Imported Upstream version 1.4.1+git20121103
Markus Koschany
7 years ago
0 | UPi <upi at sourceforge.net> | |
1 | SAdam <sadam at apocalypse.rulez.org> | |
2 | DaniGM <danigm at gmail.com> | |
3 | Elio Blanca <eblanca76 at users.sourceforge.net> |
0 | use strict; | |
1 | use warnings; | |
2 | use Module::Build; | |
3 | ||
4 | my $build = Module::Build->new( | |
5 | module_name => 'Games::PangZero', | |
6 | all_from => 'lib/Games/PangZero.pm', | |
7 | dist_abstract => 'a fast-paced action game about popping balloons with a harpoon', | |
8 | dist_author => [ | |
9 | 'UPi <upi@sourceforge.net>', | |
10 | 'SAdam <sadam@apocalypse.rulez.org>', | |
11 | 'DaniGM <danigm@gmail.com>', | |
12 | 'Elio Blanca <eblanca76@users.sourceforge.net>', | |
13 | ], | |
14 | license => 'gpl', | |
15 | requires => { | |
16 | 'File::ShareDir' => '0', | |
17 | 'File::Spec' => '0', | |
18 | 'Time::HiRes' => '0', | |
19 | 'SDL' => '2.536', | |
20 | }, | |
21 | configure_requires => { | |
22 | 'Module::Build' => '0.38', | |
23 | }, | |
24 | meta_merge => { | |
25 | resources => { | |
26 | bugtracker => 'http://github.com/kthakore/pangzero/issues', | |
27 | repository => 'http://github.com/kthakore/pangzero' | |
28 | } | |
29 | }, | |
30 | share_dir => 'data', | |
31 | )->create_build_script(); |
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0 | ||
1 | 2012-03-12 19:42 FROGGS | |
2 | * 1.4.1, fix for SDL's Joystick API | |
3 | ||
4 | 2012-02-21 22:27 kthakore, FROGGS | |
5 | * ChangeLog, VERSION, *.p[l/m]: Bumped version to 1.4, making pangzero | |
6 | work with upstream release of SDL. Many fixes. | |
7 | See http://cpansearch.perl.org/src/FROGGS/SDL-2.536/CHANGELOG | |
8 | ||
9 | 2007-07-15 10:12 upi | |
10 | ||
11 | * bin/upipang.pl: Proper website launching for Windows. High level | |
12 | table is now saved properly. | |
13 | ||
14 | 2007-06-28 09:10 upi | |
15 | ||
16 | * ChangeLog, VERSION, bin/upipang.pl: Bumped version to 1.2. | |
17 | ||
18 | 2007-06-28 09:10 upi | |
19 | ||
20 | * INSTALL: Basic installation instructions. | |
21 | ||
22 | 2007-06-28 08:56 upi | |
23 | ||
24 | * bin/upipang.pl: Some minor tweaks. Balls smaller than level 3 no | |
25 | longer have magic in them. Fixed a bug related to multiple slow | |
26 | effects. Slow effect no longer survives in Challenge Mode. | |
27 | Eliminated some SDL warning messages. Added TutorialGame (one on | |
28 | one with a specific kind of ball). | |
29 | ||
30 | 2007-06-28 08:47 upi | |
31 | ||
32 | * data/: Balls-Upside128.png, Balls-Upside64.png: Fixed background | |
33 | green | |
34 | ||
35 | 2007-06-28 08:46 upi | |
36 | ||
37 | * data/bonus.png: New bonus graphics | |
38 | ||
39 | 2007-04-03 21:35 upi | |
40 | ||
41 | * bin/upipang.pl: Added UpsideDownBall, minor fixes. | |
42 | ||
43 | 2007-04-03 21:33 upi | |
44 | ||
45 | * data/: Balls-Upside128.png, Balls-Upside16.png, | |
46 | Balls-Upside32.png, Balls-Upside64.png, Balls-Upside96.png: Added | |
47 | UpsideDownBall | |
48 | ||
49 | 2007-01-04 10:38 upi | |
50 | ||
51 | * VERSION, bin/upipang.pl: Separate high score tables for Panic and | |
52 | Challenge modes. More challenge levels. | |
53 | ||
54 | 2007-01-03 23:31 upi | |
55 | ||
56 | * bin/upipang.pl: Show website at exit. | |
57 | ||
58 | 2007-01-03 19:51 upi | |
59 | ||
60 | * bin/upipang.pl, data/bonus.png: Added "Matrix effect": slows the | |
61 | game down for 15 sec. | |
62 | ||
63 | 2007-01-01 09:52 upi | |
64 | ||
65 | * ChangeLog, VERSION: Bumped version number to 1.0 | |
66 | ||
67 | 2007-01-01 09:50 upi | |
68 | ||
69 | * bin/upipang.pl: Quick fix for the Demo before 1.0 | |
70 | ||
71 | 2006-12-31 16:32 upi | |
72 | ||
73 | * bin/upipang.pl: Added option for weapon durations. | |
74 | ||
75 | 2006-12-31 15:49 upi | |
76 | ||
77 | * bin/upipang.pl: Some more fixes for Challenge mode. | |
78 | ||
79 | 2006-12-31 10:54 upi | |
80 | ||
81 | * bin/upipang.pl: Fixes for challenge mode. Better scoreboard | |
82 | layout for very small screen heights. | |
83 | ||
84 | 2006-12-30 19:45 upi | |
85 | ||
86 | * bin/upipang.pl: Improved High Score table. Menu items now show | |
87 | tool tips at the bottom of the screen. | |
88 | ||
89 | 2006-12-30 12:33 upi | |
90 | ||
91 | * bin/upipang.pl: Player can choose Panic or Challenge game from | |
92 | the menu. | |
93 | ||
94 | 2006-12-30 10:38 upi | |
95 | ||
96 | * bin/upipang.pl: Bugfix for machine gun. | |
97 | ||
98 | 2006-12-30 10:21 upi | |
99 | ||
100 | * bin/upipang.pl: Some speed improvements. Removed the Christmas | |
101 | decor. | |
102 | ||
103 | 2006-12-23 10:40 upi | |
104 | ||
105 | * bin/upipang.pl: Improved ball positioning in challenge mode. | |
106 | ||
107 | 2006-12-20 14:16 upi | |
108 | ||
109 | * bin/upipang.pl, data/santa.png: Added flying Santa. | |
110 | ||
111 | 2006-12-20 13:29 upi | |
112 | ||
113 | * VERSION, bin/upipang.pl, data/christmas_candle.jpg, | |
114 | data/christmas_house.jpg, data/christmas_houses.jpg, | |
115 | data/christmas_tree.jpg, data/christmas_trees.jpg, | |
116 | data/guyChristmas.png, data/guy_r2.png: Graphics update for 0.19 | |
117 | ||
118 | 2006-12-20 10:39 upi | |
119 | ||
120 | * bin/upipang.pl, data/glossyfont.png: Number of players moved to | |
121 | "Player setup" menu. Several bugfixes (santa pixel bug, credits | |
122 | bug, 200.000 points bonus life bug) Level display more prominent | |
123 | in Challenge Game mode. Error is better reported if the program | |
124 | dies. | |
125 | ||
126 | 2006-12-16 21:41 upi | |
127 | ||
128 | * data/guyChristmas.png: Fix of minor graphics glitch. | |
129 | ||
130 | 2006-12-16 21:23 upi | |
131 | ||
132 | * bin/upipang.pl: Minor bugfixes | |
133 | ||
134 | 2006-12-16 14:42 upi | |
135 | ||
136 | * bin/upipang.pl: Bugfixing for credits screen. | |
137 | ||
138 | 2006-12-16 09:43 upi | |
139 | ||
140 | * ChangeLog, VERSION, bin/upipang.pl, data/fireplace.jpg, | |
141 | data/xmas-dawn.jpg, data/xmas-night.jpg: Updated version number. | |
142 | Updated demo. New Christmas backgrounds. | |
143 | ||
144 | 2006-12-15 23:33 upi | |
145 | ||
146 | * bin/upipang.pl, data/bonus.png: XmasBall now drops random weapon | |
147 | or powerup. Hexa balls rotation is improved. | |
148 | ||
149 | 2006-12-15 11:11 upi | |
150 | ||
151 | * bin/upipang.pl: Slippery floor can be toggled in the menu | |
152 | ||
153 | 2006-12-15 09:55 upi | |
154 | ||
155 | * bin/upipang.pl: Added XmasBall. | |
156 | ||
157 | 2006-12-15 09:54 upi | |
158 | ||
159 | * data/: Balls-Snow128.png, Balls-Snow16.png, Balls-Snow32.png, | |
160 | Balls-Snow64.png, Balls-Snow96.png, Balls-XMAS128.png, | |
161 | border-lighted-theme.png, border-xmas-theme.png: Updated | |
162 | christmas graphics. | |
163 | ||
164 | 2006-12-15 02:23 upi | |
165 | ||
166 | * bin/upipang.pl, data/Balls-Snow128.png, data/Balls-Snow16.png, | |
167 | data/Balls-Snow32.png, data/Balls-Snow64.png, | |
168 | data/Balls-Snow96.png, data/Balls-XMAS128.png, | |
169 | data/border-lighted-theme.png, data/border-xmas-theme.png, | |
170 | data/guyChristmas.png: Christmas edition graphics. Challenge | |
171 | version added. | |
172 | ||
173 | 2006-12-15 01:32 upi | |
174 | ||
175 | * ChangeLog, bin/upipang.pl, data/Balls-Fragile128.png, | |
176 | data/Balls-Fragile16.png, data/Balls-Fragile32.png, | |
177 | data/Balls-Fragile64.png, data/Balls-Fragile96.png: Minor code | |
178 | refactoring. Added FragileBall. | |
179 | ||
180 | 2006-12-04 14:00 upi | |
181 | ||
182 | * VERSION, bin/upipang.pl, data/bonus.png, data/border.png: | |
183 | Improved border for 0.17 | |
184 | ||
185 | 2006-12-01 15:06 upi | |
186 | ||
187 | * AUTHORS, ChangeLog, VERSION: Update for version 0.16 | |
188 | ||
189 | 2006-12-01 15:06 upi | |
190 | ||
191 | * bin/upipang.pl: Better handling of music files. | |
192 | ||
193 | 2006-12-01 15:05 upi | |
194 | ||
195 | * data/: Hexa-16.png, Hexa-32.png, Hexa-64.png: Background fixes | |
196 | for Hexas. | |
197 | ||
198 | 2006-12-01 11:16 upi | |
199 | ||
200 | * data/: Balls-Bouncy16.png, Balls-Bouncy32.png, | |
201 | Balls-Bouncy64.png, Balls-Death64.png, Balls-EarthQ16.png, | |
202 | Balls-EarthQ32.png, Balls-EarthQ64.png, Balls-Red128.png, | |
203 | Balls-Red16.png, Balls-Red32.png, Balls-Red64.png, | |
204 | Balls-Red96.png, Balls-Seeker32.png, Balls-Seeker64.png, | |
205 | Balls-SuperClock64.png, Balls-SuperClock96.png, | |
206 | Balls-SuperStar64.png, Balls-SuperStar96.png, Balls-Water16.png, | |
207 | Balls-Water32.png, Balls-Water64.png, Balls-Water96.png, | |
208 | Hexa-16.png, Hexa-32.png, Hexa-64.png, guy_danigm.png, | |
209 | guy_pix.png, guy_pux.png, guy_r2.png, guy_sonic.png, l1.jpg, | |
210 | l2.jpg, l3.jpg, l4.jpg, l5.jpg, l6.jpg, l7.jpg, l8.jpg, l9.jpg: | |
211 | Data files updated | |
212 | ||
213 | 2006-11-30 19:22 upi | |
214 | ||
215 | * bin/upipang.pl: New graphics, hopefully faster, too. High score | |
216 | table. | |
217 | ||
218 | 2006-10-08 00:39 upi | |
219 | ||
220 | * AUTHORS, ChangeLog, VERSION, bin/upipang.pl: Updated version and | |
221 | credits for 0.15 | |
222 | ||
223 | 2006-10-08 00:26 upi | |
224 | ||
225 | * bin/upipang.pl: Added FPS indicator. | |
226 | ||
227 | 2006-10-07 23:47 upi | |
228 | ||
229 | * bin/upipang.pl: Players can now select character and color. | |
230 | AlterPalette now uses display_format (hopefully faster). | |
231 | ||
232 | 2006-10-07 23:43 upi | |
233 | ||
234 | * data/ball.png: New and improved ball | |
235 | ||
236 | 2006-10-07 23:18 upi | |
237 | ||
238 | * data/: guy_danigm.png, guy_pix.png, guy_pux.png: Added selectable | |
239 | characters. | |
240 | ||
241 | 2006-10-05 15:07 upi | |
242 | ||
243 | * bin/upipang.pl: Fixed for the menu changes. | |
244 | ||
245 | 2006-10-05 13:11 upi | |
246 | ||
247 | * bin/upipang.pl: Nifty menu animations. | |
248 | ||
249 | 2006-10-05 08:47 upi | |
250 | ||
251 | * bin/upipang.pl: Added "ball mixer" to the menu. | |
252 | ||
253 | 2006-09-06 10:57 upi | |
254 | ||
255 | * bin/upipang.pl, data/guy.png: More appealing death effect. | |
256 | ||
257 | 2006-09-06 10:09 upi | |
258 | ||
259 | * data/harpoon.png: Added straight harpoon by eblanca76. | |
260 | ||
261 | 2006-09-06 00:38 upi | |
262 | ||
263 | * bin/upipang.pl: More forgiving collision detection. | |
264 | ||
265 | 2006-09-05 23:17 upi | |
266 | ||
267 | * bin/upipang.pl, data/harpoon.png: New harpoon graphics by | |
268 | eblanca76 at sourceforge.net | |
269 | ||
270 | 2006-09-05 18:16 upi | |
271 | ||
272 | * bin/upipang.pl, data/meltdown.png: Deathball Meltdown at 30+ | |
273 | death balls. | |
274 | ||
275 | 2006-09-05 15:46 upi | |
276 | ||
277 | * bin/upipang.pl: DeadGuy uses RotoZoom (funny effect). | |
278 | ||
279 | 2006-09-05 13:45 upi | |
280 | ||
281 | * bin/upipang.pl: Fix for previous checkin. | |
282 | ||
283 | 2006-09-05 13:44 upi | |
284 | ||
285 | * bin/upipang.pl: Workaround for SDL_perl 1.2.20 | |
286 | ||
287 | 2006-09-04 22:21 upi | |
288 | ||
289 | * bin/upipang.pl, data/guy.png, data/level.png, | |
290 | data/level_empty.png: Widescreen mode improvements, better | |
291 | scoreboard. | |
292 | ||
293 | 2006-08-21 14:10 upi | |
294 | ||
295 | * VERSION, ChangeLog: Updated for version 0.13 | |
296 | ||
297 | 2006-08-21 14:08 upi | |
298 | ||
299 | * bin/upipang.pl: Minor graphics changes, max players set to 6 | |
300 | ||
301 | 2006-08-21 14:05 upi | |
302 | ||
303 | * data/guy.png: Replaced graphics with free version by "DaniGM" | |
304 | (panreyes@panreyes.com) | |
305 | ||
306 | 2006-08-14 20:40 upi | |
307 | ||
308 | * bin/upipang.pl: Bugfix in background image zooming | |
309 | ||
310 | 2006-08-14 19:01 upi | |
311 | ||
312 | * bin/upipang.pl: Widescreen mode. Some code cleanup. | |
313 | ||
314 | 2006-08-07 11:38 upi | |
315 | ||
316 | * bin/upipang.pl: * Fixed SDL_perl 2.x compatibility issue * Added | |
317 | Rewind capability to RecordGame | |
318 | ||
319 | 2006-08-05 16:21 upi | |
320 | ||
321 | * bin/upipang.pl: New Demo (includes SeekerBall). Fix for SDL_perl | |
322 | 2.x | |
323 | ||
324 | 2006-08-04 20:53 upi | |
325 | ||
326 | * ChangeLog, VERSION: Updated for version 0.12 | |
327 | ||
328 | 2006-08-04 20:34 upi | |
329 | ||
330 | * data/: bonus.png, harpoon.png: Adjusted for new weapons | |
331 | ||
332 | 2006-08-04 20:30 upi | |
333 | ||
334 | * bin/upipang.pl: * Joysticks now work in the menu. * Added | |
335 | "Credits" screen. * New ball type: "Seeker" ball. * Fullscreen | |
336 | / window can be toggled in the menu * Refactoring: Rolled package | |
337 | SpawningBall into Ball. * Refactoring: Removed individual "anim" | |
338 | attributes and moved them to Game->{anim} * Made sure that the | |
339 | GamePause is always on top. * Added Replay capability to normal | |
340 | games. * Randomized bonus collection. * Visual enhancements * | |
341 | Improved scoreboard layout * Added new difficulty level: "Miki" * | |
342 | Split off "Options" menu * Controls menu now displays key names | |
343 | ||
344 | 2006-07-28 06:17 upi | |
345 | ||
346 | * bin/upipang.pl: * Added new ball type: WaterBall * Added weapons | |
347 | and weapon drops: MachineGun, PowerWire, HalfCutter * Code | |
348 | cleanup * Uses Carp module * SuperBall now has its own BallDesc | |
349 | (no extra parameter uglyness) * BallDesc now contains the package | |
350 | name of the ball, so Ball::Create is cleaner * Fixed a bug which | |
351 | caused GamePause to disappear sometimes. * Player lives | |
352 | indicator now works for >3 lives. * Some minor fixes. | |
353 | ||
354 | 2006-07-20 11:52 upi | |
355 | ||
356 | * bin/upipang.pl: Earthquake-ball related tweaks | |
357 | ||
358 | 2006-07-20 11:37 upi | |
359 | ||
360 | * ChangeLog, VERSION: Updated for 0.11 | |
361 | ||
362 | 2006-07-20 11:22 upi | |
363 | ||
364 | * bin/upipang.pl: Better joystick support | |
365 | ||
366 | 2006-07-20 10:01 upi | |
367 | ||
368 | * bin/upipang.pl, data/gameover.png, data/paused.png: Game Over and | |
369 | Paused messages | |
370 | ||
371 | 2006-07-20 09:20 upi | |
372 | ||
373 | * bin/upipang.pl: New background every 10 levels | |
374 | ||
375 | 2006-07-20 01:14 upi | |
376 | ||
377 | * bin/upipang.pl: Color the border red during death sequence | |
378 | ||
379 | 2006-07-20 00:50 upi | |
380 | ||
381 | * bin/upipang.pl, data/bonus.png: Added pictograms for Earthquake | |
382 | Balls and Death Balls | |
383 | ||
384 | 2006-07-20 00:42 upi | |
385 | ||
386 | * data/quake.voc: Added Earthquake Balls | |
387 | ||
388 | 2006-07-19 21:59 upi | |
389 | ||
390 | * bin/upipang.pl: Added Earthquake Balls | |
391 | ||
392 | 2006-07-19 18:34 upi | |
393 | ||
394 | * bin/upipang.pl: The number of death balls spawned is now limited | |
395 | to 2 | |
396 | ||
397 | 2006-07-19 18:20 upi | |
398 | ||
399 | * bin/upipang.pl: Added demo / help | |
400 | ||
401 | 2006-07-19 14:09 upi | |
402 | ||
403 | * bin/upipang.pl: Can take multiple screanshots with W key | |
404 | ||
405 | 2006-07-18 12:36 upi | |
406 | ||
407 | * ChangeLog, VERSION: Updated for 0.10 | |
408 | ||
409 | 2006-07-16 14:04 upi | |
410 | ||
411 | * bin/upipang.pl: Sound and music can be toggled on/off in main | |
412 | menu | |
413 | ||
414 | 2006-07-16 12:03 upi | |
415 | ||
416 | * bin/upipang.pl: Added difficulty levels. Split controls menu | |
417 | from main menu. | |
418 | ||
419 | 2006-07-15 13:34 upi | |
420 | ||
421 | * bin/upipang.pl: Renamed package to SpawningBall | |
422 | ||
423 | 2006-07-15 13:06 upi | |
424 | ||
425 | * bin/upipang.pl: Factored the menu-related subs into a package | |
426 | (more OOP!) | |
427 | ||
428 | 2006-07-15 10:06 upi | |
429 | ||
430 | * bin/upipang.pl: Esc key now goes back to the menu instead of | |
431 | quitting during game | |
432 | ||
433 | 2006-07-14 23:16 upi | |
434 | ||
435 | * bin/upipang.pl: Added configuration loading and saving | |
436 | ||
437 | 2006-07-13 22:53 upi | |
438 | ||
439 | * bin/upipang.pl: Factored apart Game and GameBase packages. | |
440 | ||
441 | 2006-07-12 09:14 upi | |
442 | ||
443 | * AUTHORS, COPYING, ChangeLog, NEWS, README, TODO, VERSION: Import | |
444 | of usual documentation files. | |
445 | ||
446 | 2006-07-12 08:47 upi | |
447 | ||
448 | * bin/upipang.pl: Automatically find data directory (good for | |
449 | autoconf) | |
450 | ||
451 | 2006-07-12 08:14 upi | |
452 | ||
453 | * bin/upipang.pl: Main game loop now in the Game package. | |
454 | ||
455 | 2006-07-11 13:31 upi | |
456 | ||
457 | * bin/upipang.pl: Factored many global methods and variables into | |
458 | package Game. | |
459 | ||
460 | 2006-07-10 05:55 upi | |
461 | ||
462 | * bin/upipang.pl: Better game balance, respawning players. | |
463 | ||
464 | 2006-06-23 21:47 upi | |
465 | ||
466 | * data/: UPiPang.mid, UPiPang.mp3, ball.png, bonus.png, border.png, | |
467 | brandybun3.png, desert2.png, font2.png, gun.voc, guy.png, | |
468 | harpoon.png, hexa.png, level.voc, magic.voc, meow.voc, pop.voc, | |
469 | pop3.voc, shoot.voc, super.voc: Initial import. | |
470 | ||
471 | 2006-06-23 21:36 upi | |
472 | ||
473 | * bin/upipang.pl: Initial import | |
474 | ||
475 | 2006-06-23 21:36 upi | |
476 | ||
477 | * bin/upipang.pl: Initial revision | |
478 |
0 | Installation instuctions for Pang Zero | |
1 | ====================================== | |
2 | ||
3 | 1. Download and unpack the archive | |
4 | ||
5 | 2. Go to the unpacked directory | |
6 | ||
7 | 3. ./configure | |
8 | ||
9 | 4. make install | |
10 |
0 | #!include_default | |
1 | # Avoid configuration metadata file | |
2 | ^MYMETA\. | |
3 | ||
4 | # Avoid Module::Build generated and utility files. | |
5 | \bBuild$ | |
6 | \bBuild.bat$ | |
7 | \b_build | |
8 | \bBuild.COM$ | |
9 | \bBUILD.COM$ | |
10 | \bbuild.com$ | |
11 | ^MANIFEST\.SKIP | |
12 | ||
13 | # Avoid archives of this distribution | |
14 | \bGames-PangZero-[\d\.\_]+ |
0 | Please visit our website at | |
1 | http://apocalypse.rulez.org/pangzero | |
2 | ||
3 | To see what's new at the website, go to | |
4 | http://apocalypse.rulez.org/pangzero/Recent_Changes |
0 | Pang Zero README | |
1 | ================ | |
2 | ||
3 | Pang Zero is a clone of Super Pang, a fast-paced action game that involves | |
4 | popping balloons with a harpoon. The intention of our effort is to create a | |
5 | fun, open-source game that many (currently up to 6) people can play | |
6 | together. | |
7 | ||
8 | For more info, please visit our website at | |
9 | http://apocalypse.rulez.org/pangzero |
0 | #!/usr/bin/perl | |
1 | ||
2 | use strict; | |
3 | use warnings; | |
4 | ||
5 | use lib 'lib'; | |
6 | use Games::PangZero; | |
7 | ||
8 | ||
9 | eval { | |
10 | Games::PangZero::Initialize(); | |
11 | #Games::PangZero::DoDemo() while 1; | |
12 | #while (1) { Games::PangZero::DoRecordDemo(); $Games::PangZero::App->delay(2000); } | |
13 | while (1) { | |
14 | Games::PangZero::MainLoop(); | |
15 | } | |
16 | }; | |
17 | if ($@) { | |
18 | my $errorMessage = $@; | |
19 | Games::PangZero::ShowErrorMessage($errorMessage); | |
20 | die $errorMessage; | |
21 | } |
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0 | ########################################################################## | |
1 | package Games::PangZero::Ball; | |
2 | ########################################################################## | |
3 | ||
4 | use Games::PangZero::Globals; | |
5 | ||
6 | @ISA = qw(Games::PangZero::GameObject); | |
7 | $Gravity = 0.05; | |
8 | $MagicBallRect = SDL::Rect->new(80, 0, 16, 15); | |
9 | ||
10 | for (my $i = 0; $i <= $#Games::PangZero::BallDesc; ++$i) { | |
11 | my $desc = $Games::PangZero::BallDesc[$i]; | |
12 | $desc->{speedY} = 0 unless $desc->{speedY}; | |
13 | $desc->{bounceY} = $desc->{speedY} * $desc->{speedY} / $Games::PangZero::Ball::Gravity / 2 unless $desc->{bounceY}; | |
14 | } | |
15 | ||
16 | sub Create { | |
17 | my ($description, $x, $y, $dir) = @_; | |
18 | my ($retval); | |
19 | ||
20 | my $code = sprintf('$retval = Games::PangZero::%s->new(@_);', $description->{class}); | |
21 | eval $code; die $@ if $@; | |
22 | return $retval; | |
23 | } | |
24 | ||
25 | sub Spawn { | |
26 | my ($description, $x, $dir, $hasBonus) = @_; | |
27 | my ($retval); | |
28 | ||
29 | $x = $Games::PangZero::Game->Rand( $Games::PangZero::ScreenWidth - $description->{width} ) if $x < 0; | |
30 | $retval = Games::PangZero::Ball::Create( $description, $x, -$description->{height} - $Games::PangZero::ScreenMargin, $dir ); | |
31 | $retval->GiveMagic() if $retval->{w} > 32; | |
32 | $retval->GiveBonus() if $hasBonus; | |
33 | ||
34 | $retval->{spawning} = 1; | |
35 | my $surfaceName = 'dark' . $description->{surface}; | |
36 | $retval->{surface} = $Games::PangZero::BallSurfaces{$surfaceName}; | |
37 | die "No surface: $surfaceName" unless $retval->{surface}; | |
38 | return $retval; | |
39 | } | |
40 | ||
41 | sub new { | |
42 | my ($class, $description, $x, $y, $dir) = @_; | |
43 | my $self = Games::PangZero::GameObject->new(); | |
44 | %{$self} = ( %{$self}, | |
45 | 'x' => $x, | |
46 | 'y' => $y, | |
47 | 'w' => $description->{width}, | |
48 | 'h' => $description->{height}, | |
49 | 'surface' => $Games::PangZero::BallSurfaces{$description->{surface}}, | |
50 | 'hexa' => $description->{hexa} ? 1 : 0, | |
51 | 'desc' => $description, | |
52 | 'hasmagic' => 0, # true if one of the ball's descendants is magic | |
53 | 'ismagic' => 0, # true if the ball IS magic | |
54 | 'spawning' => 0, | |
55 | ); | |
56 | $self->{speedX} = $dir > 0 ? 1.3 : -1.3; | |
57 | $self->SetupCollisions(); | |
58 | bless $self, $class; | |
59 | } | |
60 | ||
61 | sub NormalAdvance { | |
62 | my $self = shift; | |
63 | ||
64 | $self->{speedY} += $Games::PangZero::Ball::Gravity * $Games::PangZero::GameSpeed unless ($self->{hexa}); | |
65 | $self->{x} += $self->{speedX} * $Games::PangZero::GameSpeed; | |
66 | $self->{y} += $self->{speedY} * $Games::PangZero::GameSpeed; | |
67 | if ($self->{y} > $Games::PangZero::ScreenHeight - $self->{h}) { | |
68 | $self->{y} = $Games::PangZero::ScreenHeight - $self->{h}; | |
69 | if ($self->{hexa}) { | |
70 | $self->{speedY} = -abs($self->{speedY}); | |
71 | } else { | |
72 | $self->{speedY} = -$self->{desc}->{speedY}; | |
73 | } | |
74 | $self->Bounce; | |
75 | } | |
76 | if ($self->{y} < 0) { | |
77 | $self->{y} = 0; | |
78 | $self->{speedY} = abs($self->{speedY}); | |
79 | } | |
80 | if ($self->{x} < 0) { | |
81 | $self->{x} = 0; | |
82 | $self->{speedX} = abs( $self->{speedX} ); | |
83 | } | |
84 | if ($self->{x} > $Games::PangZero::ScreenWidth - $self->{w}) { | |
85 | $self->{x} = $Games::PangZero::ScreenWidth - $self->{w}; | |
86 | $self->{speedX} = -abs( $self->{speedX} ); | |
87 | } | |
88 | } | |
89 | ||
90 | sub SpawningAdvance { | |
91 | my $self = shift; | |
92 | ||
93 | $self->{y} += 0.32; | |
94 | if ($self->{y} >= 0) { | |
95 | $self->{spawning} = 0; | |
96 | $self->{surface} = $Games::PangZero::BallSurfaces{$self->{desc}->{surface}}, | |
97 | } | |
98 | } | |
99 | ||
100 | sub Advance { | |
101 | my $self = shift; | |
102 | ||
103 | unless( $Games::PangZero::GamePause > 0 ) { | |
104 | if ($self->{spawning}) { | |
105 | $self->SpawningAdvance(); | |
106 | } else { | |
107 | $self->NormalAdvance(); | |
108 | } | |
109 | } | |
110 | ||
111 | $self->CheckCollisions() unless $Games::PangZero::Game->{nocollision} or $self->{spawning}; | |
112 | } | |
113 | ||
114 | sub Bounce { | |
115 | } | |
116 | ||
117 | sub CheckCollisions { | |
118 | my $self = shift; | |
119 | ||
120 | foreach my $harpoon (values %Games::PangZero::Harpoon::Harpoons) { | |
121 | if ($self->Collisions($harpoon)) { | |
122 | $self->Pop($harpoon->{guy}, $harpoon->{popEffect}); | |
123 | $harpoon->Delete(); | |
124 | return; | |
125 | } | |
126 | } | |
127 | foreach my $guy (values %Games::PangZero::Guy::Guys) { | |
128 | if ($Games::PangZero::GamePause <= 0 and $self->Collisions($guy)) { | |
129 | $guy->Kill(); | |
130 | } | |
131 | } | |
132 | } | |
133 | ||
134 | sub Draw { | |
135 | my ($self) = @_; | |
136 | ||
137 | return if $Games::PangZero::GamePause > 0 and $Games::PangZero::GamePause < 100 and (int($Games::PangZero::GamePause / 3) % 4) < 2; | |
138 | ||
139 | $self->TransferRect(); | |
140 | if ($self->{ismagic} and int($Games::PangZero::Game->{anim}/4) % 2) { | |
141 | SDL::Video::blit_surface($Games::PangZero::BallSurfaces{ball4}, $Games::PangZero::Ball::MagicBallRect, $Games::PangZero::App, $self->{rect} ); | |
142 | } else { | |
143 | SDL::Video::blit_surface($self->{surface}, $self->{desc}->{rect}, $Games::PangZero::App, $self->{rect} ); | |
144 | } | |
145 | } | |
146 | ||
147 | sub Collisions { | |
148 | my ($self, $other) = @_; | |
149 | ||
150 | # Bounding box detection | |
151 | ||
152 | return unless $self->SUPER::Collisions($other); | |
153 | ||
154 | # Circle vs rectangle collision | |
155 | ||
156 | my ($centerX, $centerY, $boxAxisX, $boxAxisY, $boxCenterX, $boxCenterY, $distSquare, $distance); | |
157 | $boxAxisX = ($other->{collisionw} or $other->{w}) / 2; | |
158 | $boxAxisY = ($other->{collisionh} or $other->{h}) / 2; | |
159 | $boxCenterX = $other->{x} + $other->{w} / 2; | |
160 | $boxCenterY = $other->{y} + $other->{h} / 2; | |
161 | $centerX = $self->{x} + $self->{w} / 2; | |
162 | $centerY = $self->{y} + $self->{h} / 2; | |
163 | ||
164 | # Translate coordinates to the box center | |
165 | $centerX -= $boxCenterX; | |
166 | $centerY -= $boxCenterY; | |
167 | $centerX = abs($centerX); | |
168 | $centerY = abs($centerY); | |
169 | ||
170 | if ($centerX < $boxAxisX) { | |
171 | return 1 if $centerY < $boxAxisY + $self->{h} / 2; | |
172 | return 0; | |
173 | } | |
174 | if ($centerY < $boxAxisY) { | |
175 | return 2 if $centerX < $boxAxisX + $self->{w} / 2; | |
176 | return 0; | |
177 | } | |
178 | $distSquare = ($centerX-$boxAxisX) * ($centerX-$boxAxisX); | |
179 | $distSquare += ($centerY-$boxAxisY) * ($centerY-$boxAxisY); | |
180 | return 3 if $distSquare < $self->{h} * $self->{h} / 4; | |
181 | ||
182 | return 0; | |
183 | } | |
184 | ||
185 | sub Pop { | |
186 | my ($self, $guy, $popEffect) = @_; | |
187 | ||
188 | Carp::confess "no $popEffect" unless defined $popEffect; | |
189 | $Games::PangZero::GameEvents{'pop'} = 1; | |
190 | $Games::PangZero::GameEvents{'magic'} = 1 if ($self->{ismagic}); | |
191 | $guy->GiveScore($self->{desc}->{score}) if $guy; | |
192 | $self->Delete(); | |
193 | ||
194 | goto skipChildren if ($popEffect eq 'meltdown'); | |
195 | ||
196 | if ($self->{desc}->{nextgen}) { | |
197 | die caller unless $self->{desc}->{nextgen}->{class}; | |
198 | my @children = $self->SpawnChildren(); | |
199 | if (scalar @children) { | |
200 | $self->AdjustChildren(@children); | |
201 | if ($popEffect eq 'HalfCutter') { | |
202 | push @Games::PangZero::GameObjects, ($self->{speedX} > 0 ? $children[1] : $children[0]); | |
203 | } else { | |
204 | push @Games::PangZero::GameObjects, (@children); | |
205 | } | |
206 | } | |
207 | } | |
208 | if ($self->{bonus} and $popEffect ne 'superkill') { | |
209 | push @Games::PangZero::GameObjects, Games::PangZero::BonusDrop->new($self); | |
210 | } | |
211 | $Games::PangZero::Game->OnBallPopped(); | |
212 | ||
213 | skipChildren: | |
214 | push @Games::PangZero::GameObjects, Games::PangZero::Pop->new($self->{x}, $self->{y}, $self->{desc}->{popIndex}, $self->{surface}); | |
215 | } | |
216 | ||
217 | sub SpawnChildren { | |
218 | my $self = shift; | |
219 | my $nextgen = $self->{desc}->{nextgen}; | |
220 | die caller unless $nextgen->{class}; | |
221 | my $x = $self->{x} + $self->{w} / 2; | |
222 | my $y = $self->{y} + ( $self->{h} - $nextgen->{height} ) / 2; | |
223 | my $child1 = Create($nextgen, $self->{x}, $y, 0); | |
224 | my $child2 = Create($nextgen, $self->{x} + $self->{w} - $nextgen->{width}, $y, 1); | |
225 | ||
226 | return ($child1, $child2); | |
227 | } | |
228 | ||
229 | sub AdjustChildren { | |
230 | my ($self, @children) = @_; | |
231 | my ($nextgen, $speedY, $altitude); | |
232 | ||
233 | if ($self->{hasmagic}) { | |
234 | $children[0]->GiveMagic(); | |
235 | } | |
236 | ||
237 | $nextgen = $self->{desc}->{nextgen}; | |
238 | $altitude = $Games::PangZero::ScreenHeight - $self->{y} - $self->{h}; | |
239 | $speedY = 1.8; | |
240 | unless ($altitude > $nextgen->{bounceY}) { | |
241 | $speedY = 1.8; | |
242 | while ($speedY * $speedY / $Games::PangZero::Ball::Gravity / 2 + $altitude < $nextgen->{bounceY}) { | |
243 | ++$speedY; | |
244 | } | |
245 | } | |
246 | foreach (@children) { | |
247 | $_->{speedY} = -$speedY; | |
248 | } | |
249 | } | |
250 | ||
251 | sub GiveMagic { | |
252 | my $self = shift; | |
253 | ||
254 | $self->{hasmagic} = 1; | |
255 | $self->{ismagic} = 1 unless $self->{desc}->{nextgen}; | |
256 | } | |
257 | ||
258 | sub GiveBonus { | |
259 | my $self = shift; | |
260 | ||
261 | $self->{bonus} = 1; | |
262 | } | |
263 | ||
264 | 1; |
0 | package Games::PangZero::BonusDrop; | |
1 | ||
2 | @ISA = qw(Games::PangZero::GameObject); | |
3 | use strict; | |
4 | use warnings; | |
5 | ||
6 | use vars qw(@BonusDesc); | |
7 | ||
8 | @BonusDesc = ( | |
9 | # MachineGun is disabled for now as it is broken (seems like invisible bullets keep flying around) | |
10 | # { 'weaponClass' => 'MachineGun', 'bonusDelay' => 1500, 'srcRect' => SDL::Rect->new( 0, 64, 32, 32), }, | |
11 | { 'weaponClass' => 'HalfCutter', 'bonusDelay' => 1000, 'srcRect' => SDL::Rect->new(32, 64, 32, 32), }, | |
12 | { 'weaponClass' => 'PowerWire', 'bonusDelay' => 3000, 'srcRect' => SDL::Rect->new(32, 96, 32, 32), }, | |
13 | { 'onCollectedSub' => \&OnCollectedSlowEffect, 'srcRect' => SDL::Rect->new(32, 0, 32, 32), }, | |
14 | ); | |
15 | ||
16 | ||
17 | sub new { | |
18 | my ($class, $ball) = @_; | |
19 | my ($self); | |
20 | ||
21 | $self = Games::PangZero::GameObject->new(); | |
22 | ||
23 | %{$self} = ( %{$self}, | |
24 | 'x' => $ball->{x} + ($ball->{w} - 32) / 2, | |
25 | 'y' => $ball->{y} + ($ball->{h} - 32) / 2, | |
26 | 'w' => 32, | |
27 | 'h' => 32, | |
28 | 'speedY' => -3, | |
29 | 'speedX' => 0, | |
30 | 'bottomDelay' => 500, | |
31 | 'desc' => $BonusDesc[int $Games::PangZero::Game->Rand(scalar @BonusDesc)], | |
32 | ); | |
33 | bless $self, $class; | |
34 | } | |
35 | ||
36 | sub Advance { | |
37 | my $self = shift; | |
38 | ||
39 | if ($self->{y} >= $Games::PangZero::ScreenHeight - $self->{h}) { | |
40 | $self->{y} = $Games::PangZero::ScreenHeight - $self->{h}; | |
41 | if (--$self->{bottomDelay} < 0) { | |
42 | $self->Delete(); | |
43 | } | |
44 | } else { | |
45 | $self->{speedY} += 0.1; | |
46 | $self->{y} += $self->{speedY}; | |
47 | } | |
48 | ||
49 | $self->CheckCollisions() if $self->{speedY} >= 0; | |
50 | } | |
51 | ||
52 | sub CheckCollisions { | |
53 | my $self = shift; | |
54 | my ($guy, @guysTouched); | |
55 | ||
56 | foreach $guy (@Games::PangZero::GameObjects) { | |
57 | next unless ref($guy) eq 'Games::PangZero::Guy'; | |
58 | next unless $self->Collisions($guy); | |
59 | push @guysTouched, ($guy); | |
60 | } | |
61 | return unless @guysTouched; | |
62 | $self->Collected($guysTouched[$Games::PangZero::Game->Rand( scalar @guysTouched )]); | |
63 | } | |
64 | ||
65 | sub SetOnCollectedSub { | |
66 | my ($self, $onCollectedSub) = @_; | |
67 | $self->{onCollectedSub} = $onCollectedSub; | |
68 | } | |
69 | ||
70 | sub Collected { | |
71 | my ($self, $guy) = @_; | |
72 | ||
73 | if ($self->{onCollectedSub}) { | |
74 | $self->{onCollectedSub}->($self, $guy); | |
75 | } elsif ($self->{desc}->{onCollectedSub}) { | |
76 | $self->{desc}->{onCollectedSub}->($self, $guy); | |
77 | } else { | |
78 | $guy->{weapon} = $self->{desc}->{weaponClass}; | |
79 | $guy->{bonusDelay} = $self->{desc}->{bonusDelay} * $Games::PangZero::WeaponDuration->{durationmultiplier}; | |
80 | } | |
81 | $self->Delete(); | |
82 | } | |
83 | ||
84 | sub Draw { | |
85 | my $self = shift; | |
86 | ||
87 | return if $self->{bottomDelay} < 100 and (($Games::PangZero::Game->{anim} / 4) % 2 < 1); | |
88 | $self->TransferRect(); | |
89 | SDL::Video::blit_surface($Games::PangZero::BonusSurface, $self->{desc}->{srcRect}, $Games::PangZero::App, $self->{rect}); | |
90 | } | |
91 | ||
92 | sub OnCollectedSlowEffect { | |
93 | my ($self, $guy) = @_; | |
94 | ||
95 | Games::PangZero::SlowEffect::RemoveSlowEffects(); | |
96 | push @Games::PangZero::GameObjects, Games::PangZero::SlowEffect->new(); | |
97 | } | |
98 | ||
99 | 1; |
0 | ########################################################################## | |
1 | package Games::PangZero::ChallengeGame; | |
2 | ########################################################################## | |
3 | ||
4 | @ISA = qw(Games::PangZero::PlayableGameBase); | |
5 | use strict; | |
6 | use warnings; | |
7 | ||
8 | sub new { | |
9 | my ($class) = @_; | |
10 | my $self = Games::PangZero::PlayableGameBase->new(); | |
11 | %{$self} = (%{$self}, | |
12 | 'challenge' => undef, | |
13 | ); | |
14 | bless $self, $class; | |
15 | } | |
16 | ||
17 | sub SetGameLevel { | |
18 | my ($self, $level) = @_; | |
19 | ||
20 | Games::PangZero::SlowEffect::RemoveSlowEffects(); | |
21 | $self->SUPER::SetGameLevel($level); | |
22 | $level = $#Games::PangZero::ChallengeLevels if $level > $#Games::PangZero::ChallengeLevels; | |
23 | $self->{challenge} = $Games::PangZero::ChallengeLevels[$level]; | |
24 | die unless $self->{challenge}; | |
25 | $self->SpawnChallenge(); | |
26 | } | |
27 | ||
28 | sub AdvanceGame { | |
29 | my ($self) = @_; | |
30 | ||
31 | if ($self->{nextlevel}) { | |
32 | Games::PangZero::Music::PlaySound('level'); | |
33 | $self->SetGameLevel($self->{level} + 1); | |
34 | delete $self->{nextlevel}; | |
35 | } | |
36 | if ($self->{playerspawned}) { | |
37 | $self->SpawnChallenge(); | |
38 | $self->{playerspawned} = 0; | |
39 | } | |
40 | $self->SUPER::AdvanceGame(); | |
41 | } | |
42 | ||
43 | sub SpawnChallenge { | |
44 | my $self = shift; | |
45 | my ($challenge, @guys, $balldesc, $ball, $hasBonus, %balls, $numBalls, $ballsSpawned, @ballKeys, $x); | |
46 | ||
47 | @guys = $self->PopEveryBall(); | |
48 | foreach (@guys) { | |
49 | $_->{bonusDelay} = 1; | |
50 | $_->{invincible} = 1; | |
51 | } | |
52 | $Games::PangZero::GamePause = 0; | |
53 | delete $Games::PangZero::GameEvents{magic}; | |
54 | $challenge = $self->{challenge}; | |
55 | die unless $challenge; | |
56 | ||
57 | while ($challenge =~ /(\w+)/g) { | |
58 | $balldesc = $Games::PangZero::BallDesc{$1}; | |
59 | warn "Unknown ball in challenge: $1" unless $balldesc; | |
60 | $balls{$1}++; | |
61 | $numBalls++; | |
62 | } | |
63 | $ballsSpawned = 0; | |
64 | while ($ballsSpawned < $numBalls) { | |
65 | foreach (keys %balls) { | |
66 | next unless $balls{$_}; | |
67 | --$balls{$_}; | |
68 | $balldesc = $Games::PangZero::BallDesc{$_}; | |
69 | $x = $Games::PangZero::ScreenWidth * ($ballsSpawned * 2 + 1) / ($numBalls * 2) - $balldesc->{width} / 2; | |
70 | $x = $Games::PangZero::ScreenWidth - $balldesc->{width} if $x > $Games::PangZero::ScreenWidth - $balldesc->{width}; | |
71 | $hasBonus = (($balldesc->{width} >= 32) and ($self->Rand(1) < $Games::PangZero::DifficultyLevel->{bonusprobability})); | |
72 | $ball = &Games::PangZero::Ball::Spawn($balldesc, $x, ($ballsSpawned % 2) ? 0 : 1, $hasBonus); | |
73 | if ($ball->{w} <= 32) { | |
74 | $ball->{ismagic} = $ball->{hasmagic} = 0; | |
75 | } | |
76 | push @Games::PangZero::GameObjects, ($ball) ; | |
77 | ++$ballsSpawned; | |
78 | } | |
79 | } | |
80 | } | |
81 | ||
82 | sub OnBallPopped { | |
83 | my $self = shift; | |
84 | my ($i); | |
85 | ||
86 | for ($i = $#Games::PangZero::GameObjects; $i >= 0; --$i) { | |
87 | if ($Games::PangZero::GameObjects[$i]->isa('Games::PangZero::Ball')) { | |
88 | return; | |
89 | } | |
90 | } | |
91 | $self->{nextlevel} = 1; | |
92 | } | |
93 | ||
94 | 1; |
0 | ########################################################################## | |
1 | # CONFIG SAVE/LOAD | |
2 | ########################################################################## | |
3 | ||
4 | package Games::PangZero::Config; | |
5 | ||
6 | use File::ShareDir qw(dist_dir); | |
7 | ||
8 | sub IsMicrosoftWindows { | |
9 | return $^O eq 'MSWin32'; | |
10 | } | |
11 | ||
12 | ||
13 | sub TestDataDir { | |
14 | return -f "$Games::PangZero::DataDir/glossyfont.png"; # Should be a file from the latest version. | |
15 | } | |
16 | ||
17 | sub FindDataDir { | |
18 | return if $Games::PangZero::DataDir and TestDataDir(); | |
19 | my @guesses = ('.', dist_dir('Games-PangZero')); | |
20 | foreach my $guess (@guesses) { | |
21 | $Games::PangZero::DataDir = $guess; | |
22 | return if TestDataDir(); | |
23 | $Games::PangZero::DataDir = "$guess/data"; | |
24 | return if TestDataDir(); | |
25 | } | |
26 | die "Couldn't find the data directory. Please set it manually."; | |
27 | } | |
28 | ||
29 | sub GetConfigFilename { | |
30 | if ( IsMicrosoftWindows() ) { | |
31 | if ($ENV{USERPROFILE}) { | |
32 | return "$ENV{USERPROFILE}\\pangzero.cfg"; | |
33 | } | |
34 | return "$Games::PangZero::DataDir/pangzero.cfg"; | |
35 | } | |
36 | if ($ENV{HOME}) { | |
37 | return "$ENV{HOME}/.pangzerorc"; | |
38 | } | |
39 | if (-w $Games::PangZero::DataDir) { | |
40 | return "$Games::PangZero::DataDir/pangzero.cfg"; | |
41 | } | |
42 | return "/tmp/pangzero.cfg"; | |
43 | } | |
44 | ||
45 | sub GetConfigVars { | |
46 | my ($i, $j); | |
47 | my @result = qw( | |
48 | Games::PangZero::NumGuys | |
49 | Games::PangZero::DifficultyLevelIndex | |
50 | Games::PangZero::WeaponDurationIndex | |
51 | Games::PangZero::Slippery | |
52 | Games::PangZero::MusicEnabled | |
53 | Games::PangZero::SoundEnabled | |
54 | Games::PangZero::FullScreen | |
55 | Games::PangZero::ShowWebsite | |
56 | Games::PangZero::DeathBallsEnabled | |
57 | Games::PangZero::EarthquakeBallsEnabled | |
58 | Games::PangZero::WaterBallsEnabled | |
59 | Games::PangZero::SeekerBallsEnabled | |
60 | ); | |
61 | for ($i=0; $i < scalar @Games::PangZero::Players; ++$i) { | |
62 | for ($j=0; $j < 3; ++$j) { | |
63 | push @result, ("Games::PangZero::Players[$i]->{keys}->[$j]"); | |
64 | } | |
65 | push @result, ("Games::PangZero::Players[$i]->{colorindex}"); | |
66 | push @result, ("Games::PangZero::Players[$i]->{imagefileindex}"); | |
67 | } | |
68 | my ($difficulty, $gameMode); | |
69 | for ($difficulty=0; $difficulty < scalar @Games::PangZero::DifficultyLevels; ++$difficulty) { | |
70 | foreach $gameMode ('highScoreTablePan', 'highLevelTablePan', 'highScoreTableCha', 'highLevelTableCha') { | |
71 | next if ($Games::PangZero::DifficultyLevels[$difficulty]->{name} eq 'Miki' and $gameMode eq 'highScoreTableCha'); | |
72 | for ($i=0; $i < 5; ++$i) { | |
73 | push @result, "Games::PangZero::DifficultyLevels[$difficulty]->{$gameMode}->[$i]->[0]", # Name of high score | |
74 | "Games::PangZero::DifficultyLevels[$difficulty]->{$gameMode}->[$i]->[1]", # High score | |
75 | } | |
76 | } | |
77 | } | |
78 | return @result; | |
79 | } | |
80 | ||
81 | sub SaveConfig { | |
82 | my ($filename, $varname, $value); | |
83 | $filename = GetConfigFilename(); | |
84 | ||
85 | open CONFIG, "> $filename" or return; | |
86 | foreach $varname (GetConfigVars()) { | |
87 | eval("\$value = \$$varname"); die $@ if $@; | |
88 | print CONFIG "\$$varname = $value\n"; | |
89 | } | |
90 | close CONFIG; | |
91 | } | |
92 | ||
93 | sub LoadConfig { | |
94 | my ($filename, $text, $varname); | |
95 | ||
96 | $text = ''; | |
97 | $filename = GetConfigFilename(); | |
98 | if (open CONFIG, "$filename") { | |
99 | read CONFIG, $text, 16384; | |
100 | close CONFIG; | |
101 | } | |
102 | ||
103 | foreach $varname (GetConfigVars()) { | |
104 | my $pattern = $varname; | |
105 | $pattern =~ s/\[/\\[/g; | |
106 | if ($text =~ /$pattern = (.+?)$/m) { | |
107 | $val = $1; | |
108 | if ($varname eq Games::PangZero::ShowWebsite) { | |
109 | eval( "\$$varname = '$val'" ); | |
110 | } | |
111 | elsif($val =~ /^SDLK_\w+$/) { | |
112 | eval( "\$$varname = SDL::Events::$val()" ); | |
113 | } | |
114 | elsif($val =~ /^[\d\.]+$/) { | |
115 | eval( "\$$varname = $val" ); | |
116 | } | |
117 | else { | |
118 | eval( "\$$varname = '$val'" ); | |
119 | } | |
120 | } | |
121 | } | |
122 | ||
123 | SetDifficultyLevel($Games::PangZero::DifficultyLevelIndex); | |
124 | SetWeaponDuration($Games::PangZero::WeaponDurationIndex); | |
125 | } | |
126 | ||
127 | sub SetDifficultyLevel { | |
128 | my $difficultyLevelIndex = shift; | |
129 | if ($difficultyLevelIndex < 0 or $difficultyLevelIndex > $#Games::PangZero::DifficultyLevels) { | |
130 | $difficultyLevelIndex = $Games::PangZero::DifficultyLevelIndex; | |
131 | } | |
132 | $Games::PangZero::DifficultyLevelIndex = $difficultyLevelIndex; | |
133 | $Games::PangZero::DifficultyLevel = $Games::PangZero::DifficultyLevels[$difficultyLevelIndex]; | |
134 | } | |
135 | ||
136 | sub SetWeaponDuration { | |
137 | my $weaponDurationIndex = shift; | |
138 | if ($weaponDurationIndex < 0 or $weaponDurationIndex > $#Games::PangZero::WeaponDurations) { | |
139 | $weaponDurationIndex = $Games::PangZero::WeaponDurationIndex; | |
140 | } | |
141 | $Games::PangZero::WeaponDurationIndex = $weaponDurationIndex; | |
142 | $Games::PangZero::WeaponDuration = $Games::PangZero::WeaponDurations[$Games::PangZero::WeaponDurationIndex]; | |
143 | } | |
144 | ||
145 | 1; |
0 | ########################################################################## | |
1 | package Games::PangZero::DeadGuy; | |
2 | ########################################################################## | |
3 | ||
4 | @ISA = qw(Games::PangZero::GameObject); | |
5 | use strict; | |
6 | use warnings; | |
7 | ||
8 | sub new { | |
9 | my ($class, $guy, $dir) = @_; | |
10 | my ($self, $player); | |
11 | ||
12 | $self = Games::PangZero::GameObject->new(); | |
13 | $player = $guy->{player}; | |
14 | ||
15 | %{$self} = ( %{$self}, | |
16 | 'x' => $guy->{x}, | |
17 | 'y' => $guy->{y}, | |
18 | 'w' => 64, | |
19 | 'h' => 64, | |
20 | 'speedY' => -7, | |
21 | 'surface' => $player->{guySurface}, | |
22 | 'anim' => 0, | |
23 | 'bounce' => 0, | |
24 | 'bouncex' => 0, | |
25 | ); | |
26 | $self->{'speedX'} = ($Games::PangZero::Game->Rand(2) + 1.5) * (($self->{x} > $Games::PangZero::ScreenWidth / 2) ? 1 : -1); | |
27 | bless $self, $class; | |
28 | } | |
29 | ||
30 | sub Advance { | |
31 | my $self = shift; | |
32 | ||
33 | $self->{speedY} += 0.1; | |
34 | $self->{x} += $self->{speedX}; | |
35 | $self->{y} += $self->{speedY}; | |
36 | ||
37 | unless ($self->{bouncex}) { | |
38 | if ($self->{x} < -16) { | |
39 | $self->{x} = -16; | |
40 | $self->{speedX} = abs( $self->{speedX} ); | |
41 | $self->{speedY} = -3 if $self->{speedY} > -3; | |
42 | $self->{bouncex} = 1; | |
43 | } | |
44 | if ($self->{x} > $Games::PangZero::ScreenWidth - $self->{w} +16) { | |
45 | $self->{x} = $Games::PangZero::ScreenWidth - $self->{w} + 16; | |
46 | $self->{speedX} = -abs( $self->{speedX} ); | |
47 | $self->{speedY} = -3 if $self->{speedY} > -3; | |
48 | $self->{bouncex} = 1; | |
49 | } | |
50 | } | |
51 | if ($self->{y} > $Games::PangZero::ScreenHeight - 64 and not $self->{bounce}) { | |
52 | $self->{bounce} = 1; | |
53 | $self->{speedY} = -3; | |
54 | } | |
55 | ||
56 | if ($self->{y} > $Games::PangZero::PhysicalScreenHeight) { | |
57 | $self->Delete; | |
58 | } | |
59 | $self->{anim} += $self->{speedX} > 0 ? -1 : +1; | |
60 | } | |
61 | ||
62 | sub Draw { | |
63 | my $self = shift; | |
64 | my ($srcrect); | |
65 | ||
66 | $srcrect = SDL::Rect->new(($self->{speedX} > 0 ? 0 : 64), 128, 64, 64 ); | |
67 | $self->TransferRect(); | |
68 | if(SDL::Config->has('SDL_gfx_rotozoom')) { | |
69 | my $roto = SDL::Surface->new( SDL::Video::SDL_SWSURFACE(), 64, 64, 32, 0xFF000000, 0xFF0000, 0xFF00, 0xFF); | |
70 | SDL::Video::blit_surface($self->{surface}, $srcrect, $roto, SDL::Rect->new(0, 0, $roto->w, $roto->h) ); | |
71 | $roto = SDL::GFX::Rotozoom::surface($roto, $self->{anim} * 5, 1, SDL::GFX::Rotozoom::SMOOTHING_OFF()); | |
72 | $self->{rect}->x( $self->{rect}->x - ($roto->w - 64) / 2 ); | |
73 | $self->{rect}->y( $self->{rect}->y - ($roto->h - 64) / 2 ); | |
74 | SDL::Video::blit_surface($roto, SDL::Rect->new(0, 0, 64, 64), $Games::PangZero::App, $self->{rect} ); | |
75 | return; | |
76 | } | |
77 | else { | |
78 | SDL::Video::blit_surface($self->{surface}, $srcrect, $Games::PangZero::App, $self->{rect} ); | |
79 | } | |
80 | } | |
81 | ||
82 | 1; |
0 | ########################################################################## | |
1 | package Games::PangZero::DeathBall; | |
2 | ########################################################################## | |
3 | ||
4 | @ISA = qw(Games::PangZero::Ball); | |
5 | use strict; | |
6 | use warnings; | |
7 | ||
8 | sub new { | |
9 | my $class = shift; | |
10 | my $self = Games::PangZero::Ball->new(@_); | |
11 | $self->{expires} = 2000; # 20sec | |
12 | $self->{speedX} *= 0.9; | |
13 | bless $self, $class; | |
14 | } | |
15 | ||
16 | sub NormalAdvance { | |
17 | my $self = shift; | |
18 | ||
19 | $self->SUPER::NormalAdvance(); | |
20 | if (--$self->{expires} < 0) { | |
21 | $self->{bonus} = 1 if $self->{hasmagic}; | |
22 | $self->Pop(undef, 'expire'); | |
23 | } | |
24 | ||
25 | } | |
26 | ||
27 | sub Pop { | |
28 | my ($self, $guy, $popEffect) = @_; | |
29 | ||
30 | $self->{dontspawn} = 1 if $popEffect eq 'expire' or $popEffect eq 'superkill'; | |
31 | $self->SUPER::Pop($guy, $popEffect); | |
32 | if (CountDeathBalls() > 30) { | |
33 | $Games::PangZero::GameEvents{'meltdown'} = 1; | |
34 | } | |
35 | } | |
36 | ||
37 | sub SpawnChildren { | |
38 | my $self = shift; | |
39 | ||
40 | return if $self->{dontspawn}; | |
41 | $self->SUPER::SpawnChildren(@_); | |
42 | } | |
43 | ||
44 | sub CountDeathBalls { | |
45 | my $count = 0; | |
46 | ||
47 | foreach my $ball (@Games::PangZero::GameObjects) { | |
48 | if (ref($ball) eq 'Games::PangZero::DeathBall') { ++$count; } | |
49 | } | |
50 | return $count; | |
51 | } | |
52 | ||
53 | 1; |
0 | ########################################################################## | |
1 | package Games::PangZero::DemoGame; | |
2 | ########################################################################## | |
3 | ||
4 | @ISA = qw(Games::PangZero::PanicGame); | |
5 | ||
6 | sub ResetGame { | |
7 | my $self = shift; | |
8 | Games::PangZero::Config::SetDifficultyLevel(1); | |
9 | Games::PangZero::Config::SetWeaponDuration(0); | |
10 | $Games::PangZero::Slippery = 0; | |
11 | $self->SUPER::ResetGame(); | |
12 | ||
13 | my $ball = Games::PangZero::Ball::Create($Games::PangZero::BallDesc[4], 400, 0, -10, 0); | |
14 | $ball->GiveMagic(); | |
15 | ||
16 | push @Games::PangZero::GameObjects, ( | |
17 | Games::PangZero::Ball::Create($Games::PangZero::BallDesc[0], 100, 0, 1), | |
18 | Games::PangZero::Ball::Create($Games::PangZero::BallDesc{super0}, 300, 0, 0), | |
19 | Games::PangZero::Ball::Create($Games::PangZero::BallDesc{super1}, 500, 0, 1), | |
20 | $ball, | |
21 | ); | |
22 | $Games::PangZero::GamePause = 0; | |
23 | $Games::PangZero::GameSpeed = 0.8; | |
24 | $self->{spawndelay} = $self->{superballdelay} = 1000000; | |
25 | $self->{ballcounter} = 0; | |
26 | $self->{balls} = [ qw(b0 h0 w1 quake death seeker) ]; | |
27 | } | |
28 | ||
29 | sub SetGameSpeed { | |
30 | $Games::PangZero::GameSpeed = 0.8; | |
31 | } | |
32 | ||
33 | sub SpawnBalls { | |
34 | my $self = shift; | |
35 | ||
36 | return if (--$self->{spawndelay} > 0); | |
37 | my $ballName = $self->{balls}->[$self->{ballcounter}]; | |
38 | return unless $ballName; | |
39 | push @Games::PangZero::GameObjects, ( Games::PangZero::Ball::Spawn($Games::PangZero::BallDesc{$ballName}, 100, 1, 0) ); | |
40 | $self->{spawndelay} = 1000000; | |
41 | ++$self->{ballcounter}; | |
42 | } | |
43 | ||
44 | sub RespawnPlayers {} | |
45 | sub OnBallPopped {} | |
46 | ||
47 | 1; |
0 | ########################################################################## | |
1 | package Games::PangZero::DemoPlaybackGame; | |
2 | ########################################################################## | |
3 | ||
4 | @ISA = qw(Games::PangZero::DemoGame Games::PangZero::PlaybackGame); | |
5 | use strict; | |
6 | use warnings; | |
7 | ||
8 | sub new { | |
9 | my $class = shift; | |
10 | my $self = Games::PangZero::PlaybackGame->new(@_); | |
11 | bless $self, $class; | |
12 | } | |
13 | ||
14 | sub DrawScoreBoard { | |
15 | my $self = shift; | |
16 | my $x = 10; | |
17 | my $y = $Games::PangZero::ScreenHeight + 2 * $Games::PangZero::ScreenMargin + 5; | |
18 | if ($self->{anim} < 1) { | |
19 | SDLx::SFont::print_text( $Games::PangZero::Background, $x, $y, "Press F to fast forward" ); | |
20 | SDLx::SFont::print_text( $Games::PangZero::App, $x, $y, "Press F to fast forward" ); | |
21 | } return; | |
22 | SDL::Video::fill_rect($Games::PangZero::App, SDL::Rect->new(0, $y, $Games::PangZero::PhysicalScreenWidth, $Games::PangZero::PhysicalScreenHeight - $y), SDL::Video::map_RGB($Games::PangZero::App->format(), 0, 0, 0)); | |
23 | SDLx::SFont::print_text( $Games::PangZero::App, $x, $y, $self->{recordpointer} ); | |
24 | ||
25 | } |
0 | ########################################################################## | |
1 | package Games::PangZero::DemoRecordGame; | |
2 | ########################################################################## | |
3 | ||
4 | @ISA = qw(Games::PangZero::DemoGame Games::PangZero::RecordGame); | |
5 | use strict; | |
6 | use warnings; | |
7 | ||
8 | sub new { | |
9 | my $class = shift; | |
10 | my $self = Games::PangZero::RecordGame->new(@_); | |
11 | bless $self, $class; | |
12 | } | |
13 | ||
14 | 1; |
0 | ########################################################################## | |
1 | package Games::PangZero::EarthquakeBall; | |
2 | ########################################################################## | |
3 | ||
4 | @ISA = qw(Games::PangZero::Ball); | |
5 | use strict; | |
6 | use warnings; | |
7 | ||
8 | sub new { | |
9 | my $class = shift; | |
10 | my $self = Games::PangZero::Ball->new(@_); | |
11 | bless $self, $class; | |
12 | } | |
13 | ||
14 | sub CountEarthquakeBalls { | |
15 | my $count = 0; | |
16 | ||
17 | foreach my $ball (@Games::PangZero::GameObjects) { | |
18 | if (ref($ball) eq 'Games::PangZero::EarthquakeBall') { ++$count; } | |
19 | } | |
20 | return $count; | |
21 | } | |
22 | ||
23 | sub Bounce { | |
24 | my $self = shift; | |
25 | ||
26 | unless ($Games::PangZero::GameEvents{earthquake} and $Games::PangZero::GameEvents{earthquake} > $self->{desc}->{quake}) { | |
27 | $Games::PangZero::GameEvents{earthquake} = [$self->{desc}->{quake}, $self->{x}]; | |
28 | } | |
29 | } | |
30 | ||
31 | 1; |
0 | ########################################################################## | |
1 | package Games::PangZero::FpsIndicator; | |
2 | ########################################################################## | |
3 | ||
4 | @ISA = qw(Games::PangZero::GameObject); | |
5 | ||
6 | sub new { | |
7 | my ($class) = @_; | |
8 | my $self = Games::PangZero::GameObject->new(); | |
9 | my $width = Games::PangZero::Graphics::TextWidth("999"); | |
10 | %{$self} = ( %{$self}, | |
11 | 'x' => $Games::PangZero::ScreenWidth - $width + $Games::PangZero::ScreenMargin, | |
12 | 'y' => -$Games::PangZero::ScreenMargin, | |
13 | 'w' => $width, | |
14 | 'h' => 32, | |
15 | ); | |
16 | ||
17 | $self->TransferRect(); | |
18 | bless $self, $class; | |
19 | } | |
20 | ||
21 | sub Draw { | |
22 | my $self = shift; | |
23 | ||
24 | SDLx::SFont::print_text( $Games::PangZero::App, $self->{rect}->x, $self->{rect}->y, Games::PangZero::GameTimer::GetFramesPerSecond() ); | |
25 | ||
26 | } | |
27 | ||
28 | 1; |
0 | ########################################################################## | |
1 | package Games::PangZero::FragileBall; | |
2 | ########################################################################## | |
3 | ||
4 | @ISA = qw( Games::PangZero::Ball ); | |
5 | use strict; | |
6 | use warnings; | |
7 | ||
8 | sub Bounce { | |
9 | my $self = shift; | |
10 | if ($self->{desc}->{nextgen}) { | |
11 | $self->{bonus} = 0; | |
12 | $self->Pop(undef, ''); | |
13 | } | |
14 | $self->{speedX} = ($self->{speedX} > 0) ? 1.3 : -1.3; | |
15 | } | |
16 | ||
17 | sub SpawnChildren { | |
18 | my $self = shift; | |
19 | my (@children, $child, $i); | |
20 | ||
21 | my $nextgen = $self->{desc}->{nextgen}; | |
22 | die caller unless $nextgen->{class}; | |
23 | my $numchildren = 2; | |
24 | while ($nextgen->{nextgen}) { | |
25 | $nextgen = $nextgen->{nextgen}; | |
26 | $numchildren *= 2; | |
27 | } | |
28 | ||
29 | my $y = $self->{y} + ($self->{h} - $nextgen->{height}) / 2; | |
30 | for ($i = 0; $i < $numchildren; ++$i) { | |
31 | $child = Games::PangZero::Ball::Create($nextgen, $self->{x}, $y, 0); | |
32 | $child->{speedX} = -1.5 + ($i / ($numchildren-1) * 3); | |
33 | $child->{x} = $self->{x} + ($self->{w} - $child->{w}) * ($i / ($numchildren-1)); | |
34 | push @children, $child; | |
35 | } | |
36 | ||
37 | return @children; | |
38 | } | |
39 | ||
40 | 1; |
0 | ########################################################################## | |
1 | package Games::PangZero::GameBase; | |
2 | ########################################################################## | |
3 | ||
4 | use SDL; | |
5 | use SDL::Video; | |
6 | ||
7 | sub new { | |
8 | my ($class) = @_; | |
9 | my $self = { | |
10 | abortgame => 0, | |
11 | anim => 0, | |
12 | nocollision => 0, | |
13 | backgrounds => [ 'desert2.png', ], | |
14 | }; | |
15 | $Games::PangZero::GameSpeed = 1.0; | |
16 | $Games::PangZero::GamePause = 0; | |
17 | bless $self, $class; | |
18 | } | |
19 | ||
20 | sub Exit { | |
21 | Games::PangZero::ShowWebPage("http://apocalypse.rulez.org/pangzero/Thanks_For_Playing_Pang_Zero_$Games::PangZero::VERSION" ) if $Games::PangZero::ShowWebsite ne $Games::PangZero::VERSION; | |
22 | exit; | |
23 | } | |
24 | ||
25 | sub Rand { | |
26 | shift; | |
27 | return rand($_[0]); | |
28 | } | |
29 | ||
30 | sub Delay { | |
31 | my ($self, $ticks) = @_; | |
32 | ||
33 | while ($ticks > 0) { | |
34 | my $advance = $self->CalculateAdvances(); | |
35 | %Games::PangZero::Events = (); | |
36 | Games::PangZero::HandleEvents(); | |
37 | return if $self->{abortgame}; | |
38 | $ticks -= $advance; | |
39 | $self->DrawGame(); | |
40 | } | |
41 | } | |
42 | ||
43 | sub SetGameSpeed { | |
44 | } | |
45 | ||
46 | sub SetBackground { | |
47 | my ($self, $backgroundIndex) = @_; | |
48 | ||
49 | return if $backgroundIndex >= scalar( @{$self->{backgrounds}} ); | |
50 | Games::PangZero::Graphics::LoadBackground($self->{backgrounds}->[$backgroundIndex]); | |
51 | SDL::Video::blit_surface($Games::PangZero::Background, SDL::Rect->new(0, 0, $Games::PangZero::App->w, $Games::PangZero::App->h), $Games::PangZero::App, SDL::Rect->new(0, 0, $Games::PangZero::App->w, $Games::PangZero::App->h)); | |
52 | } | |
53 | ||
54 | sub ShowTooltip { | |
55 | } | |
56 | ||
57 | sub ResetGame { | |
58 | my $self = shift; | |
59 | @Games::PangZero::GameObjects = (); | |
60 | %Games::PangZero::Guy::Guys = (); | |
61 | %Games::PangZero::Harpoon::Harpoons = (); | |
62 | $Games::PangZero::GamePause = 0; | |
63 | %Games::PangZero::GameEvents = (); | |
64 | $self->SetBackground(0); | |
65 | } | |
66 | ||
67 | sub CalculateAdvances { | |
68 | my $advance = Games::PangZero::GameTimer::GetAdvances(); | |
69 | while ($advance <= 0) { | |
70 | SDL::delay(3); # Wait 3ms = 0.3 game ticks | |
71 | $advance = Games::PangZero::GameTimer::GetAdvances(); | |
72 | } | |
73 | if ($advance > 5) { | |
74 | # print STDERR "advance = $advance!\n"; | |
75 | $advance = 5; | |
76 | } | |
77 | return $advance; | |
78 | } | |
79 | ||
80 | sub AdvanceGameObjects { | |
81 | my ($self) = @_; | |
82 | ||
83 | ++$self->{anim}; | |
84 | foreach my $gameObject (@Games::PangZero::GameObjects) { | |
85 | $gameObject->Advance(); | |
86 | } | |
87 | } | |
88 | ||
89 | sub OnBallPopped { | |
90 | } | |
91 | ||
92 | sub DrawGame { | |
93 | my ($self) = @_; | |
94 | ||
95 | my ($gameObject); | |
96 | foreach $gameObject (@Games::PangZero::GameObjects) { | |
97 | $gameObject->Clear(); | |
98 | } | |
99 | $self->DrawScoreBoard(); | |
100 | foreach $gameObject (@Games::PangZero::GameObjects) { | |
101 | $gameObject->Draw(); | |
102 | } | |
103 | SDL::Video::flip($Games::PangZero::App); | |
104 | } | |
105 | ||
106 | sub DrawScoreBoard { | |
107 | } | |
108 | ||
109 | 1; |
0 | ########################################################################## | |
1 | package Games::PangZero::GameObject; | |
2 | ########################################################################## | |
3 | ||
4 | sub new { | |
5 | my ($class) = @_; | |
6 | my $self = { | |
7 | 'rect' => SDL::Rect->new( 0, 0, 0, 0 ), | |
8 | 'speedX' => 0, | |
9 | 'speedY' => 0, | |
10 | 'x' => 0, | |
11 | 'y' => 0, | |
12 | 'w' => 10, | |
13 | 'h' => 10, | |
14 | }; | |
15 | bless $self, $class; | |
16 | } | |
17 | ||
18 | sub Delete { | |
19 | my $self = shift; | |
20 | ||
21 | for (my $i = 0; $i < scalar @Games::PangZero::GameObjects; ++$i) { | |
22 | if ($Games::PangZero::GameObjects[$i] eq $self) { | |
23 | splice @Games::PangZero::GameObjects, $i, 1; | |
24 | last; | |
25 | } | |
26 | } | |
27 | $self->{deleted} = 1; | |
28 | $self->Clear(); | |
29 | } | |
30 | ||
31 | sub Advance { | |
32 | my $self = shift; | |
33 | ||
34 | $self->{advance}->($self) if $self->{advance}; | |
35 | } | |
36 | ||
37 | sub Clear { | |
38 | my ($self) = @_; | |
39 | SDL::Video::blit_surface($Games::PangZero::Background, $self->{rect}, $Games::PangZero::App, $self->{rect}); | |
40 | } | |
41 | ||
42 | sub TransferRect { | |
43 | my ($self) = @_; | |
44 | ||
45 | $self->{rect}->x($self->{x} + $Games::PangZero::ScreenMargin); | |
46 | $self->{rect}->y($self->{y} + $Games::PangZero::ScreenMargin); | |
47 | $self->{rect}->w($self->{w}); | |
48 | $self->{rect}->h($self->{h}); | |
49 | } | |
50 | ||
51 | sub Draw { | |
52 | my ($self) = @_; | |
53 | ||
54 | $self->TransferRect(); | |
55 | if ($self->{draw}) { | |
56 | $self->{draw}->($self); | |
57 | } else { | |
58 | SDL::Video::fill_rect($Games::PangZero::App, $self->{rect}, SDL::Video::map_RGB($Games::PangZero::App->format(), 0x80, 0, 0)); | |
59 | } | |
60 | } | |
61 | ||
62 | sub SetupCollisions { | |
63 | my ($self) = @_; | |
64 | ||
65 | $self->{collisionw} = ($self->{collisionw} or $self->{w}); | |
66 | $self->{collisionh} = ($self->{collisionh} or $self->{h}); | |
67 | $self->{collisionmarginw1} = ( $self->{w} - $self->{collisionw} ) / 2; | |
68 | $self->{collisionmarginw2} = $self->{collisionmarginw1} + $self->{collisionw}; | |
69 | $self->{collisionmarginh1} = ( $self->{h} - $self->{collisionh} ) / 2; | |
70 | $self->{collisionmarginh2} = $self->{collisionmarginh1} + $self->{collisionh}; | |
71 | $self->{centerx} = $self->{w} / 2; | |
72 | $self->{centery} = $self->{y} / 2; | |
73 | } | |
74 | ||
75 | sub Collisions { | |
76 | my ($self, $other) = @_; | |
77 | ||
78 | # Bounding box detection | |
79 | ||
80 | unless ($self->{collisionmarginw1} and $other->{collisionmarginw1}) { | |
81 | return 0 if $self->{x} >= $other->{x} + $other->{w}; | |
82 | return 0 if $other->{x} >= $self->{x} + $self->{w}; | |
83 | return 0 if $self->{y} >= $other->{y} + $other->{h}; | |
84 | return 0 if $other->{y} >= $self->{y} + $self->{h}; | |
85 | return 1; | |
86 | } | |
87 | ||
88 | return 0 if $self->{x} + $self->{collisionmarginw1} >= $other->{x} + $other->{collisionmarginw2}; | |
89 | return 0 if $other->{x} + $other->{collisionmarginw1} >= $self->{x} + $self->{collisionmarginw2}; | |
90 | return 0 if $self->{y} + $self->{collisionmarginh1} >= $other->{y} + $other->{collisionmarginh2}; | |
91 | return 0 if $other->{y} + $other->{collisionmarginh1} >= $self->{y} + $self->{collisionmarginh2}; | |
92 | return 1; | |
93 | } | |
94 | ||
95 | 1; |
0 | ########################################################################## | |
1 | package Games::PangZero::GamePause; | |
2 | ########################################################################## | |
3 | ||
4 | @ISA = qw(Games::PangZero::GameObject); | |
5 | ||
6 | sub Show { | |
7 | foreach my $gameObject (@Games::PangZero::GameObjects) { | |
8 | return if (ref $gameObject eq 'Games::PangZero::GamePause'); | |
9 | } | |
10 | push @Games::PangZero::GameObjects, Games::PangZero::GamePause->new(); | |
11 | } | |
12 | ||
13 | sub new { | |
14 | my ($class) = @_; | |
15 | my $self = Games::PangZero::GameObject->new(); | |
16 | my $width = Games::PangZero::Graphics::TextWidth("Time left: 9.999"); | |
17 | %{$self} = ( %{$self}, | |
18 | 'x' => ($Games::PangZero::PhysicalScreenWidth - $width) / 2, | |
19 | 'y' => 100, | |
20 | 'w' => $width, | |
21 | 'h' => 32, | |
22 | ); | |
23 | $self->TransferRect(); | |
24 | bless $self, $class; | |
25 | } | |
26 | ||
27 | sub BringToFront { | |
28 | my $self = shift; | |
29 | ||
30 | @Games::PangZero::GameObjects = grep { $_ ne $self } @Games::PangZero::GameObjects; | |
31 | push @Games::PangZero::GameObjects, ($self); | |
32 | } | |
33 | ||
34 | sub Advance { | |
35 | my $self = shift; | |
36 | ||
37 | if ($Games::PangZero::GamePause <= 0) { | |
38 | $self->Delete; | |
39 | return; | |
40 | } | |
41 | unless ($Games::PangZero::GameObjects[$#Games::PangZero::GameObjects] eq $self) { | |
42 | $self->BringToFront(); | |
43 | } | |
44 | } | |
45 | ||
46 | sub Draw { | |
47 | my $self = shift; | |
48 | ||
49 | SDLx::SFont::print_text( $Games::PangZero::App, $self->{rect}->x, $self->{rect}->y, "Time left: " . ($Games::PangZero::GamePause / 100) ); | |
50 | ||
51 | } | |
52 | ||
53 | 1; |
0 | ########################################################################## | |
1 | package Games::PangZero::GameTimer; | |
2 | ########################################################################## | |
3 | ||
4 | use vars qw($FirstTick $LastTick $TotalAdvances $LastFpsTick $LastFps $Fps); | |
5 | ||
6 | sub ResetTimer { | |
7 | $FirstTick = SDL::get_ticks(); | |
8 | $LastTick = $LastFpsTick = $FirstTick; | |
9 | $TotalAdvances = 0; | |
10 | $Fps = $LastFps = 0; | |
11 | } | |
12 | ||
13 | sub GetAdvances { | |
14 | my ($ticks, $advance); | |
15 | ||
16 | $ticks = SDL::get_ticks(); | |
17 | $advance = int(($ticks - $FirstTick) / 10) - $TotalAdvances; | |
18 | $TotalAdvances += $advance; | |
19 | ||
20 | # Calculate frames per second; | |
21 | ++$Fps if $advance > 0; | |
22 | if ($ticks - $LastFpsTick > 1000) { | |
23 | $LastFps = $Fps; | |
24 | $LastFpsTick = $ticks; | |
25 | $Fps = 0; | |
26 | } | |
27 | ||
28 | return $advance; | |
29 | } | |
30 | ||
31 | sub GetFramesPerSecond { | |
32 | return $LastFps; | |
33 | } | |
34 | ||
35 | 1; |
0 | ########################################################################## | |
1 | # GLOBAL CONFIGURATION | |
2 | ########################################################################## | |
3 | package Games::PangZero::Globals; | |
4 | ||
5 | use Games::PangZero::Config; | |
6 | use SDL::Rect; | |
7 | ||
8 | %Games::PangZero::Sounds = ( | |
9 | 'pop' => 'pop.voc', | |
10 | 'shoot' => 'shoot.voc', | |
11 | 'death' => 'meow.voc', | |
12 | 'level' => 'level.voc', | |
13 | 'bonuslife' => 'magic.voc', | |
14 | 'pause' => 'pop3.voc', | |
15 | 'quake' => 'quake.voc', | |
16 | ); | |
17 | ||
18 | @Games::PangZero::DifficultyLevels = ( | |
19 | { 'name' => 'Easy', 'spawnmultiplier' => 1.2, 'speed' => 0.8, 'harpoons' => 5, 'superball' => 0.8, 'bonusprobability' => 0.2, }, | |
20 | { 'name' => 'Normal', 'spawnmultiplier' => 1.0, 'speed' => 1.0, 'harpoons' => 3, 'superball' => 1.0, 'bonusprobability' => 0.1, }, | |
21 | { 'name' => 'Hard', 'spawnmultiplier' => 0.9, 'speed' => 1.2, 'harpoons' => 2, 'superball' => 1.1, 'bonusprobability' => 0.05, }, | |
22 | { 'name' => 'Nightmare','spawnmultiplier' => 0.8, 'speed' => 1.4, 'harpoons' => 2, 'superball' => 1.5, 'bonusprobability' => 0.02, }, | |
23 | { 'name' => 'Miki', 'spawnmultiplier' => 0.4, 'speed' => 1.0, 'harpoons' => 3, 'superball' => 1.0, 'bonusprobability' => 0.1, }, | |
24 | ); | |
25 | Games::PangZero::Config::SetDifficultyLevel(1); | |
26 | @Games::PangZero::WeaponDurations = ( | |
27 | { 'name' => 'Short (Default)', 'durationmultiplier' => 1, }, | |
28 | { 'name' => 'Medium', 'durationmultiplier' => 3, }, | |
29 | { 'name' => 'Long', 'durationmultiplier' => 6, }, | |
30 | { 'name' => 'Very Long', 'durationmultiplier' => 12, }, | |
31 | { 'name' => 'Forever', 'durationmultiplier' => 10000, }, | |
32 | ); | |
33 | Games::PangZero::Config::SetWeaponDuration(0); | |
34 | ||
35 | $Games::PangZero::NumGuys = 1; | |
36 | @Games::PangZero::Players = ( | |
37 | { 'keys' => [SDLK_LEFT, SDLK_RIGHT, SDLK_UP], }, # blue | |
38 | { 'keys' => [SDLK_a, SDLK_d, SDLK_s], }, # red | |
39 | { 'keys' => [SDLK_j, SDLK_l, SDLK_k], }, # green | |
40 | { 'keys' => [SDLK_KP6, SDLK_KP4, SDLK_KP5], }, # pink | |
41 | { 'keys' => [SDLK_KP6, SDLK_KP4, SDLK_KP5], }, # yellow | |
42 | { 'keys' => [SDLK_KP6, SDLK_KP4, SDLK_KP5], }, # cyan | |
43 | { 'keys' => [SDLK_KP6, SDLK_KP4, SDLK_KP5], }, # gray | |
44 | { 'keys' => [SDLK_KP6, SDLK_KP4, SDLK_KP5], }, # snot | |
45 | { 'keys' => [SDLK_KP6, SDLK_KP4, SDLK_KP5], }, # purple | |
46 | ); | |
47 | @Games::PangZero::GuyImageFiles = ( 'guyChristmas.png', 'guy_danigm.png', 'guy_pix.png', 'guy_pux.png', 'guy_r2.png', 'guy_sonic.png' ); | |
48 | @Games::PangZero::GuyColors = ( [170, 255, 'blue'], [ 0, 255, 'red'], [ 85, 255, 'green'], [212, 255, 'pink'], | |
49 | [ 42, 255, 'yellow'], [128, 255, 'cyan'], [128, 0, 'gray'], [113, 128, 'snot'], [212, 64, 'purple'] ); | |
50 | for (my $i=0; $i<=$#Games::PangZero::Players; ++$i) { | |
51 | $Games::PangZero::Players[$i]->{number} = $i; | |
52 | $Games::PangZero::Players[$i]->{colorindex} = $i; | |
53 | $Games::PangZero::Players[$i]->{imagefileindex} = $i % scalar(@Games::PangZero::GuyImageFiles); | |
54 | } | |
55 | ||
56 | my %n0 = ('popIndex' => 0, 'rect' => SDL::Rect->new(0, 0, 128, 106)); | |
57 | my %n1 = ('popIndex' => 1, 'rect' => SDL::Rect->new(0, 0, 96, 80)); | |
58 | my %n2 = ('popIndex' => 2, 'rect' => SDL::Rect->new(0, 0, 64, 53)); | |
59 | my %n3 = ('popIndex' => 3, 'rect' => SDL::Rect->new(0, 0, 32, 28)); | |
60 | my %n4 = ('popIndex' => 4, 'rect' => SDL::Rect->new(0, 0, 16, 15)); | |
61 | ||
62 | @Games::PangZero::BallDesc = ( | |
63 | # Normal balls (n0 .. n4) | |
64 | { 'name' => 'n0', 'class' => 'Ball', 'score' => 2000, 'spawndelay' => 1, 'speedY' => 6.5, %n0, 'surface' => 'ball0', 'nextgen' => 'n1', }, | |
65 | { 'name' => 'n1', 'class' => 'Ball', 'score' => 1000, 'spawndelay' => 0.5, 'speedY' => 5.7, %n1, 'surface' => 'ball1', 'nextgen' => 'n2', }, | |
66 | { 'name' => 'n2', 'class' => 'Ball', 'score' => 800, 'spawndelay' => 0.25, 'speedY' => 5, %n2, 'surface' => 'ball2', 'nextgen' => 'n3', }, | |
67 | { 'name' => 'n3', 'class' => 'Ball', 'score' => 600, 'spawndelay' => 0.12, 'speedY' => 4, %n3, 'surface' => 'ball3', 'nextgen' => 'n4', }, | |
68 | { 'name' => 'n4', 'class' => 'Ball', 'score' => 500, 'spawndelay' => 0.05, 'speedY' => 3, %n4, 'surface' => 'ball4', }, | |
69 | # "Bouncy" balls (b0..b2) | |
70 | { 'name' => 'b0', 'class' => 'Ball', 'score' => 1500, 'spawndelay' => 0.5, 'speedY' => 5.7, %n2, 'surface' => 'bouncy2', 'nextgen' => 'b1', }, | |
71 | { 'name' => 'b1', 'class' => 'Ball', 'score' => 750, 'spawndelay' => 0.2, 'speedY' => 5, %n3, 'surface' => 'bouncy3', 'nextgen' => 'b2', }, | |
72 | { 'name' => 'b2', 'class' => 'Ball', 'score' => 500, 'spawndelay' => 0.1, 'speedY' => 4.2, %n4, 'surface' => 'bouncy4' }, | |
73 | # Hexas (h0..h2) | |
74 | { 'name' => 'h0', 'class' => 'Hexa', 'score' => 1500, 'spawndelay' => 0.5, 'popIndex' => 5, 'hexa' => 1, | |
75 | 'surface' => 'hexa0', 'rect' => SDL::Rect->new(0, 0, 64, 52), 'nextgen' => 'h1', }, | |
76 | { 'name' => 'h1', 'class' => 'Hexa', 'score' => 1000, 'spawndelay' => 0.2, 'popIndex' => 6, 'hexa' => 1, | |
77 | 'surface' => 'hexa1', 'rect' => SDL::Rect->new(0, 0, 32, 28), 'nextgen' => 'h2', }, | |
78 | { 'name' => 'h2', 'class' => 'Hexa', 'score' => 500, 'spawndelay' => 0.1, 'popIndex' => 7, 'hexa' => 1, | |
79 | 'surface' => 'hexa2', 'rect' => SDL::Rect->new(0, 0, 16, 14), | |
80 | 'magicrect' => SDL::Rect->new(48, 0, 16, 14), }, | |
81 | # Water ball | |
82 | { 'name' => 'w1', 'class' => 'WaterBall', 'score' => 1500, 'spawndelay' => 0.4, 'speedY' => 5.7, %n1, 'surface' => 'blue1', 'nextgen' => 'w2', }, | |
83 | { 'name' => 'w2', 'class' => 'WaterBall', 'score' => 1000, 'spawndelay' => 0.2, 'speedY' => 5, %n2, 'surface' => 'blue2', 'nextgen' => 'w3', }, | |
84 | { 'name' => 'w3', 'class' => 'WaterBall', 'score' => 800, 'spawndelay' => 0.1, 'speedY' => 4, %n3, 'surface' => 'blue3', 'nextgen' => 'w4', }, | |
85 | { 'name' => 'w4', 'class' => 'WaterBall', 'score' => 600, 'spawndelay' => 0.05, 'speedY' => 3, %n4, 'surface' => 'blue4', }, | |
86 | # Fragile | |
87 | { 'name' => 'f0', 'class' => 'FragileBall', 'score' => 1500, 'spawndelay' => 0.8, 'speedY' => 6.5, %n0, 'surface' => 'frag0', 'nextgen' => 'f1', }, | |
88 | { 'name' => 'f1', 'class' => 'FragileBall', 'score' => 1500, 'spawndelay' => 0.4, 'speedY' => 5.7, %n1, 'surface' => 'frag1', 'nextgen' => 'f2', }, | |
89 | { 'name' => 'f2', 'class' => 'FragileBall', 'score' => 1000, 'spawndelay' => 0.2, 'speedY' => 5, %n2, 'surface' => 'frag2', 'nextgen' => 'f3', }, | |
90 | { 'name' => 'f3', 'class' => 'FragileBall', 'score' => 800, 'spawndelay' => 0.1, 'speedY' => 4, %n3, 'surface' => 'frag3', 'nextgen' => 'f4', }, | |
91 | { 'name' => 'f4', 'class' => 'FragileBall', 'score' => 600, 'spawndelay' => 0.05, 'speedY' => 3, %n4, 'surface' => 'frag4', }, | |
92 | # Superball | |
93 | { 'name' => 'super0', 'class' => 'SuperBall', 'score' => 1000, 'spawndelay' => 0.5, 'speedY' => 5.7, %n1, 'surface' => 'green1', }, | |
94 | { 'name' => 'super1', 'class' => 'SuperBall', 'score' => 800, 'spawndelay' => 0.25, 'speedY' => 5, %n2, 'surface' => 'green2', }, | |
95 | { 'name' => 'xmas', 'class' => 'XmasBall', 'score' => 1000, 'spawndelay' => 0.5, 'speedY' => 6.5, %n0, 'surface' => 'xmas', }, | |
96 | # Death | |
97 | { 'name' => 'death', 'class' => 'DeathBall', 'score' => 0, 'spawndelay' => 0.5, 'speedY' => 5, %n2, 'surface' => 'death2', 'nextgen' => 'death', }, | |
98 | # Seeker | |
99 | { 'name' => 'seeker', 'class' => 'SeekerBall', 'score' => 1200, 'spawndelay' => 0.2, 'speedY' => 5.7, %n2, 'surface' => 'white2', 'nextgen' => 'seeker1', }, | |
100 | { 'name' => 'seeker1', 'class' => 'SeekerBall', 'score' => 1200, 'spawndelay' => 0.1, 'speedY' => 5, %n3, 'surface' => 'white3', }, | |
101 | # Quake | |
102 | { 'name' => 'quake', 'class' => 'EarthquakeBall', 'score' => 1600, 'spawndelay' => 0.7, 'speedY' => 5.7, %n2, 'surface' => 'quake2', | |
103 | 'quake' => 5, 'nextgen' => 'quake1', }, | |
104 | { 'name' => 'quake1', 'class' => 'EarthquakeBall', 'score' => 1200, 'spawndelay' => 0.2, 'speedY' => 5, %n3, 'surface' => 'quake3', | |
105 | 'quake' => 3, 'nextgen' => 'quake2', }, | |
106 | { 'name' => 'quake2', 'class' => 'EarthquakeBall', 'score' => 1000, 'spawndelay' => 0.1, 'speedY' => 4.2, %n4, 'surface' => 'quake4', | |
107 | 'quake' => 2, }, | |
108 | # Upside down ball | |
109 | { 'name' => 'u0', 'class' => 'UpsideDownBall', 'score' => 2000, 'spawndelay' => 1, 'speedY' => 5.8, %n0, 'surface' => 'upside0', 'nextgen' => 'u1', }, | |
110 | { 'name' => 'u1', 'class' => 'UpsideDownBall', 'score' => 1000, 'spawndelay' => 0.5, 'speedY' => 5.8, %n1, 'surface' => 'upside1', 'nextgen' => 'u2', }, | |
111 | { 'name' => 'u2', 'class' => 'UpsideDownBall', 'score' => 800, 'spawndelay' => 0.25, 'speedY' =>5.8, %n2, 'surface' => 'upside2', 'nextgen' => 'u3', }, | |
112 | { 'name' => 'u3', 'class' => 'UpsideDownBall', 'score' => 600, 'spawndelay' => 0.12, 'speedY' =>5.9, %n3, 'surface' => 'upside3', 'nextgen' => 'u4', }, | |
113 | { 'name' => 'u4', 'class' => 'UpsideDownBall', 'score' => 500, 'spawndelay' => 0.05, 'speedY' =>5.9, %n4, 'surface' => 'upside4', }, | |
114 | ||
115 | { 'name' => 'credits1', 'class' => 'Ball', 'speedY' => 6.1, 'nextgen' => 'credits1', 'surface' => 'blue3', %n3 }, | |
116 | { 'name' => 'credits2', 'class' => 'Ball', 'speedY' => 6.1, 'nextgen' => 'credits2', 'surface' => 'ball3', %n3 }, | |
117 | ); | |
118 | { | |
119 | foreach my $ballDesc (@Games::PangZero::BallDesc) { | |
120 | $ballDesc->{width} = $ballDesc->{rect}->w(); | |
121 | $ballDesc->{height} = $ballDesc->{rect}->h(); | |
122 | $Games::PangZero::BallDesc{$ballDesc->{name}} = $ballDesc; | |
123 | } | |
124 | foreach my $ballDesc (@Games::PangZero::BallDesc) { | |
125 | my $nextgen = $ballDesc->{nextgen}; | |
126 | $ballDesc->{nextgen} = $Games::PangZero::BallDesc{$nextgen} if $nextgen; | |
127 | } | |
128 | } | |
129 | ||
130 | @Games::PangZero::ChallengeLevels = ( | |
131 | 'n4 n4 n4 n4 xmas', | |
132 | 'n3 n3 n3', | |
133 | 'n2 n2', | |
134 | 'b0 b0', | |
135 | 'h2 h2 h2 h2 h2 h2', | |
136 | 'h0 h0', | |
137 | 'n1 f2', | |
138 | 'w1 n2', | |
139 | 'n0 b0 w1 h0', | |
140 | # 10 | |
141 | 'n1 quake', | |
142 | 'n1 b0 quake', | |
143 | 'w1 seeker u2', | |
144 | 'n0 seeker seeker', | |
145 | 'w1 w1', | |
146 | 'f1 quake h0', | |
147 | 'w1 seeker h0 h0', | |
148 | 'n0 w1 w1 b0 h0', | |
149 | 'u0 u0 quake', | |
150 | 'quake quake w1 b0 h0', | |
151 | # 20 | |
152 | 'death n1 b0', | |
153 | 'n4 ' x 24, | |
154 | 'w1 w1 w1 f0', | |
155 | 'death w1 h0', | |
156 | 'n0 n0 u0 seeker h2 h2 b0', | |
157 | 'n4 b2 h2 u4 ' x 6, | |
158 | 'quake quake quake b0', | |
159 | 'h0 h0 h0 h0 h0 h0 h0 h0', | |
160 | 'quake seeker f3 n1 b0 b0', | |
161 | 'death death w1 f0 n0 u2 h0', | |
162 | # 30 | |
163 | 'n0 n0 u0 u0', | |
164 | 'death quake n1', | |
165 | 'b0 h0 n2 ' x 3, | |
166 | 'w1 w1 w1 w1 f1 f1', | |
167 | 'n3 n3 n3 u3 ' x 4, | |
168 | 'quake quake seeker seeker n0 f0', | |
169 | 'seeker ' x 8, | |
170 | 'n0 n1 n2 n3 n4 b0 f2 h0 h1 h2 w1 seeker', | |
171 | 'quake quake quake h0 h0 h0 u2', | |
172 | 'death quake seeker w1 n0 b0 h0', | |
173 | # 40 | |
174 | 'n0 n1 n2 ' x 3, | |
175 | 'death quake seeker u2 ' x 3, | |
176 | 'f0 f0', | |
177 | 'death quake f0 n1 ' x 2, | |
178 | 'h0 ' x 8 . ' f0 f1 ', | |
179 | 'death ' x 10, | |
180 | 'quake b0 ' x 5, | |
181 | 'w1 w1 f0 f1 death', | |
182 | 'seeker ' x 13, | |
183 | 'n0 u0 w1 f0 quake death ' x 2, | |
184 | ); | |
185 | ||
186 | for ( my $i = 0; $i < 10; ++$i) { | |
187 | $Games::PangZero::ChallengeLevels[$i + 49] = $Games::PangZero::ChallengeLevels[$i + 9] . ' ' . $Games::PangZero::ChallengeLevels[$i + 29]; | |
188 | $Games::PangZero::ChallengeLevels[$i + 59] = $Games::PangZero::ChallengeLevels[$i + 19] . ' ' . $Games::PangZero::ChallengeLevels[$i + 39]; | |
189 | } | |
190 | foreach (@Games::PangZero::ChallengeLevels) { | |
191 | while (/(\w+)/g) { | |
192 | die "Unknown ball '$1' in challenge '$_'" unless defined $Games::PangZero::BallDesc{$1}; | |
193 | } | |
194 | } | |
195 | ||
196 | my %BallMixes = ( | |
197 | 'easy' => [ qw(n0 2 n1 20 n2 10 n3 3 n4 2 f0 3 f1 5 f2 5 b0 5 b1 2 b2 1 w1 10 h0 5 h1 3 h2 1 quake 1 seeker 2 u1 1 u2 2 u3 4 u4 1) ], | |
198 | 'medium' => [ qw(n0 10 n1 20 n2 10 n3 3 n4 2 f0 3 f1 3 b0 10 b1 2 b2 1 w1 15 h0 15 h1 5 h2 1 death 2 quake 5 seeker 10 u0 2 u1 5 u2 5 u3 5) ], | |
199 | 'bouncy' => [ qw(n0 20 n1 10 n2 5 n3 1 n4 1 f0 3 f1 3 b0 30 b1 9 b2 1 w1 10 h0 15 h1 5 death 5 quake 10 seeker 15 u0 5 u1 5 u2 1 u3 1) ], | |
200 | 'hard' => [ qw(n0 20 n1 10 n2 5 n3 1 f0 5 f1 1 b0 20 b1 2 w1 20 h0 20 h1 5 death 10 quake 15 seeker 20 u0 5 u1 5 u2 1 u3 1) ], | |
201 | 'watery' => [ qw(n0 20 n1 10 n2 5 n3 1 n4 1 f0 3 f1 1 b0 10 b1 5 w1 50 h0 15 h1 5 death 5 quake 10 seeker 15 u0 1 u1 5 u2 5 u3 1) ], | |
202 | 'hexas' => [ qw(n0 20 n1 10 n2 5 n3 1 f0 3 f1 1 b0 15 b1 2 w1 20 h0 40 h1 15 death 5 quake 10 seeker 15 u0 1 u1 8 u2 2 u3 1) ], | |
203 | 'quakes' => [ qw(n0 15 n1 10 n2 5 n3 1 f0 3 f1 1 b0 15 w1 15 h0 20 h1 5 death 5 quake 40 seeker 15 u0 8 u1 1 u2 2 u3 1) ], | |
204 | ); | |
205 | ||
206 | sub AddLevels { | |
207 | my ($num, $balls, $gamespeedStart, $gamespeedEnd, $spawndelayStart, $spawndelayEnd) = @_; | |
208 | my ($i, $level); | |
209 | ||
210 | for ($i = 0; $i < $num; ++$i) { | |
211 | $level = { | |
212 | 'balls' => $balls, | |
213 | 'gamespeed' => $gamespeedStart + ($gamespeedEnd - $gamespeedStart) * ($i) / ($num), | |
214 | 'spawndelay' => $spawndelayStart + ($spawndelayEnd - $spawndelayStart) * ($i) / ($num), | |
215 | }; | |
216 | push @Games::PangZero::PanicLevels, ( $level ); | |
217 | } | |
218 | } | |
219 | ||
220 | AddLevels( 9, $BallMixes{easy}, 0.75, 1.25, 20, 20 ); # 0-9 | |
221 | AddLevels( 10, $BallMixes{medium}, 0.7 , 1.3 , 20, 15 ); # 1x | |
222 | AddLevels( 10, $BallMixes{hard}, 0.7 , 1.5 , 15, 15 ); # 2x | |
223 | AddLevels( 10, $BallMixes{hexas}, 1.0 , 1.5 , 15, 12 ); # 3x | |
224 | AddLevels( 10, $BallMixes{watery}, 0.7 , 1.7 , 15, 17 ); # 4x | |
225 | AddLevels( 10, $BallMixes{bouncy}, 1.0 , 2.0 , 12, 12 ); # 5x | |
226 | AddLevels( 10, $BallMixes{quakes}, 1.5 , 2.2 , 13, 8 ); # 6x | |
227 | AddLevels( 10, $BallMixes{hard}, 1.0 , 2.2 , 13, 10 ); # 7x | |
228 | AddLevels( 10, $BallMixes{hexas}, 1.3 , 2.4 , 12, 9 ); # 8x | |
229 | AddLevels( 10, $BallMixes{hard}, 2.0 , 3.0 , 13, 10 ); # 9x | |
230 | ||
231 | # Set defaults | |
232 | ||
233 | $Games::PangZero::ScreenMargin = 16; | |
234 | $Games::PangZero::ScreenWidth = 800 - $Games::PangZero::ScreenMargin * 2; | |
235 | $Games::PangZero::ScreenHeight = 416; | |
236 | $Games::PangZero::SoundEnabled = 1; | |
237 | $Games::PangZero::MusicEnabled = 1; | |
238 | $Games::PangZero::DeathBallsEnabled = 1; | |
239 | $Games::PangZero::EarthquakeBallsEnabled = 1; | |
240 | $Games::PangZero::WaterBallsEnabled = 1; | |
241 | $Games::PangZero::SeekerBallsEnabled = 1; | |
242 | $Games::PangZero::FullScreen = 1; | |
243 | $Games::PangZero::UnicodeMode = 0; | |
244 | $Games::PangZero::Slippery = 0; | |
245 | $Games::PangZero::ShowWebsite = 0; | |
246 | ||
247 | 1; |
0 | package Games::PangZero::Graphics; | |
1 | ||
2 | use strict; | |
3 | use warnings; | |
4 | ||
5 | use SDL; | |
6 | use SDL::Surface; | |
7 | use SDL::Palette; | |
8 | use SDL::PixelFormat; | |
9 | use SDL::Video; | |
10 | use SDL::Event; | |
11 | use SDL::Events; | |
12 | use SDL::Color; | |
13 | use SDL::Config; | |
14 | use SDL::Cursor; | |
15 | use SDL::GFX::Rotozoom; | |
16 | use SDL::Mixer; | |
17 | use SDL::Mixer::Samples; | |
18 | use SDL::Mixer::Channels; | |
19 | use SDL::Mixer::Music; | |
20 | use SDL::Mixer::MixChunk; | |
21 | use SDL::Mixer::MixMusic; | |
22 | use SDL::Joystick; | |
23 | use SDL::Mouse; | |
24 | use SDL::Image; | |
25 | use SDLx::SFont; | |
26 | ||
27 | sub LoadSurfaces { | |
28 | my ($i, $transparentColor); | |
29 | ||
30 | my %balls = qw ( | |
31 | ball0 Balls-Red128.png ball1 Balls-Red96.png ball2 Balls-Red64.png ball3 Balls-Red32.png ball4 Balls-Red16.png | |
32 | xmas Balls-XMAS128.png | |
33 | ball4 Balls-Red16.png ball3 Balls-Red32.png | |
34 | bouncy2 Balls-Bouncy64.png bouncy3 Balls-Bouncy32.png bouncy4 Balls-Bouncy16.png | |
35 | hexa0 Hexa-64.png hexa1 Hexa-32.png hexa2 Hexa-16.png | |
36 | blue1 Balls-Water96.png blue2 Balls-Water64.png blue3 Balls-Water32.png blue4 Balls-Water16.png | |
37 | frag0 Balls-Fragile128.png frag1 Balls-Fragile96.png frag2 Balls-Fragile64.png frag3 Balls-Fragile32.png frag4 Balls-Fragile16.png | |
38 | green1 Balls-SuperClock96.png green2 Balls-SuperClock64.png gold1 Balls-SuperStar96.png gold2 Balls-SuperStar64.png | |
39 | death2 Balls-Death64.png | |
40 | white2 Balls-Seeker64.png white3 Balls-Seeker32.png | |
41 | quake2 Balls-EarthQ64.png quake3 Balls-EarthQ32.png quake4 Balls-EarthQ16.png | |
42 | upside0 Balls-Upside128.png upside1 Balls-Upside96.png upside2 Balls-Upside64.png upside3 Balls-Upside32.png upside4 Balls-Upside16.png | |
43 | ); | |
44 | ||
45 | foreach (sort keys %balls) { | |
46 | $Games::PangZero::BallSurfaces{$_} = SDL::Image::load("$Games::PangZero::DataDir/$balls{$_}"); | |
47 | $Games::PangZero::BallSurfaces{$_} = SDL::Video::display_format($Games::PangZero::BallSurfaces{$_}); | |
48 | $transparentColor = $Games::PangZero::BallSurfaces{$_}->get_pixel(0); | |
49 | SDL::Video::set_color_key($Games::PangZero::BallSurfaces{$_}, SDL_SRCCOLORKEY, $transparentColor ); | |
50 | $Games::PangZero::BallSurfaces{"dark$_"} = SDL::Image::load( "$Games::PangZero::DataDir/$balls{$_}"); | |
51 | $Games::PangZero::BallSurfaces{"dark$_"} = SDL::Video::display_format($Games::PangZero::BallSurfaces{"dark$_"}); | |
52 | SDL::Video::set_color_key($Games::PangZero::BallSurfaces{"dark$_"}, SDL_SRCCOLORKEY, $Games::PangZero::BallSurfaces{"dark$_"}->get_pixel(0) ); | |
53 | SDL::Video::set_alpha($Games::PangZero::BallSurfaces{"dark$_"}, SDL_SRCALPHA, 128); | |
54 | } | |
55 | ||
56 | $Games::PangZero::BorderSurface = SDL::Image::load("$Games::PangZero::DataDir/border.png"); | |
57 | $Games::PangZero::RedBorderSurface = SDL::Image::load("$Games::PangZero::DataDir/border.png"); | |
58 | $Games::PangZero::WhiteBorderSurface = SDL::Image::load("$Games::PangZero::DataDir/border.png"); | |
59 | $Games::PangZero::BonusSurface = SDL::Image::load("$Games::PangZero::DataDir/bonus.png"); | |
60 | $Games::PangZero::LevelIndicatorSurface = SDL::Image::load("$Games::PangZero::DataDir/level.png"); | |
61 | $Games::PangZero::LevelIndicatorSurface2 = SDL::Image::load("$Games::PangZero::DataDir/level_empty.png"); | |
62 | ||
63 | AlterPalette( $Games::PangZero::RedBorderSurface, sub { 1; }, | |
64 | sub { shift @_; my ($h, $s, $i) = Games::PangZero::Palette::RgbToHsi(@_); | |
65 | return Games::PangZero::Palette::HsiToRgb( $h - 30, $s, $i * 0.75 + 63); } ); | |
66 | AlterPalette( $Games::PangZero::WhiteBorderSurface, sub { 1; }, | |
67 | sub { shift @_; my ($h, $s, $i) = Games::PangZero::Palette::RgbToHsi(@_); | |
68 | return Games::PangZero::Palette::HsiToRgb( 0, 0, $i*0.25 + 191 ); } ); | |
69 | ||
70 | MakeGuySurfaces(); | |
71 | } | |
72 | ||
73 | sub MakeGuySurface { | |
74 | my ($player) = @_; | |
75 | my ($guySurfaceFile, $guySurface, $whiteGuySurface, $harpoonSurface); | |
76 | ||
77 | $guySurfaceFile = $Games::PangZero::DataDir . '/' . $Games::PangZero::GuyImageFiles[ $player->{imagefileindex} % scalar(@Games::PangZero::GuyImageFiles) ]; | |
78 | $guySurface = SDL::Image::load($guySurfaceFile); | |
79 | $whiteGuySurface = SDL::Image::load($guySurfaceFile); | |
80 | $harpoonSurface = SDL::Image::load("$Games::PangZero::DataDir/harpoon.png"); | |
81 | $player->{hue} = $Games::PangZero::GuyColors[$player->{colorindex}]->[0]; | |
82 | $player->{saturation} = $Games::PangZero::GuyColors[$player->{colorindex}]->[1]; | |
83 | ||
84 | AlterPalette($whiteGuySurface, sub {1;}, sub { return (255, 255, 255); } ); | |
85 | AlterPalette( $guySurface, sub { $_[3] > $_[2] and $_[3] > $_[1]; }, | |
86 | sub { | |
87 | shift @_; | |
88 | my ($h, $s, $i) = Games::PangZero::Palette::RgbToHsi(@_); | |
89 | return Games::PangZero::Palette::HsiToRgb($player->{hue}, $player->{saturation}, $i); } | |
90 | ); | |
91 | AlterPalette( $harpoonSurface, sub { 1; }, | |
92 | sub { | |
93 | shift @_; | |
94 | my ($h, $s, $i) = Games::PangZero::Palette::RgbToHsi(@_); | |
95 | return Games::PangZero::Palette::HsiToRgb($player->{hue}, $player->{saturation} * $s / 256, $i); } | |
96 | ); | |
97 | $player->{guySurface} = $guySurface; | |
98 | $player->{whiteGuySurface} = $whiteGuySurface; | |
99 | $player->{harpoonSurface} = $harpoonSurface; | |
100 | } | |
101 | ||
102 | sub MakeGuySurfaces { | |
103 | foreach my $player (@Games::PangZero::Players) { | |
104 | MakeGuySurface($player); | |
105 | } | |
106 | ||
107 | $Games::PangZero::WhiteHarpoonSurface = SDL::Image::load("$Games::PangZero::DataDir/harpoon.png"); | |
108 | AlterPalette($Games::PangZero::WhiteHarpoonSurface, sub {1;}, sub { return (255, 255, 255); } ); | |
109 | } | |
110 | ||
111 | sub AlterPalette { | |
112 | my ($surface, $filterSub, $alterSub) = @_; | |
113 | my ($r, $g, $b); | |
114 | my ($palette, $numColors, $n, $color); | |
115 | ||
116 | $palette = $surface->format->palette(); | |
117 | $numColors = ($surface->format->BytesPerPixel == 1) ? $palette->ncolors() : -1; | |
118 | for ($n = 0; $n < $numColors; $n++) { | |
119 | $color = $palette->color_index($n); | |
120 | ($r, $g, $b) = ( $color->r, $color->g, $color->b ); | |
121 | ||
122 | next unless $filterSub->($n, $r, $g, $b); | |
123 | ($r, $g, $b) = $alterSub->($n, $r, $g, $b); | |
124 | $r = $g = $b = 4 if ($r == 0 and $g == 0 and $b == 0); | |
125 | ||
126 | $color->r($r); | |
127 | $color->g($g); | |
128 | $color->b($b); | |
129 | SDL::Video::set_colors($surface, $n, $color); | |
130 | } | |
131 | $surface = SDL::Video::display_format($surface); | |
132 | } | |
133 | ||
134 | sub RenderBorder { | |
135 | my ($borderSurface, $targetSurface) = @_; | |
136 | my ($dstrect, $srcrect1, $srcrect2, $xpos, $ypos, $width, $height); | |
137 | ||
138 | $width = $Games::PangZero::ScreenWidth + 2 * $Games::PangZero::ScreenMargin; | |
139 | $height = $Games::PangZero::ScreenHeight + 2 * $Games::PangZero::ScreenMargin; | |
140 | ||
141 | # Draw the corners | |
142 | $dstrect = SDL::Rect->new(0, 0, 16, 16); | |
143 | $srcrect1 = SDL::Rect->new(0, 0, 16, 16); | |
144 | SDL::Video::blit_surface($borderSurface, $srcrect1, $targetSurface, $dstrect); | |
145 | $dstrect->x($width - 16); $srcrect1->x(144); | |
146 | SDL::Video::blit_surface($borderSurface, $srcrect1, $targetSurface, $dstrect); | |
147 | $dstrect->y($height - 16); $srcrect1->y(144); | |
148 | SDL::Video::blit_surface($borderSurface, $srcrect1, $targetSurface, $dstrect); | |
149 | $dstrect->x(0); $srcrect1->x(0); | |
150 | SDL::Video::blit_surface($borderSurface, $srcrect1, $targetSurface, $dstrect); | |
151 | ||
152 | if(SDL::Config->has('SDL_gfx_rotozoom')) { | |
153 | # Top border | |
154 | my $zoom = SDL::Surface->new(SDL_SWSURFACE(), 128, 16, 32); | |
155 | $srcrect1->x(16); $srcrect1->y(0); $srcrect1->w(128); $srcrect1->h(16); | |
156 | SDL::Video::blit_surface($borderSurface, $srcrect1, $zoom, SDL::Rect->new(0, 0, $srcrect1->w, $srcrect1->h) ); | |
157 | $zoom = SDL::GFX::Rotozoom::zoom_surface($zoom, $Games::PangZero::ScreenWidth / 128, 1, SDL::GFX::Rotozoom::SMOOTHING_OFF()); | |
158 | $dstrect->x(16); $dstrect->y(0); | |
159 | SDL::Video::blit_surface($zoom, SDL::Rect->new(0, 0, $zoom->w, $zoom->h), $targetSurface, $dstrect ); | |
160 | ||
161 | # Left border | |
162 | $zoom = SDL::Surface->new(SDL_SWSURFACE(), 16, 128, 32); | |
163 | $srcrect1->x(0); $srcrect1->y(16); $srcrect1->h(128); $srcrect1->w(16); | |
164 | SDL::Video::blit_surface($borderSurface, $srcrect1, $zoom, SDL::Rect->new(0, 0, $srcrect1->w, $srcrect1->h) ); | |
165 | $zoom = SDL::GFX::Rotozoom::zoom_surface($zoom, 1, $Games::PangZero::ScreenHeight / 128, SDL::GFX::Rotozoom::SMOOTHING_OFF()); | |
166 | $dstrect->x(0); $dstrect->y(16); | |
167 | SDL::Video::blit_surface($zoom, SDL::Rect->new(0, 0, $zoom->w, $zoom->h), $targetSurface, $dstrect ); | |
168 | } | |
169 | ||
170 | # Draw top and bottom border | |
171 | ||
172 | $srcrect1->w(128); $srcrect1->x(16); $srcrect1->y(0); | |
173 | $srcrect2 = SDL::Rect->new( 16, 144, 128, 16 ); | |
174 | for ($xpos = 16; $xpos < $width-16; ) { | |
175 | $dstrect->x($xpos); | |
176 | $dstrect->y(0); | |
177 | SDL::Video::blit_surface($borderSurface, $srcrect1, $targetSurface, $dstrect); | |
178 | $dstrect->y($height - 16); | |
179 | SDL::Video::blit_surface($borderSurface, $srcrect2, $targetSurface, $dstrect); | |
180 | $xpos += $srcrect1->w(); | |
181 | $srcrect1->w(16); $srcrect1->x(128); | |
182 | $srcrect2->w(16); $srcrect2->x(128); | |
183 | } | |
184 | ||
185 | # Draw left and right border | |
186 | ||
187 | $srcrect1->h(128); $srcrect1->y(16); $srcrect1->x(0); | |
188 | $srcrect2->h(128); $srcrect2->y(16); $srcrect2->x(144); | |
189 | for ($ypos = 16; $ypos < $height-16; ) { | |
190 | $dstrect->x(0); | |
191 | $dstrect->y($ypos); | |
192 | SDL::Video::blit_surface($borderSurface, $srcrect1, $targetSurface, $dstrect); | |
193 | $dstrect->x($width - 16); | |
194 | SDL::Video::blit_surface($borderSurface, $srcrect2, $targetSurface, $dstrect); | |
195 | $ypos += $srcrect1->h(); | |
196 | $srcrect1->h(16); $srcrect1->y(128); | |
197 | $srcrect2->h(16); $srcrect2->y(128); | |
198 | } | |
199 | ||
200 | if(SDL::Config->has('SDL_gfx_rotozoom')) { | |
201 | # Top border | |
202 | my $zoom = SDL::Surface->new(SDL::Video::SDL_SWSURFACE(), 128, 16, 32); | |
203 | $srcrect1->x(16); $srcrect1->y(0); $srcrect1->w(128); $srcrect1->h(16); | |
204 | SDL::Video::blit_surface($borderSurface, $srcrect1, $zoom, SDL::Rect->new(0, 0, $srcrect1->w, $srcrect1->h) ); | |
205 | $zoom = SDL::GFX::Rotozoom::zoom_surface($zoom, $Games::PangZero::ScreenWidth / 128, 1, SDL::GFX::Rotozoom::SMOOTHING_OFF()); | |
206 | $dstrect->x(16); $dstrect->y(0); | |
207 | SDL::Video::blit_surface($zoom, SDL::Rect->new(0, 0, $zoom->w, $zoom->h), $targetSurface, $dstrect ); | |
208 | ||
209 | # Left border | |
210 | $zoom = SDL::Surface->new( SDL_SWSURFACE(), 16, 128, 32); | |
211 | $srcrect1->x(0); $srcrect1->y(16); $srcrect1->h(128); $srcrect1->w(16); | |
212 | SDL::Video::blit_surface($borderSurface, $srcrect1, $zoom, SDL::Rect->new(0, 0, $srcrect1->w, $srcrect1->h) ); | |
213 | $zoom = SDL::GFX::Rotozoom::zoom_surface($zoom, 1, $Games::PangZero::ScreenHeight / 128, SDL::GFX::Rotozoom::SMOOTHING_OFF()); | |
214 | $dstrect->x(0); $dstrect->y(16); | |
215 | SDL::Video::blit_surface($zoom, SDL::Rect->new(0, 0, $zoom->w, $zoom->h), $targetSurface, $dstrect ); | |
216 | } | |
217 | } | |
218 | ||
219 | sub LoadBackground { | |
220 | my $filename = shift; | |
221 | ||
222 | SDL::Video::fill_rect($Games::PangZero::Background, SDL::Rect->new(0, 0, $Games::PangZero::PhysicalScreenWidth, $Games::PangZero::PhysicalScreenHeight), SDL::Video::map_RGB($Games::PangZero::Background->format(), 0, 0, 0)); | |
223 | my $backgroundImage = SDL::Image::load("$Games::PangZero::DataDir/$filename"); | |
224 | my $dstrect = SDL::Rect->new($Games::PangZero::ScreenMargin, $Games::PangZero::ScreenMargin, 0, 0); | |
225 | my $srcrect = SDL::Rect->new(0, 0, $Games::PangZero::ScreenWidth, $Games::PangZero::ScreenHeight); | |
226 | if ($Games::PangZero::ScreenWidth != $backgroundImage->w() or $Games::PangZero::ScreenHeight != $backgroundImage->h()) { | |
227 | if (SDL::Config->has('SDL_gfx_rotozoom')) { | |
228 | my $zoomX = $Games::PangZero::ScreenWidth / $backgroundImage->w(); # $zoomX = 1.0 if $zoomX < 1.0; | |
229 | my $zoomY = $Games::PangZero::ScreenHeight / $backgroundImage->h(); # $zoomY = 1.0 if $zoomY < 1.0; | |
230 | $backgroundImage = SDL::GFX::Rotozoom::zoom_surface($backgroundImage, $zoomX, $zoomY, SDL::GFX::Rotozoom::SMOOTHING_OFF()); | |
231 | } | |
232 | } | |
233 | SDL::Video::blit_surface($backgroundImage, $srcrect, $Games::PangZero::Background, $dstrect); | |
234 | ||
235 | RenderBorder($Games::PangZero::BorderSurface, $Games::PangZero::Background); | |
236 | } | |
237 | ||
238 | sub TextWidth { | |
239 | SDLx::SFont::SDL_TEXTWIDTH(@_); # perl-sdl-2.x | |
240 | } | |
241 | ||
242 | sub FindVideoMode { | |
243 | if ($Games::PangZero::FullScreen < 2) { | |
244 | return (800, 600); | |
245 | } | |
246 | ||
247 | # Find a suitable widescreen mode | |
248 | # One native resolution: 1680 x 1050 => 1.6 : 1 | |
249 | # Which could translate to: 840 x 525 => 1.6 : 1 | |
250 | # Some adapters have: 848 x 480 => 1.76 : 1 | |
251 | # 720 x 480 => 1.5 : 1 | |
252 | # 800 x 512 => 1.56 : 1 | |
253 | # Conclusion: Any resolution where w in [800,900], h > 480 and r in [1.5, 1.8] is good | |
254 | ||
255 | my ($modes, $mode, @goodModes, $w, $h, $ratio); | |
256 | $modes = SDL::Video::list_modes( 0, SDL_HWSURFACE ); #add back fullscreen | |
257 | foreach $mode (@{$modes}) { | |
258 | $w = $mode->w; | |
259 | $h = $mode->h; | |
260 | $ratio = $w / $h; | |
261 | warn sprintf( "%4d x %4d => %0.3f\n", $w, $h, $ratio ); | |
262 | next if $w < 800 or $w > 900; | |
263 | next if $h < 480; | |
264 | next if $ratio < 1.5 or $ratio > 1.8; | |
265 | push @goodModes, ( { -w => $w, -h => $h, -score => abs($ratio - 1.6) * 1000 + abs($w - 800) } ); | |
266 | } | |
267 | @goodModes = sort { $a->{-score} <=> $b->{-score} } @goodModes; | |
268 | return (800, 600) unless @goodModes; | |
269 | foreach $mode (@goodModes) { | |
270 | print sprintf( '%d x %d => %0.3f (score %d)', $mode->{-w}, $mode->{-h}, $mode->{-w} / $mode->{-h}, $mode->{-score} ), "\n"; | |
271 | } | |
272 | return ($goodModes[0]->{-w}, $goodModes[0]->{-h}); | |
273 | } | |
274 | ||
275 | 1; |
0 | ########################################################################## | |
1 | package Games::PangZero::Guy; | |
2 | ########################################################################## | |
3 | ||
4 | @ISA = qw(Games::PangZero::GameObject); | |
5 | use vars qw(%Guys $GuyId); | |
6 | ||
7 | sub new { | |
8 | my ($class, $player) = @_; | |
9 | my $self = Games::PangZero::GameObject->new(); | |
10 | my $number = $player->{number}; | |
11 | %{$self} = ( %{$self}, | |
12 | 'player' => $player, | |
13 | 'number' => $number, | |
14 | 'x' => $player->{startX}, | |
15 | 'y' => $Games::PangZero::ScreenHeight - 64, | |
16 | 'w' => 64, | |
17 | 'h' => 64, | |
18 | 'collisionw' => '28', | |
19 | 'collisionh' => '48', | |
20 | 'delay' => 0, | |
21 | 'speedY' => 0, | |
22 | 'speedX' => 0, | |
23 | 'dir' => $number % 2, | |
24 | 'state' => 'idle', | |
25 | 'killed' => 0, | |
26 | 'harpoons' => 0, | |
27 | 'invincible' => 0, | |
28 | 'surface' => $player->{guySurface}, | |
29 | 'whiteSurface' => $player->{whiteGuySurface}, | |
30 | 'weapon' => 'Harpoon', | |
31 | 'bonusDelay' => 0, | |
32 | 'id' => ++$GuyId, | |
33 | ); | |
34 | bless $self, $class; | |
35 | $self->SetupCollisions(); | |
36 | $self->CalculateAnimPhases(); | |
37 | $Guys{$self->{id}} = $self; | |
38 | return $self; | |
39 | } | |
40 | ||
41 | sub Delete { | |
42 | my $self = shift; | |
43 | ||
44 | $self->SUPER::Delete; | |
45 | delete $Guys{$self->{id}}; | |
46 | } | |
47 | ||
48 | sub CalculateAnimPhases { | |
49 | my $self = shift; | |
50 | ||
51 | $self->{animPhases} = $self->{player}->{guySurface}->w / 128, | |
52 | } | |
53 | ||
54 | sub DemoMode { | |
55 | my ($self) = shift; | |
56 | $self->{state} = 'demo'; | |
57 | $self->{dir} = 1; | |
58 | } | |
59 | ||
60 | sub Fire { | |
61 | my ($self) = @_; | |
62 | ||
63 | if ($self->{harpoons} < $Games::PangZero::DifficultyLevel->{harpoons}) { | |
64 | ++$self->{harpoons}; | |
65 | eval("unshift \@Games::PangZero::GameObjects, (Games::PangZero::$self->{weapon}::Create(\$self));"); | |
66 | $self->{state} = 'shoot'; | |
67 | $self->{delay} = 7; | |
68 | Games::PangZero::Music::PlaySound('shoot'); | |
69 | return 1; | |
70 | } | |
71 | return 0; | |
72 | } | |
73 | ||
74 | sub AdvanceWhileFlying { | |
75 | my $self = shift; | |
76 | ||
77 | $self->{speedY} += $Games::PangZero::Ball::Gravity * 2; | |
78 | $self->{y} += $self->{speedY}; | |
79 | $self->{x} += $self->{dir} > 0 ? 1 : -1; | |
80 | if ($self->{x} < -16) { | |
81 | $self->{x} = 0; | |
82 | $self->{dir} = 1; | |
83 | } | |
84 | if ($self->{x} > $Games::PangZero::ScreenWidth - $self->{w} + 16) { | |
85 | $self->{x} = $Games::PangZero::ScreenWidth - $self->{w}; $self->{dir} = 0; | |
86 | } | |
87 | if ($self->{y} >= $Games::PangZero::ScreenHeight - $self->{h}) { | |
88 | $self->{state} = 'idle'; | |
89 | $self->{y} = $Games::PangZero::ScreenHeight - $self->{h}; | |
90 | $self->{speedX} = $self->{dir} ? 1 : -1; | |
91 | } | |
92 | } | |
93 | ||
94 | sub Advance { | |
95 | my ($self) = @_; | |
96 | my ($slippery, $keys); | |
97 | ||
98 | $slippery = $Games::PangZero::Slippery ? 0.0625 : 0; | |
99 | ||
100 | return if $self->{killed}; | |
101 | return if $self->{state} eq 'demo'; | |
102 | --$self->{invincible}; | |
103 | ||
104 | if ($self->{bonusDelay} > 0) { | |
105 | --$self->{bonusDelay}; | |
106 | $self->{weapon} = 'Harpoon' if $self->{bonusDelay} <= 0; | |
107 | } | |
108 | ||
109 | if ($self->{state} eq 'fly') { | |
110 | $self->AdvanceWhileFlying(); | |
111 | return; | |
112 | } | |
113 | ||
114 | if ($self->{delay} > 0) { | |
115 | --$self->{delay}; | |
116 | $keys = [ 0, 0, 0 ]; | |
117 | } else { | |
118 | $keys = $self->{player}->{keys}; | |
119 | } | |
120 | ||
121 | $self->{speedX} = 0 unless $slippery; | |
122 | $self->{state} = 'idle'; | |
123 | ||
124 | if ( $Games::PangZero::Events{$keys->[2]} ) { | |
125 | return if $self->Fire(); | |
126 | } | |
127 | if ( $Games::PangZero::Keys{$keys->[0]} ) { | |
128 | if ($slippery) { | |
129 | $self->{speedX} -= $slippery * 2 if $self->{speedX} > -3; | |
130 | } else { | |
131 | $self->{speedX} = -3; | |
132 | } | |
133 | $self->{dir} = 0; | |
134 | $self->{state} = 'walk'; | |
135 | } elsif ( $Games::PangZero::Keys{$keys->[1]} ) { | |
136 | if ($slippery) { | |
137 | $self->{speedX} += $slippery * 2 if $self->{speedX} < 3; | |
138 | } else { | |
139 | $self->{speedX} = 3; | |
140 | } | |
141 | $self->{dir} = 1; | |
142 | $self->{state} = 'walk'; | |
143 | } else { | |
144 | if ($slippery) { | |
145 | $self->{speedX} += $slippery if $self->{speedX} < 0; | |
146 | $self->{speedX} -= $slippery if $self->{speedX} > 0; | |
147 | } | |
148 | } | |
149 | $self->{x} += $self->{speedX}; | |
150 | ||
151 | if ($self->{x} < -16) { | |
152 | $self->{x} = -16; $self->{speedX} = 0; | |
153 | } | |
154 | if ($self->{x} > $Games::PangZero::ScreenWidth - $self->{w} + 16) { | |
155 | $self->{x} = $Games::PangZero::ScreenWidth - $self->{w} + 16; $self->{speedX} = 0; | |
156 | } | |
157 | } | |
158 | ||
159 | sub Draw { | |
160 | my ($self) = @_; | |
161 | my ($surface, $srcrect, $srcx, $srcy, $srcw, $srch); | |
162 | ||
163 | return if ($self->{killed}); | |
164 | $surface = $self->{surface}; | |
165 | $surface = $self->{whiteSurface} if $self->{invincible} > 0 and (int($self->{invincible} / 2) % 3 == 0); | |
166 | ||
167 | $srcw = $srch = 64; | |
168 | if ($self->{state} eq 'idle') { | |
169 | $srcx = $self->{dir} * 128; | |
170 | $srcy = 64; | |
171 | } elsif ($self->{state} eq 'walk') { | |
172 | $srcx = $self->{dir} * $self->{animPhases} * 64 + (int($self->{x} / 50) % $self->{animPhases}) * 64; | |
173 | $srcy = 0; | |
174 | } elsif ($self->{state} eq 'demo') { | |
175 | $srcx = $self->{dir} * $self->{animPhases} * 64 + (int($Games::PangZero::Game->{anim} / 16) % $self->{animPhases}) * 64; | |
176 | $srcy = 0; | |
177 | } elsif ($self->{state} eq 'shoot') { | |
178 | $srcx = $self->{dir} * 128 + 64; | |
179 | $srcx -= 64 if ($self->{delay} <= 1); | |
180 | $srcy = 64; | |
181 | } elsif ($self->{state} eq 'fly') { | |
182 | $srcx = ($self->{dir} > 0 ? 0 : 64); | |
183 | $srcy = 128; | |
184 | } | |
185 | $srcrect = SDL::Rect->new($srcx, $srcy, $srcw, $srch ); | |
186 | $self->TransferRect(); | |
187 | SDL::Video::blit_surface($surface, $srcrect, $Games::PangZero::App, $self->{rect}); | |
188 | } | |
189 | ||
190 | sub Kill { | |
191 | my ($self) = @_; | |
192 | ||
193 | return if $Games::PangZero::Cheat; | |
194 | return if $self->{invincible} > 0; | |
195 | $self->{justkilled} = 1; | |
196 | $Games::PangZero::GameEvents{'kill'} = 1; | |
197 | print "player killed\n" if $ENV{PANGZERO_TEST}; | |
198 | } | |
199 | ||
200 | sub Earthquake { | |
201 | my ($self, $amplitude) = @_; |