📄 sonback.c
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// now load the sprite data into the sprite frame array from the pcx picture
// we need to find which bitmap to scan, remember the pcx picture is really a
// 12x8 matrix of bitmaps where each bitmap is 24x24 pixels. note:0,0 is upper
// left bitmap and 11,7 is the lower right bitmap.
x_off = (SPRITE_WIDTH) * grab_x;
y_off = (SPRITE_HEIGHT) * grab_y ;
// compute starting y address
y_off = y_off * 320;
for (y=0; y<SPRITE_HEIGHT; y++)
{
for (x=0; x<SPRITE_WIDTH; x++)
{
// get the next byte of current row and place into next position in
// sprite frame data buffer
sprite_data[y*SPRITE_WIDTH + x] = image->buffer[y_off + x_off + x];
} // end for x
// move to next line of picture buffer
y_off+=320;
} // end for y
// increment number of frames
sprite->num_frames++;
// done!, let's bail!
} // end PCX_Grap_Bitmap
void Sprite_Init(sprite_ptr sprite,int x,int y,int ac,int as,int mc,int ms,void (far *spr),char key[7])
{
// this function initializes a sprite with the sent data
int index;
sprite->x = x;
sprite->y = y;
sprite->x_old = x;
sprite->y_old = y;
sprite->width = SPRITE_WIDTH;
sprite->height = SPRITE_HEIGHT;
sprite->anim_clock = ac;
sprite->anim_speed = as;
sprite->motion_clock = mc;
sprite->motion_speed = ms;
sprite->curr_frame = 0;
sprite->state = SPRITE_DEAD;
sprite->num_frames = 0;
sprite->background = (char far *)malloc(SPRITE_WIDTH * SPRITE_HEIGHT+1);
sprite->spr=spr;
sprite->key.up=key[0];
sprite->key.down=key[1];
sprite->key.left=key[2];
sprite->key.right=key[3];
sprite->key.stop=key[4];
sprite->key.quit=key[5];
sprite->key.fight=key[6];
// set all bitmap pointers to null
for (index=0; index<MAX_SPRITE_FRAMES; index++)
sprite->frames[index] = NULL;
} // end Sprite_Init
//////////////////////////////////////////////////////////////////////////////
void Sprite_Delete(sprite_ptr sprite)
{
// this function deletes all the memory associated with a sprire
int index;
farfree(sprite->background);
// now de-allocate all the animation frames
for (index=0; index<MAX_SPRITE_FRAMES; index++)
farfree(sprite->frames[index]);
free(sprite);
} // end Sprite_Delete
void Draw_Sprite(sprite_ptr sprite)
{
// this function draws a sprite on the screen row by row very quickly
// note the use of shifting to implement multplication
char far *work_sprite;
int work_offset=0,offset,x,y;
//unsigned char data;
// alias a pointer to sprite for ease of access
work_sprite = sprite->frames[sprite->curr_frame];
// compute offset of sprite in video buffer
offset = ((sprite->y) << 8) + ((sprite->y) << 6) + sprite->x;
for (y=0; y<SPRITE_HEIGHT; y++)
{
// copy the next row into the screen buffer using memcpy for speed
for (x=0; x<SPRITE_WIDTH; x++)
{
// test for transparent pixel i.e. 0, if not transparent then draw
if(work_sprite[work_offset+x])
//data==(unsigned char)work_sprite[work_offset+x];
// if(data)
// video_buffer[offset+x] =data;
video_buffer[offset+x]=work_sprite[work_offset+x];
} // end for x
// move to next line in video buffer and in sprite bitmap buffer
offset += SCREEN_WIDTH;
work_offset += SPRITE_WIDTH;
} // end for y
} // end Draw_Sprite
void Behind_Sprite(sprite_ptr sprite)
{
// this function scans the background behind a sprite so that when the sprite
// is draw, the background isnn'y obliterated
char far *work_back;
int work_offset=0,offset,y;
// alias a pointer to sprite background for ease of access
work_back = sprite->background;
// compute offset of background in video buffer
offset = (sprite->y << 8) + (sprite->y << 6) + sprite->x;
for (y=0; y<SPRITE_HEIGHT; y++)
{
// copy the next row out off screen buffer into sprite background buffer
_fmemmove((void far *)&work_back[work_offset],
(void far *)&video_buffer[offset],
SPRITE_WIDTH);
// move to next line in video buffer and in sprite background buffer
offset += SCREEN_WIDTH;
work_offset += SPRITE_WIDTH;
} // end for y
} // end Behind_Sprite
//////////////////////////////////////////////////////////////////////////////
void Erase_Sprite(sprite_ptr sprite)
{
// replace the background that was behind the sprite
// this function replaces the background that was saved from where a sprite
// was going to be placed
char far *work_back;
int work_offset=0,offset,y;
// alias a pointer to sprite background for ease of access
work_back = sprite->background;
// compute offset of background in video buffer
offset = (sprite->y << 8) + (sprite->y << 6) + sprite->x;
for (y=0; y<SPRITE_HEIGHT; y++)
{
// copy the next row out off screen buffer into sprite background buffer
_fmemmove((void far *)&video_buffer[offset],
(void far *)&work_back[work_offset],
SPRITE_WIDTH);
// move to next line in video buffer and in sprite background buffer
offset += SCREEN_WIDTH;
work_offset += SPRITE_WIDTH;
} // end for y
} // end Erase_Sprite
void Fill_Screen(int value)
{
_fmemset(video_buffer,(char)value,SCREEN_WIDTH*SCREEN_HEIGHT1+1);
}
void Clear_Key_Buffer(void)
{
int offset;
offset=peek(0x40,0x1a);
pokeb(0x40,0x1c,offset);
}
void Sheer(void)
{
long index;
int x,y;
x=rand()%320;
y=rand()%200;
for(index=0;index<100000;index++)
{
x+=17;
y+=13;
if(x>319)
x=x-319;
if(y>199)
y=y-199;
Plot_Pixel_Fast(x,y,0);
}
}
void spr(sprite_ptr sprite)
{
static int sprite_direction=0;
static float dx,dy,dxx=0,dyy=0,angle;
static int i,j=2,k,l=1;
char get_key;
l=-l;
k=0;
Erase_Sprite(sprite);
if(l==1)
{
if(kbhit())
{
get_key=getch();
Clear_Key_Buffer();
k=1;
dx=dy=0;
if(get_key==sprite->key.up)
{
sprite_direction=0;
angle=(90+360-360/(MAX_SPRITE_FRAMES/2)*(float)sprite_direction);
dxx=dx=sprite_SPEED*cos(PI*angle/180);
dyy=dy=sprite_SPEED*sin(PI*angle/180);
}
if(get_key==sprite->key.right)
{
sprite_direction=1;
angle=(90+360-360/(MAX_SPRITE_FRAMES/2)*(float)sprite_direction);
dxx=dx=sprite_SPEED*cos(PI*angle/180);
dyy=dy=sprite_SPEED*sin(PI*angle/180);
}
if(get_key==sprite->key.down)
{
sprite_direction=2;
angle=(90+360-360/(MAX_SPRITE_FRAMES/2)*(float)sprite_direction);
dxx=dx=sprite_SPEED*cos(PI*angle/180);
dyy=dy=sprite_SPEED*sin(PI*angle/180);
}
if(get_key==sprite->key.left)
{
sprite_direction=3;
angle=(90+360-360/(MAX_SPRITE_FRAMES/2)*(float)sprite_direction);
dxx=dx=sprite_SPEED*cos(PI*angle/180);
dyy=dy=sprite_SPEED*sin(PI*angle/180);
}
if(get_key==sprite->key.quit)
{
Sprite_Delete(sprite);
Sheer();
Set_Video_Mode(TEXT_MODE);
exit(1);
}
sprite->x+=(int)(dx+.5);
if(sprite->x>319-(int)SPRITE_WIDTH)
sprite->x=319-(int)SPRITE_WIDTH;
else if(sprite->x<0)
sprite->x=0;
sprite->y-=(int)(dy+.5);
if(sprite->y>199-(int)SPRITE_HEIGHT)
sprite->y=199-(int)SPRITE_HEIGHT;
else if(sprite->y<0)
sprite->y=0;
sprite->curr_frame=sprite_direction;
}
if(k==0)
if(get_key!=sprite->key.stop)
{
sprite->x+=(int)(dxx+.5);
if(sprite->x>319-(int)SPRITE_WIDTH)
sprite->x=319-(int)SPRITE_WIDTH;
else if(sprite->x<0)
sprite->x=0;
sprite->y-=(int)(dyy+.5);
if(sprite->y>199-(int)SPRITE_HEIGHT)
sprite->y=199-(int)SPRITE_HEIGHT;
else if(sprite->y<0)
sprite->y=0;
sprite->curr_frame=sprite_direction;
}
}
else
{
j=-j;
sprite->curr_frame=sprite_direction+2+j;
}
Behind_Sprite(sprite);
Draw_Sprite(sprite);
Delay(2);
}
void Judge_Sprite(void)
{
sprite_ptr sprite;
sprite=head;
do{
sprite->spr(sprite);
sprite=sprite->next;
}while(sprite!=NULL);
}
void main(void)
{
long index;
pcx_picture background_pcx,objects_pcx;
char key[7]={'8','2','4','6','5','q','0'};
Set_Video_Mode(VGA256);
PCX_Init((pcx_picture_ptr)&objects_pcx);
PCX_Load_Screen("poem.pcx",1);
PCX_Load("attank2.pcx",(pcx_picture_ptr)&objects_pcx,1);
now=pre=(struct sprite *)malloc(sizeof(struct sprite_type));
head=now;
Sprite_Init(now,0,0,0,0,0,0,spr,key);
pre->next=NULL;
for(index=0;index<MAX_SPRITE_FRAMES;index++)
{
PCX_Grab_Bitmap((pcx_picture_ptr)&objects_pcx,now,index,index,0);
}
PCX_Delete((pcx_picture_ptr)&objects_pcx);
Behind_Sprite(now);
while(1){
Judge_Sprite();
}
}
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