741 lines
61 KiB
Plaintext
741 lines
61 KiB
Plaintext
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="generator" content="TempleOS V5.03">
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<meta name="viewport" content="width=device-width">
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<link rel="stylesheet" href="/style/templeos.css">
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<script src="/script/templeos.js"></script>
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<style type="text/css">
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.cE0{color:#000000;background-color:#ffff55;}
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.cEA{color:#55ff55;background-color:#ffff55;}
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.cF0{color:#000000;background-color:#ffffff;}
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.cF1{color:#0000aa;background-color:#ffffff;}
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.cF6{color:#aa5500;background-color:#ffffff;}
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.cF7{color:#aaaaaa;background-color:#ffffff;}
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.cF8{color:#555555;background-color:#ffffff;}
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.cF9{color:#5555ff;background-color:#ffffff;}
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.cFA{color:#55ff55;background-color:#ffffff;}
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.cFB{color:#55ffff;background-color:#ffffff;}
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.cFC{color:#ff5555;background-color:#ffffff;}
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.cFD{color:#ff55ff;background-color:#ffffff;}
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.cFE{color:#ffff55;background-color:#ffffff;}
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.cFF{color:#ffffff;background-color:#ffffff;}
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</style>
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</head>
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<body>
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<pre id="content">
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<a name="l1"></a><span class=cF2>//The ball and men were generated</span><span class=cF0>
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<a name="l2"></a></span><span class=cF2>//with </span><a href="/Wb/Apps/GrModels/Run.HC.HTML#l1"><span class=cF4>::/Apps/GrModels/Run.HC</span></a><span class=cF2>.</span><span class=cF0>
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<a name="l3"></a></span><span class=cF2>//They were cut-and-pasted here.</span><span class=cF0>
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<a name="l5"></a></span><span class=cE0>
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<a name="l6"></a> </span><span class=cEA><1>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l12"></a> </span><span class=cEA><2>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l19"></a> </span><span class=cEA><3>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l26"></a> </span><span class=cEA><4>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l33"></a> </span><span class=cEA><5>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l40"></a> </span><span class=cEA><6>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l47"></a> </span><span class=cEA><7>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l54"></a> </span><span class=cEA><8>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l61"></a> </span><span class=cEA><9>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l68"></a> </span><span class=cEA><10>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l75"></a> </span><span class=cEA><11>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l82"></a> </span><span class=cEA><12>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l88"></a> </span><span class=cEA><13>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l95"></a> </span><span class=cEA><14>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l101"></a> </span><span class=cEA><15>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l107"></a> </span><span class=cEA><16>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l114"></a> </span><span class=cEA><17>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l121"></a> </span><span class=cEA><18>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l128"></a> </span><span class=cEA><19>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l135"></a> </span><span class=cEA><20>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l142"></a> </span><span class=cEA><21>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l149"></a> </span><span class=cEA><22>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l155"></a>
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<a name="l156"></a> </span><span class=cEA><23>/* Graphics Not Rendered in HTML */</span><span class=cE0>
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<a name="l157"></a>
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<a name="l158"></a>
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<a name="l160"></a></span><span class=cF1>class</span><span class=cF0> Frame
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<a name="l161"></a>{
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<a name="l162"></a> </span><span class=cF1>U8</span><span class=cF0> *img[2];
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<a name="l163"></a> </span><span class=cF1>F64</span><span class=cF0> dt;
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<a name="l164"></a>};
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<a name="l165"></a>
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<a name="l166"></a>#</span><span class=cF1>define</span><span class=cF0> COURT_BORDER 10
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<a name="l167"></a>#</span><span class=cF1>define</span><span class=cF0> COLLISION_DAMP 0.8
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<a name="l168"></a>#</span><span class=cF1>define</span><span class=cF0> AIR_VISCOSITY 0.1
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<a name="l169"></a>
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<a name="l170"></a>#</span><span class=cF1>define</span><span class=cF0> GRAVITY_ACCELERATION 500
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<a name="l171"></a>#</span><span class=cF1>define</span><span class=cF0> SHOT_VELOCITY 400
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<a name="l172"></a>#</span><span class=cF1>define</span><span class=cF0> DRIBBLE_T 0.25
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<a name="l173"></a>#</span><span class=cF1>define</span><span class=cF0> MAN_VELOCITY 150
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<a name="l174"></a>#</span><span class=cF1>define</span><span class=cF0> MAN_SQR_RADIUS (20*20)
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<a name="l175"></a>#</span><span class=cF1>define</span><span class=cF0> FOUL_VELOCITY_THRESHOLD 50
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<a name="l176"></a>#</span><span class=cF1>define</span><span class=cF0> JUMP_VELOCITY 250
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<a name="l177"></a>#</span><span class=cF1>define</span><span class=cF0> ROLL_VELOCITY_THRESHOLD 100
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<a name="l178"></a>#</span><span class=cF1>define</span><span class=cF0> RANDOM_MAN_ACCELERATION 30
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<a name="l179"></a>
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<a name="l180"></a>#</span><span class=cF1>define</span><span class=cF0> HEAD_Z_OFFSET 200
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<a name="l181"></a>#</span><span class=cF1>define</span><span class=cF0> HAND_X_OFFSET 30
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<a name="l182"></a>#</span><span class=cF1>define</span><span class=cF0> HAND_Y_OFFSET 20
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<a name="l183"></a>#</span><span class=cF1>define</span><span class=cF0> HAND_SQR_OFFSET \
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<a name="l184"></a> (HAND_X_OFFSET*HAND_X_OFFSET+HAND_Y_OFFSET*HAND_Y_OFFSET)
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<a name="l185"></a>#</span><span class=cF1>define</span><span class=cF0> HAND_Z_OFFSET 110
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<a name="l186"></a>
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<a name="l187"></a>#</span><span class=cF1>define</span><span class=cF0> FIRST_STANDING 0
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<a name="l188"></a>
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<a name="l189"></a>#</span><span class=cF1>define</span><span class=cF0> RUNNING_IMGS_NUM 4
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<a name="l190"></a>#</span><span class=cF1>define</span><span class=cF0> FIRST_RUNNING 0
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<a name="l191"></a>#</span><span class=cF1>define</span><span class=cF0> LAST_RUNNING (FIRST_RUNNING+RUNNING_IMGS_NUM-1)
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<a name="l192"></a>
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<a name="l193"></a>#</span><span class=cF1>define</span><span class=cF0> SHOOTING_IMGS_NUM 5
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<a name="l194"></a>#</span><span class=cF1>define</span><span class=cF0> FIRST_SHOOTING (LAST_RUNNING+1)
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<a name="l195"></a>#</span><span class=cF1>define</span><span class=cF0> LAST_SHOOTING (FIRST_SHOOTING+SHOOTING_IMGS_NUM-1)
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<a name="l196"></a>
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<a name="l197"></a>#</span><span class=cF1>define</span><span class=cF0> DRIBBLING_IMGS_NUM 4
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<a name="l198"></a>#</span><span class=cF1>define</span><span class=cF0> FIRST_DRIBBLING (LAST_SHOOTING+1)
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<a name="l199"></a>#</span><span class=cF1>define</span><span class=cF0> LAST_DRIBBLING (FIRST_DRIBBLING+DRIBBLING_IMGS_NUM-1)
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<a name="l200"></a>
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<a name="l201"></a>#</span><span class=cF1>define</span><span class=cF0> STOPPED_DRIBBLING_IMGS_NUM 2
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<a name="l202"></a>#</span><span class=cF1>define</span><span class=cF0> FIRST_STOPPED_DRIBBLING (LAST_DRIBBLING+1)
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<a name="l203"></a>#</span><span class=cF1>define</span><span class=cF0> LAST_STOPPED_DRIBBLING \
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<a name="l204"></a> (FIRST_STOPPED_DRIBBLING+STOPPED_DRIBBLING_IMGS_NUM-1)
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<a name="l205"></a>
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<a name="l206"></a>Frame imgs[LAST_STOPPED_DRIBBLING+1]={
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<a name="l207"></a> </span><span class=cF7>{</span><span class=cF0>{</span><span class=cFA><6></span><span class=cF0>,</span><span class=cFA><7></span><span class=cF0>},2*DRIBBLE_T/RUNNING_IMGS_NUM</span><span class=cF7>}</span><span class=cF0>,
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<a name="l208"></a> </span><span class=cF7>{</span><span class=cF0>{</span><span class=cFA><2></span><span class=cF0>,</span><span class=cFA><3></span><span class=cF0>},2*DRIBBLE_T/RUNNING_IMGS_NUM</span><span class=cF7>}</span><span class=cF0>,
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<a name="l209"></a> </span><span class=cF7>{</span><span class=cF0>{</span><span class=cFA><6></span><span class=cF0>,</span><span class=cFA><7></span><span class=cF0>},2*DRIBBLE_T/RUNNING_IMGS_NUM</span><span class=cF7>}</span><span class=cF0>,
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<a name="l210"></a> </span><span class=cF7>{</span><span class=cF0>{</span><span class=cFA><4></span><span class=cF0>,</span><span class=cFA><5></span><span class=cF0>},2*DRIBBLE_T/RUNNING_IMGS_NUM</span><span class=cF7>}</span><span class=cF0>,
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||
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<a name="l211"></a> </span><span class=cF7>{</span><span class=cF0>{</span><span class=cFA><8></span><span class=cF0>,</span><span class=cFA><9></span><span class=cF0>},0.1</span><span class=cF7>}</span><span class=cF0>,</span><span class=cF7>{</span><span class=cF0>{</span><span class=cFA><10></span><span class=cF0>,</span><span class=cFA><11></span><span class=cF0>},0.2</span><span class=cF7>}</span><span class=cF0>,
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<a name="l212"></a> </span><span class=cF7>{</span><span class=cF0>{</span><span class=cFA><12></span><span class=cF0>,</span><span class=cFA><13></span><span class=cF0>},0.2</span><span class=cF7>}</span><span class=cF0>,</span><span class=cF7>{</span><span class=cF0>{</span><span class=cFA><12></span><span class=cF0>,</span><span class=cFA><13></span><span class=cF0>},0.1</span><span class=cF7>}</span><span class=cF0>,</span><span class=cF7>{</span><span class=cF0>{</span><span class=cFA><14></span><span class=cF0>,</span><span class=cFA><15></span><span class=cF0>},0.1</span><span class=cF7>}</span><span class=cF0>,
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||
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<a name="l213"></a> </span><span class=cF7>{</span><span class=cF0>{</span><span class=cFA><20></span><span class=cF0>,</span><span class=cFA><21></span><span class=cF0>},2*DRIBBLE_T/DRIBBLING_IMGS_NUM</span><span class=cF7>}</span><span class=cF0>,
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||
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<a name="l214"></a> </span><span class=cF7>{</span><span class=cF0>{</span><span class=cFA><16></span><span class=cF0>,</span><span class=cFA><17></span><span class=cF0>},2*DRIBBLE_T/DRIBBLING_IMGS_NUM</span><span class=cF7>}</span><span class=cF0>,
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||
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<a name="l215"></a> </span><span class=cF7>{</span><span class=cF0>{</span><span class=cFA><20></span><span class=cF0>,</span><span class=cFA><21></span><span class=cF0>},2*DRIBBLE_T/DRIBBLING_IMGS_NUM</span><span class=cF7>}</span><span class=cF0>,
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||
|
<a name="l216"></a> </span><span class=cF7>{</span><span class=cF0>{</span><span class=cFA><18></span><span class=cF0>,</span><span class=cFA><19></span><span class=cF0>},2*DRIBBLE_T/DRIBBLING_IMGS_NUM</span><span class=cF7>}</span><span class=cF0>,
|
||
|
<a name="l217"></a> </span><span class=cF7>{</span><span class=cF0>{</span><span class=cFA><20></span><span class=cF0>,</span><span class=cFA><21></span><span class=cF0>},DRIBBLE_T/STOPPED_DRIBBLING_IMGS_NUM</span><span class=cF7>}</span><span class=cF0>,
|
||
|
<a name="l218"></a> </span><span class=cF7>{</span><span class=cF0>{</span><span class=cFA><22></span><span class=cF0>,</span><span class=cFA><23></span><span class=cF0>},DRIBBLE_T/STOPPED_DRIBBLING_IMGS_NUM</span><span class=cF7>}</span><span class=cF0>,
|
||
|
<a name="l219"></a>};
|
||
|
<a name="l220"></a>
|
||
|
<a name="l221"></a></span><span class=cF5>RegDft</span><span class=cF0>(</span><span class=cF6>"TempleOS/KeepAway"</span><span class=cF0>,</span><span class=cF6>"I64 best_score0=0,best_score1=9999;\n"</span><span class=cF0>);
|
||
|
<a name="l222"></a></span><span class=cF5>RegExe</span><span class=cF0>(</span><span class=cF6>"TempleOS/KeepAway"</span><span class=cF0>);
|
||
|
<a name="l223"></a>
|
||
|
<a name="l224"></a></span><span class=cF1>F64</span><span class=cF0> game_t_end,foul_t_end;
|
||
|
<a name="l225"></a></span><span class=cF9>I64</span><span class=cF0> score0,score1;
|
||
|
<a name="l226"></a>
|
||
|
<a name="l227"></a>#</span><span class=cF1>define</span><span class=cF0> PER_SIDE_NUM 3
|
||
|
<a name="l228"></a>#</span><span class=cF1>define</span><span class=cF0> OBJS_NUM (PER_SIDE_NUM*2+1)
|
||
|
<a name="l229"></a></span><span class=cF1>Bool</span><span class=cF0> someone_shooting,someone_has_ball;
|
||
|
<a name="l230"></a></span><span class=cF1>F64</span><span class=cF0> shot_land_t;
|
||
|
<a name="l231"></a>
|
||
|
<a name="l232"></a></span><span class=cF1>class</span><span class=cF0> Obj
|
||
|
<a name="l233"></a>{
|
||
|
<a name="l234"></a> </span><span class=cF9>I64</span><span class=cF0> team; </span><span class=cF2>//-1 is ball</span><span class=cF0>
|
||
|
<a name="l235"></a> </span><span class=cF1>F64</span><span class=cF0> x,y,z,DxDt,DyDt,DzDt,theta,radius,stolen_t0;
|
||
|
<a name="l236"></a> </span><span class=cF1>F64</span><span class=cF0> get_ball_dt,get_ball_theta,nearest_man_dd,last_t0,next_t0,foul_t0;
|
||
|
<a name="l237"></a> </span><span class=cF9>I64</span><span class=cF0> last_img,next_img;
|
||
|
<a name="l238"></a> </span><span class=cF1>Bool</span><span class=cF0> stopped,shooting,has_ball,nearest_ball,pad[4];
|
||
|
<a name="l239"></a>} objs[OBJS_NUM],*ball,*human,*last_owner;
|
||
|
<a name="l240"></a>
|
||
|
<a name="l241"></a></span><span class=cF2>/*Just to be different, I didn't use the built-in</span><span class=cF0>
|
||
|
<a name="l242"></a></span><span class=cF2>DCF_TRANSFORMATION flag in this game.</span><span class=cF0>
|
||
|
<a name="l243"></a></span><span class=cF2>Instead, I chose a 45 degree angle</span><span class=cF0>
|
||
|
<a name="l244"></a></span><span class=cF2>between Y and Z as the view point.</span><span class=cF0>
|
||
|
<a name="l245"></a></span><span class=cF2>If I had used the transform, I would</span><span class=cF0>
|
||
|
<a name="l246"></a></span><span class=cF2>have to make all my men taller.</span><span class=cF0>
|
||
|
<a name="l247"></a></span><span class=cF2>This is a little simpler, and faster,</span><span class=cF0>
|
||
|
<a name="l248"></a></span><span class=cF2>but adds lots of factor 2 vals.</span><span class=cF0>
|
||
|
<a name="l249"></a>
|
||
|
<a name="l250"></a></span><span class=cF2>I also didn't use the </span><a href="/Wb/Kernel/KernelA.HH.HTML#l251"><span class=cF4>CMathODE</span></a><span class=cF2> feat,</span><span class=cF0>
|
||
|
<a name="l251"></a></span><span class=cF2>just to be different.</span><span class=cF0>
|
||
|
<a name="l252"></a></span><span class=cF2>*/</span><span class=cF0>
|
||
|
<a name="l253"></a>
|
||
|
<a name="l254"></a></span><span class=cF1>U0</span><span class=cF0> DrawObj(</span><span class=cF9>CDC</span><span class=cF0> *dc,Obj *o,</span><span class=cF1>F64</span><span class=cF0> tt)
|
||
|
<a name="l255"></a>{
|
||
|
<a name="l256"></a> </span><span class=cF1>U8</span><span class=cF0> *tmps;
|
||
|
<a name="l257"></a> </span><span class=cF1>F64</span><span class=cF0> r1=</span><span class=cF5>Max</span><span class=cF0>(9-0.1*o->z,1),r2=</span><span class=cF5>Max</span><span class=cF0>(r1/4,1);
|
||
|
<a name="l258"></a>
|
||
|
<a name="l259"></a> </span><span class=cF1>if</span><span class=cF0> (o==human)
|
||
|
<a name="l260"></a> dc->color=</span><span class=cF3>LTRED</span><span class=cF0>;
|
||
|
<a name="l261"></a> </span><span class=cF1>else</span><span class=cF0>
|
||
|
<a name="l262"></a> dc->color=</span><span class=cF3>BLACK</span><span class=cF0>;
|
||
|
<a name="l263"></a> </span><span class=cF5>GrEllipse</span><span class=cF0>(dc,o->x,o->y/2,r1,r2);
|
||
|
<a name="l264"></a> </span><span class=cF5>GrFloodFill</span><span class=cF0>(dc,o->x,o->y/2);
|
||
|
<a name="l265"></a>
|
||
|
<a name="l266"></a> </span><span class=cF1>if</span><span class=cF0> (o==ball)
|
||
|
<a name="l267"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc,o->x,</span><span class=cF7>(</span><span class=cF0>o->y-o->z</span><span class=cF7>)</span><span class=cF0>/2,</span><span class=cF3>GR_Z_ALL</span><span class=cF0>-o->y,</span><span class=cFA><1></span><span class=cF0>);
|
||
|
<a name="l268"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l269"></a> tmps=</span><span class=cF5>SpriteInterpolate</span><span class=cF0>(</span><span class=cF7>(</span><span class=cF0>tt-o->last_t0</span><span class=cF7>)</span><span class=cF0>/</span><span class=cF7>(</span><span class=cF0>o->next_t0-o->last_t0</span><span class=cF7>)</span><span class=cF0>,
|
||
|
<a name="l270"></a> imgs[o->last_img].img[o->team],
|
||
|
<a name="l271"></a> imgs[o->next_img].img[o->team]);
|
||
|
<a name="l272"></a> </span><span class=cF5>Sprite3YB</span><span class=cF0>(dc,o->x,</span><span class=cF7>(</span><span class=cF0>o->y-o->z</span><span class=cF7>)</span><span class=cF0>/2,</span><span class=cF3>GR_Z_ALL</span><span class=cF0>-o->y,tmps,o->theta);
|
||
|
<a name="l273"></a> </span><span class=cF5>Free</span><span class=cF0>(tmps);
|
||
|
<a name="l274"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l275"></a>}
|
||
|
<a name="l276"></a>
|
||
|
<a name="l277"></a></span><span class=cF9>I64</span><span class=cF0> ObjCompare(Obj *o1,Obj *o2)
|
||
|
<a name="l278"></a>{
|
||
|
<a name="l279"></a> </span><span class=cF1>return</span><span class=cF0> o1->y-o2->y;
|
||
|
<a name="l280"></a>}
|
||
|
<a name="l281"></a>
|
||
|
<a name="l282"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>DrawIt</span><span class=cF0>(</span><span class=cF9>CTask</span><span class=cF0> *task,</span><span class=cF9>CDC</span><span class=cF0> *dc)
|
||
|
<a name="l283"></a>{
|
||
|
<a name="l284"></a> </span><span class=cF1>F64</span><span class=cF0> tt=</span><span class=cF5>tS</span><span class=cF0>,d,d_down,d_up;
|
||
|
<a name="l285"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
||
|
<a name="l286"></a> Obj *o_sort[OBJS_NUM],*o;
|
||
|
<a name="l287"></a>
|
||
|
<a name="l288"></a> </span><span class=cF5>DCDepthBufAlloc</span><span class=cF0>(dc);
|
||
|
<a name="l289"></a> dc->ls.x=10000;
|
||
|
<a name="l290"></a> dc->ls.y=60000;
|
||
|
<a name="l291"></a> dc->ls.z=10000;
|
||
|
<a name="l292"></a> d=65535/</span><span class=cF5>D3I32Norm</span><span class=cF0>(&dc->ls);
|
||
|
<a name="l293"></a> dc->ls.x*=d;
|
||
|
<a name="l294"></a> dc->ls.y*=d;
|
||
|
<a name="l295"></a> dc->ls.z*=d;
|
||
|
<a name="l296"></a>
|
||
|
<a name="l297"></a> dc->thick=2;
|
||
|
<a name="l298"></a> dc->color=</span><span class=cF3>RED</span><span class=cF0>;
|
||
|
<a name="l299"></a> </span><span class=cF5>GrBorder</span><span class=cF0>(dc,COURT_BORDER,COURT_BORDER,
|
||
|
<a name="l300"></a> task->pix_width -1-COURT_BORDER,
|
||
|
<a name="l301"></a> task->pix_height-1-COURT_BORDER);
|
||
|
<a name="l302"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<OBJS_NUM;i++) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l303"></a> o=o_sort[i]=&objs[i];
|
||
|
<a name="l304"></a> </span><span class=cF1>if</span><span class=cF0> (o!=ball) {
|
||
|
<a name="l305"></a> </span><span class=cF1>if</span><span class=cF0> (o->has_ball) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l306"></a> ball->x=o->x+HAND_X_OFFSET*</span><span class=cF5>Cos</span><span class=cF0>(o->theta-</span><span class=cF3>pi</span><span class=cF0>/2)+HAND_Y_OFFSET*</span><span class=cF5>Cos</span><span class=cF0>(o->theta);
|
||
|
<a name="l307"></a></span><span class=cF2>//The factor 2 is because the man is not transformed.</span><span class=cF0>
|
||
|
<a name="l308"></a> ball->y=o->y+HAND_X_OFFSET*</span><span class=cF5>Sin</span><span class=cF0>(o->theta-</span><span class=cF3>pi</span><span class=cF0>/2)/2+HAND_Y_OFFSET*</span><span class=cF5>Sin</span><span class=cF0>(o->theta)/2;
|
||
|
<a name="l309"></a> </span><span class=cF1>if</span><span class=cF0> (ball->z+ball->radius*2>o->z+HAND_Z_OFFSET)
|
||
|
<a name="l310"></a> ball->z=o->z+HAND_Z_OFFSET-ball->radius*2;
|
||
|
<a name="l311"></a> </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (o->shooting) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l312"></a> ball->x=o->x;
|
||
|
<a name="l313"></a> ball->y=o->y;
|
||
|
<a name="l314"></a> ball->z=o->z+HEAD_Z_OFFSET;
|
||
|
<a name="l315"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l316"></a> </span><span class=cF1>if</span><span class=cF0> (tt>o->next_t0) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l317"></a> </span><span class=cF1>if</span><span class=cF0> (o->has_ball && </span><span class=cF7>(</span><span class=cF0>ball->z+ball->radius*2>=o->z+HAND_Z_OFFSET ||
|
||
|
<a name="l318"></a> </span><span class=cF5>Abs</span><span class=cF0>(ball->DzDt)<30</span><span class=cF7>)</span><span class=cF0>) {
|
||
|
<a name="l319"></a></span><span class=cF2>//This is an approximation. My instinct tells me the viscosity term</span><span class=cF0>
|
||
|
<a name="l320"></a> </span><span class=cF2>//needs an </span><a href="/Wb/Kernel/KernelB.HH.HTML#l128"><span class=cF4>Exp</span></a><span class=cF2>(). However, we should be syncronized to img frames,</span><span class=cF0>
|
||
|
<a name="l321"></a> </span><span class=cF2>//so we don't have to be perfect.</span><span class=cF0>
|
||
|
<a name="l322"></a> d_down=1.0;
|
||
|
<a name="l323"></a> d_up =1.0/COLLISION_DAMP;
|
||
|
<a name="l324"></a></span><span class=cF2>//Up bounce takes higher % because speed lost in collision.</span><span class=cF0>
|
||
|
<a name="l325"></a> ball->DzDt=-(</span><span class=cF7>(</span><span class=cF0>d_down+d_up</span><span class=cF7>)</span><span class=cF0>*
|
||
|
<a name="l326"></a> </span><span class=cF7>(</span><span class=cF0>o->z+HAND_Z_OFFSET-ball->radius*4</span><span class=cF7>)</span><span class=cF0>/</span><span class=cF7>(</span><span class=cF0>1.0-AIR_VISCOSITY</span><span class=cF7>)</span><span class=cF0>+
|
||
|
<a name="l327"></a> 0.5*GRAVITY_ACCELERATION*</span><span class=cF7>(</span><span class=cF0>
|
||
|
<a name="l328"></a> </span><span class=cF5>Sqr</span><span class=cF0>(DRIBBLE_T*d_up/</span><span class=cF7>(</span><span class=cF0>d_down+d_up</span><span class=cF7>)</span><span class=cF0>)-
|
||
|
<a name="l329"></a> </span><span class=cF5>Sqr</span><span class=cF0>(DRIBBLE_T*d_down/</span><span class=cF7>(</span><span class=cF0>d_down+d_up</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>)</span><span class=cF0>)/DRIBBLE_T;
|
||
|
<a name="l330"></a> }
|
||
|
<a name="l331"></a> o->last_t0=tt;
|
||
|
<a name="l332"></a> o->last_img=o->next_img++;
|
||
|
<a name="l333"></a> </span><span class=cF1>if</span><span class=cF0> (o->stopped) {
|
||
|
<a name="l334"></a> </span><span class=cF1>if</span><span class=cF0> (o->has_ball) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l335"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>FIRST_STOPPED_DRIBBLING<=o->next_img<=LAST_STOPPED_DRIBBLING</span><span class=cF7>)</span><span class=cF0>)
|
||
|
<a name="l336"></a> o->next_img=FIRST_STOPPED_DRIBBLING;
|
||
|
<a name="l337"></a> </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
|
||
|
<a name="l338"></a> o->next_img=FIRST_STANDING;
|
||
|
<a name="l339"></a> o->stopped=</span><span class=cF3>FALSE</span><span class=cF0>;
|
||
|
<a name="l340"></a> } </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (o->shooting) {
|
||
|
<a name="l341"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>FIRST_SHOOTING<=o->last_img<=LAST_SHOOTING</span><span class=cF7>)</span><span class=cF0>)
|
||
|
<a name="l342"></a> o->next_img=FIRST_SHOOTING;
|
||
|
<a name="l343"></a> </span><span class=cF1>if</span><span class=cF0> (o->next_img>LAST_SHOOTING) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l344"></a> o->next_img=FIRST_STANDING;
|
||
|
<a name="l345"></a> someone_has_ball=someone_shooting=o->has_ball=o->shooting=</span><span class=cF3>FALSE</span><span class=cF0>;
|
||
|
<a name="l346"></a> ball->DxDt=o->DxDt+SHOT_VELOCITY/</span><span class=cF3>sqrt2</span><span class=cF0>*</span><span class=cF5>Cos</span><span class=cF0>(o->theta-</span><span class=cF3>pi</span><span class=cF0>/2);
|
||
|
<a name="l347"></a> ball->DyDt=o->DyDt+SHOT_VELOCITY/</span><span class=cF3>sqrt2</span><span class=cF0>*</span><span class=cF5>Sin</span><span class=cF0>(o->theta-</span><span class=cF3>pi</span><span class=cF0>/2);
|
||
|
<a name="l348"></a> ball->DzDt=o->DzDt+SHOT_VELOCITY/</span><span class=cF3>sqrt2</span><span class=cF0>;
|
||
|
<a name="l349"></a> shot_land_t=tt+(ball->DzDt+</span><span class=cF5>Sqrt</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(ball->DzDt)+
|
||
|
<a name="l350"></a> 2*GRAVITY_ACCELERATION*ball->z</span><span class=cF7>)</span><span class=cF0>)/GRAVITY_ACCELERATION;
|
||
|
<a name="l351"></a> </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l352"></a> ball->DxDt=0;
|
||
|
<a name="l353"></a> ball->DyDt=0;
|
||
|
<a name="l354"></a> ball->DzDt=0;
|
||
|
<a name="l355"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l356"></a> } </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (o->has_ball) {
|
||
|
<a name="l357"></a> </span><span class=cF1>if</span><span class=cF0> (FIRST_RUNNING<=o->next_img<=LAST_RUNNING)
|
||
|
<a name="l358"></a> o->next_img+=FIRST_DRIBBLING-FIRST_RUNNING;
|
||
|
<a name="l359"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>FIRST_DRIBBLING<=o->next_img<=LAST_DRIBBLING</span><span class=cF7>)</span><span class=cF0>)
|
||
|
<a name="l360"></a> o->next_img=FIRST_DRIBBLING;
|
||
|
<a name="l361"></a> } </span><span class=cF1>else</span><span class=cF0> {
|
||
|
<a name="l362"></a> </span><span class=cF1>if</span><span class=cF0> (FIRST_DRIBBLING<=o->next_img<=LAST_DRIBBLING)
|
||
|
<a name="l363"></a> o->next_img+=FIRST_RUNNING-FIRST_DRIBBLING;
|
||
|
<a name="l364"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>FIRST_RUNNING<=o->next_img<=LAST_RUNNING</span><span class=cF7>)</span><span class=cF0>)
|
||
|
<a name="l365"></a> o->next_img=FIRST_RUNNING;
|
||
|
<a name="l366"></a> }
|
||
|
<a name="l367"></a> o->next_t0+=imgs[o->last_img].dt;
|
||
|
<a name="l368"></a> </span><span class=cF1>if</span><span class=cF0> (o->next_t0<=tt)
|
||
|
<a name="l369"></a> o->next_t0=tt+imgs[o->last_img].dt;
|
||
|
<a name="l370"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l371"></a> }
|
||
|
<a name="l372"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l373"></a>
|
||
|
<a name="l374"></a> </span><span class=cF5>QSortI64</span><span class=cF0>(o_sort,OBJS_NUM,&ObjCompare);
|
||
|
<a name="l375"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<OBJS_NUM;i++)
|
||
|
<a name="l376"></a> DrawObj(dc,o_sort[i],tt);
|
||
|
<a name="l377"></a> tt=(game_t_end-</span><span class=cF5>tS</span><span class=cF0>)/60;
|
||
|
<a name="l378"></a> </span><span class=cF1>if</span><span class=cF0> (tt<=0) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l379"></a> dc->color=</span><span class=cF3>RED</span><span class=cF0>;
|
||
|
<a name="l380"></a> tt=0;
|
||
|
<a name="l381"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF0>)
|
||
|
<a name="l382"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc,</span><span class=cF7>(</span><span class=cF0>task->pix_width-</span><span class=cF3>FONT_WIDTH</span><span class=cF0>*9</span><span class=cF7>)</span><span class=cF0>>>1,
|
||
|
<a name="l383"></a> </span><span class=cF7>(</span><span class=cF0>task->pix_height-</span><span class=cF3>FONT_HEIGHT</span><span class=cF7>)</span><span class=cF0>>>1,</span><span class=cF6>"Game Over"</span><span class=cF0>);
|
||
|
<a name="l384"></a> </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l385"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0><foul_t_end) {
|
||
|
<a name="l386"></a> dc->color=</span><span class=cF3>LTRED</span><span class=cF0>;
|
||
|
<a name="l387"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF0>)
|
||
|
<a name="l388"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc,</span><span class=cF7>(</span><span class=cF0>task->pix_width-</span><span class=cF3>FONT_WIDTH</span><span class=cF0>*4</span><span class=cF7>)</span><span class=cF0>>>1,
|
||
|
<a name="l389"></a> </span><span class=cF7>(</span><span class=cF0>task->pix_height-</span><span class=cF3>FONT_HEIGHT</span><span class=cF7>)</span><span class=cF0>>>1,</span><span class=cF6>"Foul"</span><span class=cF0>);
|
||
|
<a name="l390"></a> }
|
||
|
<a name="l391"></a> dc->color=</span><span class=cF3>BLACK</span><span class=cF0>;
|
||
|
<a name="l392"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l393"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc,0,0,</span><span class=cF6>"Time:%d:%04.1f Score:"</span><span class=cF0>,</span><span class=cF5>ToI64</span><span class=cF7>(</span><span class=cF0>tt</span><span class=cF7>)</span><span class=cF0>,</span><span class=cF7>(</span><span class=cF0>tt-</span><span class=cF5>ToI64</span><span class=cF0>(tt)</span><span class=cF7>)</span><span class=cF0>*60);
|
||
|
<a name="l394"></a> </span><span class=cF5>GrPrint</span><span class=cF0> (dc,</span><span class=cF3>FONT_WIDTH</span><span class=cF0>*27,0,</span><span class=cF6>"Best Score:"</span><span class=cF0>);
|
||
|
<a name="l395"></a>
|
||
|
<a name="l396"></a> dc->color=</span><span class=cF3>LTCYAN</span><span class=cF0>;
|
||
|
<a name="l397"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc,</span><span class=cF3>FONT_WIDTH</span><span class=cF0>*20,0,</span><span class=cF6>"%02d"</span><span class=cF0>,score0);
|
||
|
<a name="l398"></a> dc->color=</span><span class=cF3>LTPURPLE</span><span class=cF0>;
|
||
|
<a name="l399"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc,</span><span class=cF3>FONT_WIDTH</span><span class=cF0>*23,0,</span><span class=cF6>"%02d"</span><span class=cF0>,score1);
|
||
|
<a name="l400"></a>
|
||
|
<a name="l401"></a> dc->color=</span><span class=cF3>LTCYAN</span><span class=cF0>;
|
||
|
<a name="l402"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc,</span><span class=cF3>FONT_WIDTH</span><span class=cF0>*39,0,</span><span class=cF6>"%02d"</span><span class=cF0>,best_score0);
|
||
|
<a name="l403"></a> dc->color=</span><span class=cF3>LTPURPLE</span><span class=cF0>;
|
||
|
<a name="l404"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc,</span><span class=cF3>FONT_WIDTH</span><span class=cF0>*42,0,</span><span class=cF6>"%02d"</span><span class=cF0>,best_score1);
|
||
|
<a name="l405"></a>}
|
||
|
<a name="l406"></a>
|
||
|
<a name="l407"></a></span><span class=cF1>U0</span><span class=cF0> Shoot(Obj *o)
|
||
|
<a name="l408"></a>{
|
||
|
<a name="l409"></a> </span><span class=cF1>if</span><span class=cF0> (!someone_shooting && o->has_ball) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l410"></a> someone_shooting=o->stopped=o->shooting=</span><span class=cF3>TRUE</span><span class=cF0>;
|
||
|
<a name="l411"></a> o->has_ball=</span><span class=cF3>FALSE</span><span class=cF0>;
|
||
|
<a name="l412"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l413"></a>}
|
||
|
<a name="l414"></a>
|
||
|
<a name="l415"></a></span><span class=cF1>U0</span><span class=cF0> AnimateTask(</span><span class=cF9>CTask</span><span class=cF0> *parent_task)
|
||
|
<a name="l416"></a>{
|
||
|
<a name="l417"></a> </span><span class=cF1>F64</span><span class=cF0> d,dx,dy,dt,dx2,dy2,t0=</span><span class=cF5>tS</span><span class=cF0>;
|
||
|
<a name="l418"></a> </span><span class=cF9>I64</span><span class=cF0> i,j;
|
||
|
<a name="l419"></a> </span><span class=cF1>Bool</span><span class=cF0> gets_ball;
|
||
|
<a name="l420"></a> Obj *o,*nearest_ball[2];
|
||
|
<a name="l421"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l422"></a> dt=</span><span class=cF5>tS</span><span class=cF0>-t0;
|
||
|
<a name="l423"></a> t0=</span><span class=cF5>tS</span><span class=cF0>;
|
||
|
<a name="l424"></a>
|
||
|
<a name="l425"></a> </span><span class=cF1>if</span><span class=cF0> (game_t_end && game_t_end<t0) {
|
||
|
<a name="l426"></a> game_t_end=0;
|
||
|
<a name="l427"></a> </span><span class=cF5>Beep</span><span class=cF0>;
|
||
|
<a name="l428"></a> </span><span class=cF1>if</span><span class=cF0> (score0-score1>best_score0-best_score1) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l429"></a> best_score0=score0;
|
||
|
<a name="l430"></a> best_score1=score1;
|
||
|
<a name="l431"></a> </span><span class=cF5>Snd</span><span class=cF0>(86);</span><span class=cF5>Sleep</span><span class=cF0>(100); </span><span class=cF5>Snd</span><span class=cF0>;</span><span class=cF5>Sleep</span><span class=cF0>(100);
|
||
|
<a name="l432"></a> </span><span class=cF5>Snd</span><span class=cF0>(86);</span><span class=cF5>Sleep</span><span class=cF0>(100); </span><span class=cF5>Snd</span><span class=cF0>;</span><span class=cF5>Sleep</span><span class=cF0>(100);
|
||
|
<a name="l433"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l434"></a> }
|
||
|
<a name="l435"></a>
|
||
|
<a name="l436"></a> </span><span class=cF1>if</span><span class=cF0> (game_t_end) {
|
||
|
<a name="l437"></a> </span><span class=cF5>MemSet</span><span class=cF0>(&nearest_ball,0,</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>nearest_ball</span><span class=cF7>)</span><span class=cF0>);
|
||
|
<a name="l438"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<OBJS_NUM;i++) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l439"></a> o=&objs[i];
|
||
|
<a name="l440"></a> o->nearest_ball=</span><span class=cF3>FALSE</span><span class=cF0>;
|
||
|
<a name="l441"></a> </span><span class=cF1>if</span><span class=cF0> (o!=ball) {
|
||
|
<a name="l442"></a> d=0;
|
||
|
<a name="l443"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<5;j++) </span><span class=cF2>//Iterative estimate of how long to get ball.</span><span class=cF0>
|
||
|
<a name="l444"></a> d=</span><span class=cF5>Sqrt</span><span class=cF0>(</span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>ball->DxDt*d+ball->x-o->x</span><span class=cF7>)</span><span class=cF0>+
|
||
|
<a name="l445"></a> </span><span class=cF5>Sqr</span><span class=cF7>(</span><span class=cF0>ball->DyDt*d+ball->y-o->y</span><span class=cF7>)</span><span class=cF0>)/MAN_VELOCITY;
|
||
|
<a name="l446"></a> o->get_ball_dt=d;
|
||
|
<a name="l447"></a> o->get_ball_theta=</span><span class=cF5>Arg</span><span class=cF0>(ball->DxDt*d+ball->x-o->x,
|
||
|
<a name="l448"></a> ball->DyDt*d+ball->y-o->y);
|
||
|
<a name="l449"></a> </span><span class=cF1>if</span><span class=cF0> (o!=last_owner && !nearest_ball[o->team] ||
|
||
|
<a name="l450"></a> o->get_ball_dt<nearest_ball[o->team]->get_ball_dt)
|
||
|
<a name="l451"></a> nearest_ball[o->team]=o;
|
||
|
<a name="l452"></a> }
|
||
|
<a name="l453"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l454"></a> nearest_ball[0]->nearest_ball=</span><span class=cF3>TRUE</span><span class=cF0>;
|
||
|
<a name="l455"></a> nearest_ball[1]->nearest_ball=</span><span class=cF3>TRUE</span><span class=cF0>;
|
||
|
<a name="l456"></a>
|
||
|
<a name="l457"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<OBJS_NUM;i++) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l458"></a> o=&objs[i];
|
||
|
<a name="l459"></a> </span><span class=cF1>if</span><span class=cF0> (o==ball) {
|
||
|
<a name="l460"></a> o->x+=dt*o->DxDt;
|
||
|
<a name="l461"></a> o->y+=dt*o->DyDt;
|
||
|
<a name="l462"></a> </span><span class=cF1>if</span><span class=cF0> (!someone_shooting)
|
||
|
<a name="l463"></a> o->z+=dt*(o->DzDt-0.5*GRAVITY_ACCELERATION*dt);
|
||
|
<a name="l464"></a> } </span><span class=cF1>else</span><span class=cF0> {
|
||
|
<a name="l465"></a> </span><span class=cF1>if</span><span class=cF0> (!o->has_ball) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l466"></a> </span><span class=cF1>if</span><span class=cF0> (t0-o->stolen_t0>2.0 && !someone_shooting) {
|
||
|
<a name="l467"></a> dx=ball->x-o->x;
|
||
|
<a name="l468"></a> dy=ball->y-o->y;
|
||
|
<a name="l469"></a> </span><span class=cF1>if</span><span class=cF0> (dx*dx+dy*dy<HAND_SQR_OFFSET && ball->z<o->z+HAND_Z_OFFSET) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l470"></a> gets_ball=</span><span class=cF3>TRUE</span><span class=cF0>;
|
||
|
<a name="l471"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<PER_SIDE_NUM*2;j++)
|
||
|
<a name="l472"></a> </span><span class=cF1>if</span><span class=cF0> (j!=i && objs[j].has_ball) {
|
||
|
<a name="l473"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Rand</span><span class=cF0><2.0*dt) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l474"></a> objs[j].stolen_t0=t0;
|
||
|
<a name="l475"></a> objs[j].has_ball=</span><span class=cF3>FALSE</span><span class=cF0>;
|
||
|
<a name="l476"></a> </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
|
||
|
<a name="l477"></a> gets_ball=</span><span class=cF3>FALSE</span><span class=cF0>;
|
||
|
<a name="l478"></a> }
|
||
|
<a name="l479"></a> </span><span class=cF1>if</span><span class=cF0> (gets_ball) {
|
||
|
<a name="l480"></a> someone_has_ball=o->has_ball=</span><span class=cF3>TRUE</span><span class=cF0>;
|
||
|
<a name="l481"></a> </span><span class=cF1>if</span><span class=cF0> (o!=last_owner) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l482"></a> </span><span class=cF1>if</span><span class=cF0> (o->team) {
|
||
|
<a name="l483"></a> </span><span class=cF1>if</span><span class=cF0> (t0<shot_land_t+0.1)
|
||
|
<a name="l484"></a> score1+=6;
|
||
|
<a name="l485"></a> </span><span class=cF1>else</span><span class=cF0>
|
||
|
<a name="l486"></a> score1+=2;
|
||
|
<a name="l487"></a> </span><span class=cF5>Noise</span><span class=cF0>(250,74,74);
|
||
|
<a name="l488"></a> } </span><span class=cF1>else</span><span class=cF0> {
|
||
|
<a name="l489"></a> </span><span class=cF1>if</span><span class=cF0> (t0<shot_land_t+0.1)
|
||
|
<a name="l490"></a> score0+=6;
|
||
|
<a name="l491"></a> </span><span class=cF1>else</span><span class=cF0>
|
||
|
<a name="l492"></a> score0+=2;
|
||
|
<a name="l493"></a> </span><span class=cF5>Noise</span><span class=cF0>(250,86,86);
|
||
|
<a name="l494"></a> }
|
||
|
<a name="l495"></a> last_owner=o;
|
||
|
<a name="l496"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l497"></a> }
|
||
|
<a name="l498"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l499"></a> }
|
||
|
<a name="l500"></a> </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (o!=human && </span><span class=cF5>Rand</span><span class=cF0><0.25*dt)
|
||
|
<a name="l501"></a> Shoot(o);
|
||
|
<a name="l502"></a> </span><span class=cF1>if</span><span class=cF0> (!o->shooting) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l503"></a> </span><span class=cF1>if</span><span class=cF0> (o==human) {
|
||
|
<a name="l504"></a> dx=(</span><span class=cFB>ms</span><span class=cF0>.pos.x-parent_task->pix_left-parent_task->scroll_x)-o->x;
|
||
|
<a name="l505"></a> dy=(</span><span class=cFB>ms</span><span class=cF0>.pos.y-parent_task->pix_top-parent_task->scroll_y)*2-o->y;
|
||
|
<a name="l506"></a> } </span><span class=cF1>else</span><span class=cF0> {
|
||
|
<a name="l507"></a> </span><span class=cF1>if</span><span class=cF0> (!someone_has_ball && o->nearest_man_dd>4*MAN_SQR_RADIUS &&
|
||
|
<a name="l508"></a> o->nearest_ball) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l509"></a> dx=o->DxDt=MAN_VELOCITY*</span><span class=cF5>Cos</span><span class=cF0>(o->get_ball_theta);
|
||
|
<a name="l510"></a> dy=o->DyDt=MAN_VELOCITY*</span><span class=cF5>Sin</span><span class=cF0>(o->get_ball_theta);
|
||
|
<a name="l511"></a> </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l512"></a> dx=o->DxDt+=RANDOM_MAN_ACCELERATION/</span><span class=cF3>sqrt2</span><span class=cF0>*</span><span class=cF5>RandI16</span><span class=cF0>/</span><span class=cF3>I16_MAX</span><span class=cF0>*dt;
|
||
|
<a name="l513"></a> dy=o->DyDt+=RANDOM_MAN_ACCELERATION/</span><span class=cF3>sqrt2</span><span class=cF0>*</span><span class=cF5>RandI16</span><span class=cF0>/</span><span class=cF3>I16_MAX</span><span class=cF0>*dt;
|
||
|
<a name="l514"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l515"></a> }
|
||
|
<a name="l516"></a> d=</span><span class=cF5>Sqrt</span><span class=cF0>(dx*dx+dy*dy);
|
||
|
<a name="l517"></a> </span><span class=cF1>if</span><span class=cF0> (d>=1.0) {
|
||
|
<a name="l518"></a> o->theta=</span><span class=cF5>Arg</span><span class=cF0>(dx,dy)+</span><span class=cF3>pi</span><span class=cF0>/2;
|
||
|
<a name="l519"></a> dx*=MAN_VELOCITY/</span><span class=cF3>sqrt2</span><span class=cF0>*dt/d;
|
||
|
<a name="l520"></a> dy*=MAN_VELOCITY/</span><span class=cF3>sqrt2</span><span class=cF0>*dt/d;
|
||
|
<a name="l521"></a> o->nearest_man_dd=</span><span class=cF3>F64_MAX</span><span class=cF0>;
|
||
|
<a name="l522"></a> </span><span class=cF1>for</span><span class=cF0> (j=0;j<PER_SIDE_NUM*2;j++)
|
||
|
<a name="l523"></a> </span><span class=cF1>if</span><span class=cF0> (j!=i) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l524"></a> dx2=objs[j].x-o->x;
|
||
|
<a name="l525"></a> dy2=objs[j].y-o->y;
|
||
|
<a name="l526"></a> d=</span><span class=cF5>Sqr</span><span class=cF0>(dx2)+</span><span class=cF5>Sqr</span><span class=cF0>(dy2);
|
||
|
<a name="l527"></a> </span><span class=cF1>if</span><span class=cF0> (d<o->nearest_man_dd)
|
||
|
<a name="l528"></a> o->nearest_man_dd=d;
|
||
|
<a name="l529"></a> </span><span class=cF1>if</span><span class=cF0> (d<MAN_SQR_RADIUS) {
|
||
|
<a name="l530"></a> </span><span class=cF1>if</span><span class=cF0> (d) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l531"></a> d=</span><span class=cF5>Sqrt</span><span class=cF0>(d);
|
||
|
<a name="l532"></a> dx2/=d;
|
||
|
<a name="l533"></a> dy2/=d;
|
||
|
<a name="l534"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l535"></a> </span><span class=cF1>if</span><span class=cF0> (t0>o->foul_t0+0.15) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l536"></a> d=(dx-objs[j].DxDt)*dx2+(dy-objs[j].DyDt)*dy2;
|
||
|
<a name="l537"></a> </span><span class=cF1>if</span><span class=cF0> (o==human && t0>o->foul_t0+1.0 &&
|
||
|
<a name="l538"></a> dt && d/dt>FOUL_VELOCITY_THRESHOLD &&
|
||
|
<a name="l539"></a> objs[j].team) {
|
||
|
<a name="l540"></a> </span><span class=cF5>Noise</span><span class=cF0>(250,62,62);
|
||
|
<a name="l541"></a> score1+=1;
|
||
|
<a name="l542"></a> foul_t_end=t0+1.0;
|
||
|
<a name="l543"></a> }
|
||
|
<a name="l544"></a> o->foul_t0=t0;
|
||
|
<a name="l545"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l546"></a> }
|
||
|
<a name="l547"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l548"></a> </span><span class=cF1>if</span><span class=cF0> (t0<o->foul_t0+0.15) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l549"></a> dx=-dx;
|
||
|
<a name="l550"></a> dy=-dy;
|
||
|
<a name="l551"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l552"></a> o->x+=dx;
|
||
|
<a name="l553"></a> o->y+=dy;
|
||
|
<a name="l554"></a> o->stopped=</span><span class=cF3>FALSE</span><span class=cF0>;
|
||
|
<a name="l555"></a> } </span><span class=cF1>else</span><span class=cF0>
|
||
|
<a name="l556"></a> o->stopped=</span><span class=cF3>TRUE</span><span class=cF0>;
|
||
|
<a name="l557"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l558"></a> </span><span class=cF1>if</span><span class=cF0> (o->DzDt)
|
||
|
<a name="l559"></a> o->z+=dt*(o->DzDt-0.5*GRAVITY_ACCELERATION*dt);
|
||
|
<a name="l560"></a> }
|
||
|
<a name="l561"></a>
|
||
|
<a name="l562"></a> </span><span class=cF1>if</span><span class=cF0> (o->x+o->radius>=parent_task->pix_width-COURT_BORDER) {
|
||
|
<a name="l563"></a> o->x=parent_task->pix_width-COURT_BORDER-1-o->radius;
|
||
|
<a name="l564"></a> o->DxDt=-COLLISION_DAMP*o->DxDt;
|
||
|
<a name="l565"></a> </span><span class=cF1>if</span><span class=cF0> (o==ball)
|
||
|
<a name="l566"></a> </span><span class=cF5>Noise</span><span class=cF0>(10,74,86);
|
||
|
<a name="l567"></a> }
|
||
|
<a name="l568"></a> </span><span class=cF1>if</span><span class=cF0> (o->x-o->radius<COURT_BORDER) {
|
||
|
<a name="l569"></a> o->x=COURT_BORDER+o->radius;
|
||
|
<a name="l570"></a> o->DxDt=-COLLISION_DAMP*o->DxDt;
|
||
|
<a name="l571"></a> </span><span class=cF1>if</span><span class=cF0> (o==ball)
|
||
|
<a name="l572"></a> </span><span class=cF5>Noise</span><span class=cF0>(10,74,86);
|
||
|
<a name="l573"></a> }
|
||
|
<a name="l574"></a>
|
||
|
<a name="l575"></a> </span><span class=cF1>if</span><span class=cF0> (o->y+o->radius*2>=</span><span class=cF7>(</span><span class=cF0>parent_task->pix_height-COURT_BORDER</span><span class=cF7>)</span><span class=cF0>*2) {
|
||
|
<a name="l576"></a> o->y=(parent_task->pix_height-COURT_BORDER)*2-1-o->radius*2;
|
||
|
<a name="l577"></a> o->DyDt=-COLLISION_DAMP*o->DyDt;
|
||
|
<a name="l578"></a> </span><span class=cF1>if</span><span class=cF0> (o==ball)
|
||
|
<a name="l579"></a> </span><span class=cF5>Noise</span><span class=cF0>(10,74,86);
|
||
|
<a name="l580"></a> }
|
||
|
<a name="l581"></a> </span><span class=cF1>if</span><span class=cF0> (o->y-o->radius*2<2*COURT_BORDER) {
|
||
|
<a name="l582"></a> o->y=COURT_BORDER*2+o->radius*2;
|
||
|
<a name="l583"></a> o->DyDt=-COLLISION_DAMP*o->DyDt;
|
||
|
<a name="l584"></a> </span><span class=cF1>if</span><span class=cF0> (o==ball)
|
||
|
<a name="l585"></a> </span><span class=cF5>Noise</span><span class=cF0>(10,74,86);
|
||
|
<a name="l586"></a> }
|
||
|
<a name="l587"></a>
|
||
|
<a name="l588"></a> </span><span class=cF1>if</span><span class=cF0> (o->z-o->radius*2<0) {
|
||
|
<a name="l589"></a> o->z=o->radius*2;
|
||
|
<a name="l590"></a> o->DzDt=-COLLISION_DAMP*o->DzDt;
|
||
|
<a name="l591"></a> </span><span class=cF1>if</span><span class=cF0> (o->DzDt>ROLL_VELOCITY_THRESHOLD)
|
||
|
<a name="l592"></a> </span><span class=cF5>Noise</span><span class=cF0>(10,74,86);
|
||
|
<a name="l593"></a> </span><span class=cF1>if</span><span class=cF0> (o!=ball)
|
||
|
<a name="l594"></a> o->DzDt=0;
|
||
|
<a name="l595"></a> } </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (o->z-o->radius*2>0)
|
||
|
<a name="l596"></a> o->DzDt-=GRAVITY_ACCELERATION*dt;
|
||
|
<a name="l597"></a> </span><span class=cF1>if</span><span class=cF0> (o==ball) {
|
||
|
<a name="l598"></a> d=</span><span class=cF5>Exp</span><span class=cF0>(-AIR_VISCOSITY*dt);
|
||
|
<a name="l599"></a> o->DxDt*=d;
|
||
|
<a name="l600"></a> o->DyDt*=d;
|
||
|
<a name="l601"></a> o->DzDt*=d;
|
||
|
<a name="l602"></a> }
|
||
|
<a name="l603"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l604"></a> }
|
||
|
<a name="l605"></a> </span><span class=cF5>Refresh</span><span class=cF0>;
|
||
|
<a name="l606"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l607"></a>}
|
||
|
<a name="l608"></a>
|
||
|
<a name="l609"></a></span><span class=cF1>U0</span><span class=cF0> Init()
|
||
|
<a name="l610"></a>{
|
||
|
<a name="l611"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
||
|
<a name="l612"></a> someone_shooting=</span><span class=cF3>FALSE</span><span class=cF0>;
|
||
|
<a name="l613"></a> shot_land_t=0;
|
||
|
<a name="l614"></a> </span><span class=cF5>MemSet</span><span class=cF0>(&objs,0,</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>objs</span><span class=cF7>)</span><span class=cF0>);
|
||
|
<a name="l615"></a> </span><span class=cF1>for</span><span class=cF0> (i=0;i<PER_SIDE_NUM*2;i++) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l616"></a> objs[i].team=i&1;
|
||
|
<a name="l617"></a> objs[i].x=</span><span class=cF5>Fs</span><span class=cF0>->pix_width/2;
|
||
|
<a name="l618"></a> objs[i].y=2*</span><span class=cF5>Fs</span><span class=cF0>->pix_height/2;
|
||
|
<a name="l619"></a> objs[i].next_img=objs[i].last_img=FIRST_RUNNING;
|
||
|
<a name="l620"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l621"></a> last_owner=</span><span class=cF3>NULL</span><span class=cF0>;
|
||
|
<a name="l622"></a> human=&objs[0];
|
||
|
<a name="l623"></a> ball =&objs[i];
|
||
|
<a name="l624"></a> ball->team=-1;
|
||
|
<a name="l625"></a> ball->x=0.5*</span><span class=cF5>Fs</span><span class=cF0>->pix_width/2;
|
||
|
<a name="l626"></a> ball->y=0.5*2*</span><span class=cF5>Fs</span><span class=cF0>->pix_height/2;
|
||
|
<a name="l627"></a> ball->radius=11;
|
||
|
<a name="l628"></a> ball->z=ball->radius;
|
||
|
<a name="l629"></a> score0=score1=0;
|
||
|
<a name="l630"></a> game_t_end=</span><span class=cF5>tS</span><span class=cF0>+3*60;
|
||
|
<a name="l631"></a> foul_t_end=0;
|
||
|
<a name="l632"></a>}
|
||
|
<a name="l633"></a>
|
||
|
<a name="l634"></a></span><span class=cF1>U0</span><span class=cF0> KeepAway()
|
||
|
<a name="l635"></a>{
|
||
|
<a name="l636"></a> </span><span class=cF9>I64</span><span class=cF0> msg_code,arg1,arg2;
|
||
|
<a name="l637"></a>
|
||
|
<a name="l638"></a> </span><span class=cF5>PopUpOk</span><span class=cF0>(
|
||
|
<a name="l639"></a> </span><span class=cF6>"Pass or hand-off to your team to score points.$FG$\n\n"</span><span class=cF0>
|
||
|
<a name="l640"></a> </span><span class=cF6>"\t2 points for successful hand-off.\n"</span><span class=cF0>
|
||
|
<a name="l641"></a> </span><span class=cF6>"\t6 points for successful pass.\n"</span><span class=cF0>
|
||
|
<a name="l642"></a> </span><span class=cF6>"\t1 point penalty for foul.\n\n"</span><span class=cF0>
|
||
|
<a name="l643"></a> </span><span class=cF6>"Left-Click\tto pass.\n\n"</span><span class=cF0>
|
||
|
<a name="l644"></a> </span><span class=cF6>"Right-Click\tto jump.\n"</span><span class=cF0>);
|
||
|
<a name="l645"></a> </span><span class=cF5>SettingsPush</span><span class=cF0>; </span><span class=cF2>//See </span><a href="/Wb/Adam/TaskSettings.HC.HTML#l3"><span class=cF4>SettingsPush</span></a><span class=cF0>
|
||
|
<a name="l646"></a> </span><span class=cF5>Fs</span><span class=cF0>->text_attr=</span><span class=cF3>BLACK</span><span class=cF0>+</span><span class=cF3>YELLOW</span><span class=cF0><<4;
|
||
|
<a name="l647"></a> </span><span class=cF5>Fs</span><span class=cF0>->win_inhibit|=</span><span class=cF3>WIG_DBL_CLICK</span><span class=cF0>;
|
||
|
<a name="l648"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
|
||
|
<a name="l649"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
|
||
|
<a name="l650"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
|
||
|
<a name="l651"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
|
||
|
<a name="l652"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
||
|
<a name="l653"></a>
|
||
|
<a name="l654"></a> </span><span class=cF5>MenuPush</span><span class=cF0>(
|
||
|
<a name="l655"></a> </span><span class=cF6>"File {"</span><span class=cF0>
|
||
|
<a name="l656"></a> </span><span class=cF6>" Abort(,CH_SHIFT_ESC);"</span><span class=cF0>
|
||
|
<a name="l657"></a> </span><span class=cF6>" Exit(,CH_ESC);"</span><span class=cF0>
|
||
|
<a name="l658"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
||
|
<a name="l659"></a> </span><span class=cF6>"Play {"</span><span class=cF0>
|
||
|
<a name="l660"></a> </span><span class=cF6>" Restart(,'\n');"</span><span class=cF0>
|
||
|
<a name="l661"></a> </span><span class=cF6>" Shoot(,CH_SPACE);"</span><span class=cF0>
|
||
|
<a name="l662"></a> </span><span class=cF6>" Jump(,'j');"</span><span class=cF0>
|
||
|
<a name="l663"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
||
|
<a name="l664"></a> );
|
||
|
<a name="l665"></a>
|
||
|
<a name="l666"></a> Init;
|
||
|
<a name="l667"></a> </span><span class=cF5>Fs</span><span class=cF0>->draw_it=&</span><span class=cF5>DrawIt</span><span class=cF0>;
|
||
|
<a name="l668"></a> </span><span class=cF5>Fs</span><span class=cF0>->animate_task=</span><span class=cF5>Spawn</span><span class=cF0>(&AnimateTask,</span><span class=cF5>Fs</span><span class=cF0>,</span><span class=cF6>"Animate"</span><span class=cF0>,,</span><span class=cF5>Fs</span><span class=cF0>);
|
||
|
<a name="l669"></a>
|
||
|
<a name="l670"></a> </span><span class=cF1>try</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l671"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>) {
|
||
|
<a name="l672"></a> msg_code=</span><span class=cF5>GetMsg</span><span class=cF0>(&arg1,&arg2,
|
||
|
<a name="l673"></a> 1<<</span><span class=cF3>MSG_MS_L_DOWN</span><span class=cF0>|1<<</span><span class=cF3>MSG_MS_R_DOWN</span><span class=cF0>|1<<</span><span class=cF3>MSG_KEY_DOWN</span><span class=cF0>);
|
||
|
<a name="l674"></a> </span><span class=cF1>switch</span><span class=cF0> (msg_code) </span><span class=cF7>{</span><span class=cF0>
|
||
|
<a name="l675"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MSG_MS_L_DOWN</span><span class=cF0>:
|
||
|
<a name="l676"></a>ka_shoot:
|
||
|
<a name="l677"></a> Shoot(human);
|
||
|
<a name="l678"></a> </span><span class=cF1>break</span><span class=cF0>;
|
||
|
<a name="l679"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MSG_MS_R_DOWN</span><span class=cF0>:
|
||
|
<a name="l680"></a>ka_jump:
|
||
|
<a name="l681"></a> human->DzDt=JUMP_VELOCITY;
|
||
|
<a name="l682"></a> </span><span class=cF1>break</span><span class=cF0>;
|
||
|
<a name="l683"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MSG_KEY_DOWN</span><span class=cF0>:
|
||
|
<a name="l684"></a> </span><span class=cF1>switch</span><span class=cF0> (arg1) {
|
||
|
<a name="l685"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
|
||
|
<a name="l686"></a> Init;
|
||
|
<a name="l687"></a> </span><span class=cF1>break</span><span class=cF0>;
|
||
|
<a name="l688"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'j'</span><span class=cF0>:
|
||
|
<a name="l689"></a> </span><span class=cF1>goto</span><span class=cF0> ka_jump;
|
||
|
<a name="l690"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SPACE</span><span class=cF0>:
|
||
|
<a name="l691"></a> </span><span class=cF1>goto</span><span class=cF0> ka_shoot;
|
||
|
<a name="l692"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
|
||
|
<a name="l693"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
|
||
|
<a name="l694"></a> </span><span class=cF1>goto</span><span class=cF0> ka_done;
|
||
|
<a name="l695"></a> }
|
||
|
<a name="l696"></a> </span><span class=cF1>break</span><span class=cF0>;
|
||
|
<a name="l697"></a> </span><span class=cF7>}</span><span class=cF0>
|
||
|
<a name="l698"></a> }
|
||
|
<a name="l699"></a>ka_done: </span><span class=cF2>//Don't goto out of try</span><span class=cF0>
|
||
|
<a name="l700"></a> </span><span class=cF5>GetMsg</span><span class=cF0>(,,1<<</span><span class=cF3>MSG_KEY_UP</span><span class=cF0>);
|
||
|
<a name="l701"></a> </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>catch</span><span class=cF0>
|
||
|
<a name="l702"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
|
||
|
<a name="l703"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
|
||
|
<a name="l704"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
|
||
|
<a name="l705"></a> </span><span class=cF5>RegWrite</span><span class=cF0>(</span><span class=cF6>"TempleOS/KeepAway"</span><span class=cF0>,</span><span class=cF6>"I64 best_score0=%d,best_score1=%d;\n"</span><span class=cF0>,
|
||
|
<a name="l706"></a> best_score0,best_score1);
|
||
|
<a name="l707"></a>}
|
||
|
</span></pre></body>
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