1161 lines
105 KiB
HolyC
Executable File
1161 lines
105 KiB
HolyC
Executable File
//The ball and men were generated
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//with $LK,"::/Apps/GrModels/Run.HC"$.
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//They were cut-and-pasted here.
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$BG,14$
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$SP,"<1>",BI=1$
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$SP,"<2>",BI=2$
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$SP,"<3>",BI=3$
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$SP,"<4>",BI=4$
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$SP,"<5>",BI=5$
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$SP,"<6>",BI=6$
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$SP,"<7>",BI=7$
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$SP,"<8>",BI=8$
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$SP,"<9>",BI=9$
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$SP,"<10>",BI=10$
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$SP,"<11>",BI=11$
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$SP,"<12>",BI=12$
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$SP,"<13>",BI=13$
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$SP,"<14>",BI=14$
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$SP,"<15>",BI=15$
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$SP,"<16>",BI=16$
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$SP,"<17>",BI=17$
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$SP,"<18>",BI=18$
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$SP,"<19>",BI=19$
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$SP,"<20>",BI=20$
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$SP,"<21>",BI=21$
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$SP,"<22>",BI=22$
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$SP,"<23>",BI=23$
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$BG$class Frame
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{
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U8 *img[2];
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F64 dt;
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};
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#define COURT_BORDER 10
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#define COLLISION_DAMP 0.8
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#define AIR_VISCOSITY 0.1
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#define GRAVITY_ACCELERATION 500
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#define SHOT_VELOCITY 400
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#define DRIBBLE_T 0.25
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#define MAN_VELOCITY 150
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#define MAN_SQR_RADIUS (20*20)
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#define FOUL_VELOCITY_THRESHOLD 50
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#define JUMP_VELOCITY 250
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#define ROLL_VELOCITY_THRESHOLD 100
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#define RANDOM_MAN_ACCELERATION 30
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#define HEAD_Z_OFFSET 200
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#define HAND_X_OFFSET 30
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#define HAND_Y_OFFSET 20
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#define HAND_SQR_OFFSET \
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(HAND_X_OFFSET*HAND_X_OFFSET+HAND_Y_OFFSET*HAND_Y_OFFSET)
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#define HAND_Z_OFFSET 110
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#define FIRST_STANDING 0
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#define RUNNING_IMGS_NUM 4
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#define FIRST_RUNNING 0
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#define LAST_RUNNING (FIRST_RUNNING+RUNNING_IMGS_NUM-1)
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#define SHOOTING_IMGS_NUM 5
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#define FIRST_SHOOTING (LAST_RUNNING+1)
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#define LAST_SHOOTING (FIRST_SHOOTING+SHOOTING_IMGS_NUM-1)
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#define DRIBBLING_IMGS_NUM 4
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#define FIRST_DRIBBLING (LAST_SHOOTING+1)
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#define LAST_DRIBBLING (FIRST_DRIBBLING+DRIBBLING_IMGS_NUM-1)
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#define STOPPED_DRIBBLING_IMGS_NUM 2
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#define FIRST_STOPPED_DRIBBLING (LAST_DRIBBLING+1)
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#define LAST_STOPPED_DRIBBLING \
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(FIRST_STOPPED_DRIBBLING+STOPPED_DRIBBLING_IMGS_NUM-1)
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Frame imgs[LAST_STOPPED_DRIBBLING+1]={
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{{$IB,"<6>",BI=6$,$IB,"<7>",BI=7$},2*DRIBBLE_T/RUNNING_IMGS_NUM},
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{{$IB,"<2>",BI=2$,$IB,"<3>",BI=3$},2*DRIBBLE_T/RUNNING_IMGS_NUM},
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{{$IB,"<6>",BI=6$,$IB,"<7>",BI=7$},2*DRIBBLE_T/RUNNING_IMGS_NUM},
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{{$IB,"<4>",BI=4$,$IB,"<5>",BI=5$},2*DRIBBLE_T/RUNNING_IMGS_NUM},
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{{$IB,"<8>",BI=8$,$IB,"<9>",BI=9$},0.1},{{$IB,"<10>",BI=10$,$IB,"<11>",BI=11$},0.2},
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{{$IB,"<12>",BI=12$,$IB,"<13>",BI=13$},0.2},{{$IB,"<12>",BI=12$,$IB,"<13>",BI=13$},0.1},{{$IB,"<14>",BI=14$,$IB,"<15>",BI=15$},0.1},
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{{$IB,"<20>",BI=20$,$IB,"<21>",BI=21$},2*DRIBBLE_T/DRIBBLING_IMGS_NUM},
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{{$IB,"<16>",BI=16$,$IB,"<17>",BI=17$},2*DRIBBLE_T/DRIBBLING_IMGS_NUM},
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{{$IB,"<20>",BI=20$,$IB,"<21>",BI=21$},2*DRIBBLE_T/DRIBBLING_IMGS_NUM},
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{{$IB,"<18>",BI=18$,$IB,"<19>",BI=19$},2*DRIBBLE_T/DRIBBLING_IMGS_NUM},
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{{$IB,"<20>",BI=20$,$IB,"<21>",BI=21$},DRIBBLE_T/STOPPED_DRIBBLING_IMGS_NUM},
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{{$IB,"<22>",BI=22$,$IB,"<23>",BI=23$},DRIBBLE_T/STOPPED_DRIBBLING_IMGS_NUM},
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};
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RegDft("TempleOS/KeepAway","I64 best_score0=0,best_score1=9999;\n");
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RegExe("TempleOS/KeepAway");
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F64 game_t_end,foul_t_end;
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I64 score0,score1;
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#define PER_SIDE_NUM 3
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#define OBJS_NUM (PER_SIDE_NUM*2+1)
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Bool someone_shooting,someone_has_ball;
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F64 shot_land_t;
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class Obj
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{
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I64 team; //-1 is ball
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F64 x,y,z,DxDt,DyDt,DzDt,<EFBFBD>,radius,stolen_t0;
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F64 get_ball_dt,get_ball_<EFBFBD>,nearest_man_dd,last_t0,next_t0,foul_t0;
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I64 last_img,next_img;
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Bool stopped,shooting,has_ball,nearest_ball,pad[4];
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} objs[OBJS_NUM],*ball,*human,*last_owner;
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/*Just to be different, I didn't use the built-in
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DCF_TRANSFORMATION flag in this game.
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Instead, I chose a 45 degree angle
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between Y and Z as the view point.
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If I had used the transform, I would
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have to make all my men taller.
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This is a little simpler, and faster,
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but adds lots of factor 2 vals.
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I also didn't use the $LK,"CMathODE",A="MN:CMathODE"$ feat,
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just to be different.
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*/
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U0 DrawObj(CDC *dc,Obj *o,F64 tt)
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{
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U8 *tmps;
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F64 r1=Max(9-0.1*o->z,1),r2=Max(r1/4,1);
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if (o==human)
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dc->color=LTRED;
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else
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dc->color=BLACK;
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GrEllipse(dc,o->x,o->y/2,r1,r2);
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GrFloodFill(dc,o->x,o->y/2);
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if (o==ball)
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Sprite3(dc,o->x,(o->y-o->z)/2,GR_Z_ALL-o->y,$IB,"<1>",BI=1$);
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else {
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tmps=SpriteInterpolate((tt-o->last_t0)/(o->next_t0-o->last_t0),
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imgs[o->last_img].img[o->team],
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imgs[o->next_img].img[o->team]);
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Sprite3YB(dc,o->x,(o->y-o->z)/2,GR_Z_ALL-o->y,tmps,o-><EFBFBD>);
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Free(tmps);
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}
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}
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I64 ObjCompare(Obj *o1,Obj *o2)
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{
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return o1->y-o2->y;
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}
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U0 DrawIt(CTask *task,CDC *dc)
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{
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F64 tt=tS,d,d_down,d_up;
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I64 i;
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Obj *o_sort[OBJS_NUM],*o;
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DCDepthBufAlloc(dc);
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dc->ls.x=10000;
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dc->ls.y=60000;
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dc->ls.z=10000;
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d=65535/D3I32Norm(&dc->ls);
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dc->ls.x*=d;
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dc->ls.y*=d;
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dc->ls.z*=d;
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dc->thick=2;
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dc->color=RED;
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GrBorder(dc,COURT_BORDER,COURT_BORDER,
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task->pix_width -1-COURT_BORDER,
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task->pix_height-1-COURT_BORDER);
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for (i=0;i<OBJS_NUM;i++) {
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o=o_sort[i]=&objs[i];
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if (o!=ball) {
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if (o->has_ball) {
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ball->x=o->x+HAND_X_OFFSET*Cos(o-><EFBFBD>-<EFBFBD>/2)+HAND_Y_OFFSET*Cos(o-><EFBFBD>);
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//The factor 2 is because the man is not transformed.
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ball->y=o->y+HAND_X_OFFSET*Sin(o-><EFBFBD>-<EFBFBD>/2)/2+HAND_Y_OFFSET*Sin(o-><EFBFBD>)/2;
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if (ball->z+ball->radius*2>o->z+HAND_Z_OFFSET)
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ball->z=o->z+HAND_Z_OFFSET-ball->radius*2;
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} else if (o->shooting) {
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ball->x=o->x;
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ball->y=o->y;
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ball->z=o->z+HEAD_Z_OFFSET;
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}
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if (tt>o->next_t0) {
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if (o->has_ball && (ball->z+ball->radius*2>=o->z+HAND_Z_OFFSET ||
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Abs(ball->DzDt)<30)) {
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//This is an approximation. My instinct tells me the viscosity term
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//needs an $LK,"Exp",A="MN:Exp"$(). However, we should be syncronized to img frames,
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//so we don't have to be perfect.
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d_down=1.0;
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d_up =1.0/COLLISION_DAMP;
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//Up bounce takes higher % because speed lost in collision.
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ball->DzDt=-((d_down+d_up)*
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(o->z+HAND_Z_OFFSET-ball->radius*4)/(1.0-AIR_VISCOSITY)+
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0.5*GRAVITY_ACCELERATION*(
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Sqr(DRIBBLE_T*d_up/(d_down+d_up))-
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Sqr(DRIBBLE_T*d_down/(d_down+d_up)) ))/DRIBBLE_T;
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}
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o->last_t0=tt;
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o->last_img=o->next_img++;
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if (o->stopped) {
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if (o->has_ball) {
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if (!(FIRST_STOPPED_DRIBBLING<=o->next_img<=LAST_STOPPED_DRIBBLING))
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o->next_img=FIRST_STOPPED_DRIBBLING;
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} else
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o->next_img=FIRST_STANDING;
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o->stopped=FALSE;
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} else if (o->shooting) {
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if (!(FIRST_SHOOTING<=o->last_img<=LAST_SHOOTING))
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o->next_img=FIRST_SHOOTING;
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if (o->next_img>LAST_SHOOTING) {
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o->next_img=FIRST_STANDING;
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someone_has_ball=someone_shooting=o->has_ball=o->shooting=FALSE;
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ball->DxDt=o->DxDt+SHOT_VELOCITY/sqrt2*Cos(o-><EFBFBD>-<EFBFBD>/2);
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ball->DyDt=o->DyDt+SHOT_VELOCITY/sqrt2*Sin(o-><EFBFBD>-<EFBFBD>/2);
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ball->DzDt=o->DzDt+SHOT_VELOCITY/sqrt2;
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shot_land_t=tt+(ball->DzDt+Sqrt(Sqr(ball->DzDt)+
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2*GRAVITY_ACCELERATION*ball->z))/GRAVITY_ACCELERATION;
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} else {
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ball->DxDt=0;
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ball->DyDt=0;
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ball->DzDt=0;
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}
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} else if (o->has_ball) {
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if (FIRST_RUNNING<=o->next_img<=LAST_RUNNING)
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o->next_img+=FIRST_DRIBBLING-FIRST_RUNNING;
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if (!(FIRST_DRIBBLING<=o->next_img<=LAST_DRIBBLING))
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o->next_img=FIRST_DRIBBLING;
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} else {
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if (FIRST_DRIBBLING<=o->next_img<=LAST_DRIBBLING)
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o->next_img+=FIRST_RUNNING-FIRST_DRIBBLING;
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if (!(FIRST_RUNNING<=o->next_img<=LAST_RUNNING))
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o->next_img=FIRST_RUNNING;
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}
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o->next_t0+=imgs[o->last_img].dt;
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if (o->next_t0<=tt)
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o->next_t0=tt+imgs[o->last_img].dt;
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}
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}
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}
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QSortI64(o_sort,OBJS_NUM,&ObjCompare);
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for (i=0;i<OBJS_NUM;i++)
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DrawObj(dc,o_sort[i],tt);
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tt=(game_t_end-tS)/60;
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if (tt<=0) {
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dc->color=RED;
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tt=0;
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if (Blink)
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GrPrint(dc,(task->pix_width-FONT_WIDTH*9)>>1,
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(task->pix_height-FONT_HEIGHT)>>1,"Game Over");
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} else {
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if (tS<foul_t_end) {
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dc->color=LTRED;
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if (Blink)
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GrPrint(dc,(task->pix_width-FONT_WIDTH*4)>>1,
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(task->pix_height-FONT_HEIGHT)>>1,"Foul");
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}
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dc->color=BLACK;
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}
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GrPrint(dc,0,0,"Time:%d:%04.1fScore:",ToI64(tt),(tt-ToI64(tt))*60);
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GrPrint (dc,FONT_WIDTH*27,0,"Best Score:");
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dc->color=LTCYAN;
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GrPrint(dc,FONT_WIDTH*20,0,"%02d",score0);
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dc->color=LTPURPLE;
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GrPrint(dc,FONT_WIDTH*23,0,"%02d",score1);
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dc->color=LTCYAN;
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GrPrint(dc,FONT_WIDTH*39,0,"%02d",best_score0);
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dc->color=LTPURPLE;
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GrPrint(dc,FONT_WIDTH*42,0,"%02d",best_score1);
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}
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U0 Shoot(Obj *o)
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{
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if (!someone_shooting && o->has_ball) {
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someone_shooting=o->stopped=o->shooting=TRUE;
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o->has_ball=FALSE;
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}
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}
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U0 AnimateTask(CTask *parent_task)
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{
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F64 d,dx,dy,dt,dx2,dy2,t0=tS;
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I64 i,j;
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Bool gets_ball;
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Obj *o,*nearest_ball[2];
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while (TRUE) {
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dt=tS-t0;
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t0=tS;
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if (game_t_end && game_t_end<t0) {
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game_t_end=0;
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Beep;
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if (score0-score1>best_score0-best_score1) {
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best_score0=score0;
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best_score1=score1;
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Snd(86);Sleep(100); Snd;Sleep(100);
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Snd(86);Sleep(100); Snd;Sleep(100);
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}
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}
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|
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if (game_t_end) {
|
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MemSet(&nearest_ball,0,sizeof(nearest_ball));
|
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for (i=0;i<OBJS_NUM;i++) {
|
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o=&objs[i];
|
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o->nearest_ball=FALSE;
|
||
if (o!=ball) {
|
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d=0;
|
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for (j=0;j<5;j++) //Iterative estimate of how long to get ball.
|
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d=Sqrt(Sqr(ball->DxDt*d+ball->x-o->x)+
|
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Sqr(ball->DyDt*d+ball->y-o->y))/MAN_VELOCITY;
|
||
o->get_ball_dt=d;
|
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o->get_ball_<EFBFBD>=Arg(ball->DxDt*d+ball->x-o->x,
|
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ball->DyDt*d+ball->y-o->y);
|
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if (o!=last_owner && !nearest_ball[o->team] ||
|
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o->get_ball_dt<nearest_ball[o->team]->get_ball_dt)
|
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nearest_ball[o->team]=o;
|
||
}
|
||
}
|
||
nearest_ball[0]->nearest_ball=TRUE;
|
||
nearest_ball[1]->nearest_ball=TRUE;
|
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|
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for (i=0;i<OBJS_NUM;i++) {
|
||
o=&objs[i];
|
||
if (o==ball) {
|
||
o->x+=dt*o->DxDt;
|
||
o->y+=dt*o->DyDt;
|
||
if (!someone_shooting)
|
||
o->z+=dt*(o->DzDt-0.5*GRAVITY_ACCELERATION*dt);
|
||
} else {
|
||
if (!o->has_ball) {
|
||
if (t0-o->stolen_t0>2.0 && !someone_shooting) {
|
||
dx=ball->x-o->x;
|
||
dy=ball->y-o->y;
|
||
if (dx*dx+dy*dy<HAND_SQR_OFFSET && ball->z<o->z+HAND_Z_OFFSET) {
|
||
gets_ball=TRUE;
|
||
for (j=0;j<PER_SIDE_NUM*2;j++)
|
||
if (j!=i && objs[j].has_ball) {
|
||
if (Rand<2.0*dt) {
|
||
objs[j].stolen_t0=t0;
|
||
objs[j].has_ball=FALSE;
|
||
} else
|
||
gets_ball=FALSE;
|
||
}
|
||
if (gets_ball) {
|
||
someone_has_ball=o->has_ball=TRUE;
|
||
if (o!=last_owner) {
|
||
if (o->team) {
|
||
if (t0<shot_land_t+0.1)
|
||
score1+=6;
|
||
else
|
||
score1+=2;
|
||
Noise(250,74,74);
|
||
} else {
|
||
if (t0<shot_land_t+0.1)
|
||
score0+=6;
|
||
else
|
||
score0+=2;
|
||
Noise(250,86,86);
|
||
}
|
||
last_owner=o;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
} else if (o!=human && Rand<0.25*dt)
|
||
Shoot(o);
|
||
if (!o->shooting) {
|
||
if (o==human) {
|
||
dx=(ms.pos.x-parent_task->pix_left-parent_task->scroll_x)-o->x;
|
||
dy=(ms.pos.y-parent_task->pix_top-parent_task->scroll_y)*2-o->y;
|
||
} else {
|
||
if (!someone_has_ball && o->nearest_man_dd>4*MAN_SQR_RADIUS &&
|
||
o->nearest_ball) {
|
||
dx=o->DxDt=MAN_VELOCITY*Cos(o->get_ball_<EFBFBD>);
|
||
dy=o->DyDt=MAN_VELOCITY*Sin(o->get_ball_<EFBFBD>);
|
||
} else {
|
||
dx=o->DxDt+=RANDOM_MAN_ACCELERATION/sqrt2*RandI16/I16_MAX*dt;
|
||
dy=o->DyDt+=RANDOM_MAN_ACCELERATION/sqrt2*RandI16/I16_MAX*dt;
|
||
}
|
||
}
|
||
d=Sqrt(dx*dx+dy*dy);
|
||
if (d>=1.0) {
|
||
o-><EFBFBD>=Arg(dx,dy)+<EFBFBD>/2;
|
||
dx*=MAN_VELOCITY/sqrt2*dt/d;
|
||
dy*=MAN_VELOCITY/sqrt2*dt/d;
|
||
o->nearest_man_dd=F64_MAX;
|
||
for (j=0;j<PER_SIDE_NUM*2;j++)
|
||
if (j!=i) {
|
||
dx2=objs[j].x-o->x;
|
||
dy2=objs[j].y-o->y;
|
||
d=Sqr(dx2)+Sqr(dy2);
|
||
if (d<o->nearest_man_dd)
|
||
o->nearest_man_dd=d;
|
||
if (d<MAN_SQR_RADIUS) {
|
||
if (d) {
|
||
d=Sqrt(d);
|
||
dx2/=d;
|
||
dy2/=d;
|
||
}
|
||
if (t0>o->foul_t0+0.15) {
|
||
d=(dx-objs[j].DxDt)*dx2+(dy-objs[j].DyDt)*dy2;
|
||
if (o==human && t0>o->foul_t0+1.0 &&
|
||
dt && d/dt>FOUL_VELOCITY_THRESHOLD &&
|
||
objs[j].team) {
|
||
Noise(250,62,62);
|
||
score1+=1;
|
||
foul_t_end=t0+1.0;
|
||
}
|
||
o->foul_t0=t0;
|
||
}
|
||
}
|
||
}
|
||
if (t0<o->foul_t0+0.15) {
|
||
dx=-dx;
|
||
dy=-dy;
|
||
}
|
||
o->x+=dx;
|
||
o->y+=dy;
|
||
o->stopped=FALSE;
|
||
} else
|
||
o->stopped=TRUE;
|
||
}
|
||
if (o->DzDt)
|
||
o->z+=dt*(o->DzDt-0.5*GRAVITY_ACCELERATION*dt);
|
||
}
|
||
|
||
if (o->x+o->radius>=parent_task->pix_width-COURT_BORDER) {
|
||
o->x=parent_task->pix_width-COURT_BORDER-1-o->radius;
|
||
o->DxDt=-COLLISION_DAMP*o->DxDt;
|
||
if (o==ball)
|
||
Noise(10,74,86);
|
||
}
|
||
if (o->x-o->radius<COURT_BORDER) {
|
||
o->x=COURT_BORDER+o->radius;
|
||
o->DxDt=-COLLISION_DAMP*o->DxDt;
|
||
if (o==ball)
|
||
Noise(10,74,86);
|
||
}
|
||
|
||
if (o->y+o->radius*2>=(parent_task->pix_height-COURT_BORDER)*2) {
|
||
o->y=(parent_task->pix_height-COURT_BORDER)*2-1-o->radius*2;
|
||
o->DyDt=-COLLISION_DAMP*o->DyDt;
|
||
if (o==ball)
|
||
Noise(10,74,86);
|
||
}
|
||
if (o->y-o->radius*2<2*COURT_BORDER) {
|
||
o->y=COURT_BORDER*2+o->radius*2;
|
||
o->DyDt=-COLLISION_DAMP*o->DyDt;
|
||
if (o==ball)
|
||
Noise(10,74,86);
|
||
}
|
||
|
||
if (o->z-o->radius*2<0) {
|
||
o->z=o->radius*2;
|
||
o->DzDt=-COLLISION_DAMP*o->DzDt;
|
||
if (o->DzDt>ROLL_VELOCITY_THRESHOLD)
|
||
Noise(10,74,86);
|
||
if (o!=ball)
|
||
o->DzDt=0;
|
||
} else if (o->z-o->radius*2>0)
|
||
o->DzDt-=GRAVITY_ACCELERATION*dt;
|
||
if (o==ball) {
|
||
d=Exp(-AIR_VISCOSITY*dt);
|
||
o->DxDt*=d;
|
||
o->DyDt*=d;
|
||
o->DzDt*=d;
|
||
}
|
||
}
|
||
}
|
||
Refresh;
|
||
}
|
||
}
|
||
|
||
U0 Init()
|
||
{
|
||
I64 i;
|
||
someone_shooting=FALSE;
|
||
shot_land_t=0;
|
||
MemSet(&objs,0,sizeof(objs));
|
||
for (i=0;i<PER_SIDE_NUM*2;i++) {
|
||
objs[i].team=i&1;
|
||
objs[i].x=Fs->pix_width/2;
|
||
objs[i].y=2*Fs->pix_height/2;
|
||
objs[i].next_img=objs[i].last_img=FIRST_RUNNING;
|
||
}
|
||
last_owner=NULL;
|
||
human=&objs[0];
|
||
ball =&objs[i];
|
||
ball->team=-1;
|
||
ball->x=0.5*Fs->pix_width/2;
|
||
ball->y=0.5*2*Fs->pix_height/2;
|
||
ball->radius=11;
|
||
ball->z=ball->radius;
|
||
score0=score1=0;
|
||
game_t_end=tS+3*60;
|
||
foul_t_end=0;
|
||
}
|
||
|
||
U0 KeepAway()
|
||
{
|
||
I64 msg_code,arg1,arg2;
|
||
|
||
PopUpOk(
|
||
"Pass or hand-off to your team to score points.$$FG$$\n\n"
|
||
"\t2 points for successful hand-off.\n"
|
||
"\t6 points for successful pass.\n"
|
||
"\t1 point penalty for foul.\n\n"
|
||
"Left-Click\tto pass.\n\n"
|
||
"Right-Click\tto jump.\n");
|
||
SettingsPush; //See $LK,"SettingsPush",A="MN:SettingsPush"$
|
||
Fs->text_attr=BLACK+YELLOW<<4;
|
||
Fs->win_inhibit|=WIG_DBL_CLICK;
|
||
AutoComplete;
|
||
WinBorder;
|
||
WinMax;
|
||
DocCursor;
|
||
DocClear;
|
||
|
||
MenuPush(
|
||
"File {"
|
||
" Abort(,CH_SHIFT_ESC);"
|
||
" Exit(,CH_ESC);"
|
||
"}"
|
||
"Play {"
|
||
" Restart(,'\n');"
|
||
" Shoot(,CH_SPACE);"
|
||
" Jump(,'j');"
|
||
"}"
|
||
);
|
||
|
||
Init;
|
||
Fs->draw_it=&DrawIt;
|
||
Fs->animate_task=Spawn(&AnimateTask,Fs,"Animate",,Fs);
|
||
|
||
try {
|
||
while (TRUE) {
|
||
msg_code=GetMsg(&arg1,&arg2,
|
||
1<<MSG_MS_L_DOWN|1<<MSG_MS_R_DOWN|1<<MSG_KEY_DOWN);
|
||
switch (msg_code) {
|
||
case MSG_MS_L_DOWN:
|
||
ka_shoot:
|
||
Shoot(human);
|
||
break;
|
||
case MSG_MS_R_DOWN:
|
||
ka_jump:
|
||
human->DzDt=JUMP_VELOCITY;
|
||
break;
|
||
case MSG_KEY_DOWN:
|
||
switch (arg1) {
|
||
case '\n':
|
||
Init;
|
||
break;
|
||
case 'j':
|
||
goto ka_jump;
|
||
case CH_SPACE:
|
||
goto ka_shoot;
|
||
case CH_SHIFT_ESC:
|
||
case CH_ESC:
|
||
goto ka_done;
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
ka_done: //Don't goto out of try
|
||
GetMsg(,,1<<MSG_KEY_UP);
|
||
} catch
|
||
PutExcept;
|
||
SettingsPop;
|
||
MenuPop;
|
||
RegWrite("TempleOS/KeepAway","I64 best_score0=%d,best_score1=%d;\n",
|
||
best_score0,best_score1);
|
||
}
|
||
|