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' Hardwire
'
' Copyright 2005 Ian Cowburn
'
' $Id$
'
'
' This should really be called Global.bmx probably...
'
Strict
Import noddybox.bitmapfont
Import noddybox.gfxmenu


' Included binaries
'
Incbin "GFX/font.bmf"
Incbin "GFX/small.bmf"
Incbin "GFX/large.bmf"
Incbin "GFX/pointer.png"
Incbin "GFX/play_button.png"
Incbin "GFX/quit_button.png"
Incbin "GFX/keys_button.png"
Incbin "GFX/rules_button.png"
Incbin "GFX/left_button.png"
Incbin "GFX/right_button.png"
Incbin "GFX/copper.png"
Incbin "GFX/copperslice.png"
Incbin "GFX/dust.png"
Incbin "GFX/title.png"
Incbin "GFX/gameover.png"
Incbin "GFX/bdropstar.png"

Incbin "TILES/tile.png"
Incbin "TILES/pit_top.png"
Incbin "TILES/pit_bottomleft.png"
Incbin "TILES/pit_bottomright.png"
Incbin "TILES/pit_bottom.png"
Incbin "TILES/pit_side.png"
Incbin "TILES/trode_left.png"
Incbin "TILES/trode_right.png"
Incbin "TILES/trode_bottom.png"
Incbin "TILES/top_bottom.png"
Incbin "TILES/left_right.png"
Incbin "TILES/cross.png"
Incbin "TILES/top_left.png"
Incbin "TILES/top_right.png"
Incbin "TILES/bottom_left.png"
Incbin "TILES/bottom_right.png"

Incbin "TILES/special_bomb.png"
Incbin "TILES/special_twister.png"
Incbin "TILES/special_nuke.png"
Incbin "TILES/special_cross.png"

Const HERTZ:Int=60

Type Lookup
	Global si:Double[]
	Global co:Double[]
	
	Function Init()
		si=New Double[360]
		co=New Double[360]
		
		For Local a:Int=0 To 359
			si[a]=Sin(a)
			co[a]=Cos(a)
		Next
	End Function
End Type


Type GameGFX
	Global font:TBitmapFont
	Global small:TBitmapFont
	Global large:TBitmapFont

	Global title:TImage
	Global gameover:TImage

	Global pointer:TImage
	Global copper:TImage
	Global copperslice:TImage
	Global dust:TImage

	Global play_button:TImage
	Global quit_button:TImage
	Global left_button:TImage
	Global right_button:TImage
	Global rules_button:TImage
	Global keys_button:TImage
	
	Global tile:TImage
	
	Global pit_top:TImage
	Global pit_bottomleft:TImage
	Global pit_bottomright:TImage
	Global pit_bottom:TImage
	Global pit_side:TImage
	
	Global trode_left:TImage
	Global trode_right:TImage
	Global trode_bottom:TImage
	
	Global top_bottom:Timage
	Global left_right:Timage
	Global cross:Timage
	Global top_left:Timage
	Global top_right:Timage
	Global bottom_left:Timage
	Global bottom_right:Timage
	
	Global special_bomb:TImage
	Global special_twister:TImage
	Global special_nuke:TImage
	Global special_cross:TImage
	
	Global bdropstar:TImage
	
	Function SafeLoadImage:TImage(p:String, mode:Int)
		Local i:TImage=LoadImage(p,mode)
		Assert i,"Failed to load " + p
		Return i
	End Function
	
	Function SafeLoadAnimImage:TImage(p:String, w:Int, h:Int, f:Int, c:Int, mode:Int)
		Local i:TImage=LoadAnimImage(p,w,h,f,c,mode)
		Assert i,"Failed to load " + p
		Return i
	End Function
	
	Function Init()
		font=TBitmapFont.Load("incbin::GFX/font.bmf",0)
		small=TBitmapFont.Load("incbin::GFX/small.bmf",0)
		large=TBitmapFont.Load("incbin::GFX/large.bmf",0)
		
		Assert font,"Failed to load incbin::GFX/font.bmf"
		Assert small,"Failed to load incbin::GFX/small.bmf"
		Assert large,"Failed to load incbin::GFX/large.bmf"

		title=SafeLoadImage("incbin::GFX/title.png",0)
		gameover=SafeLoadImage("incbin::GFX/gameover.png",0)
		MidHandleImage(gameover)

		pointer=SafeLoadImage("incbin::GFX/pointer.png",0)

		copper=SafeLoadImage("incbin::GFX/copper.png",0)
		copperslice=SafeLoadImage("incbin::GFX/copperslice.png",0)

		dust=SafeLoadImage("incbin::GFX/dust.png",FILTEREDIMAGE)
		MidHandleImage(dust)

		play_button=SafeLoadImage("incbin::GFX/play_button.png",0)
		quit_button=SafeLoadImage("incbin::GFX/quit_button.png",0)
		rules_button=SafeLoadImage("incbin::GFX/rules_button.png",0)
		keys_button=SafeLoadImage("incbin::GFX/keys_button.png",0)
		left_button=SafeLoadImage("incbin::GFX/left_button.png",0)
		right_button=SafeLoadImage("incbin::GFX/right_button.png",0)

		tile=SafeLoadImage("incbin::TILES/tile.png",0)

		pit_top=SafeLoadImage("incbin::TILES/pit_top.png",0)
		pit_bottom=SafeLoadImage("incbin::TILES/pit_bottom.png",0)
		pit_bottomleft=SafeLoadImage("incbin::TILES/pit_bottomleft.png",0)
		pit_bottomright=SafeLoadImage("incbin::TILES/pit_bottomright.png",0)
		pit_side=SafeLoadImage("incbin::TILES/pit_side.png",0)
		
		trode_left=SafeLoadImage("incbin::TILES/trode_left.png",0)
		trode_right=SafeLoadImage("incbin::TILES/trode_right.png",0)
		trode_bottom=SafeLoadImage("incbin::TILES/trode_bottom.png",0)

		top_bottom=SafeLoadImage("incbin::TILES/top_bottom.png",0)
		left_right=SafeLoadImage("incbin::TILES/left_right.png",0)
		cross=SafeLoadImage("incbin::TILES/cross.png",0)
		top_left=SafeLoadImage("incbin::TILES/top_left.png",0)
		top_right=SafeLoadImage("incbin::TILES/top_right.png",0)
		bottom_left=SafeLoadImage("incbin::TILES/bottom_left.png",0)
		bottom_right=SafeLoadImage("incbin::TILES/bottom_right.png",0)
		
		special_bomb=SafeLoadAnimImage("incbin::TILES/special_bomb.png",32,32,0,4,DYNAMICIMAGE)
		special_twister=SafeLoadAnimImage("incbin::TILES/special_twister.png",32,32,0,4,DYNAMICIMAGE)
		special_nuke=SafeLoadAnimImage("incbin::TILES/special_nuke.png",32,32,0,4,DYNAMICIMAGE)
		special_cross=SafeLoadAnimImage("incbin::TILES/special_cross.png",32,32,0,4,DYNAMICIMAGE)

		bdropstar=SafeLoadAnimImage("incbin::GFX/bdropstar.png",8,8,0,6,0)'FILTEREDIMAGE)
	End Function
End Type

Type GameConfig
	Global kleft:Int
	Global kright:Int
	Global krotright:Int
	Global krotleft:Int
	Global kdrop:Int
	Global kpause:Int
	Global start_level:Int
	Global hiscore:Int
	
	Function Load()
		Local s:TStream=ReadStream("hardwire.config")
		
		If s=Null
			kleft=KEY_LEFT
			kright=KEY_RIGHT
			krotright=KEY_UP
			krotleft=KEY_DOWN
			kdrop=KEY_SPACE
			kpause=KEY_P
			start_level=1
			hiscore=0
			Return
		EndIf
		
		s=LittleEndianStream(s)
		
		kleft=s.ReadInt()
		kright=s.ReadInt()
		krotright=s.ReadInt()
		krotleft=s.ReadInt()
		kdrop=s.ReadInt()
		kpause=s.ReadInt()
		start_level=s.ReadInt()
		hiscore=s.ReadInt()
		
		s.Close()
	End Function
	
	Function Save()
		Local s:TStream=WriteStream("hardwire.config")
		
		If s=Null
			Return
		EndIf
		
		s=LittleEndianStream(s)
		
		s.WriteInt(kleft)
		s.WriteInt(kright)
		s.WriteInt(krotright)
		s.WriteInt(krotleft)
		s.WriteInt(kdrop)
		s.WriteInt(kpause)
		s.WriteInt(start_level)
		s.WriteInt(hiscore)
		
		s.Close()
	End Function
EndType

Type TEasyLink
	Field l:TLink
	
	Function Create:TEasyLink(l:TList)
		Local o:TEasyLink=New TEasyLink
		o.l=l.FirstLink()
		Return o
	End Function
	
	Method Value:Object()
		If l
			Return l.Value()
		Else
			Return Null
		EndIf
	End Method
	
	Method MoveNext()
		If l
			l=l.NextLink()
		EndIf
	End Method
	
	Method Remove()
		Local ol:TLink=l
		MoveNext()
		ol.Remove()
	End Method
End Type


Type TMenuBdrop Extends TGfxMenuBackdrop
	Field msg:String
	Field msgp:Int
	Field msgx:Int
	Field msgy:Int
	
	Method New()
		msg="                                          "
		msg="                                          "
		msg:+"Welcome to Hardwire.  "
		msg:+"Hardwire was written using BlitzMax -- http://www.blitzbasic.com/ -- and a variety of tools available at "
		msg:+"http://www.noddybox.demon.co.uk/          Please feel free to forward this game to whoever you hate enough "
		msg:+"to inflict this monstrosity upon.  Enjoy.  This game written under the influence of Slay Radio -- http://www.slayradio.org"

		msgx=0
		msgp=0
		msgy=560
	End Method
	
	Method Create:TGfxMenuBackdrop()
		Return Self
	End Method
	
	Method Update()
		GameGFX.large.Draw(msg[..80],msgx,msgy)

		msgx:-2
		If msgx<-GameGFX.large.TextWidth(msg[0..1])
			msgx:+GameGFX.large.TextWidth(msg[0..1])
			msg=msg[1..]+msg[0..1]
		EndIf
	End Method
End Type

Type TFadeScreen
	Field a:Double
	Field ai:Double
	
	Function Create:TFadeScreen(a:Double, ai:Double)
		Local o:TFadeScreen=New TFadeScreen
		o.a=a
		o.ai=ai
		Return o
	End Function
	
	Function FadeOut:TFadeScreen()
		Return Create(0,0.05)
	End Function

	Function FadeIn:TFadeScreen()
		Return Create(1,-0.05)
	End Function
	
	Function DoFadeOut()
		Local fade:TFadeScreen=TFadeScreen.FadeOut()
		Local pm:TPixmap=GrabPixmap(0,0,GraphicsWidth(),GraphicsHeight())
		
		While fade.Fade()
			Cls
			DrawPixmap(pm,0,0)
			fade.Draw()
			Flip
		Wend
	End Function
	
	Method Fade:Int()
		a:+ai
		Return a>0 And a<1
	End Method

	Method Draw()
		Local r:Int,g:Int,b:Int
		Local oa:Double=GetAlpha()
		GetColor(r,g,b)
		SetAlpha(a)
		SetColor(0,0,0)
		DrawRect(0,0,GraphicsWidth(),GraphicsHeight())
		SetColor(r,g,b)
		SetAlpha(oa)
	End Method
End Type

Type TGameBackdropStar
	Field x:Double
	Field y:Double
	Field dy:Double
	Field r:Int
	Field g:Int
	Field b:Int
	Field frame:Int
	Field cnt:Int
	
	Method New()
		x=Rnd(0,GraphicsWidth())
		y=Rnd(0,GraphicsHeight())
		dy=Rnd(0.1,2)
		r=Rand(128,255)
		g=Rand(128,255)
		b=Rand(128,255)
		frame=Rand(0,5)
		cnt=5
	End Method
	
	Method Draw(anim:Int)
		If anim
			frame=(frame+1) Mod 6
		EndIf
		
		y:+dy
		If y>GraphicsHeight()+8
			y=-8
		EndIf
		SetColor(r,g,b)
		DrawImage(GameGFX.bdropstar,x,y,frame)
	End Method
End Type


Type TGameBackdrop
	Field num:Int
	Field star:TGameBackdropStar[]
	Field cnt:Int
	
	Method New()
		num=100
		star=New TGameBackdropStar[num]
		cnt=5
		
		For Local f:Int=0 Until num
			star[f]=New TGameBackdropStar
		Next
	End Method
	
	Method Draw()
		For Local f:Int=0 Until num
			star[f].Draw(cnt=0)
		Next
		cnt:-1
		If cnt=-1
			cnt=5
		EndIf
	End Method
End Type