1 | unit Engine;
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2 |
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3 | interface
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4 |
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5 | uses
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6 | Dialogs, Classes, SysUtils, Graphics, SpecializedMatrix, RegistryEx, Common,
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7 | IntfGraphics, FPImage, LCLType, SpecializedBitmap, GraphType, Math, Rectangle,
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8 | Syncobjs, Threading, Forms, DateUtils, AudioSystem, Generics.Collections,
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9 | World, Matter, Sound;
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10 |
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11 | const
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12 | MaxBulletCount = 10;
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13 | EnergyDecreaseDig = 0;
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14 | EnergyDecreaseMove = 0.00025; // ~2.5 minutes of movement
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15 | EnergyDecreaseShoot = 0.005; // ~20 seconds of shooting
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16 | EnergyDecreaseOutside = 0.00003; // ~5 minutes of live
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17 | EnergyIncreaseHome = 0.001;
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18 | ShieldIncreaseHome = 0.001;
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19 | ShieldDecreaseHit = 0.15;
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20 | ExplosionBulletCount = 100;
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21 | ExplosionRange = 20;
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22 | ExplosionBulletMaxSpeed = 0.5;
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23 | ExplosionBulletMinSpeed = 0.2;
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24 | BulletExplosionRange = 4;
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25 | ShootDelay = 0.1; // seconds
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26 | DigDelay = 0.2; // seconds
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27 | ShootDigDelay = 0.05; // seconds
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28 | MoveDelay = 0.05; // seconds
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29 | PlayerFrameWidth = 80;
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30 | PlayerFrameHeight = 80;
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31 | PlayerHouseSize = 29;
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32 | PlayerHouseDoorSize = 7;
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33 | ExplosionDelay = 2;
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34 | NewRoundDelay = 2;
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35 | clTuna = $5555ff;
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36 | clPurple = $aa00aa;
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37 | clOrange = $0055aa;
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38 | clDarkOrange = $0000aa;
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39 | clDarkGreen = $00aa00;
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40 | clCyan = $ffff00;
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41 |
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42 | type
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43 | TEngine = class;
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44 | TPlayer = class;
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45 |
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46 | TRealPoint = record
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47 | X, Y: Real;
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48 | end;
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49 |
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50 | TPlayerKeys = record
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51 | Left: Word;
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52 | Right: Word;
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53 | Up: Word;
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54 | Down: Word;
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55 | Shoot: Word;
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56 | end;
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57 |
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58 | { TBullet }
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59 |
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60 | TBullet = class
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61 | Player: TPlayer;
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62 | Position: TRealPoint;
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63 | PositionTail: TRealPoint;
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64 | Direction: TRealPoint;
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65 | MaxDistance: Integer;
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66 | Distance: Real;
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67 | StopByDirt: Boolean;
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68 | CanKill: Boolean;
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69 | constructor Create;
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70 | end;
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71 |
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72 | { TBullets }
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73 |
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74 | TBullets = class(TObjectList<TBullet>)
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75 | procedure HideAll;
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76 | end;
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77 |
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78 | { TTank }
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79 |
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80 | TTank = class
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81 | Image: TMatrixByte;
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82 | Mask: TMatrixByte;
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83 | procedure Assign(Source: TTank);
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84 | constructor Create;
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85 | destructor Destroy; override;
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86 | end;
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87 |
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88 | { TTanks }
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89 |
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90 | TTanks = class(TObjectList<TTank>)
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91 | procedure Assign(Source: TTanks);
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92 | end;
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93 |
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94 | TColisionState = record
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95 | Blocking: Boolean;
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96 | Diggable: Boolean;
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97 | end;
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98 |
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99 | { TPlayer }
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100 |
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101 | TPlayer = class
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102 | private
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103 | FExploded: Boolean;
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104 | NewDirection: Integer;
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105 | NewPosition: TPoint;
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106 | Dig: Boolean;
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107 | LastPos: TPoint;
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108 | ExplosionPending: Boolean;
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109 | ExplosionTime: TDateTime;
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110 | procedure SetExploded(const AValue: Boolean);
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111 | function ShowTankProc(Item1, Item2: Byte): Byte;
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112 | function HideTankProc(Item1, Item2: Byte): Byte;
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113 | function DigProc(Item1, Item2: Byte): Byte;
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114 | public
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115 | Name: string;
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116 | Color1: TColor;
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117 | Color2: TColor;
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118 | Id: Integer;
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119 | Enabled: Boolean;
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120 | Engine: TEngine;
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121 | Position: TPoint;
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122 | StartPosition: TPoint;
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123 | Score: Integer;
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124 | Direction: Integer;
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125 | ScreenFrame: TRectangle;
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126 | Keys: TPlayerKeys;
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127 | Tanks: TTanks;
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128 | Bullets: TBullets;
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129 | LastShootTime: TDateTime;
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130 | LastDigTime: TDateTime;
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131 | LastMoveTime: TDateTime;
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132 | Energy: Real;
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133 | LastEnergy: Real;
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134 | Shield: Real;
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135 | LastShield: Real;
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136 | House: TRectangle;
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137 | ShotsCount: Integer;
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138 | ShotsHit: Integer;
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139 | MetersDug: Integer;
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140 | MetersTravelled: Integer;
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141 | procedure ResetTank;
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142 | procedure Init;
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143 | procedure Explosion(Position: TPoint; Distance: Integer);
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144 | procedure Control;
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145 | function CheckNewDestination: Boolean;
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146 | procedure Tick;
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147 | procedure Paint;
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148 | procedure PlaceHouse;
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149 | function CheckColision: TColisionState;
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150 | procedure ShowTank;
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151 | procedure HideTank;
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152 | procedure InitTanks;
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153 | constructor Create;
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154 | destructor Destroy; override;
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155 | procedure Assign(Source: TPlayer);
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156 | procedure LoadFromRegistry(Context: TRegistryContext);
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157 | procedure SaveToRegistry(Context: TRegistryContext);
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158 | property Exploded: Boolean read FExploded write SetExploded;
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159 | end;
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160 |
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161 | { TPlayers }
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162 |
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163 | TPlayers = class(TObjectList<TPlayer>)
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164 | Engine: TEngine;
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165 | function AddNew: TPlayer;
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166 | procedure Assign(Players: TPlayers);
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167 | procedure LoadFromRegistry(Context: TRegistryContext);
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168 | procedure SaveToRegistry(Context: TRegistryContext);
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169 | function GetAliveCount: Integer;
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170 | function GetWinner: TPlayer;
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171 | end;
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172 |
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173 | { TKeyboard }
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174 |
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175 | TKeyboard = class
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176 | KeyState: array[0..High(Word)] of Boolean;
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177 | procedure ClearAll;
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178 | end;
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179 |
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180 | { TSystemThread }
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181 |
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182 | TSystemThread = class(TListedThread)
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183 | Engine: TEngine;
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184 | procedure Execute; override;
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185 | end;
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186 |
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187 | { TDrawThread }
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188 |
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189 | TDrawThread = class(TListedThread)
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190 | private
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191 | procedure DrawSync;
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192 | public
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193 | Engine: TEngine;
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194 | procedure Execute; override;
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195 | end;
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196 |
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197 | TCanvasMethod = procedure (Canvas: TCanvas) of object;
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198 |
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199 | TGameState = (gsMenu, gsGame, gsNewRound, gsMap, gsInformation,
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200 | gsInstructions);
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201 |
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202 | { TEngine }
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203 |
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204 | TEngine = class(TComponent)
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205 | private
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206 | FActive: Boolean;
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207 | FBitmap: TBitmap;
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208 | FBitmapLock: TCriticalSection;
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209 | FOnGameEnd: TNotifyEvent;
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210 | FRedrawPending: Boolean;
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211 | FBitmapLower: TBitmapTColor;
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212 | FDrawThread: TDrawThread;
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213 | FState: TGameState;
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214 | FSystemThread: TSystemThread;
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215 | FClearBackground: Boolean;
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216 | FStateTime: TDateTime;
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217 | FShowMenuStats: Boolean;
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218 | procedure InitDigMasks;
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219 | procedure SetActive(const AValue: Boolean);
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220 | procedure SetBitmap(const AValue: TBitmap);
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221 | function IsInsideHouses(Pos: TPoint): Boolean;
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222 | procedure InitPlayers;
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223 | procedure CheckGameEnd;
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224 | procedure ClearBackground;
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225 | procedure DrawMenu;
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226 | procedure DrawStats;
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227 | procedure DrawGamePrepare(Thread: TVirtualThread);
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228 | procedure DrawGame;
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229 | procedure DrawInformation;
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230 | procedure DrawInstructions;
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231 | procedure DrawNewRound;
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232 | procedure DrawMap;
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233 | procedure SetState(AValue: TGameState);
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234 | function TextOutWordWrap(Canvas: TCanvas; X, Y: Integer; Text: string; Width: Integer): Integer;
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235 | public
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236 | ThreadErrorMessage: string;
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237 | Keyboard: TKeyboard;
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238 | World: TWorld;
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239 | PlayerPool: TPlayers;
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240 | Players: TPlayers;
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241 | DigMasks: TObjectList<TMatrixByte>;
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242 | Lock: TCriticalSection;
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243 | CurrentRound: Integer;
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244 | MaxRound: Integer;
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245 | AudioShot: TSound;
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246 | AudioExplode: TSound;
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247 | DrawDuration: TDatetime;
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248 | constructor Create(AOwner: TComponent); override;
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249 | destructor Destroy; override;
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250 | procedure ResizePlayerFrames;
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251 | procedure Tick;
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252 | procedure Redraw;
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253 | procedure Draw;
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254 | procedure DrawThread(Thread: TVirtualThread);
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255 | procedure NewGame;
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256 | procedure NewRound;
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257 | procedure KeyUp(Key: Word);
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258 | procedure KeyDown(Key: Word);
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259 | procedure LoadFromRegistry(Context: TRegistryContext);
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260 | procedure SaveToRegistry(Context: TRegistryContext);
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261 | procedure InitPlayerPool;
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262 | property Bitmap: TBitmap read FBitmap write SetBitmap;
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263 | property Active: Boolean read FActive write SetActive;
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264 | property State: TGameState read FState write SetState;
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265 | property OnGameEnd: TNotifyEvent read FOnGameEnd write FOnGameEnd;
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266 | end;
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267 |
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268 | const
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269 | DirectionToDelta: array[0..7] of TPoint =
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270 | ((X: 0; Y: -1), (X: 1; Y: -1), (X: 1; Y: 0), (X: 1; Y: 1),
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271 | (X: 0; Y: 1), (X: -1; Y: 1), (X: -1; Y: 0), (X: -1; Y: -1));
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272 |
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273 |
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274 | implementation
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275 |
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276 | uses
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277 | Platform, FastPixel;
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278 |
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279 | resourcestring
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280 | SRound = 'Round';
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281 | SPressEsc = 'Press ESC to continue';
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282 | SStartGame = 'Start game';
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283 | SInstructions = 'Instructions';
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284 | SInstructionsDetails = 'Tunneler is a two player game. The objective of the game is to be the first to win three rounds. ' +
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285 | 'A round continues until one tank blows up (from being shot or simply running out of energy).';
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286 | SInstructionsDetails2 = 'The display: Each player has a view screen and an instrument panel with two meters. ' +
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287 | 'The view screen shows your surroundings from above (about 1% of the entire "worlds"). ' +
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288 | 'The two meters indicate the player''s energy and shield condition.';
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289 | SInstructionsDetails3 = 'The Game: Players can move in one of 8 directions. ' +
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290 | 'Movement in tunnels is three times as fast as normal digging. ' +
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291 | 'Fast digging can be accomplished by firing the tank''s cannon while moving. ' +
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292 | 'Various actions use up different amounts of energy : moving costs some energy, digging costs more, and shotting costs the most. ' +
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293 | 'Shields are damaged when hit by the other player''s cannon. ' +
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294 | 'Players can refuel at either base but can repair their shields only at their own bases.';
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295 | SInstructionsDetails4 = 'Controls: \n ' +
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296 | 'Blue: W - up, A - left, S - down, D - right, E - shoot \n ' +
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297 | 'Green: arrows key, CTRL - shoot';
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298 | SInformation = 'Information';
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299 | SInformationDetails = 'Tunneler is written from scratch in Lazarus/FPC. ' +
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300 | 'It is designed to be as similar as the original MS-DOS game (https://tunneler.org/) but also with some modern extensions. ' +
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301 | 'The program uses standard canvas drawing with combination of low resolution fast pixel matrix. ' +
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302 | 'It supports High DPI scaling. It supports up to eight players.';
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303 | SInformationDetails2 = 'This is a public domain open source program: feel free to copy it for friends and study the source code. \n ' +
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304 | 'Homepage: https://app.zdechov.net/Tunneler';
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305 | SWorldReady = 'World ready';
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306 | SExit = 'Exit';
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307 | SStatistics = 'Statistics';
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308 | SShotsFired = 'Shots fired';
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309 | SShotsHit = 'Shots hit';
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310 | SPercentHit = 'Percent hit';
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311 | SMetersDug = 'Meters dug';
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312 | SMetersTravelled = 'Meters travelled';
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313 | SWinnerIs = 'The winner is';
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314 | SGreen = 'Green';
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315 | SBlue = 'Blue';
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316 | SRed = 'Red';
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317 | SPink = 'Pink';
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318 | SCyan = 'Cyan';
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319 | SYellow = 'Yellow';
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320 | SOrange = 'Orange';
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321 | SGray = 'Gray';
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322 |
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323 | { TBullets }
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324 |
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325 | procedure TBullets.HideAll;
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326 | var
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327 | I: Integer;
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328 | begin
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329 | for I := 0 to Count - 1 do
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330 | with Items[I] do begin
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331 | Player.Engine.World.Surface.ItemsXY[Trunc(Position.X), Trunc(Position.Y)] := Byte(miSpace);
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332 | Player.Engine.World.Surface.ItemsXY[Trunc(PositionTail.X), Trunc(PositionTail.Y)] := Byte(miSpace);
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333 | end;
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334 | end;
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335 |
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336 | { TTanks }
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337 |
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338 | procedure TTanks.Assign(Source: TTanks);
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339 | var
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340 | I: Integer;
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341 | begin
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342 | Clear;
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343 | Count := Source.Count;
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344 | for I := 0 to Count - 1 do begin
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345 | Items[I] := TTank.Create;
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346 | Items[I].Assign(Source.Items[I]);
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347 | end;
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348 | end;
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349 |
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350 | { TPlayers }
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351 |
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352 | function TPlayers.AddNew: TPlayer;
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353 | begin
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354 | Result := TPlayer.Create;
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355 | Add(Result);
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356 | end;
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357 |
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358 | procedure TPlayers.Assign(Players: TPlayers);
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359 | var
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360 | I: Integer;
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361 | begin
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362 | while Count < Players.Count do Add(TPlayer.Create);
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363 | while Count > Players.Count do Delete(Count - 1);
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364 | for I := 0 to Count - 1 do
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365 | Items[I].Assign(Players[I]);
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366 | end;
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367 |
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368 | procedure TPlayers.LoadFromRegistry(Context: TRegistryContext);
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369 | var
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370 | Player: TPlayer;
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371 | begin
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372 | for Player in Self do begin
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373 | Player.LoadFromRegistry(TRegistryContext.Create(Context.RootKey, Context.Key + '\' + IntToStr(Player.Id)));
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374 | end;
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375 | end;
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376 |
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377 | procedure TPlayers.SaveToRegistry(Context: TRegistryContext);
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378 | var
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379 | Player: TPlayer;
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380 | begin
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381 | for Player in Self do begin
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382 | Player.SaveToRegistry(TRegistryContext.Create(Context.RootKey, Context.Key + '\' + IntToStr(Player.Id)));
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383 | end;
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384 | end;
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385 |
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386 | function TPlayers.GetAliveCount: Integer;
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387 | var
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388 | I: Integer;
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389 | begin
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390 | Result := 0;
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391 | for I := 0 to Count - 1 do
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392 | with Items[I] do
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393 | if not Exploded then Inc(Result);
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394 | end;
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395 |
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396 | function TPlayers.GetWinner: TPlayer;
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397 | var
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398 | I: Integer;
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399 | TopScore: Integer;
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400 | begin
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401 | Result := nil;
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402 | TopScore := 0;
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403 | for I := 0 to Count - 1 do
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404 | with Items[I] do
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405 | if Enabled and (Score > TopScore) then begin
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406 | TopScore := Score;
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407 | Result := Items[I];
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408 | end;
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409 | end;
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410 |
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411 | { TSystemThread }
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412 |
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413 | procedure TSystemThread.Execute;
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414 | begin
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415 | try
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416 | repeat
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417 | Engine.Tick;
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418 | Sleep(10);
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419 | until Terminated;
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420 | except
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421 | on E: Exception do
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422 | Engine.ThreadErrorMessage := E.Message;
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423 | end;
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424 | end;
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425 |
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426 | { TDrawThread }
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427 |
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428 | procedure TDrawThread.DrawSync;
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429 | begin
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430 | with Engine do
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431 | if Assigned(Bitmap) then begin
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432 | Lock.Acquire;
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433 | Bitmap.BeginUpdate(True);
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434 | try
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435 | Draw;
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436 | finally
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437 | Bitmap.EndUpdate;
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438 | Lock.Release;
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439 | end;
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440 | end;
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441 | end;
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442 |
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443 | procedure TDrawThread.Execute;
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444 | begin
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445 | try
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446 | repeat
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447 | Engine.DrawThread(Self);
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448 | if not Terminated then Synchronize(DrawSync);
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449 | Sleep(50);
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450 | until Terminated;
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451 | except
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452 | on E: Exception do
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453 | Engine.ThreadErrorMessage := E.Message;
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454 | end;
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455 | end;
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456 |
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457 | { TKeyboard }
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458 |
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459 | procedure TKeyboard.ClearAll;
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460 | var
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461 | I: Integer;
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462 | begin
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463 | for I := 0 to High(KeyState) do
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464 | KeyState[I] := False;
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465 | end;
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466 |
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467 | { TBullet }
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468 |
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469 | constructor TBullet.Create;
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470 | begin
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471 | MaxDistance := -1;
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472 | Distance := 0;
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473 | CanKill := True;
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474 | end;
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475 |
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476 | { TTank }
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477 |
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478 | procedure TTank.Assign(Source: TTank);
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479 | begin
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480 | Image.Assign(Source.Image);
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481 | Mask.Assign(Source.Mask);
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482 | end;
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483 |
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484 | constructor TTank.Create;
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485 | begin
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486 | Mask := TMatrixByte.Create;
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487 | Image := TMatrixByte.Create;
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488 | end;
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489 |
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490 | destructor TTank.Destroy;
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491 | begin
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492 | FreeAndNil(Mask);
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493 | FreeAndNil(Image);
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494 | inherited;
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495 | end;
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496 |
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497 | { TPlayer }
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498 |
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499 | procedure TPlayer.Control;
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500 | var
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501 | Delta: TPoint;
|
---|
502 | NewBullet: TBullet;
|
---|
503 | begin
|
---|
504 | if Exploded then Exit;
|
---|
505 |
|
---|
506 | Delta.X := 0;
|
---|
507 | Delta.Y := 0;
|
---|
508 | if Engine.KeyBoard.KeyState[Ord(Keys.Down)] then Delta.Y := Delta.Y + 1;
|
---|
509 | if Engine.KeyBoard.KeyState[Ord(Keys.Up)] then Delta.Y := Delta.Y - 1;
|
---|
510 | if Engine.KeyBoard.KeyState[Ord(Keys.Right)] then Delta.X := Delta.X + 1;
|
---|
511 | if Engine.KeyBoard.KeyState[Ord(Keys.Left)] then Delta.X := Delta.X - 1;
|
---|
512 |
|
---|
513 | NewDirection := Direction;
|
---|
514 | if (Delta.X <> 0) or (Delta.Y <> 0) then begin
|
---|
515 | if (Delta.X = 0) and (Delta.Y = -1) then NewDirection := 0
|
---|
516 | else if (Delta.X = 1) and (Delta.Y = -1) then NewDirection := 1
|
---|
517 | else if (Delta.X = 1) and (Delta.Y = 0) then NewDirection := 2
|
---|
518 | else if (Delta.X = 1) and (Delta.Y = 1) then NewDirection := 3
|
---|
519 | else if (Delta.X = 0) and (Delta.Y = 1) then NewDirection := 4
|
---|
520 | else if (Delta.X = -1) and (Delta.Y = 1) then NewDirection := 5
|
---|
521 | else if (Delta.X = -1) and (Delta.Y = 0) then NewDirection := 6
|
---|
522 | else if (Delta.X = -1) and (Delta.Y = -1) then NewDirection := 7;
|
---|
523 |
|
---|
524 | if NewDirection = Direction then begin
|
---|
525 | NewPosition := Point(Position.X + Delta.X, Position.Y + Delta.Y);
|
---|
526 | CheckNewDestination;
|
---|
527 | end else begin
|
---|
528 | NewPosition := Position;
|
---|
529 | if not CheckNewDestination then begin
|
---|
530 | // if direction is changed then try to check movement plus one step
|
---|
531 | // to prevent tank block
|
---|
532 | NewPosition := Point(Position.X + Delta.X, Position.Y + Delta.Y);
|
---|
533 | CheckNewDestination;
|
---|
534 | end;
|
---|
535 | end;
|
---|
536 | end;
|
---|
537 |
|
---|
538 | if Engine.KeyBoard.KeyState[Ord(Keys.Shoot)] then
|
---|
539 | if (Bullets.Count < MaxBulletCount) and
|
---|
540 | ((Now - LastShootTime) > ShootDelay * OneSecond) then begin
|
---|
541 | Inc(ShotsCount);
|
---|
542 | NewBullet := TBullet.Create;
|
---|
543 | NewBullet.Player := Self;
|
---|
544 | NewBullet.Position.X := Position.X + DirectionToDelta[Direction].X * 3;
|
---|
545 | NewBullet.Position.Y := Position.Y + DirectionToDelta[Direction].Y * 3;
|
---|
546 | NewBullet.Direction.X := DirectionToDelta[Direction].X;
|
---|
547 | NewBullet.Direction.Y := DirectionToDelta[Direction].Y;
|
---|
548 | NewBullet.StopByDirt := True;
|
---|
549 | Bullets.Add(NewBullet);
|
---|
550 | LastShootTime := Now;
|
---|
551 |
|
---|
552 | Energy := Energy - EnergyDecreaseShoot;
|
---|
553 | if Energy < 0 then Energy := 0;
|
---|
554 |
|
---|
555 | // Do not imedietelly clear dirt by bullet in front of tank
|
---|
556 | //with Engine, World do
|
---|
557 | //if TMatter(Matter[Surface.Items[Position]]).Diggable ;
|
---|
558 | Engine.AudioShot.Play;
|
---|
559 | end;
|
---|
560 | end;
|
---|
561 |
|
---|
562 | function TPlayer.CheckNewDestination: Boolean;
|
---|
563 | var
|
---|
564 | ColisionState: TColisionState;
|
---|
565 | begin
|
---|
566 | Result := False;
|
---|
567 | HideTank;
|
---|
568 | ColisionState := CheckColision;
|
---|
569 | if not ColisionState.Blocking then begin
|
---|
570 | if ColisionState.Diggable then begin
|
---|
571 | if (Engine.KeyBoard.KeyState[Ord(Keys.Shoot)] and
|
---|
572 | ((Now - LastDigTime) > ShootDigDelay * OneSecond)) or
|
---|
573 | (not Engine.KeyBoard.KeyState[Ord(Keys.Shoot)] and
|
---|
574 | ((Now - LastDigTime) > DigDelay * OneSecond)) then begin
|
---|
575 | Dig := not Dig;
|
---|
576 | with Engine, World do
|
---|
577 | Surface.Merge(Surface.CreateIndex(
|
---|
578 | Position.X - TMatrixByte(DigMasks[Direction]).Count.X div 2,
|
---|
579 | Position.Y - TMatrixByte(DigMasks[Direction]).Count.Y div 2),
|
---|
580 | TMatrixByte(DigMasks[Direction]), DigProc);
|
---|
581 | Energy := Energy - EnergyDecreaseDig;
|
---|
582 | if Energy < 0 then Energy := 0;
|
---|
583 | Engine.Redraw;
|
---|
584 | LastDigTime := Now;
|
---|
585 | Direction := NewDirection;
|
---|
586 | Result := True;
|
---|
587 | Inc(MetersDug);
|
---|
588 | end;
|
---|
589 | end else begin
|
---|
590 | if ((Now - LastMoveTime) > MoveDelay * OneSecond) then begin
|
---|
591 | Position := NewPosition;
|
---|
592 | Direction := NewDirection;
|
---|
593 | Result := True;
|
---|
594 | Engine.Redraw;
|
---|
595 | LastMoveTime := Now;
|
---|
596 | Energy := Energy - EnergyDecreaseMove;
|
---|
597 | Inc(MetersTravelled);
|
---|
598 | end;
|
---|
599 | end;
|
---|
600 | end;
|
---|
601 | ShowTank;
|
---|
602 | end;
|
---|
603 |
|
---|
604 | procedure TPlayer.Tick;
|
---|
605 | var
|
---|
606 | I: Integer;
|
---|
607 | P: Integer;
|
---|
608 | Pos: TPoint;
|
---|
609 | begin
|
---|
610 | // Check energy
|
---|
611 | if not ExplosionPending then begin
|
---|
612 | if not Engine.IsInsideHouses(Position) then begin
|
---|
613 | Energy := Energy - EnergyDecreaseOutside;
|
---|
614 | end else begin
|
---|
615 | if not Exploded then
|
---|
616 | Energy := Energy + EnergyIncreaseHome;
|
---|
617 | if Energy > 1 then Energy := 1;
|
---|
618 | end;
|
---|
619 | if Energy <= 0 then begin
|
---|
620 | Energy := 0;
|
---|
621 | Explosion(Position, ExplosionRange);
|
---|
622 | Exploded := True;
|
---|
623 | ExplosionPending := True;
|
---|
624 | ExplosionTime := Now;
|
---|
625 | Engine.AudioExplode.Play;
|
---|
626 | end;
|
---|
627 | end;
|
---|
628 | if ExplosionPending and (SecondOf(Now - ExplosionTime) > ExplosionDelay) then begin
|
---|
629 | ExplosionPending := False;
|
---|
630 | Engine.CheckGameEnd;
|
---|
631 | end;
|
---|
632 | if LastEnergy <> Energy then begin
|
---|
633 | LastEnergy := Energy;
|
---|
634 | Engine.Redraw;
|
---|
635 | end;
|
---|
636 |
|
---|
637 | // Check shield
|
---|
638 | if House.IsInside(Position) then begin
|
---|
639 | if not Exploded then
|
---|
640 | Shield := Shield + ShieldIncreaseHome;
|
---|
641 | if Shield > 1 then Shield := 1;
|
---|
642 | end;
|
---|
643 | if LastShield <> Shield then begin
|
---|
644 | LastShield := Shield;
|
---|
645 | Engine.Redraw;
|
---|
646 | end;
|
---|
647 | if (Shield <= 0) and not Exploded then begin
|
---|
648 | Shield := 0;
|
---|
649 | Explosion(Position, ExplosionRange);
|
---|
650 | Exploded := True;
|
---|
651 | Engine.AudioExplode.Play;
|
---|
652 | end;
|
---|
653 |
|
---|
654 | // Bullet movement
|
---|
655 | for I := Bullets.Count - 1 downto 0 do
|
---|
656 | with Bullets[I], Engine.World.Surface do begin
|
---|
657 | Pos := Point(Trunc(Position.X), Trunc(Position.Y));
|
---|
658 | if (ItemsXY[LastPos.X, LastPos.Y] = Byte(miBullet1)) or
|
---|
659 | (ItemsXY[LastPos.X, LastPos.Y] = Byte(miBullet2)) then
|
---|
660 | ItemsXY[LastPos.X, LastPos.Y] := Byte(miSpace);
|
---|
661 | LastPos := Pos;
|
---|
662 | P := Trunc(Direction.Y);
|
---|
663 |
|
---|
664 | PositionTail := Position;
|
---|
665 | Position.X := Position.X + Direction.X;
|
---|
666 | Position.Y := Position.Y + Direction.Y;
|
---|
667 | Distance := Distance + Sqrt(Sqr(Direction.X) + Sqr(Direction.Y));
|
---|
668 | //ShowMessage(FloatToStr(Distance));
|
---|
669 | if (Distance > MaxDistance) and (MaxDistance >= 0) then begin
|
---|
670 | Bullets.Delete(I);
|
---|
671 | Engine.Redraw;
|
---|
672 | Continue;
|
---|
673 | end;
|
---|
674 |
|
---|
675 | Pos := Point(Trunc(Position.X), Trunc(Position.Y));
|
---|
676 |
|
---|
677 | if (ItemsXY[Pos.X, Pos.Y] <> Byte(miSpace)) and
|
---|
678 | (ItemsXY[Pos.X, Pos.Y] <> Byte(miBullet1)) and
|
---|
679 | (ItemsXY[Pos.X, Pos.Y] <> Byte(miBullet2)) then begin
|
---|
680 | if (ItemsXY[Pos.X, Pos.Y] = Byte(miDirt1)) or
|
---|
681 | (ItemsXY[Pos.X, Pos.Y] = Byte(miDirt2)) then begin
|
---|
682 | //ItemsXY[Pos.X, Pos.Y] := Byte(miSpace);
|
---|
683 | if StopByDirt then begin
|
---|
684 | Explosion(LastPos, BulletExplosionRange);
|
---|
685 | Bullets.Delete(I);
|
---|
686 | Engine.Redraw;
|
---|
687 | Continue;
|
---|
688 | end;
|
---|
689 | end else begin
|
---|
690 | for P := 0 to Engine.Players.Count - 1 do
|
---|
691 | with Engine.Players[P] do
|
---|
692 | if (Self.Id <> P) and
|
---|
693 | (Engine.World.Matters[ItemsXY[Pos.X, Pos.Y]].Kind = mkTankBody) and
|
---|
694 | (Engine.World.Matters[ItemsXY[Pos.X, Pos.Y]].Player = P) and CanKill then begin
|
---|
695 | Shield := Shield - ShieldDecreaseHit;
|
---|
696 | Inc(Self.ShotsHit);
|
---|
697 | end;
|
---|
698 | if StopByDirt then Explosion(LastPos, BulletExplosionRange);
|
---|
699 | Bullets.Delete(I);
|
---|
700 | Engine.Redraw;
|
---|
701 | Continue;
|
---|
702 | end;
|
---|
703 | end;
|
---|
704 |
|
---|
705 | // Max position limit checking
|
---|
706 | with Engine.World.Surface do
|
---|
707 | if (Pos.X >= Count.X) or (Pos.X < 0) or
|
---|
708 | (Pos.Y >= Count.Y) or (Pos.Y < 0) then begin
|
---|
709 | Bullets.Delete(I);
|
---|
710 | Engine.Redraw;
|
---|
711 | Continue;
|
---|
712 | end;
|
---|
713 | ItemsXY[Pos.X, Pos.Y] := Byte(miBullet1);
|
---|
714 | ItemsXY[LastPos.X, LastPos.Y] := Byte(miBullet2);
|
---|
715 | Engine.Redraw;
|
---|
716 | end;
|
---|
717 |
|
---|
718 | if (Engine.State = gsGame) and not Exploded then ShowTank;
|
---|
719 | end;
|
---|
720 |
|
---|
721 | procedure TPlayer.Paint;
|
---|
722 | var
|
---|
723 | X, Y: Integer;
|
---|
724 | XX, YY: Integer;
|
---|
725 | I: Integer;
|
---|
726 | B: TColor;
|
---|
727 | begin
|
---|
728 | with Engine.FBitmapLower do begin
|
---|
729 | Fill(CreateIndex(ScreenFrame.Left, ScreenFrame.Top),
|
---|
730 | CreateIndex(ScreenFrame.Width, ScreenFrame.Height),
|
---|
731 | Engine.World.Matters[Integer(miRock)].Color);
|
---|
732 |
|
---|
733 | with Engine.World do
|
---|
734 | for Y := ScreenFrame.Top to ScreenFrame.Bottom - 1 do
|
---|
735 | for X := ScreenFrame.Left to ScreenFrame.Right - 1 do begin
|
---|
736 | XX := X - ScreenFrame.Left - ((ScreenFrame.Right - ScreenFrame.Left) div 2) + Position.X;
|
---|
737 | YY := Y - ScreenFrame.Top - ((ScreenFrame.Bottom - ScreenFrame.Top) div 2) + Position.Y;
|
---|
738 | if (YY >= 0) and (YY < Surface.Count.Y) and
|
---|
739 | (XX >= 0) and (XX < Surface.Count.X) then begin
|
---|
740 | B := Engine.World.Matters[Surface.ItemsXY[XX, YY]].Color;
|
---|
741 | ItemsXY[X, Y] := B;
|
---|
742 | end;
|
---|
743 | end;
|
---|
744 |
|
---|
745 | // Energy bar
|
---|
746 | for I := 1 to ScreenFrame.Width - 2 do
|
---|
747 | if Energy < I / (ScreenFrame.Width - 2) then
|
---|
748 | ItemsXY[ScreenFrame.Left + I, ScreenFrame.Bottom - 2] := clBlack
|
---|
749 | else ItemsXY[ScreenFrame.Left + I, ScreenFrame.Bottom - 2] := clYellow;
|
---|
750 |
|
---|
751 | // Shield bar
|
---|
752 | for I := 1 to ScreenFrame.Width - 2 do
|
---|
753 | if Shield < I / (ScreenFrame.Width - 2) then
|
---|
754 | ItemsXY[ScreenFrame.Left + I, ScreenFrame.Bottom - 1] := clBlack
|
---|
755 | else ItemsXY[ScreenFrame.Left + I, ScreenFrame.Bottom - 1] := clAqua;
|
---|
756 | end;
|
---|
757 | end;
|
---|
758 |
|
---|
759 | procedure TPlayer.PlaceHouse;
|
---|
760 | var
|
---|
761 | X, Y: Integer;
|
---|
762 | Matter: Byte;
|
---|
763 | begin
|
---|
764 | House.AsTRect := Rect(Position.X - PlayerHouseSize div 2, Position.Y - PlayerHouseSize div 2,
|
---|
765 | Position.X + PlayerHouseSize div 2, Position.Y + PlayerHouseSize div 2);
|
---|
766 | for Y := 0 to PlayerHouseSize - 1 do
|
---|
767 | for X := 0 to PlayerHouseSize - 1 do begin
|
---|
768 | if ((Y = 0) or (Y = (PlayerHouseSize - 1)) or (X = 0) or (X = (PlayerHouseSize - 1))) and
|
---|
769 | not (((Y = 0) or (Y = (PlayerHouseSize - 1))) and
|
---|
770 | (X >= ((PlayerHouseSize - PlayerHouseDoorSize) div 2)) and
|
---|
771 | (X <= ((PlayerHouseSize - 1 + PlayerHouseDoorSize) div 2)))
|
---|
772 | then Matter := Byte(miPlayer1Home) + Id * 4
|
---|
773 | else Matter := Byte(miSpace);
|
---|
774 | Engine.World.Surface.ItemsXY[House.Left + X,
|
---|
775 | House.Top + Y] := Matter;
|
---|
776 | end;
|
---|
777 | end;
|
---|
778 |
|
---|
779 | function TPlayer.CheckColision: TColisionState;
|
---|
780 | var
|
---|
781 | X, Y: Integer;
|
---|
782 | XX, YY: Integer;
|
---|
783 | begin
|
---|
784 | Result.Diggable := False;
|
---|
785 | Result.Blocking := False;
|
---|
786 | with Engine, World, TTank(Tanks[NewDirection]) do
|
---|
787 | for Y := 0 to Image.Count.Y - 1 do
|
---|
788 | for X := 0 to Image.Count.X - 1 do begin
|
---|
789 | XX := X + NewPosition.X - Image.Count.X div 2;
|
---|
790 | YY := Y + NewPosition.Y - Image.Count.Y div 2;
|
---|
791 | if Image.ItemsXY[X, Y] > 0 then begin
|
---|
792 | if TMatter(Matters[Surface.ItemsXY[XX, YY]]).Blocking then
|
---|
793 | Result.Blocking := True;
|
---|
794 | if TMatter(Matters[Surface.ItemsXY[XX, YY]]).Diggable then
|
---|
795 | Result.Diggable := True;
|
---|
796 | end;
|
---|
797 | end;
|
---|
798 | end;
|
---|
799 |
|
---|
800 | function TPlayer.ShowTankProc(Item1, Item2: Byte): Byte;
|
---|
801 | begin
|
---|
802 | if Item2 > 0 then Result := Item2
|
---|
803 | else Result := Item1;
|
---|
804 | end;
|
---|
805 |
|
---|
806 | procedure TPlayer.SetExploded(const AValue: Boolean);
|
---|
807 | begin
|
---|
808 | if FExploded = AValue then Exit;
|
---|
809 | FExploded := AValue;
|
---|
810 | if FExploded then begin
|
---|
811 | HideTank;
|
---|
812 | Energy := 0;
|
---|
813 | Shield := 0;
|
---|
814 | end else ShowTank;
|
---|
815 | end;
|
---|
816 |
|
---|
817 | procedure TPlayer.ShowTank;
|
---|
818 | begin
|
---|
819 | with Engine.World do begin
|
---|
820 | Surface.Merge(Surface.CreateIndex(
|
---|
821 | Position.X - Tanks[Direction].Image.Count.X div 2,
|
---|
822 | Position.Y - Tanks[Direction].Image.Count.Y div 2),
|
---|
823 | Tanks[Direction].Image, ShowTankProc);
|
---|
824 | end;
|
---|
825 | end;
|
---|
826 |
|
---|
827 | function TPlayer.HideTankProc(Item1, Item2: Byte): Byte;
|
---|
828 | begin
|
---|
829 | if Item2 > 0 then Result := 0 else Result := Item1;
|
---|
830 | end;
|
---|
831 |
|
---|
832 | function TPlayer.DigProc(Item1, Item2: Byte): Byte;
|
---|
833 | begin
|
---|
834 | if ((Item1 = Integer(miDirt1)) or (Item1 = Integer(miDirt2))) and (Item2 = 1) then
|
---|
835 | Result := Integer(miSpace) else Result := Item1;
|
---|
836 | end;
|
---|
837 |
|
---|
838 | procedure TPlayer.ResetTank;
|
---|
839 | begin
|
---|
840 | HideTank;
|
---|
841 | Position := StartPosition;
|
---|
842 | ExplosionPending := False;
|
---|
843 | Bullets.HideAll;
|
---|
844 | Bullets.Clear;
|
---|
845 | Energy := 1;
|
---|
846 | Shield := 1;
|
---|
847 | Direction := 0;
|
---|
848 | ShowTank;
|
---|
849 | Exploded := False;
|
---|
850 | end;
|
---|
851 |
|
---|
852 | procedure TPlayer.Init;
|
---|
853 | begin
|
---|
854 | with Engine do
|
---|
855 | StartPosition := Point(Round(World.Surface.Count.X * 0.2) + Random(Round(World.Surface.Count.X * 0.6)),
|
---|
856 | Round(World.Surface.Count.Y * 0.2) + Random(Round(World.Surface.Count.Y * 0.6)));
|
---|
857 | Position := StartPosition;
|
---|
858 | PlaceHouse;
|
---|
859 | ShotsCount := 0;
|
---|
860 | ShotsHit := 0;
|
---|
861 | MetersDug := 0;
|
---|
862 | MetersTravelled := 0;
|
---|
863 | end;
|
---|
864 |
|
---|
865 | procedure TPlayer.Explosion(Position: TPoint; Distance: Integer);
|
---|
866 | var
|
---|
867 | NewBullet: TBullet;
|
---|
868 | I: Integer;
|
---|
869 | Speed: Real;
|
---|
870 | Angle: Real;
|
---|
871 | begin
|
---|
872 | if not Exploded then begin
|
---|
873 | for I := 0 to Distance * 2 - 1 do begin
|
---|
874 | NewBullet := TBullet.Create;
|
---|
875 | NewBullet.Player := Self;
|
---|
876 | Speed := ExplosionBulletMinSpeed + (ExplosionBulletMaxSpeed - ExplosionBulletMinSpeed) * Random;
|
---|
877 | Angle := Random * 2 * Pi;
|
---|
878 | NewBullet.Direction.X := Sin(Angle) * Speed;
|
---|
879 | NewBullet.Direction.Y := Cos(Angle) * Speed;
|
---|
880 | NewBullet.Position.X := Position.X; // + NewBullet.Direction.X * 3;
|
---|
881 | NewBullet.Position.Y := Position.Y; // + NewBullet.Direction.Y * 3;
|
---|
882 | NewBullet.MaxDistance := Random(Distance);
|
---|
883 | NewBullet.CanKill := False;
|
---|
884 | Bullets.Add(NewBullet);
|
---|
885 | end;
|
---|
886 | end;
|
---|
887 | end;
|
---|
888 |
|
---|
889 | procedure TPlayer.HideTank;
|
---|
890 | begin
|
---|
891 | with Engine.World do begin
|
---|
892 | Surface.Merge(Surface.CreateIndex(
|
---|
893 | Position.X - Tanks[Direction].Image.Count.X div 2,
|
---|
894 | Position.Y - Tanks[Direction].Image.Count.Y div 2),
|
---|
895 | Tanks[Direction].Image, HideTankProc);
|
---|
896 | end;
|
---|
897 | end;
|
---|
898 |
|
---|
899 | procedure TPlayer.InitTanks;
|
---|
900 | var
|
---|
901 | NewTank: TTank;
|
---|
902 | I: Integer;
|
---|
903 | X, Y: Integer;
|
---|
904 | begin
|
---|
905 | Tanks.Clear;
|
---|
906 |
|
---|
907 | NewTank := TTank.Create;
|
---|
908 | with NewTank do begin
|
---|
909 | Image.Count := Image.CreateIndex(7, 7);
|
---|
910 | for I := 0 to 3 do
|
---|
911 | Image[3, I] := Byte(miPlayer1Cannon) + Id * 4;
|
---|
912 | for I := 1 to 6 do begin
|
---|
913 | Image[1, I] := Byte(miPlayer1TankBody) + Id * 4;
|
---|
914 | Image[5, I] := Byte(miPlayer1TankBody) + Id * 4;
|
---|
915 | end;
|
---|
916 | for I := 2 to 5 do begin
|
---|
917 | Image[2, I] := Byte(miPlayer1TankBody2) + Id * 4;
|
---|
918 | Image[4, I] := Byte(miPlayer1TankBody2) + Id * 4;
|
---|
919 | end;
|
---|
920 | Image[3, 4] := Byte(miPlayer1TankBody2) + Id * 4;
|
---|
921 | Image[3, 5] := Byte(miPlayer1TankBody2) + Id * 4;
|
---|
922 | end;
|
---|
923 | Tanks.Add(NewTank);
|
---|
924 |
|
---|
925 | NewTank := TTank.Create;
|
---|
926 | with NewTank do begin
|
---|
927 | Image.Count := Image.CreateIndex(7, 7);
|
---|
928 | for I := 0 to 2 do
|
---|
929 | Image[3 + I, 3 - I] := Byte(miPlayer1Cannon) + Id * 4;
|
---|
930 | for I := 0 to 3 do begin
|
---|
931 | Image[I, 3 - I] := Byte(miPlayer1TankBody) + Id * 4;
|
---|
932 | Image[3 + I, 6 - I] := Byte(miPlayer1TankBody) + Id * 4;
|
---|
933 | end;
|
---|
934 | for I := 0 to 2 do begin
|
---|
935 | Image[1 + I, 3 - I] := Byte(miPlayer1TankBody2) + Id * 4;
|
---|
936 | Image[3 + I, 5 - I] := Byte(miPlayer1TankBody2) + Id * 4;
|
---|
937 | end;
|
---|
938 | Image[3, 2] := Byte(miPlayer1TankBody2) + Id * 4;
|
---|
939 | Image[2, 3] := Byte(miPlayer1TankBody2) + Id * 4;
|
---|
940 | Image[2, 4] := Byte(miPlayer1TankBody2) + Id * 4;
|
---|
941 | Image[3, 4] := Byte(miPlayer1TankBody2) + Id * 4;
|
---|
942 | Image[4, 3] := Byte(miPlayer1TankBody2) + Id * 4;
|
---|
943 | end;
|
---|
944 | Tanks.Add(NewTank);
|
---|
945 |
|
---|
946 | NewTank := TTank.Create;
|
---|
947 | NewTank.Image.Assign(Tanks[0].Image);
|
---|
948 | NewTank.Image.Reverse;
|
---|
949 | NewTank.Image.ReverseHorizontal;
|
---|
950 | Tanks.Add(NewTank);
|
---|
951 |
|
---|
952 | NewTank := TTank.Create;
|
---|
953 | NewTank.Image.Assign(Tanks[1].Image);
|
---|
954 | NewTank.Image.ReverseVertical;
|
---|
955 | Tanks.Add(NewTank);
|
---|
956 |
|
---|
957 | NewTank := TTank.Create;
|
---|
958 | NewTank.Image.Assign(Tanks[0].Image);
|
---|
959 | NewTank.Image.ReverseVertical;
|
---|
960 | Tanks.Add(NewTank);
|
---|
961 |
|
---|
962 | NewTank := TTank.Create;
|
---|
963 | NewTank.Image.Assign(Tanks[1].Image);
|
---|
964 | NewTank.Image.ReverseVertical;
|
---|
965 | NewTank.Image.ReverseHorizontal;
|
---|
966 | Tanks.Add(NewTank);
|
---|
967 |
|
---|
968 | NewTank := TTank.Create;
|
---|
969 | NewTank.Image.Assign(Tanks[0].Image);
|
---|
970 | NewTank.Image.Reverse;
|
---|
971 | Tanks.Add(NewTank);
|
---|
972 |
|
---|
973 | NewTank := TTank.Create;
|
---|
974 | NewTank.Image.Assign(Tanks[1].Image);
|
---|
975 | NewTank.Image.ReverseHorizontal;
|
---|
976 | Tanks.Add(NewTank);
|
---|
977 |
|
---|
978 | for I := 0 to Tanks.Count - 1 do
|
---|
979 | with Tanks[I] do begin
|
---|
980 | Mask.Assign(Image);
|
---|
981 | for Y := 0 to Mask.Count.Y - 1 do
|
---|
982 | for X := 0 to Mask.Count.X - 1 do
|
---|
983 | if Mask.ItemsXY[X, Y] > 0 then Mask.ItemsXY[X, Y] := 1;
|
---|
984 | end;
|
---|
985 | end;
|
---|
986 |
|
---|
987 | constructor TPlayer.Create;
|
---|
988 | begin
|
---|
989 | Tanks := TTanks.Create;
|
---|
990 | Bullets := TBullets.Create;
|
---|
991 | House := TRectangle.Create;
|
---|
992 | ScreenFrame := TRectangle.Create;
|
---|
993 | end;
|
---|
994 |
|
---|
995 | destructor TPlayer.Destroy;
|
---|
996 | begin
|
---|
997 | FreeAndNil(ScreenFrame);
|
---|
998 | FreeAndNil(House);
|
---|
999 | FreeAndNil(Bullets);
|
---|
1000 | FreeAndNil(Tanks);
|
---|
1001 | inherited;
|
---|
1002 | end;
|
---|
1003 |
|
---|
1004 | procedure TPlayer.Assign(Source: TPlayer);
|
---|
1005 | begin
|
---|
1006 | Engine := Source.Engine;
|
---|
1007 | Id := Source.Id;
|
---|
1008 | Keys := Source.Keys;
|
---|
1009 | Color1 := Source.Color1;
|
---|
1010 | Color2 := Source.Color2;
|
---|
1011 | Energy := Source.Energy;
|
---|
1012 | Shield := Source.Shield;
|
---|
1013 | Name := Source.Name;
|
---|
1014 | Enabled := Source.Enabled;
|
---|
1015 | Position := Source.Position;
|
---|
1016 | StartPosition := Source.StartPosition;
|
---|
1017 | Score := Source.Score;
|
---|
1018 | ShotsCount := Source.ShotsCount;
|
---|
1019 | ShotsHit := Source.ShotsHit;
|
---|
1020 | MetersDug := Source.MetersDug;
|
---|
1021 | MetersTravelled := Source.MetersTravelled;
|
---|
1022 | FExploded := Source.FExploded;
|
---|
1023 | Tanks.Assign(Source.Tanks);
|
---|
1024 | end;
|
---|
1025 |
|
---|
1026 | procedure TPlayer.LoadFromRegistry(Context: TRegistryContext);
|
---|
1027 | begin
|
---|
1028 | with TRegistryEx.Create do
|
---|
1029 | try
|
---|
1030 | CurrentContext := Context;
|
---|
1031 | Name := ReadStringWithDefault('Name', Name);
|
---|
1032 | Color1 := ReadIntegerWithDefault('Color1', Color1);
|
---|
1033 | Color2 := ReadIntegerWithDefault('Color2', Color2);
|
---|
1034 | Enabled := ReadBoolWithDefault('Enabled', Enabled);
|
---|
1035 | Keys.Left := ReadIntegerWithDefault('KeysLeft', Keys.Left);
|
---|
1036 | Keys.Right := ReadIntegerWithDefault('KeyRight', Keys.Right);
|
---|
1037 | Keys.Down := ReadIntegerWithDefault('KeyDown', Keys.Down);
|
---|
1038 | Keys.Up := ReadIntegerWithDefault('KeyUp', Keys.Up);
|
---|
1039 | Keys.Shoot := ReadIntegerWithDefault('KeyShoot', Keys.Shoot);
|
---|
1040 | finally
|
---|
1041 | Free;
|
---|
1042 | end;
|
---|
1043 | end;
|
---|
1044 |
|
---|
1045 | procedure TPlayer.SaveToRegistry(Context: TRegistryContext);
|
---|
1046 | begin
|
---|
1047 | with TRegistryEx.Create do
|
---|
1048 | try
|
---|
1049 | CurrentContext := Context;
|
---|
1050 | WriteString('Name', Name);
|
---|
1051 | WriteInteger('Color1', Color1);
|
---|
1052 | WriteInteger('Color2', Color2);
|
---|
1053 | WriteBool('Enabled', Enabled);
|
---|
1054 | WriteInteger('KeysLeft', Keys.Left);
|
---|
1055 | WriteInteger('KeyRight', Keys.Right);
|
---|
1056 | WriteInteger('KeyDown', Keys.Down);
|
---|
1057 | WriteInteger('KeyUp', Keys.Up);
|
---|
1058 | WriteInteger('KeyShoot', Keys.Shoot);
|
---|
1059 | finally
|
---|
1060 | Free;
|
---|
1061 | end;
|
---|
1062 | end;
|
---|
1063 |
|
---|
1064 | { TEngine }
|
---|
1065 |
|
---|
1066 | procedure TEngine.SetActive(const AValue: Boolean);
|
---|
1067 | begin
|
---|
1068 | if FActive = AValue then Exit;
|
---|
1069 | FActive := AValue;
|
---|
1070 | if AValue then begin
|
---|
1071 | FDrawThread := TDrawThread.Create(True);
|
---|
1072 | FDrawThread.Engine := Self;
|
---|
1073 | FDrawThread.FreeOnTerminate := False;
|
---|
1074 | FDrawThread.Name := 'Draw';
|
---|
1075 | FDrawThread.Start;
|
---|
1076 | FSystemThread := TSystemThread.Create(True);
|
---|
1077 | FSystemThread.Engine := Self;
|
---|
1078 | FSystemThread.FreeOnTerminate := False;
|
---|
1079 | FSystemThread.Name := 'Engine';
|
---|
1080 | FSystemThread.Start;
|
---|
1081 | end else begin
|
---|
1082 | FDrawThread.Terminate;
|
---|
1083 | Application.ProcessMessages;
|
---|
1084 | FreeAndNil(FDrawThread);
|
---|
1085 | FreeAndNil(FSystemThread);
|
---|
1086 | end;
|
---|
1087 | end;
|
---|
1088 |
|
---|
1089 | procedure TEngine.SetBitmap(const AValue: TBitmap);
|
---|
1090 | begin
|
---|
1091 | FBitmap := AValue;
|
---|
1092 | ResizePlayerFrames;
|
---|
1093 | end;
|
---|
1094 |
|
---|
1095 | procedure TEngine.Redraw;
|
---|
1096 | begin
|
---|
1097 | FRedrawPending := True;
|
---|
1098 | end;
|
---|
1099 |
|
---|
1100 | function TEngine.IsInsideHouses(Pos: TPoint): Boolean;
|
---|
1101 | var
|
---|
1102 | I: Integer;
|
---|
1103 | begin
|
---|
1104 | Result := False;
|
---|
1105 | for I := 0 to Players.Count - 1 do
|
---|
1106 | if Players[I].House.IsInside(Pos) then begin
|
---|
1107 | Result := True;
|
---|
1108 | end;
|
---|
1109 | end;
|
---|
1110 |
|
---|
1111 | procedure TEngine.DrawGame;
|
---|
1112 | var
|
---|
1113 | X, Y: Integer;
|
---|
1114 | PixelX, PixelY: Integer;
|
---|
1115 | SubPixelPtr: PInteger;
|
---|
1116 | SubPixelRowPtr: PInteger;
|
---|
1117 | SubPixelSizeX: Integer;
|
---|
1118 | SubPixelSizeY: Integer;
|
---|
1119 | PixelPtr: PInteger;
|
---|
1120 | PixelRowPtr: PInteger;
|
---|
1121 | BytePerPixel: Integer;
|
---|
1122 | BytePerRow: Integer;
|
---|
1123 | RawImage: TRawImage;
|
---|
1124 | Color: Int64;
|
---|
1125 | Shift: TPoint;
|
---|
1126 | XDiv, XMod, XAcc: Integer;
|
---|
1127 | YDiv, YMod, YAcc: Integer;
|
---|
1128 | Ratio: Real;
|
---|
1129 | TargetHeight: Integer;
|
---|
1130 | TargetWidth: Integer;
|
---|
1131 | BgColor: Cardinal;
|
---|
1132 | begin
|
---|
1133 | // TODO: To be able to draw into Bitmap not just through Canvas
|
---|
1134 | Bitmap.EndUpdate;
|
---|
1135 | Bitmap.BeginUpdate;
|
---|
1136 |
|
---|
1137 | {$IFDEF WINDOWS}
|
---|
1138 | Bitmap.PixelFormat := pf32bit;
|
---|
1139 | {$ENDIF}
|
---|
1140 | RawImage := Bitmap.RawImage;
|
---|
1141 | BytePerPixel := RawImage.Description.BitsPerPixel div 8;
|
---|
1142 | BytePerRow := RawImage.Description.BytesPerLine;
|
---|
1143 | if FClearBackground then begin
|
---|
1144 | BgColor := World.Matters[Integer(miBorder)].Color;
|
---|
1145 | BgColor := SwapBRComponent(BgColor);
|
---|
1146 | FillDWord(RawImage.Data^, Bitmap.Height * BytePerRow div 4, BgColor);
|
---|
1147 | FClearBackground := False;
|
---|
1148 | end;
|
---|
1149 |
|
---|
1150 | if (FBitmap.Width / FBitmapLower.Width) < (FBitmap.Height / FBitmapLower.Height) then
|
---|
1151 | Ratio := FBitmap.Width / FBitmapLower.Width
|
---|
1152 | else Ratio := FBitmap.Height / FBitmapLower.Height;
|
---|
1153 |
|
---|
1154 | // Preserve aspect ratio
|
---|
1155 | TargetWidth := Trunc(FBitmapLower.Width * Ratio);
|
---|
1156 | TargetHeight := Trunc(FBitmapLower.Height * Ratio);
|
---|
1157 |
|
---|
1158 | Shift.X := Trunc((Bitmap.Width - TargetWidth) / 2);
|
---|
1159 | Shift.Y := Trunc((Bitmap.Height - TargetHeight) / 2);
|
---|
1160 |
|
---|
1161 | XDiv := TargetWidth div FBitmapLower.Width;
|
---|
1162 | XMod := TargetWidth mod FBitmapLower.Width;
|
---|
1163 | YDiv := TargetHeight div FBitmapLower.Height;
|
---|
1164 | YMod := TargetHeight mod FBitmapLower.Height;
|
---|
1165 |
|
---|
1166 | PixelRowPtr := PInteger(RawImage.Data + BytePerRow * Shift.Y);
|
---|
1167 | YAcc := FBitmapLower.Height div 2;
|
---|
1168 | for Y := 0 to FBitmapLower.Height - 1 do begin
|
---|
1169 | SubPixelSizeY := YDiv;
|
---|
1170 | Inc(YAcc, YMod);
|
---|
1171 | if YAcc >= FBitmapLower.Height then begin
|
---|
1172 | Dec(YAcc, FBitmapLower.Height);
|
---|
1173 | Inc(SubPixelSizeY);
|
---|
1174 | end;
|
---|
1175 |
|
---|
1176 | PixelPtr := PixelRowPtr + Shift.X;
|
---|
1177 | XAcc := FBitmapLower.Width div 2;
|
---|
1178 | for X := 0 to FBitmapLower.Width - 1 do begin
|
---|
1179 | SubPixelSizeX := XDiv;
|
---|
1180 | Inc(XAcc, XMod);
|
---|
1181 | if XAcc >= FBitmapLower.Width then begin
|
---|
1182 | Dec(XAcc, FBitmapLower.Width);
|
---|
1183 | Inc(SubPixelSizeX);
|
---|
1184 | end;
|
---|
1185 | Color := FBitmapLower.Pixels[X, Y] and $ffffff;
|
---|
1186 |
|
---|
1187 | Color := SwapBRComponent(Color);
|
---|
1188 |
|
---|
1189 | // Draw large pixel
|
---|
1190 | SubPixelRowPtr := PixelPtr;
|
---|
1191 | for PixelY := 0 to SubPixelSizeY - 1 do begin
|
---|
1192 | SubPixelPtr := SubPixelRowPtr;
|
---|
1193 | for PixelX := 0 to SubPixelSizeX - 1 do begin
|
---|
1194 | SubPixelPtr^ := Color;
|
---|
1195 | Inc(PByte(SubPixelPtr), BytePerPixel);
|
---|
1196 | end;
|
---|
1197 | Inc(PByte(SubPixelRowPtr), BytePerRow);
|
---|
1198 | end;
|
---|
1199 | Inc(PByte(PixelPtr), BytePerPixel * SubPixelSizeX);
|
---|
1200 | end;
|
---|
1201 | Inc(PByte(PixelRowPtr), BytePerRow * SubPixelSizeY);
|
---|
1202 | end;
|
---|
1203 | end;
|
---|
1204 |
|
---|
1205 | procedure TEngine.DrawInformation;
|
---|
1206 | var
|
---|
1207 | Text: string;
|
---|
1208 | X: Integer;
|
---|
1209 | Y: Integer;
|
---|
1210 | const
|
---|
1211 | LineHeight = 60;
|
---|
1212 | begin
|
---|
1213 | with Bitmap.Canvas do begin
|
---|
1214 | ClearBackground;
|
---|
1215 |
|
---|
1216 | X := Bitmap.Width div 2;
|
---|
1217 | Y := Bitmap.Height div 20;
|
---|
1218 |
|
---|
1219 | Brush.Style := bsClear;
|
---|
1220 | Pen.Style := psSolid;
|
---|
1221 | Pen.Color := clWhite;
|
---|
1222 | Font.Color := clGreen;
|
---|
1223 | Font.Size := 30;
|
---|
1224 | Text := SInformation;
|
---|
1225 | TextOut(X - TextWidth(Text) div 2, Y, Text);
|
---|
1226 | Inc(Y, 2 * LineHeight);
|
---|
1227 |
|
---|
1228 | X := 30;
|
---|
1229 |
|
---|
1230 | Font.Color := clYellow;
|
---|
1231 | Font.Size := 20;
|
---|
1232 | Text := SInformationDetails;
|
---|
1233 | Inc(Y, LineHeight * TextOutWordWrap(Bitmap.Canvas, X, Y, Text, Bitmap.Width - 60));
|
---|
1234 | Inc(Y, LineHeight);
|
---|
1235 |
|
---|
1236 | Text := SInformationDetails2;
|
---|
1237 | Inc(Y, LineHeight * TextOutWordWrap(Bitmap.Canvas, X, Y, Text, Bitmap.Width - 60));
|
---|
1238 | Inc(Y, LineHeight);
|
---|
1239 |
|
---|
1240 | X := Bitmap.Width div 2;
|
---|
1241 |
|
---|
1242 | Font.Color := clGreen;
|
---|
1243 | Font.Size := 30;
|
---|
1244 | Text := SPressEsc;
|
---|
1245 | TextOut(X - TextWidth(Text) div 2, Bitmap.Height div 10 * 9, Text);
|
---|
1246 | end;
|
---|
1247 | end;
|
---|
1248 |
|
---|
1249 | procedure TEngine.DrawInstructions;
|
---|
1250 | var
|
---|
1251 | Text: string;
|
---|
1252 | X: Integer;
|
---|
1253 | Y: Integer;
|
---|
1254 | const
|
---|
1255 | LineHeight = 60;
|
---|
1256 | begin
|
---|
1257 | with Bitmap.Canvas do begin
|
---|
1258 | ClearBackground;
|
---|
1259 |
|
---|
1260 | X := Bitmap.Width div 2;
|
---|
1261 | Y := Bitmap.Height div 20;
|
---|
1262 |
|
---|
1263 | Brush.Style := bsClear;
|
---|
1264 | Pen.Style := psSolid;
|
---|
1265 | Pen.Color := clWhite;
|
---|
1266 | Font.Color := clTuna;
|
---|
1267 | Font.Size := 30;
|
---|
1268 | Text := SInstructions;
|
---|
1269 | TextOut(X - TextWidth(Text) div 2, Y, Text);
|
---|
1270 | Inc(Y, 2 * LineHeight);
|
---|
1271 |
|
---|
1272 | X := 30;
|
---|
1273 |
|
---|
1274 | Font.Color := clTeal;
|
---|
1275 | Font.Size := 20;
|
---|
1276 | Text := SInstructionsDetails;
|
---|
1277 | Inc(Y, LineHeight * TextOutWordWrap(Bitmap.Canvas, X, Y, Text, Bitmap.Width - 60));
|
---|
1278 | Inc(Y, LineHeight);
|
---|
1279 |
|
---|
1280 | Text := SInstructionsDetails2;
|
---|
1281 | Inc(Y, LineHeight * TextOutWordWrap(Bitmap.Canvas, X, Y, Text, Bitmap.Width - 60));
|
---|
1282 | Inc(Y, LineHeight);
|
---|
1283 |
|
---|
1284 | Text := SInstructionsDetails3;
|
---|
1285 | Inc(Y, LineHeight * TextOutWordWrap(Bitmap.Canvas, X, Y, Text, Bitmap.Width - 60));
|
---|
1286 | Inc(Y, LineHeight);
|
---|
1287 |
|
---|
1288 | Text := SInstructionsDetails4;
|
---|
1289 | Inc(Y, LineHeight * TextOutWordWrap(Bitmap.Canvas, X, Y, Text, Bitmap.Width - 60));
|
---|
1290 | Inc(Y, LineHeight);
|
---|
1291 |
|
---|
1292 | X := Bitmap.Width div 2;
|
---|
1293 | Font.Color := clGreen;
|
---|
1294 | Font.Size := 30;
|
---|
1295 | Text := SPressEsc;
|
---|
1296 | TextOut(X - TextWidth(Text) div 2, Bitmap.Height div 10 * 9, Text);
|
---|
1297 | end;
|
---|
1298 | end;
|
---|
1299 |
|
---|
1300 | procedure TEngine.DrawNewRound;
|
---|
1301 | var
|
---|
1302 | Text: string;
|
---|
1303 | I: Integer;
|
---|
1304 | Y: Integer;
|
---|
1305 | begin
|
---|
1306 | with Bitmap.Canvas do begin
|
---|
1307 | ClearBackground;
|
---|
1308 |
|
---|
1309 | Brush.Style := bsClear;
|
---|
1310 | Pen.Style := psSolid;
|
---|
1311 | Pen.Color := clWhite;
|
---|
1312 | Font.Color := clTuna;
|
---|
1313 | Font.Size := 30;
|
---|
1314 | Text := SRound + ' ' + IntToStr(CurrentRound);
|
---|
1315 | TextOut((Bitmap.Width - TextWidth(Text)) div 2, Bitmap.Height div 5, Text);
|
---|
1316 |
|
---|
1317 | Y := 0;
|
---|
1318 | for I := 0 to Players.Count - 1 do
|
---|
1319 | with TPlayer(Players[I]) do begin
|
---|
1320 | if Enabled then begin
|
---|
1321 | Font.Color := Color1;
|
---|
1322 | Text := Name + ': ' + IntToStr(Score);
|
---|
1323 | TextOut((Bitmap.Width - TextWidth(Text)) div 2, Bitmap.Height div 5 * 2 + Y, Text);
|
---|
1324 | Inc(Y, 60);
|
---|
1325 | end;
|
---|
1326 | end;
|
---|
1327 | end;
|
---|
1328 | end;
|
---|
1329 |
|
---|
1330 | procedure TEngine.DrawMap;
|
---|
1331 | var
|
---|
1332 | Text: string;
|
---|
1333 | begin
|
---|
1334 | Bitmap.EndUpdate;
|
---|
1335 | Bitmap.BeginUpdate;
|
---|
1336 |
|
---|
1337 | World.DrawToBitmap(Bitmap);
|
---|
1338 |
|
---|
1339 | Bitmap.EndUpdate;
|
---|
1340 | Bitmap.BeginUpdate(True);
|
---|
1341 | with Bitmap.Canvas do begin
|
---|
1342 | Brush.Style := bsClear;
|
---|
1343 | Pen.Style := psSolid;
|
---|
1344 | Font.Color := clGreen;
|
---|
1345 | Font.Size := 30;
|
---|
1346 | Text := SPressEsc;
|
---|
1347 | TextOut((Bitmap.Width - TextWidth(Text)) div 2, Bitmap.Height div 10 * 9, Text);
|
---|
1348 | end;
|
---|
1349 | end;
|
---|
1350 |
|
---|
1351 | procedure TEngine.SetState(AValue: TGameState);
|
---|
1352 | begin
|
---|
1353 | if FState = AValue then Exit;
|
---|
1354 | FState := AValue;
|
---|
1355 | FRedrawPending := True;
|
---|
1356 | FStateTime := Now;
|
---|
1357 | end;
|
---|
1358 |
|
---|
1359 | function TEngine.TextOutWordWrap(Canvas: TCanvas; X, Y: Integer; Text: string; Width: Integer): Integer;
|
---|
1360 | var
|
---|
1361 | Parts: TStringArray;
|
---|
1362 | I: Integer;
|
---|
1363 | XX: Integer;
|
---|
1364 | begin
|
---|
1365 | Result := 1;
|
---|
1366 | XX := 0;
|
---|
1367 | Parts := Explode(' ', Text);
|
---|
1368 | for I := 0 to Length(Parts) - 1 do begin
|
---|
1369 | if (X + XX + Canvas.TextWidth(Parts[I]) > Width) or (Parts[I] = '\n') then begin
|
---|
1370 | Y := Y + Canvas.TextHeight(Parts[I]);
|
---|
1371 | XX := 0;
|
---|
1372 | Inc(Result);
|
---|
1373 | end;
|
---|
1374 | if Parts[I] = '\n' then Continue;
|
---|
1375 | Canvas.TextOut(X + XX, Y, Parts[I]);
|
---|
1376 | XX := XX + Canvas.TextWidth(Parts[I]) + Canvas.TextWidth(' ');
|
---|
1377 | end;
|
---|
1378 | end;
|
---|
1379 |
|
---|
1380 | procedure TEngine.InitDigMasks;
|
---|
1381 | var
|
---|
1382 | NewMask: TMatrixByte;
|
---|
1383 | I: Integer;
|
---|
1384 | begin
|
---|
1385 | DigMasks.Clear;
|
---|
1386 |
|
---|
1387 | // 001111100
|
---|
1388 | // 0111A1110
|
---|
1389 | // 00z1A1z00
|
---|
1390 | // 00zxAxz00
|
---|
1391 | // 00zxAxz00
|
---|
1392 | // 00zxxxz00
|
---|
1393 | // 00z000z00
|
---|
1394 | // 000000000
|
---|
1395 | // 000000000
|
---|
1396 |
|
---|
1397 | NewMask := TMatrixByte.Create;
|
---|
1398 | with NewMask do begin
|
---|
1399 | Count := CreateIndex(9, 9);
|
---|
1400 | for I := 0 to 4 do ItemsXY[2 + I, 0] := 1;
|
---|
1401 | for I := 0 to 2 do begin
|
---|
1402 | ItemsXY[1 + I, 1] := 1;
|
---|
1403 | ItemsXY[5 + I, 1] := 1;
|
---|
1404 | end;
|
---|
1405 | ItemsXY[3, 2] := 1;
|
---|
1406 | ItemsXY[5, 2] := 1;
|
---|
1407 | end;
|
---|
1408 | DigMasks.Add(NewMask);
|
---|
1409 |
|
---|
1410 | // 000011110
|
---|
1411 | // 0000z1111
|
---|
1412 | // 000zx1A11
|
---|
1413 | // 00zxxA111
|
---|
1414 | // 0zxxAxxz1
|
---|
1415 | // 000xxxz00
|
---|
1416 | // 0000xz000
|
---|
1417 | // 0000z0000
|
---|
1418 | // 000000000
|
---|
1419 |
|
---|
1420 | NewMask := TMatrixByte.Create;
|
---|
1421 | with NewMask do begin
|
---|
1422 | Count := CreateIndex(9, 9);
|
---|
1423 | for I := 0 to 3 do begin
|
---|
1424 | ItemsXY[4 + I, 0] := 1;
|
---|
1425 | ItemsXY[5 + I, 1] := 1;
|
---|
1426 | end;
|
---|
1427 | ItemsXY[5, 2] := 1;
|
---|
1428 | ItemsXY[7, 2] := 1;
|
---|
1429 | ItemsXY[8, 2] := 1;
|
---|
1430 | for I := 0 to 2 do
|
---|
1431 | ItemsXY[6 + I, 3] := 1;
|
---|
1432 | ItemsXY[8, 4] := 1;
|
---|
1433 | end;
|
---|
1434 | DigMasks.Add(NewMask);
|
---|
1435 |
|
---|
1436 | NewMask := TMatrixByte.Create;
|
---|
1437 | NewMask.Assign(DigMasks[0]);
|
---|
1438 | NewMask.Reverse;
|
---|
1439 | NewMask.ReverseHorizontal;
|
---|
1440 | DigMasks.Add(NewMask);
|
---|
1441 |
|
---|
1442 | NewMask := TMatrixByte.Create;
|
---|
1443 | NewMask.Assign(DigMasks[1]);
|
---|
1444 | NewMask.ReverseVertical;
|
---|
1445 | DigMasks.Add(NewMask);
|
---|
1446 |
|
---|
1447 | NewMask := TMatrixByte.Create;
|
---|
1448 | NewMask.Assign(DigMasks[0]);
|
---|
1449 | NewMask.ReverseVertical;
|
---|
1450 | DigMasks.Add(NewMask);
|
---|
1451 |
|
---|
1452 | NewMask := TMatrixByte.Create;
|
---|
1453 | NewMask.Assign(DigMasks[1]);
|
---|
1454 | NewMask.ReverseVertical;
|
---|
1455 | NewMask.ReverseHorizontal;
|
---|
1456 | DigMasks.Add(NewMask);
|
---|
1457 |
|
---|
1458 | NewMask := TMatrixByte.Create;
|
---|
1459 | NewMask.Assign(DigMasks[0]);
|
---|
1460 | NewMask.Reverse;
|
---|
1461 | DigMasks.Add(NewMask);
|
---|
1462 |
|
---|
1463 | NewMask := TMatrixByte.Create;
|
---|
1464 | NewMask.Assign(DigMasks[1]);
|
---|
1465 | NewMask.ReverseHorizontal;
|
---|
1466 | DigMasks.Add(NewMask);
|
---|
1467 | end;
|
---|
1468 |
|
---|
1469 | procedure TEngine.InitPlayerPool;
|
---|
1470 | var
|
---|
1471 | I: Integer;
|
---|
1472 | begin
|
---|
1473 | PlayerPool.Clear;
|
---|
1474 | with PlayerPool.AddNew do begin
|
---|
1475 | Name := SGreen;
|
---|
1476 | Keys.Left := 65;
|
---|
1477 | Keys.Down := 83;
|
---|
1478 | Keys.Right := 68;
|
---|
1479 | Keys.Up := 87;
|
---|
1480 | Keys.Shoot := 69;
|
---|
1481 | Color1 := $00ff00;
|
---|
1482 | Color2 := $00a000;
|
---|
1483 | Enabled := True;
|
---|
1484 | end;
|
---|
1485 | with PlayerPool.AddNew do begin
|
---|
1486 | Name := SBlue;
|
---|
1487 | Keys.Left := 37;
|
---|
1488 | Keys.Down := 40;
|
---|
1489 | Keys.Right := 39;
|
---|
1490 | Keys.Up := 38;
|
---|
1491 | Keys.Shoot := 17;
|
---|
1492 | Color1 := $ff2c2c;
|
---|
1493 | Color2 := $b60000;
|
---|
1494 | Enabled := True;
|
---|
1495 | end;
|
---|
1496 | with PlayerPool.AddNew do begin
|
---|
1497 | Name := SRed;
|
---|
1498 | Keys.Left := 76;
|
---|
1499 | Keys.Down := 147;
|
---|
1500 | Keys.Right := 222;
|
---|
1501 | Keys.Up := 80;
|
---|
1502 | Keys.Shoot := 191;
|
---|
1503 | Color1 := $0000ff;
|
---|
1504 | Color2 := $0000a0;
|
---|
1505 | end;
|
---|
1506 | with PlayerPool.AddNew do begin
|
---|
1507 | Name := SPink;
|
---|
1508 | Keys.Left := 100;
|
---|
1509 | Keys.Down := 98;
|
---|
1510 | Keys.Right := 102;
|
---|
1511 | Keys.Up := 104;
|
---|
1512 | Keys.Shoot := 105;
|
---|
1513 | Color1 := $ff2cff;
|
---|
1514 | Color2 := $b600b6;
|
---|
1515 | end;
|
---|
1516 | with PlayerPool.AddNew do begin
|
---|
1517 | Name := SCyan;
|
---|
1518 | Keys.Left := 0;
|
---|
1519 | Keys.Down := 0;
|
---|
1520 | Keys.Right := 0;
|
---|
1521 | Keys.Up := 0;
|
---|
1522 | Keys.Shoot := 0;
|
---|
1523 | Color1 := $ffff2c;
|
---|
1524 | Color2 := $b6b600;
|
---|
1525 | end;
|
---|
1526 | with PlayerPool.AddNew do begin
|
---|
1527 | Name := SYellow;
|
---|
1528 | Keys.Left := 0;
|
---|
1529 | Keys.Down := 0;
|
---|
1530 | Keys.Right := 0;
|
---|
1531 | Keys.Up := 0;
|
---|
1532 | Keys.Shoot := 0;
|
---|
1533 | Color1 := $2cffff;
|
---|
1534 | Color2 := $00b6b6;
|
---|
1535 | end;
|
---|
1536 | with PlayerPool.AddNew do begin
|
---|
1537 | Name := SOrange;
|
---|
1538 | Keys.Left := 0;
|
---|
1539 | Keys.Down := 0;
|
---|
1540 | Keys.Right := 0;
|
---|
1541 | Keys.Up := 0;
|
---|
1542 | Keys.Shoot := 0;
|
---|
1543 | Color1 := $008cff;
|
---|
1544 | Color2 := $002da0;
|
---|
1545 | end;
|
---|
1546 | with PlayerPool.AddNew do begin
|
---|
1547 | Name := SGray;
|
---|
1548 | Keys.Left := 0;
|
---|
1549 | Keys.Down := 0;
|
---|
1550 | Keys.Right := 0;
|
---|
1551 | Keys.Up := 0;
|
---|
1552 | Keys.Shoot := 0;
|
---|
1553 | Color1 := $d0d0d0;
|
---|
1554 | Color2 := $707070;
|
---|
1555 | end;
|
---|
1556 | for I := 0 to PlayerPool.Count - 1 do
|
---|
1557 | with PlayerPool[I] do begin
|
---|
1558 | Engine := Self;
|
---|
1559 | Id := I;
|
---|
1560 | InitTanks;
|
---|
1561 | if I < 2 then Enabled := True;
|
---|
1562 | end;
|
---|
1563 | end;
|
---|
1564 |
|
---|
1565 | procedure TEngine.InitPlayers;
|
---|
1566 | var
|
---|
1567 | I: Integer;
|
---|
1568 | NewPlayer: TPlayer;
|
---|
1569 | begin
|
---|
1570 | Players.Clear;
|
---|
1571 | for I := 0 to PlayerPool.Count - 1 do
|
---|
1572 | with PlayerPool[I] do
|
---|
1573 | if Enabled then begin
|
---|
1574 | NewPlayer := TPlayer.Create;
|
---|
1575 | NewPlayer.Assign(PlayerPool[I]);
|
---|
1576 | Players.Add(NewPlayer);
|
---|
1577 | Score := 0;
|
---|
1578 | World.Matters[Integer(miPlayer1Cannon) + I * 4].Color := clYellow;
|
---|
1579 | World.Matters[Integer(miPlayer1Home) + I * 4].Color := Color1;
|
---|
1580 | World.Matters[Integer(miPlayer1TankBody) + I * 4].Color := Color1;
|
---|
1581 | World.Matters[Integer(miPlayer1TankBody2) + I * 4].Color := Color2;
|
---|
1582 | end;
|
---|
1583 | end;
|
---|
1584 |
|
---|
1585 | procedure TEngine.CheckGameEnd;
|
---|
1586 | var
|
---|
1587 | I: Integer;
|
---|
1588 | begin
|
---|
1589 | if Players.GetAliveCount <= 1 then begin
|
---|
1590 | for I := 0 to Players.Count - 1 do
|
---|
1591 | with Players[I] do
|
---|
1592 | if not Exploded then Inc(Score);
|
---|
1593 | if CurrentRound < MaxRound then begin
|
---|
1594 | Inc(CurrentRound);
|
---|
1595 | NewRound;
|
---|
1596 | State := gsNewRound;
|
---|
1597 | end else
|
---|
1598 | State := gsMap;
|
---|
1599 | if Assigned(FOnGameEnd) then
|
---|
1600 | FOnGameEnd(Self);
|
---|
1601 | end;
|
---|
1602 | end;
|
---|
1603 |
|
---|
1604 | procedure TEngine.ClearBackground;
|
---|
1605 | begin
|
---|
1606 | with Bitmap.Canvas do begin
|
---|
1607 | Brush.Style := bsSolid;
|
---|
1608 | Brush.Color := clBlack;
|
---|
1609 | FillRect(0, 0, Bitmap.Width, Bitmap.Height);
|
---|
1610 | end;
|
---|
1611 | end;
|
---|
1612 |
|
---|
1613 | procedure TEngine.DrawMenu;
|
---|
1614 | var
|
---|
1615 | Text: string;
|
---|
1616 | MenuWidth: Integer;
|
---|
1617 | begin
|
---|
1618 | with Bitmap.Canvas do begin
|
---|
1619 | ClearBackground;
|
---|
1620 |
|
---|
1621 | if FShowMenuStats then begin
|
---|
1622 | MenuWidth := Bitmap.Width div 2;
|
---|
1623 | DrawStats;
|
---|
1624 | end else MenuWidth := Bitmap.Width;
|
---|
1625 |
|
---|
1626 | Brush.Style := bsClear;
|
---|
1627 | Pen.Style := psSolid;
|
---|
1628 | Pen.Color := clWhite;
|
---|
1629 | Font.Color := clTuna;
|
---|
1630 | Font.Size := 30;
|
---|
1631 | Text := 'TUNNELER';
|
---|
1632 | TextOut((MenuWidth - TextWidth(Text)) div 2, Bitmap.Height div 10, Text);
|
---|
1633 |
|
---|
1634 | Font.Color := clDarkOrange;
|
---|
1635 | Font.Size := 20;
|
---|
1636 | Text := 'by Chronosoft';
|
---|
1637 | TextOut((MenuWidth - TextWidth(Text)) div 2, Bitmap.Height div 10 + 70, Text);
|
---|
1638 |
|
---|
1639 | Pen.Color := clPurple;
|
---|
1640 | Pen.Width := 6;
|
---|
1641 | Frame((MenuWidth - 400) div 2, Bitmap.Height div 10 * 4 - 40,
|
---|
1642 | (MenuWidth + 400) div 2, Bitmap.Height div 10 * 4 + 200);
|
---|
1643 |
|
---|
1644 | Font.Color := clPurple;
|
---|
1645 | Font.Size := 20;
|
---|
1646 | Text := '<F1> ' + SStartGame;
|
---|
1647 | TextOut((MenuWidth - TextWidth(Text)) div 2, Bitmap.Height div 10 * 4, Text);
|
---|
1648 | Text := '<F2> ' + SInstructions;
|
---|
1649 | TextOut((MenuWidth - TextWidth(Text)) div 2, Bitmap.Height div 10 * 4 + 40, Text);
|
---|
1650 | Text := '<F3> ' + SInformation;
|
---|
1651 | TextOut((MenuWidth - TextWidth(Text)) div 2, Bitmap.Height div 10 * 4 + 80, Text);
|
---|
1652 | Text := '<Alt+F4> ' + SExit;
|
---|
1653 | TextOut((MenuWidth - TextWidth(Text)) div 2, Bitmap.Height div 10 * 4 + 120, Text);
|
---|
1654 |
|
---|
1655 | Font.Color := clDarkGreen;
|
---|
1656 | Font.Size := 20;
|
---|
1657 | Text := '(' + SWorldReady + ')';
|
---|
1658 | TextOut((MenuWidth - TextWidth(Text)) div 2, Bitmap.Height div 10 * 9, Text);
|
---|
1659 | end;
|
---|
1660 | end;
|
---|
1661 |
|
---|
1662 | procedure TEngine.DrawStats;
|
---|
1663 | var
|
---|
1664 | X: Integer;
|
---|
1665 | Y: Integer;
|
---|
1666 | Text: string;
|
---|
1667 | Winner: TPlayer;
|
---|
1668 | I: Integer;
|
---|
1669 | ShotsPercent: Integer;
|
---|
1670 | const
|
---|
1671 | LineHeight = 40;
|
---|
1672 | begin
|
---|
1673 | with Bitmap.Canvas do begin
|
---|
1674 | X := Bitmap.Width div 4 * 3;
|
---|
1675 |
|
---|
1676 | Brush.Style := bsClear;
|
---|
1677 | Pen.Style := psSolid;
|
---|
1678 |
|
---|
1679 | Pen.Color := clWhite;
|
---|
1680 | MoveTo(Bitmap.Width div 2, 0);
|
---|
1681 | LineTo(Bitmap.Width div 2, Bitmap.Height);
|
---|
1682 |
|
---|
1683 | Font.Color := clCyan;
|
---|
1684 | Font.Size := 20;
|
---|
1685 | Text := SStatistics;
|
---|
1686 | TextOut(X - TextWidth(Text) div 2, Bitmap.Height div 10, Text);
|
---|
1687 |
|
---|
1688 | Font.Color := clOrange;
|
---|
1689 | Font.Size := 20;
|
---|
1690 |
|
---|
1691 | Y := Bitmap.Height div 10 + 3 * LineHeight;
|
---|
1692 | X := Bitmap.Width div 2 + 50;
|
---|
1693 | Inc(Y, LineHeight);
|
---|
1694 | Text := SShotsFired;
|
---|
1695 | TextOut(X, Y, Text);
|
---|
1696 | Inc(Y, LineHeight);
|
---|
1697 | Text := SShotsHit;
|
---|
1698 | TextOut(X, Y, Text);
|
---|
1699 | Inc(Y, LineHeight);
|
---|
1700 | Text := SPercentHit;
|
---|
1701 | TextOut(X, Y, Text);
|
---|
1702 | Inc(Y, LineHeight);
|
---|
1703 | Inc(Y, LineHeight);
|
---|
1704 | Text := SMetersDug;
|
---|
1705 | TextOut(X, Y, Text);
|
---|
1706 | Inc(Y, LineHeight);
|
---|
1707 | Text := SMetersTravelled;
|
---|
1708 | TextOut(X, Y, Text);
|
---|
1709 | Inc(Y, LineHeight);
|
---|
1710 |
|
---|
1711 | for I := 0 to Players.Count - 1 do
|
---|
1712 | with Players[I] do begin
|
---|
1713 | Y := Bitmap.Height div 10 + 3 * LineHeight;
|
---|
1714 | X := Bitmap.Width div 2 + 50 + 500 + 200 * I;
|
---|
1715 | Font.Color := Color1;
|
---|
1716 | Text := Name;
|
---|
1717 | TextOut(X - TextWidth(Text) , Y, Text);
|
---|
1718 | Inc(Y, LineHeight);
|
---|
1719 | Text := IntToStr(ShotsCount);
|
---|
1720 | TextOut(X - TextWidth(Text), Y, Text);
|
---|
1721 | Inc(Y, LineHeight);
|
---|
1722 | Text := IntToStr(ShotsHit);
|
---|
1723 | TextOut(X - TextWidth(Text), Y, Text);
|
---|
1724 | Inc(Y, LineHeight);
|
---|
1725 | if ShotsCount > 0 then
|
---|
1726 | ShotsPercent := Round(ShotsHit / ShotsCount * 100)
|
---|
1727 | else ShotsPercent := 0;
|
---|
1728 | Text := IntToStr(ShotsPercent) + '%';
|
---|
1729 | TextOut(X - TextWidth(Text), Y, Text);
|
---|
1730 | Inc(Y, LineHeight);
|
---|
1731 | Inc(Y, LineHeight);
|
---|
1732 | Text := IntToStr(MetersDug);
|
---|
1733 | TextOut(X - TextWidth(Text), Y, Text);
|
---|
1734 | Inc(Y, LineHeight);
|
---|
1735 | Text := IntToStr(MetersTravelled);
|
---|
1736 | TextOut(X - TextWidth(Text), Y, Text);
|
---|
1737 | Inc(Y, LineHeight);
|
---|
1738 | end;
|
---|
1739 |
|
---|
1740 | Inc(Y, 3 * LineHeight);
|
---|
1741 |
|
---|
1742 | X := Bitmap.Width div 2 + 50;
|
---|
1743 | Font.Color := clOrange;
|
---|
1744 | Winner := Players.GetWinner;
|
---|
1745 | if Assigned(Winner) then begin
|
---|
1746 | Text := SWinnerIs;
|
---|
1747 | TextOut(X, Y, Text);
|
---|
1748 | X := X + TextWidth(Text) + 20;
|
---|
1749 | Font.Color := Winner.Color1;
|
---|
1750 | Text := Winner.Name;
|
---|
1751 | TextOut(X, Y, Text);
|
---|
1752 | end;
|
---|
1753 | end;
|
---|
1754 | end;
|
---|
1755 |
|
---|
1756 | procedure TEngine.DrawGamePrepare(Thread: TVirtualThread);
|
---|
1757 | var
|
---|
1758 | I: Integer;
|
---|
1759 | OldCount: TBitmapTColorIndex;
|
---|
1760 | begin
|
---|
1761 | Lock.Acquire;
|
---|
1762 | try
|
---|
1763 | // TODO: Without this (re)initialization we get range error
|
---|
1764 | OldCount := FBitmapLower.Count;
|
---|
1765 | FBitmapLower.Count := FBitmapLower.CreateIndex(0, 0);
|
---|
1766 | FBitmapLower.Count := OldCount;
|
---|
1767 |
|
---|
1768 | if FClearBackground then FBitmapLower.FillAll(World.Matters[Integer(miBorder)].Color);
|
---|
1769 | for I := 0 to Players.Count - 1 do
|
---|
1770 | if Players[I].Enabled then begin
|
---|
1771 | Players[I].Paint;
|
---|
1772 | end;
|
---|
1773 | finally
|
---|
1774 | Lock.Release;
|
---|
1775 | end;
|
---|
1776 | end;
|
---|
1777 |
|
---|
1778 | procedure TEngine.ResizePlayerFrames;
|
---|
1779 | var
|
---|
1780 | HorizFrameCount: Integer;
|
---|
1781 | VertFrameCount: Integer;
|
---|
1782 | I: Integer;
|
---|
1783 | begin
|
---|
1784 | if Assigned(FBitmapLower) then begin
|
---|
1785 | if Players.Count > 1 then begin
|
---|
1786 | if Players.Count > 2 then VertFrameCount := 2
|
---|
1787 | else VertFrameCount := 1;
|
---|
1788 | HorizFrameCount := Round(Players.Count / VertFrameCount);
|
---|
1789 | end else begin
|
---|
1790 | VertFrameCount := 1;
|
---|
1791 | HorizFrameCount := 1;
|
---|
1792 | end;
|
---|
1793 | FBitmapLower.Count := FBitmapLower.CreateIndex(PlayerFrameWidth * HorizFrameCount,
|
---|
1794 | PlayerFrameHeight * VertFrameCount);
|
---|
1795 | for I := 0 to Players.Count - 1 do begin
|
---|
1796 | Players[I].ScreenFrame.AsTRect := Rect(
|
---|
1797 | (I mod HorizFrameCount) * (FBitmapLower.Count.X div HorizFrameCount) + 1,
|
---|
1798 | (I div HorizFrameCount) * (FBitmapLower.Count.Y div VertFrameCount) + 1,
|
---|
1799 | ((I mod HorizFrameCount) + 1) * (FBitmapLower.Width div HorizFrameCount),
|
---|
1800 | ((I div HorizFrameCount) + 1) * (FBitmapLower.Height div VertFrameCount));
|
---|
1801 | end;
|
---|
1802 | end;
|
---|
1803 | FClearBackground := True;
|
---|
1804 | Redraw;
|
---|
1805 | end;
|
---|
1806 |
|
---|
1807 | constructor TEngine.Create(AOwner: TComponent);
|
---|
1808 | begin
|
---|
1809 | inherited;
|
---|
1810 | Lock := TCriticalSection.Create;
|
---|
1811 | FBitmapLower := TBitmapTColor.Create;
|
---|
1812 | FBitmapLock := TCriticalSection.Create;
|
---|
1813 | PlayerPool := TPlayers.Create;
|
---|
1814 | PlayerPool.Engine := Self;
|
---|
1815 | Players := TPlayers.Create;
|
---|
1816 | Players.Engine := Self;
|
---|
1817 | Keyboard := TKeyboard.Create;
|
---|
1818 | World := TWorld.Create;
|
---|
1819 | //DefaultAudioSystem := TAudioSystemMPlayer.Create(nil);
|
---|
1820 | AudioShot := TSound.Create(nil);
|
---|
1821 | AudioShot.FileName := GetCurrentDir + '/Audio/GE_KF7_Soviet.wav';
|
---|
1822 | AudioExplode := TSound.Create(nil);
|
---|
1823 | AudioExplode.FileName := GetCurrentDir + '/Audio/bomb.wav';
|
---|
1824 | InitPlayerPool;
|
---|
1825 | DigMasks := TObjectList<TMatrixByte>.Create;
|
---|
1826 | InitDigMasks;
|
---|
1827 | Redraw;
|
---|
1828 | MaxRound := 5;
|
---|
1829 | end;
|
---|
1830 |
|
---|
1831 | destructor TEngine.Destroy;
|
---|
1832 | begin
|
---|
1833 | Active := False;
|
---|
1834 | FreeAndNil(DigMasks);
|
---|
1835 | FreeAndNil(FBitmapLower);
|
---|
1836 | FreeAndNil(FBitmapLock);
|
---|
1837 | FreeAndNil(PlayerPool);
|
---|
1838 | FreeAndNil(Players);
|
---|
1839 | FreeAndNil(Keyboard);
|
---|
1840 | FreeAndNil(World);
|
---|
1841 | FreeAndNil(Lock);
|
---|
1842 | FreeAndNil(AudioShot);
|
---|
1843 | FreeAndNil(AudioExplode);
|
---|
1844 | inherited;
|
---|
1845 | end;
|
---|
1846 |
|
---|
1847 | procedure TEngine.Tick;
|
---|
1848 | var
|
---|
1849 | I: Integer;
|
---|
1850 | begin
|
---|
1851 | if State = gsGame then begin
|
---|
1852 | Lock.Acquire;
|
---|
1853 | try
|
---|
1854 | for I := 0 to Players.Count - 1 do begin
|
---|
1855 | Players[I].Control;
|
---|
1856 | Players[I].Tick;
|
---|
1857 | end;
|
---|
1858 | finally
|
---|
1859 | Lock.Release;
|
---|
1860 | end;
|
---|
1861 | end else
|
---|
1862 | if State = gsNewRound then begin
|
---|
1863 | if SecondOf(Now - FStateTime) > NewRoundDelay then begin
|
---|
1864 | State := gsGame;
|
---|
1865 | end;
|
---|
1866 | end;
|
---|
1867 | end;
|
---|
1868 |
|
---|
1869 | procedure TEngine.Draw;
|
---|
1870 | var
|
---|
1871 | DrawStart: TDateTime;
|
---|
1872 | begin
|
---|
1873 | if FRedrawPending then begin
|
---|
1874 | DrawStart := NowPrecise;
|
---|
1875 | FRedrawPending := False;
|
---|
1876 | case State of
|
---|
1877 | gsGame: DrawGame;
|
---|
1878 | gsMenu: DrawMenu;
|
---|
1879 | gsInformation: DrawInformation;
|
---|
1880 | gsInstructions: DrawInstructions;
|
---|
1881 | gsMap: DrawMap;
|
---|
1882 | gsNewRound: DrawNewRound;
|
---|
1883 | end;
|
---|
1884 |
|
---|
1885 | DrawDuration := NowPrecise - DrawStart;
|
---|
1886 | end;
|
---|
1887 | end;
|
---|
1888 |
|
---|
1889 | procedure TEngine.DrawThread(Thread: TVirtualThread);
|
---|
1890 | begin
|
---|
1891 | if State = gsGame then DrawGamePrepare(Thread);
|
---|
1892 | end;
|
---|
1893 |
|
---|
1894 | procedure TEngine.NewGame;
|
---|
1895 | var
|
---|
1896 | I: Integer;
|
---|
1897 | begin
|
---|
1898 | Active := False;
|
---|
1899 | InitPlayers;
|
---|
1900 | ResizePlayerFrames;
|
---|
1901 | CurrentRound := 1;
|
---|
1902 | World.Generate;
|
---|
1903 | for I := 0 to Players.Count - 1 do
|
---|
1904 | Players[I].Init;
|
---|
1905 | NewRound;
|
---|
1906 |
|
---|
1907 | Active := True;
|
---|
1908 | end;
|
---|
1909 |
|
---|
1910 | procedure TEngine.NewRound;
|
---|
1911 | var
|
---|
1912 | I: Integer;
|
---|
1913 | begin
|
---|
1914 | for I := 0 to Players.Count - 1 do
|
---|
1915 | Players[I].ResetTank;
|
---|
1916 | FClearBackground := True;
|
---|
1917 | Redraw;
|
---|
1918 | end;
|
---|
1919 |
|
---|
1920 | procedure TEngine.LoadFromRegistry(Context: TRegistryContext);
|
---|
1921 | begin
|
---|
1922 | with TRegistryEx.Create do
|
---|
1923 | try
|
---|
1924 | CurrentContext := Context;
|
---|
1925 | PlayerPool.LoadFromRegistry(TRegistryContext.Create(Context.RootKey, Context.Key + '\Players'));
|
---|
1926 | finally
|
---|
1927 | Free;
|
---|
1928 | end;
|
---|
1929 | end;
|
---|
1930 |
|
---|
1931 | procedure TEngine.SaveToRegistry(Context: TRegistryContext);
|
---|
1932 | begin
|
---|
1933 | with TRegistryEx.Create do
|
---|
1934 | try
|
---|
1935 | CurrentContext := Context;
|
---|
1936 |
|
---|
1937 | PlayerPool.SaveToRegistry(TRegistryContext.Create(Context.RootKey, Context.Key + '\Players'));
|
---|
1938 | finally
|
---|
1939 | Free;
|
---|
1940 | end;
|
---|
1941 | end;
|
---|
1942 |
|
---|
1943 | procedure TEngine.KeyUp(Key: Word);
|
---|
1944 | const
|
---|
1945 | KeyF1 = 112;
|
---|
1946 | KeyF2 = 113;
|
---|
1947 | KeyF3 = 114;
|
---|
1948 | KeyF4 = 115;
|
---|
1949 | KeyEsc = 27;
|
---|
1950 | var
|
---|
1951 | I: Integer;
|
---|
1952 | begin
|
---|
1953 | KeyBoard.KeyState[Key] := False;
|
---|
1954 |
|
---|
1955 | if State = gsMenu then begin
|
---|
1956 | if Key = KeyF1 then begin
|
---|
1957 | State := gsNewRound;
|
---|
1958 | NewGame;
|
---|
1959 | end else
|
---|
1960 | if Key = KeyF2 then begin
|
---|
1961 | State := gsInstructions;
|
---|
1962 | end else
|
---|
1963 | if Key = KeyF3 then begin
|
---|
1964 | State := gsInformation;
|
---|
1965 | end;
|
---|
1966 | end else
|
---|
1967 | if State = gsMap then begin
|
---|
1968 | if Key = KeyEsc then begin
|
---|
1969 | State := gsMenu;
|
---|
1970 | FShowMenuStats := True;
|
---|
1971 | end;
|
---|
1972 | end else
|
---|
1973 | if State in [gsInformation, gsInstructions] then begin
|
---|
1974 | if Key = KeyEsc then begin
|
---|
1975 | State := gsMenu;
|
---|
1976 | end;
|
---|
1977 | end else
|
---|
1978 | if State = gsGame then begin
|
---|
1979 | if Key = KeyEsc then begin
|
---|
1980 | State := gsMap;
|
---|
1981 | end;
|
---|
1982 | end;
|
---|
1983 |
|
---|
1984 | {$IFDEF DEBUG}
|
---|
1985 | if (State = gsGame) and (Key = KeyF4) then begin
|
---|
1986 | // Destroy first alive player
|
---|
1987 | for I := 0 to Players.Count - 1 do
|
---|
1988 | with Players[I] do begin
|
---|
1989 | if not Exploded then begin
|
---|
1990 | Energy := -100;
|
---|
1991 | Break;
|
---|
1992 | end;
|
---|
1993 | end;
|
---|
1994 | end;
|
---|
1995 | {$ENDIF}
|
---|
1996 | end;
|
---|
1997 |
|
---|
1998 | procedure TEngine.KeyDown(Key: Word);
|
---|
1999 | begin
|
---|
2000 | KeyBoard.KeyState[Key] := True;
|
---|
2001 | end;
|
---|
2002 |
|
---|
2003 | end.
|
---|
2004 |
|
---|