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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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/*-------------------------------------------------------------------
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 _BrutalFighting {
	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
	IGraphics	  *pIGraphics;					// give a standard way to access the Graphics interface
	AEECallback    m_cbMainTimer;				// main calculagraph
	MainMenuWindow	m_stMainMenu;				// main menu 

	IImage*			m_pImageMenu[2];			// menu image
	IImage*			m_pImageNext[2];			// next image
	IImage*			m_pImagePrevious[2];		// previous image
	IImage*			m_pImageZero;				// zero image
	IImage*			m_pImageDodge[3];			// dodge image
	IImage*			m_pImageG1;					// normal body image
	IImage*			m_pImageGuardl;				// left fist image
	IImage*			m_pImageGuardr;				// right fist image
	IImage*			m_pImageNormal[3];			// enemy noraml head image
	IImage*			m_pImagePUL;				// enemy left fist body image
	IImage*			m_pImagePUNCHL;				// left boxing image
	IImage*			m_pImagePUNCHR;				// right boxing image
	IImage*			m_pImagePUNCHU;				// uppercut image
	IImage*			m_pImagePUR;				// enemy right fist body image
	IImage*			m_pImageUL[3];				// enemy left head image
	IImage*			m_pImageUR[3];				// enemy right head image
	IImage*			m_pImageSetupBG;			// setup BG


	AEEImageInfo	m_stImageNextInfo;			// next image info
	AEEImageInfo	m_stImageG1Info;			// enemy normal body image info
	AEEImageInfo	m_stImageGuardrInfo;		// right fist image info
	AEEImageInfo	m_stImagePunchlInfo;		// left boxing image info
	AEEImageInfo	m_stImagePunchuInfo;        // uppercut image info
	AEEImageInfo	m_stImagePunchrInfo;		// right boxing image info
	AEEImageInfo	m_stImageMeunInfo;			// menu image info

	AECHAR*			m_strSoundON;				// Sound on string
    AECHAR*			m_strSoundOFF;				// Sound off string
	AECHAR*			m_strVibractionON;			// Vibration on string
	AECHAR*			m_strVibractionOFF;			// Vibration off string
	AECHAR*			m_strStrength;				// strength string
	AECHAR*			m_strFlee;					// flee string
	AECHAR*			m_strRecord;				// record string
	AECHAR*			m_strLevel;					// level string
	AECHAR*			m_strCoustom;				// coustom string
	AECHAR*			m_strYouLost;				// you lost string
	AECHAR*			m_strYouWin;				// you win string
	AECHAR*			m_strHighScore;				// highsocre string
	AECHAR*			m_strColon;					// colon string
	AECHAR*			m_strZero;					// zero string
	AECHAR*			m_strTryAgain;				// tryagain string
	AECHAR*			m_strDiagonal;				// diagonal string
	AECHAR*			m_strC;						// press C Key string
	AECHAR*			m_strBuy;					// buy string
	AECHAR*			m_strBuy0;
	uint32			m_iSystemTime;				// Systemtime string

	int			m_icountGameOver;					// count gameover	
	int			m_iscreenOffsetX;					// screen offset x
	int			m_iscreenOffsetY;					// screen offset y
	int			m_ienemyNumber;						// enemy number
	int			m_ienemyNextNumber;					// enemy next number
	int			m_ienemyPictureX;					// enemy picture x
	int			m_ienemyPictureY;					// enemy picture y
	int			m_iselectEnemyFootworkDisplacementY;// select enemy footwork displacement y	
	int			m_iselectEnemyFootworkDirectionY;	// select enemy footwork direction y	

	int			m_iSetupStatus;						// setup status
	int			m_iRedColor;						// red color
	int			m_iGreenColor;						// green color 
	int			m_iBlueColor;						// blue color
	int			m_iFontHeight;						// font height
	int			m_emGameState;						// game state
	int			m_iEnemyStr[7];						// enemy str
	int			m_iEnemyFlee[7];					// enemy flee
	int			m_iEnemyScore[7];					// enemy score
	int			m_iCustomStr;						// custom str
	int			m_iCustomFlee;						// custom flee
	int			m_iCustomScore;						// custom score
	int			m_iCustomFlag;						// custom flag
//play
	int			m_iplayerFPS;						// player FPS
    int			m_iplayerStage;						// player stage
    int			m_iplayerFootworkLeftX;				// player footwork left x
    int			m_iplayerFootworkLeftY ;			// player footwork left y
    int			m_iplayerFootworkRightX ;			// player footwork right x
    int			m_iplayerFootworkRightY ;			// player footwork right y
    int			m_iplayerFootworkDisplacementX ;	// player footwork displactment x
    int			m_iplayerFootworkDisplacementY ;	// player footwork displacement y
    int			m_iplayerFootworkDirectionX;		// player footwork direction x
    int			m_iplayerFootworkDirectionY;		// player footwork direction y
    
	int			m_ilastPlayerHP;					// last player HP
    int			m_iplayerHP;						// player HP
	int			m_ilastPlayerSP;					// last player SP
    int			m_iplayerSP;						// player SP
    int			m_iplayerMaxHP ;					// player Max HP
    int			m_iplayerMaxSP ;					// player Max Sp
	int			m_iplayerMaxStr;					// player Max Str
	int			m_iplayerStr;						// player str
	int			m_iplayerIdle;						// player Idle
//enemy
	int			m_ienemyHead ;			// enemy head
    int			m_ienemyBody ;			// enemy body 
    
    int			m_icounterPunchType ;	// counter punch type
    int			m_ienemyStage ;			// enemy stage
    int			m_ienemyFPS;			// enemy FPS
    int			m_iheadFootworkX;		// head footwork x
    int			m_iheadFootworkY;		// head footwork y
    int			m_ibodyFootworkX;       // body footwork x
    int			m_ibodyFootworkY;       // body footwork y
    int			m_ienemyFootworkDisplacementX;  // enemy footwork displacemen x
    int			m_ienemyFootworkDisplacementY;	// enemy footwork displacemen y
    int			m_ienemyFootworkDirectionX;		//enemy footwork direction x
    int			m_ienemyFootworkDirectionY;     //enemy footwork direction y
    int			m_ienemyFrame;			// enemy frame
    int			m_ienemyActionStay;		// enemy action stay
    int			m_ienemyMaxHP;			// enemy max hp
    int			m_ienemyHP;				// enemy hp
	int			m_ilastEnemyHP;			// last enemy hp
    int			m_ioffsetEnemyFallDown;	// offset enemy fall down 

	int			m_ishakeScreen;
	int			m_ishakeScreenStep;		//shake screen step
	int			m_idodgeStep;			//dodge step
	int			m_ishakeX;				//shake x
	int			m_ishakeY;				//shake y
	int			m_ienemyDeadStage;		//enemy dead stage
	int			m_iSoundCount;
	int			m_iHighrecordNum;

	IHtmlViewer		*m_pHtml;			//htmlview object
	IHtmlViewer		*m_pabout;			//htmlview object
	AECHAR			szText[10];			//confirm
	char			*m_buff;			//document data buffer文件数据缓冲区
	char			*m_buff2;			//document data buffer文件数据缓冲区
    
	boolean         bisNotify;
	boolean			m_bGameSound;
	boolean			m_bGamePause;		// game pause     
	boolean			m_bCompare;			// compare
	boolean			m_bNewGame;			//newgame
	boolean			m_bPause;			//pause
	boolean			m_bGameover;		//game over
	boolean			m_bSelectCoustom;	//select coustom		
	boolean			m_bSound;			//sound
	boolean			m_bplayerUppercut;	// player uppercut
	boolean			m_benemyStartAction;//enemy start action
	boolean			m_bisFallingDown;	// is falling down 
	boolean			m_bSaveGamePause;	// save game pause

   // boolean         m_bcomparefinished;
	boolean         m_bhtml;
	IFileMgr*		m_pfmFileMgr;		// give a standard way to access the FileMgr interface 
	IFile*			m_pfFile;			// give a standard way to access the file interface
	IFileMgr*		m_pfhtmlFileMgr;	// give a standard way to access the FileMgr interface
	IFile*			m_pfhFile;			// give a standard way to access the File interface
	IFileMgr*		m_pfaboutFileMgr;	// give a standard way to access the FileMgr interface
	IFile*			m_pfaFile;			// give a standard way to access the File interface

//	ISound*			m_pISound;			// give a standard way to access the ISound interface
	IMedia*			m_pIMedia;			// give a standard way to access the IMedia interface
	History         istruHistory;		// structure History
	ILicense*		m_pILicense;		// give a standard way to access the ILicense interface
    // add your own variables here...
} BrutalFighting;
/*-------------------------------------------------------------------
Function Prototypes
-------------------------------------------------------------------*/
static  boolean BrutalFighting_HandleEvent(BrutalFighting* pMe, AEEEvent eCode, 
                                             uint16 wParam, uint32 dwParam);
static boolean Menu_HandleEvent(BrutalFighting* pMe, AEEEvent eCode,
								uint16 wParam, uint32 dwParam);
static boolean SetUp_HandleEvent(BrutalFighting* pMe, AEEEvent eCode,
								uint16 wParam, uint32 dwParam);
static boolean Select_HandleEvent(BrutalFighting* pMe, AEEEvent eCode,
								uint16 wParam, uint32 dwParam);
static boolean Game_HandleEvent(BrutalFighting* pMe, AEEEvent eCode,
								uint16 wParam, uint32 dwParam);
static boolean AppHighScore_HandleEvent(BrutalFighting* pMe, AEEEvent eCode,
								uint16 wParam, uint32 dwParam);
static boolean Adout_HandleEvent(BrutalFighting* pMe, AEEEvent eCode,
								uint16 wParam, uint32 dwParam);
static boolean HELP_HandleEvent(BrutalFighting* pMe, AEEEvent eCode,
								uint16 wParam, uint32 dwParam);
static boolean Stop_HandleEvent(BrutalFighting* pMe, AEEEvent eCode,
								uint16 wParam, uint32 dwParam);
static boolean NoSpace_HandleEvent(BrutalFighting* pMe, AEEEvent eCode, 
									uint16 wParam, uint32 dwParam);
static boolean Demo_HandleEvent(BrutalFighting* pMe, AEEEvent eCode,
								uint16 wParam, uint32 dwParam);
static int GetRand_Int(void);
static void BrutalFighting_Main_Start(BrutalFighting* pMe);
boolean BrutalFighting_InitAppData(BrutalFighting* pMe);
void    BrutalFighting_FreeAppData(BrutalFighting* pMe);
void    Main_Loop(BrutalFighting* pMe);
void	BrutalFighting_InitResData(BrutalFighting* pMe);
void	BrutalFighting_MenuRender(BrutalFighting* pMe);
void	BrutalFighting_initRecord(BrutalFighting* pMe);
void	BrutalFighting_SetUpRender(BrutalFighting* pMe);
void	BrutalFighting_SelectRender(BrutalFighting* pMe);
void	RandomBackground(BrutalFighting* pMe);
void	NextEnemy(BrutalFighting* pMe);
void	PreviousEnemy(BrutalFighting* pMe);
void	Select_Enemy(BrutalFighting* pMe);
void	ClearUp(BrutalFighting * pMe);
void	BrutalFighting_GameRender(BrutalFighting * pMe);
void	DrawHUD(BrutalFighting * pMe);
void	BrutalFighting_InitGame(BrutalFighting* pMe);
void	InitPlay(BrutalFighting* pMe);
void	initEnemy(BrutalFighting* pMe,int head, int body);
boolean	enemyFootwork(BrutalFighting* pMe);
void	setEnemyHP(BrutalFighting* pMe,int hpToSet);
void    setPlayerSP(BrutalFighting* pMe,int hpToSet);
void	setPlayerHP(BrutalFighting* pMe,int hpToSet);
boolean	newEnemy(boolean enemy,BrutalFighting* pMe);
int		getHead(BrutalFighting* pMe);
int		getBody(BrutalFighting* pMe);
void	setPlayerMaxSP(BrutalFighting* pMe,int spToSet);
boolean setEnemyStage(BrutalFighting* pMe,int stage);
void	leftPunch(BrutalFighting* pMe);
boolean setPlayerStage(BrutalFighting* pMe,int stage);
void	uppercut(BrutalFighting* pMe);
void	rightPunch(BrutalFighting* pMe);
void	InitRecord(BrutalFighting* pMe);
void	PlayGame_Footwork(BrutalFighting* pMe);
void	backDodge(BrutalFighting* pMe);
void	BrutalFighting_RecordRender(BrutalFighting* pMe);
void	RecordCompare(BrutalFighting* pMe);
void	setTime(BrutalFighting* pMe);
void	BrutalFighting_StopRender(BrutalFighting* pMe);
boolean	BruatlFighting_Paly_Music(BrutalFighting* pMe);
void	BruatlFighting_stop_Music(BrutalFighting* pMe);
void	MediaCallBack(void* pUser,AEEMediaCmdNotify* pp);
void	DrawTime(BrutalFighting* pMe,uint32 itime,int x, int y);
void    NoSpaceRender(BrutalFighting* pMe);
void	About_DisplayHtmlData(BrutalFighting* pMe);
void	Help_DisplayHtmlData(BrutalFighting* pMe);
boolean Help_LoadHtmlData(BrutalFighting* pMe);
boolean Adout_LoadHtmlData(BrutalFighting* pMe);
static void BrutalFighting_ResumeGame(BrutalFighting* pMe);
void	BrutalFighting_DemoRender(BrutalFighting* pMe);

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