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📄 brutalfighting.h

📁 <拳王争霸>手机游戏原代码,BREW平台,操作说明请看运行游戏后的帮助.
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#include "AEEModGen.h"          // Module interface definitions
#include "AEEAppGen.h"          // Applet interface definitions
#include "AEEShell.h"           // Shell interface definitions
#include "AEEFile.h"			// File interface definitions
#include "AEEGraphics.h"		//Graphics interface definitions
#include "AEEStdLib.h"
#include "AEELicense.h"
#include "AEENet.h"	
#include "aeestdlib.h"
#include "AEEHtmlViewer.h"
#include "AEEText.h"
#include "AEETAPI.h"
#include "AEEMedia.h"			//Media interface definitions
#include "AEESound.h"			//Sound interface definitions
#include "BrutalFighting_res.h" //game resource 
#include "BrutalFighting.bid"



#define NUMBER_OF_ENEMY						(6) // excluded custom enemy
#define PICTURE_OFFSET_X					(15)// picture offset x
#define PICTURE_OFFSET_Y					(43)// picture offset y
#define PICTURE_STEP_X						(59)// picture step x
#define IDLE_TIME							(10)// idle time
#define DELAY_TIME			                (100)// delay time
#define WASTE_TIME							(5)  // waste time
#define ISOUND_TIME							(500)// isound time
#define OFFSET_IMAGE_FONT_W					(7)  // offset image font width
#define OFFSET_IMAGE_FONT_H					(7)  // offset image font hight
  //select enemy
#define SELECT_ENEMY_FOOTWORK_Y1			(-1) // select enemy footwork y1
#define SELECT_ENEMY_FOOTWORK_Y2			(2)  // select enemy footwork y2
#define SELECT_ENEMY_FOOTWORK_STEP_Y		(1)  // select enemy footwork step y
#define SELECT_ENEMY_STATUS_OFFSET_X		(16) // select enemy status offset x
#define SELECT_ENEMY_STATUS_OFFSET_Y		(93) // select enemy status offset y

#define ENEMY_MAX_STR						(10) // enemy max str
#define ENEMY_MAX_FLEE						(100)// enemy max flee
#define PLAYER_MAX_STR						(30) // player max str
#define PLAYER_MAX_SP_POWER					(10) // player max sp power
#define MAX_HP								(60) // pixel max HP
#define MAX_SP								(60) // pixel max SP
#define MAX_TIME							(5999000) // max time 99.59 minutes

#define HUD_ENEMY_HP_HEIGHT					(8)//8
#define HUD_ENEMY_HP_X						(1) // enemy HP x
#define HUD_ENEMY_HP_Y						(1) // enemy HP y
#define HUD_PLAYER_HP_HEIGHT				(5)// player HP height
#define HUD_PLAYER_HP_X						(67)// player HP x
#define HUD_PLAYER_HP_Y						(1) // player HP y
#define HUD_PLAYER_SP_HEIGHT				(5)// player SP height
#define HUD_PLAYER_SP_X						(67)// player SP x
#define HUD_PLAYER_SP_Y						(9) // player SP y

#define PLAYER_FOOTWORK_FPS					(0)	// player footwork FPS
#define PLAYER_FOOTWORK_X1					(-3)// player footwork x1
#define PLAYER_FOOTWORK_X2					(3) // player footwork x2
#define PLAYER_FOOTWORK_Y1                  (-4)// player footwork y1	
#define PLAYER_FOOTWORK_Y2					(4) // player footwork y2
#define PLAYER_FOOTWORK_STEP_X              (4) // player footwork step x
#define PLAYER_FOOTWORK_STEP_Y              (8) // playwr footwork step y
#define PLAYER_FOOTWORK_LEFT_OFFSET_X       (-30)// player footwork left offset x
#define PLAYER_FOOTWORK_LEFT_OFFSET_Y       (30)// player footwork left offset y
#define PLAYER_FOOTWORK_RIGHT_OFFSET_X      (30)// player footwork right offset x
#define PLAYER_FOOTWORK_RIGHT_OFFSET_Y      (40)// player footwork right offset y
//game play offset
#define PLAYER_DODGE_LEFT_Y					(125)// player dodge left y
#define PLAYER_DODGE_LEFT_X					(-10)// player dodge left x
#define PLAYER_DODGE_RIGHT_Y				(130)// player dodge right y
#define PLAYER_DODGE_RIGHT_X				(96) // player dodge rightx

#define PLAYER_RIGHTFIST_LEFT_X				(-19)// player rightfist left x 
#define PLAYER_RIGHTFIST_LEFT_Y				(26) // player rightfist left y
#define PLAYER_RIGHTFIST_RIGHT_X			(14) // player rightfist right x
#define PLAYER_RIGHTFIST_RIGHT_Y			(60) // player rightfist right y	

#define PLAYER_REST_LEFT_X					(-11)// player rest left x
#define PLAYER_REST_LEFT_Y					(2)  // player rest left y
#define PLAYER_REST_RIGHT_X					(11) // player rest right x
#define PLAYER_REST_RIGHT_Y					(-8) // player rest right y

#define PLAYER_RESTSP_LEFT_X				(10) // player restsp left x
#define	PLAYER_RESTSP_LEFT_Y				(-23)// player restsp left y
#define PLAYER_RESTSP_RIGHT_X				(-10)// player restsp right x
#define PLAYER_RESTSP_RIGHT_Y				(-23)// player restsp right y


#define PLAYER_LEFTFIST_LEFT_X				(0)  // player leftfist left x
#define PLAYER_LEFTFIST_LEFT_Y				(8)  // player leftfist left y
#define PLAYER_LEFTFIST_RIGHT_X				(10) // player leftfist right x
#define	PLAYER_LEFTFIST_RIGHT_Y				(26) // player leftfist right y


#define PLAYER_UPPEROUT_LEFT_X				(-19)// player upperout left x
#define PLAYER_UPPEROUT_LEFT_Y				(26) // player upperout left y
#define PLAYER_UPPEROUT_RIGHT_X				(40) // player upperout right x
#define PLAYER_UPPEROUT_RIGHT_Y				(0)  // player upperout right y




#define ENEMY_FOOTWORK_FPS          (0)   // enemy footwork FPS
#define ENEMY_FOOTWORK_X1           (-3)  // enemy footwork x1
#define ENEMY_FOOTWORK_X2           (3)   // enemy footwork x2
#define ENEMY_FOOTWORK_Y1           (-1)  // enemy footwork y1
#define ENEMY_FOOTWORK_Y2           (4)   // enemy footwork y2
#define ENEMY_FOOTWORK_STEP_X       (2)   // enemy footwork step x
#define ENEMY_FOOTWORK_STEP_Y       (4)   // enemy footwork step y
#define ENEMY_BODY_OFFSET_X         (0)  // enemy body offset x
#define ENEMY_BODY_OFFSET_Y			(6)   // enemy body offset y
#define ENEMY_ACTION_STAY			(5)   // enemy action stay 
#define ENEMY_FALL_DOWN_STEP		(10)  // enemy fall down step
#define NUMBER_OF_HEAD_TYPE			(1)	  // number of head type
#define NUMBER_OF_BODY_TYPE         (1)	  // number of body type

#define ENEMY_HEAD_NORMAL_Y			(-24) // enemy head normal y
#define ENEMY_HEAD_NORMAL_X			(-5)  // enemy head normal x
#define ENEMY_HEADFOOTWORKX         (52)  // enemy head footwork x 
#define ENEMY_BODY_NORMAL_X			(10)  // enemy body normal x
#define ENEMY_BODY_NORMAL_Y			(0)	  // enemy body normal y

#define ENEMY_DODGE_HEAD_X			(59)  // enemy dodge head x
#define ENEMY_DODGE_HEAD_Y			(77)  // enemy dodge head y
#define ENEMY_DODGE_BODY_X			(20)  // enemy dodge body x
#define ENEMY_DODGE_BODY_Y			(1)	  // enemy dodge body y


#define ENEMY_ULG1_HEAD_X			(47)  // enemy ulg1 head x
#define ENEMY_ULG1_HEAD_Y			(73)  // enemy ulg1 head y
#define	ENEMY_ULG1_BODY_X			(20)  // enemy ulg1 body x
#define	ENEMY_ULG1_BODY_Y			(15)  // enemy ulg1 body y
#define ENEMY_ULG1_HIT_X			(62)  // enemy ulg1 hit x
#define ENEMY_ULG1_HIT_Y			(118) // enemy ulg1 hit y

#define ENEMY_URG1PLAYERUP_HEAD_X	(37)  // enemy urg1 player Uppercut head x
#define ENEMY_URG1PLAYERUP_HEAD_Y	(73)  // enemy urg1 player Uppercut head y
#define ENEMY_URG1PLAYERUP_BODY_X	(15)  // enemy urg1 player Uppercut body x
#define ENEMY_URG1PLAYERUP_BODY_Y	(0)	  // enemy urg1 player Uppercut body y
#define ENEMY_URG1PLAYERUP_HIT_X	(57)  // enemy urg1 player Uppercut hit x
#define ENEMY_URG1PLAYERUP_HIT_Y	(113) // enemy urg1 player Uppercut hit y

#define ENEMY_G1UR_HEAD_X			(37)  // enemy g1ur head x
#define ENEMY_G1UR_HEAD_Y			(62)  // enemy g1ur head y
#define ENEMY_G1UR_BODY_X			(15)  // enemy g1ur body x
#define ENEMY_G1UR_BODY_Y			(0)   // enemy g1ur body y
#define ENEMY_G1UR_HIT_X			(63)  // enemy g1ur hit x
#define ENEMY_G1UR_HIT_Y			(108) // enemy g1ur hit y


#define ENEMY_URNORMAL_HEAD_X		(67)  // enemy urnormal head x
#define ENEMY_URNORMAL_HEAD_Y		(73)  // enemy urnormal head y
#define ENEMY_URNORMAL_BODY_X		(20)  // enemy urnormal body x
#define ENEMY_URNORMAL_BODY_Y		(11)  // enemy urnormal body y
#define ENEMY_URNORMAL_HIT_X		(31)  // enemy urnormal hit x
#define ENEMY_URNORMAL_HIT_Y		(118) // enemy urnormal hit y

#define ENEMY_PULNORMAL_HEAD_X		(57)  // enemy pulnormal head x
#define ENEMY_PULNORMAL_HEAD_Y		(73)  // enemy pulnormal head y
#define ENEMY_PULNORMAL_BODY_X		(20)  // enemy pulnormal body x
#define ENEMY_PULNORMAL_BODY_Y		(11)  // enemy pulnormal body y
#define ENEMY_PULNORMAL_HIT_X		(96)  // enemy pulnormal hit x
#define ENEMY_PULNORMAL_HIT_Y		(123) // enemy pulnoraml hit y


	

#define		HIGHRECORD_x			(10)  // highrecord x
#define     HIGHRECORD_Y			(25)  // highrecord y
#define		HIGHRECORD_HIGHT		(10)  // highrecord hight
#define     SELECT_OFFSET			(15)  // select offset 
#define		SELECT_RECT_X			(60)  // select rect x
#define		SELECT_RECT_Y			(10)  // select rect y
#define		SELECT_RECT_HIGHT		(6)   // select rect hight

#define		MAIN_POS				(8)   // MAIN POS
#define		SElECT_BODY_OFFSET_X	(40)  // select body offset x
#define		SElECT_BODY_OFFSET_Y	(-10) // setect body offset y
#define		SElECT_HEAD_OFFSET_X	(30)  // select head offset x
#define		SElECT_HEAD_OFFSET_Y	(54)  // select head offset y

#define		MENU_NEWGAME			(0)   // menu newgame stats
#define		MENU_SETUP				(1)	  // menu setup  stats
#define		MENU_HELP				(2)	  // menu help stats
#define		MENU_ABOUT				(3)	  // menu adout stats
#define		MENU_EXIT				(4)	  // menu exit stats
#define		MENU_COUNT				(5)	  // menu count stats



#define		SPACE_BETWEEN_ROW		(2)   // space between row


typedef struct _MainMenuWindow
{
	int					m_Status;
	AECHAR				m_MenuValue[5][20];
	IImage*				m_pImgTitle;
}MainMenuWindow;

typedef enum _BrutalFightingState
{
	WIN_ID_MENU,			//MENU
	WIN_ID_SELECT,			//select enemy
	WIN_ID_GAME,			//GAME
	WIN_ID_ABOUT,			//ABOUT
	WIN_ID_HELP,			//HELP	
	WIN_ID_SETUP,           //setup
	WIN_ID_HIGHSCORE,		//HIGHSCORE  
	WIN_ID_ADOUT,			//adout
	WIN_ID_STOP,			//stop
	WIN_ID_NOSPACE,
	WIN_ID_DEMO
}BrutalFightingState;

typedef struct _History
{
 uint32     ione;
 uint32     itwo;
 uint32     ithree;
 uint32     ifour;
 uint32     ifive; 
 uint32     ione1;
 uint32     itwo1;
 uint32     ithree1;
 uint32     ifour1;
 uint32     ifive1;
 uint32     ione2;
 uint32     itwo2;
 uint32     ithree2;
 uint32     ifour2;
 uint32     ifive2;
 uint32     ione3;
 uint32     itwo3;
 uint32     ithree3;
 uint32     ifour3;
 uint32     ifive3;
 uint32     ione4;
 uint32     itwo4;
 uint32     ithree4;
 uint32     ifour4;
 uint32     ifive4;
 uint32     ione5;
 uint32     itwo5;
 uint32     ithree5;
 uint32     ifour5;
 uint32     ifive5; 
 char    num[3];
}History;

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