(&pMe->gameTimer,ontime,pMe);
ISHELL_SetTimerEx(pMe->pIShell,87,&pMe->gameTimer);
PlayBKMedia(pMe);
break;
//鸣谢
case MY_MENU_ID_M2:
IMENUCTL_SetActive(pMe->pIMenuCtl,FALSE);
drawgamethanks(pMe);
break;
//help
case MY_MENU_ID_M3:
IMENUCTL_SetActive(pMe->pIMenuCtl,FALSE);
drawgamehelp(pMe);
break;
case MY_MENU_ID_M4:
ISHELL_CloseApplet(pMe->pIShell,FALSE);
break;
}
return(TRUE);
// An SMS message has arrived for this app. Message is in the dwParam above as (char *)
// sender simply uses this format "//BREW:ClassId:Message", example //BREW:0x00000001:Hello World
case EVT_APP_MESSAGE:
// Add your code here...
return(TRUE);
case EVT_KEY_PRESS:
case EVT_KEY_RELEASE:
// A key was pressed. Look at the wParam above to see which key was pressed. The key
// codes are in AEEVCodes.h. Example "AVK_1" means that the "1" key was pressed.
case EVT_KEY:
//进入鸣谢和帮助的退出
if(IMENUCTL_IsActive(pMe->pIMenuCtl)==FALSE && wParam == AVK_1)
{
IMENUCTL_SetActive(pMe->pIMenuCtl,TRUE);
}
//没有开始游戏的时候
if(pMe->gameState == 0)
{
if(IMENUCTL_HandleEvent(pMe->pIMenuCtl,eCode,wParam,dwParam))
{
return TRUE;
}
}
//游戏结束,按任意键回到菜单
else if(pMe->gameState == 2)
{
if(wParam == AVK_1)
{
SpriteInit(pMe);
IMENUCTL_SetActive(pMe->pIMenuCtl,TRUE);
}
}
else
{
MyHandleKeyEvent(pMe,eCode,wParam);
}
return(TRUE);
// If nothing fits up to this point then we'll just break out
default:
break;
}
return FALSE;
}
// this function is called when your application is starting up
boolean MagicShot_InitAppData(MagicShot* pMe)
{
// Get the device information for this handset.
// Reference all the data by looking at the pMe->DeviceInfo structure
// Check the API reference guide for all the handy device info you can get
pMe->DeviceInfo.wStructSize = sizeof(pMe->DeviceInfo);
ISHELL_GetDeviceInfo(pMe->a.m_pIShell,&pMe->DeviceInfo);
// The display and shell interfaces are always created by
// default, so we'll asign them so that you can access
// them via the standard "pMe->" without the "a."
pMe->pIDisplay = pMe->a.m_pIDisplay;
pMe->pIShell = pMe->a.m_pIShell;
// Insert your code here for initializing or allocating resources...
// if there have been no failures up to this point then return success
return TRUE;
}
// this function is called when your application is exiting
void MagicShot_FreeAppData(MagicShot* pMe)
{
ISPRITE_Release(pMe->pISprite);
//郑重的析构
IMENUCTL_Release(pMe->pIMenuCtl);
//白杰的析构
if(pMe->BKMedia)
{
IMEDIA_Stop(pMe->BKMedia);
IMEDIA_Release(pMe->BKMedia);
}
//蜜悦的析构
if(pMe->YXMedia)
{
IMEDIA_Stop(pMe->YXMedia);
IMEDIA_Release(pMe->YXMedia);
}
// example to use for releasing each interface:
// if ( pMe->pIMenuCtl != NULL ) // check for NULL first
// {
// IMENUCTL_Release(pMe->pIMenuCtl) // release the interface
// pMe->pIMenuCtl = NULL; // set to NULL so no problems trying to free later
// }
//
}
//--------------------------------------------------------------------------------------------------------------------------------
//读取资源文件的函数
//--------------------------------------------------------------------------------------------------------------------------------
void LoadResource(MagicShot *pMe)
{
IBitmap *pScreen = NULL;
IBitmap *pbmDib = NULL;
IBitmap *pbmDdb = NULL;
NativeColor color;
AEEBitmapInfo bi;
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