/*
==============================================================================
WordUp Graphics Toolkit Version 5.0
Demonstration Program 60
This program demonstrates use of the sprite library to create a simple
BREAKOUT game. The user moves a "paddle" with the mouse and hits the ball
around the screen, trying to knock out the bricks.
*** PROJECT ***
This program requires the WGT5_WC.LIB and WSPR_WC.LIB files to be linked.
*** DATA FILES ***
BREAK.SPR
WATCOM C++ VERSION
==============================================================================
*/
#include <stdio.h>
#include <dos.h>
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <wgt5.h>
#include <wgtspr.h>
color palette[256]; /* Our palette */
block sprites[31]; /* Sprites to be loaded */
short x, y, i; /* Counters and position variables */
short chk1, chk2, chk3, chk4; /* Result of pixel checks */
short blk[10][28] = { /* Our wall of bricks is defined here */
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,
0,3,4,3,3,3,4,3,3,3,3,3,4,4,4,4,4,3,3,3,3,3,4,4,4,4,4,3,
0,3,4,3,3,3,4,3,3,3,3,3,4,3,3,3,3,3,3,3,3,3,3,3,4,3,3,3,
0,3,4,3,3,3,4,3,3,3,3,3,4,3,3,3,3,3,3,3,3,3,3,3,4,3,3,3,
0,3,4,3,4,3,4,3,3,3,3,3,4,3,4,4,4,3,3,3,3,3,3,3,4,3,3,3,
0,3,4,3,4,3,4,3,3,3,3,3,4,3,3,3,4,3,3,3,3,3,3,3,4,3,3,3,
0,3,4,3,4,3,4,3,3,3,3,3,4,3,3,3,4,3,3,3,3,3,3,3,4,3,3,3,
0,3,4,4,4,4,4,3,3,3,3,3,4,4,4,4,4,3,3,3,3,3,3,3,4,3,3,3,
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3 };
void dobounce(void); /* Makes a sound when the ball bounces */
float sbx, sby, sp, lx, ly; /* Speed of ball and position of ball */
float xsp, ysp; /* More motion variables */
void looper(); /* Main program loop is in this routine */
void hit(short, short); /* Performs update when ball hits brick */
short hits; /* Number of bricks hit */
void main (void)
{
i = minit (); /* Initialize mouse handler */
if (i == 0)
{
printf ("Mouse not detected. You need a mouse for this example program\n");
printf ("Press any key\n");
getch ();
exit (1);
}
else printf ("Mouse with %i buttons detected.\n", i);
if (!vgadetected ())
{
printf ("VGA is required to run this program...");
exit (1);
}
printf ("WGT Example #60\n\n");
printf ("This program demonstrates use of the sprite library to create a simple\n");
printf ("BREAKOUT game. The user moves a paddle with the mouse and hits the ball\n");
printf ("around the screen, trying to knock out the bricks.\n");
printf ("Clicking the right mouse button will quit.\n");
printf ("\nPress any key\n");
getch ();
/* Now start VGA mode, load the sprites and set the palette */
vga256 ();
wloadsprites (palette, "break.spr", sprites, 0, 30);
wsetpalette (0, 255, palette);
/* Initialize the sprite system and tell it we've got 2 sprites to use */
initialize_sprites (sprites);
maxsprite = 2;
wsetscreen (spritescreen); /* Draw our game screen on the sprite screen */
for (y = 0; y < 200; y++) /* Background is a series of gray lines */
{
wsetcolor ((y / 8) + 1);
wline (0, y, 319, y);
}
wsetcolor (0); /* Make black playing area */
wbar (50, 10, 270, 189);
wsetcolor (16); /* Outline it */
wrectangle (49, 9, 271, 190);
for (x = 1; x < 28; x++) /* Now draw the bricks */
for (y = 1; y < 10; y++)
{
wputblock (x * 7 + 57, y * 5 + 20, sprites[blk[y][x]], 0);
}
/* After it has been drawn, show it on the visual screen too */
wcopyscreen (0, 0, 319, 199, spritescreen, 0, 0, NULL);
wcopyscreen (0, 0, 319, 199, spritescreen, 0, 0, backgroundscreen);
wnormscreen ();
spriteon (0, 160, 100, 1); /* Turn on our sprites */
spriteon (1, 160, 100, 2);
msetbounds (50, 129, 245, 179); /* Limit mouse movement */
xsp = 1.1; /* Set initial ball speeds */
ysp = 1.3;
sbx = xsp;
sby = ysp;
lx = 160; /* And the initial position */
ly = 100;
msetxy (160, 150);
do { /* Now play the game */
looper ();
} while (mouse.but != 2); /* Until the right mouse button is clicked */
deinitialize_sprites (); /* Deinit the sprite system */
mdeinit (); /* And the mouse handler */
wsetmode (3); /* Return to text mode */
}
void looper(void)
{
wretrace (); /* Time our updates to the vertical retrace */
erase_sprites (); /* Clear sprites from sprite screen */
s[0].x = mouse.mx; /* Set paddle position to mouse position */
s[0].y = mouse.my;
if (lx > 267) /* Is ball bouncing off right wall? */
{
dobounce ();
lx = 267;
sbx = -sbx; /* Change direction */
}
if (lx < 49) /* Is ball bouncing off left wall? */
{
dobounce ();
lx = 49;
sbx = -sbx; /* Change direction */
}
if (ly < 9) /* Is ball bouncing off top wall? */
{
dobounce ();
ly = 9;
sby = -sby; /* Change direction */
}
lx += sbx; /* Update ball positions */
ly += sby;
s[1].x = (float)lx;
s[1].y = (float)ly;
if (s[1].y > 186) /* Did it get by the user and go off the bottom? */
{
for (i = 2000; i >= 200; i--)
sound (i);
nosound ();
lx = 160; /* Reset it to the starting position */
ly = 100;
}
if (overlap (0, 1)) /* Hit the ball with paddle? */
{
sound (900);
sby = -ysp; /* Change speed and direction based on
part of paddle hit */
if (s[1].x > s[0].x + 21)
sbx = xsp * 4;
else if (s[1].x > s[0].x + 18)
sbx = xsp * 2;
else if (s[1].x > s[0].x + 12)
sbx = xsp;
else if (s[1].x > s[0].x + 6)
sbx = -xsp;
else if (s[1].x > s[0].x + 3)
sbx = -xsp * 2;
else
sbx = -xsp * 4;
}
/* Now check edges of ball for brick contact */
chk1 = wgetpixel (s[1].x + 3, s[1].y - 1); /* Upper edge */
chk2 = wgetpixel (s[1].x + 3, s[1].y + 6); /* Lower edge */
chk3 = wgetpixel (s[1].x - 1, s[1].y + 3); /* Left edge */
chk4 = wgetpixel (s[1].x + 6, s[1].y + 3); /* Right edge */
if (chk1 > 28)
{
hit (3, -1);
sby = ysp;
}
else if (chk2 > 28)
{
hit (3, 6);
sby = -ysp;
}
if (chk3 > 28)
{
hit (-1, 3);
sbx = -sbx;
lx += 2;
}
else if (chk4 > 28)
{
hit (6, 3);
sbx = -sbx;
lx -= 2;
}
nosound (); /* Turn off all sound */
draw_sprites (1); /* Draw the sprites again */
}
void hit (short ix, short iy)
{
short x1, x2;
short y1, y2;
sound (600); /* Beep because we hit something */
wsetcolor (0);
/* Loop through all the bricks to see what we hit */
for (x = 1; x < 28; x++)
{
x1 = x * 7 + 57;
x2 = x1 + 6;
for (y = 1; y < 10; y++)
{
y1 = y * 5 + 20;
y2 = y1 + 4;
if ((s[1].x + ix >= x1) && (s[1].x + ix <= x2)
&& (s[1].y + iy >= y1) && (s[1].y + iy <= y2) && (blk[y][x] != 0))
{
wsetscreen (spritescreen);
wbar (x1, y1, x2, y2); /* Erase brick */
wsetscreen (backgroundscreen);
wbar (x1, y1, x2, y2); /* Erase brick */
wnormscreen ();
/* And update visual screen */
wcopyscreen (x1, y1, x2, y2, spritescreen, x1, y1, NULL);
blk[y][x] = 0; /* Disable brick in array */
hits++;
if ((hits % 15) == 0) /* Increase speed after every 15 hits */
{
xsp += .1;
ysp += .1;
}
}
}
}
}
void dobounce (void)
{
sound (200); /* Beep when bouncing */
nosound ();
}