Stilllegung des Forums
Das Forum wurde am 05.06.2023 nach über 20 Jahren stillgelegt (weitere Informationen und ein kleiner Rückblick).
Registrierungen, Anmeldungen und Postings sind nicht mehr möglich. Öffentliche Inhalte sind weiterhin zugänglich.
Das Team von spieleprogrammierer.de bedankt sich bei der Community für die vielen schönen Jahre.
Wenn du eine deutschsprachige Spieleentwickler-Community suchst, schau doch mal im Discord und auf ZFX vorbei!
Werbeanzeige
C-/C++-Quelltext |
|
1 2 |
//m_DamObjBeat.Init(991,1037,500, 526, 29,46, "Data/Grafics/DamageObjectsDOWN/Flower.bmp", 1600,400,150,true); //m_lDamageObjBeat.push_back(m_DamObjBeat); |
C-/C++-Quelltext |
|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 |
#ifndef DAMAGEOBJECTBEATER_HPP #define DAMAGEOBJECTBEATER_HPP #include "AreaScanning.hpp" class CDamgeObjectBeater : public CAreaScanning { public: void Init (int Oben, int Unten,int Links, int Rechts, int Width,int Height, string Graficlink, int GroundStay, int Overgroundstay, int Movespeed, bool Flower); void Ubdate(CPlayer &Player); void Render (CPlayer &Player); void DamageScanning(CPlayer &Player); void Abfrage_Unten (CPlayer &Playerwerte); private: CSprite m_DamObjUPGrafic; int m_MoveStatus; int m_width; int m_height; int m_Speed; int m_Posiadd; int m_Posicount; float m_fPosiadd; int m_GroundStay; int m_OverGroundStay; int m_Damagezone; bool m_bFlower; }; #endif |
C-/C++-Quelltext |
|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 |
//Init // //Aufgabe: Kollisonskoordinaten der Area Instanz initaliesieren // void CDamgeObjectBeater :: Init (int Oben, int Unten,int Links, int Rechts, int Width,int Height, string Graficlink, int GroundStay, int Overgroundstay, int Movespeed, bool Flower) { m_fYOben = Oben;//Speichert, Y Wert oben des Objektes m_fYUnten = Unten;//Speichert, Y Wert unten des Objektes m_fXLinks = Links; //Speichert, X Wert Links des Objektes m_fXRechts = Rechts; //Speichert, X Wert Rechts des Objektes m_width = Width; m_height = Height; m_MoveStatus = 1; m_DamObjUPGrafic.Load_DamageObject_DOWN(Graficlink, m_width, m_height); m_DamObjUPGrafic.SetColorKey(255,0,255); m_Posiadd = 0; m_fPosiadd = 0; m_Posicount = 0; m_Damagezone = 0; m_GroundStay = GroundStay; m_OverGroundStay = Overgroundstay; m_Speed = Movespeed; m_bFlower = Flower; } |
C-/C++-Quelltext |
|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 |
#ifndef Game_HPP #define Game_HPP #include <list> #include "framework.hpp" #include "Player.hpp" #include "Enemy.hpp" #include "Enemy_Rex.hpp" #include "AreaScanning.hpp" #include "Backgroundmap.hpp" #include "Enemy_hotDinosaur.hpp" #include"FireShot.hpp" #include "AreaMoveObject.hpp" #include "DamageObjectUP.hpp" #include "DamageObjectDown.hpp" #include "DamageObjectBeater.hpp" class CGame { public: CGame(); //Hauptfunktionen des Spiels void Run (); void Exit (); //Unterfunktionen von Run void Testlevel(); //Funktionen für Level void AreaAbfragen (); void EnemyUbdate (); void EnemyRendern (); void EnemyAreaScanning(); void AreaStagesUbdate(); void AreaStagesRender(); void DamageObjectsUbdate (); void DamageObjectsRender (); void DamageObjectsScanning (); private: //Instanzen CPlayer m_Player; //Für Spieler CBackgroundmap *m_Backgroundmap; CEnemy_Rex m_Enemy; CEnemy_HotDinosaur m_Enemy2; CFireShot m_Fire_Mario; //------------------------------- CDamgeObjectBeater m_DamObjBeat; //------------------------------ CDamgeObjectUP m_DamObjUP; CDamgeObjectDown m_DamObjDown; CAreaMoveObject m_Stage; //Listen list<CAreaScanning> m_lArea; //Liste für Area list<CAreaMoveObject> m_lStage; //Liste für Platformen list<CDamgeObjectUP> m_lDamageObjUP; //UP list<CDamgeObjectDown> m_lDamageObjDown; //DOWN //----------------------------------------------------- list<CDamgeObjectBeater> m_lDamageObjBeat; //Beater //----------------------------------------------------- list<CEnemy> m_lEnemy; //Liste für Gegner list<CEnemy_HotDinosaur> m_lEnemy2; // Liste für Spezialfall Feuerdino //Variablen bool m_bContact; //Speichert ob Spielerbodenkontakt hat bool m_bListe; //Speichert ob Liste schon gefüllt wurde.. bool m_bAfterFall; //Speichert ob es nach dem Fall ist }; #endif |
C-/C++-Quelltext |
|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 |
void CGame::Testlevel () { if (m_bListe == false) { CAreaScanning m_Area; //Für Objekte m_Area.Init(1136,0,0,3000); m_lArea.push_back(m_Area); m_Area.Init(1078,1136,691,717); m_lArea.push_back(m_Area); m_Area.Init(1042,1052,754,850); m_lArea.push_back(m_Area); m_Area.Init(1000,1010,886,982); m_lArea.push_back(m_Area); m_Area.Init(953,962,1013,1110); m_lArea.push_back(m_Area); m_Area.Init(895,905,1171,1267); m_lArea.push_back(m_Area); m_Area.Init(806,815,1115,1211); m_lArea.push_back(m_Area); m_Area.Init(746,755,1277,1374); m_lArea.push_back(m_Area); if(1 == 2) { m_Enemy.Init(200,1090,100,100); m_lEnemy.push_back(m_Enemy); m_Enemy.Init(300,1090,100,100); m_lEnemy.push_back(m_Enemy); m_Enemy.Init(400,1090,100,100); m_lEnemy.push_back(m_Enemy); m_Enemy.Init(500,1090,100,100); m_lEnemy.push_back(m_Enemy); m_Enemy.Init(550,1090,100,100); m_lEnemy.push_back(m_Enemy); m_Enemy.Init(355,1090,100,100); m_lEnemy.push_back(m_Enemy); m_Enemy.Init(370,1090,100,100); m_lEnemy.push_back(m_Enemy); m_Enemy.Init(455,1090,100,100); m_lEnemy.push_back(m_Enemy); m_Enemy.Init(478,1090,60,60); m_lEnemy.push_back(m_Enemy); m_Enemy.Init(201,1090,60,60); m_lEnemy.push_back(m_Enemy); m_Enemy.Init(278,1090,60,60); m_lEnemy.push_back(m_Enemy); m_Enemy.Init(456,1090,60,60); m_lEnemy.push_back(m_Enemy); m_Enemy.Init(399,1090,60,60); m_lEnemy.push_back(m_Enemy); m_Enemy.Init(388,1090,60,60); m_lEnemy.push_back(m_Enemy); m_Enemy.Init(201,1090,60,60); m_lEnemy.push_back(m_Enemy); m_Enemy.Init(178,1090,60,60); m_lEnemy.push_back(m_Enemy); m_Enemy.Init(199,1090,60,60); m_lEnemy.push_back(m_Enemy); } if(1== 2) { m_Enemy2.Init(1130,1112,150,150); m_lEnemy2.push_back(m_Enemy2); m_Enemy2.Init(1430,1112,150,150); m_lEnemy2.push_back(m_Enemy2); m_Enemy2.Init(1340,1112,150,150); m_lEnemy2.push_back(m_Enemy2); m_Enemy2.Init(1250,1112,150,150); m_lEnemy2.push_back(m_Enemy2); m_Enemy2.Init(1190,1112,150,150); m_lEnemy2.push_back(m_Enemy2); } m_Stage.Init(700,711,1580,1676,100,2,1,100,"Data/Grafics/MoveObjects/stage_normal.bmp"); m_lStage.push_back(m_Stage); m_Stage.Init(700,711,1930,2026,100,1,1,100,"Data/Grafics/MoveObjects/stage_normal.bmp"); m_lStage.push_back(m_Stage); m_DamObjUP.Init(1090,1136,600, 626, 29,46, "Data/Grafics/DamageObjectsUP/Flower.bmp", 1000,400,150,true); m_lDamageObjUP.push_back(m_DamObjUP); m_DamObjUP.Init(1090,1136,500, 526, 29,46, "Data/Grafics/DamageObjectsUP/Flower.bmp", 1200,400,150,true); m_lDamageObjUP.push_back(m_DamObjUP); m_DamObjUP.Init(1090,1136,400, 426, 29,46, "Data/Grafics/DamageObjectsUP/Flower.bmp", 1400,400,150,true); m_lDamageObjUP.push_back(m_DamObjUP); m_DamObjUP.Init(1090,1136,300, 326, 29,46, "Data/Grafics/DamageObjectsUP/Flower.bmp", 1600,400,150,true); m_lDamageObjUP.push_back(m_DamObjUP); m_DamObjDown.Init(1091,1137,500, 526, 29,46, "Data/Grafics/DamageObjectsDOWN/Flower.bmp", 1600,400,150,true); m_lDamageObjDown.push_back(m_DamObjDown); //------------------------------------------------------------------------------------------------------- m_DamObjBeat.Init(991,1037,500, 526, 29,46, "Data/Grafics/DamageObjectsDOWN/Flower.bmp", 1600,400,150,true); m_lDamageObjBeat.push_back(m_DamObjBeat); //---------------------------------------------------------------------------------------------------------- m_bListe = true; } |
C-/C++-Quelltext |
|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 |
int main (int argc, char *argv[]) { // Framework initialisieren if (g_pFramework->Init (800, 600, 16, false) == false) return (0); g_pLogfile->CreateLogfile("Logfile.html"); Hier war der Pfeil->CGame Game; for (int i = 0; i<10000; i++) { Game.Run(); } return (0); } |
C-/C++-Quelltext |
|
1 2 3 4 |
void CGame::Testlevel () ... if(1 == 2) ... |
Zitat von »"Deviloper"«
Boa is dasn Kot von Code Ehm Guckste Initialisierungsliste, const, unsigned, const-Ref tjo und Init und Exit, so gern se David auch in seiner TriBase Engine verwendet hat, sind SCHEI?E! Konstruktor und Destruktor rulez!
C-/C++-Quelltext |
|
1 |
void Ubdate(CPlayer &Player); |
Zitat von »"Deviloper"«
tjo und Init und Exit, so gern se David auch in seiner TriBase Engine verwendet hat, sind SCHEI?E! Konstruktor und Destruktor rulez!
Werbeanzeige