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SPEJS.BAK
387 lines (337 loc) · 8.94 KB
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SPEJS.BAK
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{ Daniel Hedeblom }
{¸ Maxisoft 2001, ™strabogymnasiet ECDT2}
{---------------------------------------}
{ 780 - Rader Kod
25248 - Bytes 'Code Size'
29935 - Bytes 'Data Size' }
program spejs;
uses games,thefont;
CONST
CUBEWD = 58;
ZEYE = -30;
STARS = 13;
type Virtual = array[0..64000] of byte;
Sprites = array[0..64000] of byte;
VirPtr = ^Virtual;
SprPtr = ^Sprites;
var f : text;
VirScr : VirPtr;
SprScr : SprPtr;
SPRT,
V64k : Word;
X,Y,I,Z: integer;
C,R,G,B: Char;
Way : Double;
Lvl : integer;
EnemyR,
Enemy : array[1..100] of Record
X,Y : Double;
Active : Boolean;
end;
GameOver : Boolean;
Rocket,
Explosion
: array[1..100] of record
active : boolean;
x,y : Integer;
Time : Double;
end;
Mesh : Array[0..STARS] of record
x,y,z : double;
end;
Ship : Record
X,Y : Integer;
Points : Double;
Point : string;
end;
pcos,ncos,
psin,nsin,
afire1,afire : double;
{$i 3d.inc}
procedure ClearColor(C : Byte; Were : Word);
Assembler;
asm
MOV AX,WERE
MOV ES,AX
XOR DI,DI
MOV CX,7D00h
MOV AL,C
MOV AH,AL
REP STOSW
end;
procedure SetPixel(X,Y : Integer; C : Byte; were : word);
begin
MEM[WERE:(Y shl 8)+(Y shl 6)+X]:=C;
end;
function invert(a : double):double;
begin
Invert:=A*(-1);
end;
procedure SetPal(nocol : byte; R,G,B : byte);
begin
PORT[$3c8] := Nocol;
PORT[$3c9] := R;
PORT[$3c9] := G;
PORT[$3c9] := B;
end;
procedure SetCodec(X,Y : integer);
var x1,y1 : integer;
bak1, bak2, bak3 : integer;
begin
for x1:=1 to 100 do
for y1:=78+20 to 100+20 do begin
bak1 := (Y1 shl 6)+(Y1 shl 8);
if MEM[SPRT:bak1+X1]<>0 then begin
bak2 := Y+Y1-20;
bak3 := (bak2 shl 6)+(bak2 shl 8);
MEM[V64K:bak3+(X+X1)]:=MEM[SPRT:bak1+X1];
end;
end;
end;
procedure SetRocket(X,Y : integer);
var x1,y1 : integer;
begin
for x1:=40 to 62 do
for y1:=35+20 to 68+20 do if
MEM[SPRT:Y1*320+X1]<>0 then
MEM[V64K:(Y+(Y1-17)-20)*320+(X+(X1-11))]:=MEM[SPRT:Y1*320+X1];
end;
procedure SetExplosion(X,Y : integer);
var x1,y1 : integer;
begin
for x1:=1 to 34 do
for y1:=38+20 to 68+20 do if
MEM[SPRT:Y1*320+X1]<>0 then
MEM[V64K:(Y+(Y1-15)-20)*320+(X+(X1-13))]:=MEM[SPRT:Y1*320+X1];
end;
procedure SetEnemyRock(X,Y : integer);
var x1,y1 : integer;
begin
for x1:=74 to 100 do
for y1:=1+20 to 27+20 do if
MEM[SPRT:Y1*320+X1]<>0 then
MEM[V64K:(Y+(Y1-15)-20)*320+(X+(X1-17))]:=MEM[SPRT:Y1*320+X1];
end;
procedure SetEnemy(X,Y : integer);
var x1,y1 : integer;
begin
for x1:=36 to 72 do
for y1:=1+20 to 33+20 do if
MEM[SPRT:Y1*320+X1]<>0 then
MEM[V64K:(Y+(Y1-16)-20)*320+(X+(X1-19))]:=MEM[SPRT:Y1*320+X1];
end;
procedure SetShip(X,Y : integer);
var x1,y1 : integer;
begin
for x1:=0 to 34 do
for y1:=20 to 33+20 do if
MEM[SPRT:Y1*320+X1]<>0 then
MEM[V64K:(Y+(Y1-16)-20)*320+(X+(X1-17))]:=MEM[SPRT:Y1*320+X1];
end;
procedure ClearVirtual(were : word); Assembler;
asm
push were
pop es
mov cx, 32000
xor di,di
xor ax,ax
cld
rep stosw
end;
Procedure Flip;
BEGIN
Move (VirScr^,MEM[$A000:0],64000);
END;
procedure DrawCube;
begin
Workout(SIN(320));RotX(1,0,STARS);
Workout(COS(200));RotY(1,0,STARS);
For i := 0 to STARS do begin
SetPixel(Round(Mesh[I].X*(ZEYE/(ZEYE-Mesh[I].Z)))+160,
Round(Mesh[I].Y*(ZEYE/(ZEYE-Mesh[I].Z)))+100,
((Round(Mesh[I].Z)+CUBEWD) * 16 DIV (CUBEWD*2))+(256-25),
V64k);
end;
end;
procedure NewLevel;
var x,y,i : integer;
begin
Lvl:=0;
i:=0;
for x := 1 to 7 do
for y := 1 to 3 do begin
inc(i);
Enemy[i].Active:=TRUE;
Enemy[i].X:=(X*33);
Enemy[i].Y:=(Y*33);
end;
WriteG('lame o game',100,100,14,$A000);
repeat until keydown[entscan];
end;
procedure DrawStuff;
var i,test : integer;
begin
for i := 1 to 100 do begin
if Rocket[i].Active then SetRocket(Rocket[i].X,Rocket[i].Y);
if EnemyR[i].Active then begin
SetEnemyRock(Round(EnemyR[i].X),Round(EnemyR[i].Y));
EnemyR[i].Y:=EnemyR[i].Y+0.31416;
end;
if Enemy[i].Active then begin
SetEnemy(Round(Enemy[i].X),Round(Enemy[i].Y));
Enemy[i].X:=Enemy[i].X+Way;
if Random(1000)=1 then begin
EnemyR[i].Active:=TRUE;
EnemyR[i].X:=Round(Enemy[i].X);
EnemyR[i].Y:=Round(Enemy[i].Y);
end;
end;
if Explosion[i].Active then begin
Explosion[i].Time:=Explosion[i].Time+0.2;
if Explosion[i].Time>10 then Explosion[i].Active:=FALSE;
SetExplosion(Explosion[i].X,Explosion[i].Y);
end;
{if random(10000)=1 then begin
if not Enemy[i].Active then begin
Enemy[i].Active:=TRUE;
Enemy[i].X:=Random(220)+40;
Enemy[i].Y:=10;
end;end;}
{for i := 1 to 100 do if Enemy[i].Active then inc(test);
if test= 100 then NewLevel;}
end;
end;
procedure Collide;
var i,a : integer;
begin
if Ship.X>(320-18) then Ship.X:=(320-18);
if Ship.X<18 then Ship.X:=18;
if Ship.Y>(200-18) then Ship.Y:=(200-18);
if Ship.Y<16 then Ship.Y:=16;
For a := 1 to 100 do
For i := 1 to 100 do
if Rocket[i].Active then
if Enemy[a].Active then begin
if (Rocket[i].X>(Enemy[A].X-19)) and (Rocket[i].X<(Enemy[A].X+19)) and
(Rocket[i].Y>(Enemy[A].Y-16)) and (Rocket[i].Y<(Enemy[A].Y+16)) then begin
Enemy[a].Active:=FALSE;
Explosion[a].Active:=TRUE;
Explosion[a].X:=round(Enemy[a].X)+34;
Explosion[a].Y:=round(Enemy[a].Y)-33;
Explosion[a].Time:=0;
Rocket[i].Active:=FALSE;
Ship.Points:=Ship.Points+ABS(Way);
Inc(lvl);
If Lvl=21 then NewLeveL;
end;
end;
For i := 1 to 100 do begin
if EnemyR[i].Active then begin
if EnemyR[i].Y>190 then EnemyR[i].Active:=FALSE;
if (EnemyR[i].X>Ship.X-16) and (EnemyR[i].X<Ship.X+16) and
(EnemyR[i].Y>Ship.Y-16) and (EnemyR[i].Y<Ship.Y+16) then begin
EnemyR[i].Active:=FALSE;
Ship.Points:=Ship.Points-1.2;
end;
end;
if Enemy[i].Active then begin
if Enemy[i].Y>190 then GameOver:=TRUE;
if (Enemy[i].X+49)>320 then begin
Way:=Invert(Way);
for i := 1 to 100 do if Enemy[i].Active then Enemy[i].Y:=Enemy[I].Y+1;
end;
if (Enemy[i].X+20)<0 then begin
Way:=Invert(Way);
for i := 1 to 100 do if Enemy[i].Active then Enemy[i].Y:=Enemy[I].Y+1;
end;
end;
if Rocket[i].Active then
if Rocket[i].Y<0 then Rocket[i].Active:=FALSE
else dec(Rocket[i].Y);
end;
end;
BEGIN (************************)
ASM
MOV AX,0013h
INT 10h
END;
GetMem(VirScr,64000);
V64K:=SEG(VirScr^);
GetMem(SprScr,64000);
SPRT:=SEG(SprScr^);
ClearVirtual(V64k);
Ship.X:=160;
Ship.Y:=180;
assign(f,'spejs.dat');
reset(f);
Randomize;
For I := 0 to STARS do begin
if Random(2)=1 then Mesh[I].X:=Random(CUBEWD)
else begin Mesh[I].X:=Random(CUBEWD); Mesh[I].X:=Mesh[I].X-CUBEWD; end;
if Random(2)=1 then Mesh[I].Y:=Random(CUBEWD)
else begin Mesh[I].Y:=Random(CUBEWD); Mesh[I].Y:=Mesh[I].Y-CUBEWD; end;
if Random(2)=1 then Mesh[I].Z:=Random(CUBEWD)
else begin Mesh[I].Z:=Random(CUBEWD); Mesh[I].Z:=Mesh[I].Z-CUBEWD; end;
end;
for i := 1 to 100 do begin
Rocket[i].Active:=FALSE;
Enemy[i].Active:=FALSE;
end;
for x := 0 to 255 do begin
read(f,r);
read(f,g);
read(f,b);
SetPal(X,
ORD( R ),
ORD( G ),
ORD( B ));
end;
ClearVirtual(SPRT);
for x := 0 to 100 do
for y := 0 to 100 do begin
Read(f,c);
MEM[SPRT:(Y+20)*320+X]:=Ord(C);
end;
Close(F);
Way:=0.3;
Lvl:=0;
InitNewKeyInt;
NewLevel;
(*** MAIN LOOP ***)
Repeat
ClearVirtual(V64K);
SetCodec(1,100);
DrawCube;
SetShip(Ship.X,Ship.Y);
Collide;
DrawStuff;
Afire:=Afire+0.2;
Str(Ship.Points:6:3,Ship.Point);
WriteG(Concat('points: ',ship.Point),1,10,14,V64k);
IF KEYDOWN[LEFTSCAN] then Dec(Ship.X);
IF KEYDOWN[RightSCAN] then Inc(Ship.X);
IF KEYDOWN[UpSCAN] then dec(Ship.Y);
IF KEYDOWN[DownSCAN] then Inc(Ship.Y);
if afire>5 then
IF KEYDOWN[scanof(' ')] then begin
i:=0;
repeat
inc(i);
until (not rocket[i].active) or (i>100);
if i<>101 then begin
Rocket[i].Active:=TRUE;
Rocket[i].X:=Ship.X-36;
Rocket[i].Y:=Ship.Y-37;
end;
afire:=0;
end;
Flip;
Until (KEYDOWN[escscan]) or GameOver;
ASM
MOV AX, 0003h
INT 10h
END;
SetOldKeyInt;
FreeMem(SprScr,64000);
FreeMem(VirScr,64000);
END.