allegrocreategames_robspage2

The robots revenge game, page 2

Ok, so things have moved on a tad, we've now got a functioning menu, the sound plays and stops, now it's time to create our robots. This is what we have so far

include euallegro.ew 
include fmod.e 
 
-------------------------------------------------------------- 
--global variables 
-------------------------------------------------------------- 
integer ret, snd 
atom the_palette = allocate_palette()   --allocates space for the palette 
atom title_bmp  --the title bitmap pointer 
object VOID 
 
ret = allegro_init() 
ret = install_timer() 
ret = install_keyboard() 
if install_sound(DIGI_AUTODETECT, MIDI_AUTODETECT, "") = 0 then 
   snd = 1 
else 
   snd = 0 
   allegro_message("Playing without sound ....",{})  
end if 
 
ret = FSOUND_Init(44100, 32, 0) 
if ret = 0 then 
        puts(1, "Could not init fmod") 
        abort(1) 
end if 
 
set_color_depth(32) 
ret = set_gfx_mode(GFX_AUTODETECT_FULLSCREEN, 640,480, 0, 0) 
if ret = -1 then 
    --switch to a safe mode instead 
    ret = set_gfx_mode(GFX_SAFE, 640, 480, 0, 0) 
end if 
 
 
 
--------------------------------------------------------------- 
procedure show_title_bmp() 
--------------------------------------------------------------- 
--the bitmap is loaded into memory, with a pointer to it, title_bmp 
--let's blast it to the screen 
blit(title_bmp, screen,                             --source, dest 
        0,0,                                        --source co ords 
        0,0,                                        --dest co ords 
        bitmap_w(title_bmp), bitmap_h(title_bmp)    --the bitmap size to blit 
        ) 
 
end procedure 
 
 
--------------------------------------------------------------- 
procedure main_menu_default(atom menu_buffer ) 
--------------------------------------------------------------- 
--copy section of title_bmp to menu_buffer 
blit(title_bmp, menu_buffer,                    --source, dest 
        floor(640/3), floor(480/3)*2 - 20,      --source coords 
        0,0,                                    --dest coords 
        floor(640/3), floor(480/3))             --size to blit 
--add on the menu options 
textout_centre_ex(menu_buffer, font,                --dest, font 
            "Start game",                       --string 
            floor(640/3/2),20,                  --position 
            makecol(10,10,10), -1               --colour, transparent back ground 
            ) 
textout_centre_ex(menu_buffer, font,                --dest, font 
            "Options",                          --string 
            floor(640/3/2),60,                  --position 
            makecol(10,10,10), -1               --colour, transparent back ground 
            ) 
textout_centre_ex(menu_buffer, font,                --dest, font 
            "Exit",                             --string 
            floor(640/3/2),100,                 --position 
            makecol(10,10,10), -1               --colour, transparent back ground 
            ) 
--blit that bit of memory back to the screen 
blit(menu_buffer, screen,                   --source, dest 
        0,0,                                    --source coords 
        floor(640/3), floor(480/3)*2 - 20,      --dest coords 
        bitmap_w(menu_buffer), bitmap_h(menu_buffer))   --all of it 
 
end procedure 
 
--------------------------------------------------------------- 
procedure set_menu_option(integer item_no, atom menu_buffer) 
--------------------------------------------------------------- 
--add on the menu options 
if item_no = 1 then 
    textout_centre_ex(menu_buffer, font,                --dest, font 
                "Start game",                       --string 
                floor(640/3/2)-2,20-2,                  --position 
                makecol(244,238,66), -1             --colour, transparent back ground 
                ) 
elsif item_no = 2  then 
    textout_centre_ex(menu_buffer, font,                --dest, font 
                "Options",                          --string 
                floor(640/3/2)-2 ,60-2,                 --position 
                makecol(244,238,66), -1             --colour, transparent back ground 
                ) 
elsif item_no = 3  then 
    textout_centre_ex(menu_buffer, font,                --dest, font 
                "Exit",                             --string 
                floor(640/3/2)-2,100-2,                 --position 
                makecol(244,238,66), -1             --colour, transparent back ground 
                ) 
end if 
--blit that bit of memory back to the screen 
blit(menu_buffer, screen,                   --source, dest 
        0,0,                                    --source coords 
        floor(640/3), floor(480/3)*2 - 20,      --dest coords 
        bitmap_w(menu_buffer), bitmap_h(menu_buffer))   --all of it 
 
 
 
end procedure 
 
--------------------------------------------------------------- 
procedure main() 
--Game flow 
--intro title, music 
--game options menu 
--  start 
--      main game loop 
--  options 
--exit game 
--------------------------------------------------------------- 
integer fn, cn 
atom menu_buffer 
integer current_item = 1, prev_item = 1 
 
--just called once 
title_bmp = load_bitmap("Rtitle.bmp", the_palette) 
 
--show the title - can call this repeatedly 
show_title_bmp() 
 
--load intro music 
fn = FMUSIC_LoadSong("amplifier.it") 
cn = FMUSIC_PlaySong(fn) 
 
--grab a section of the background to act as buffer for the menu 
menu_buffer = create_bitmap(floor(640/3), floor(480/3)) 
clear_bitmap(menu_buffer) 
main_menu_default(menu_buffer) 
set_menu_option(current_item, menu_buffer) 
 
--main menu 
while 1 do 
     
    VOID = readkey()                --just slows down that menu change 
     
    if key(KEY_UP) then 
        current_item -= 1 
        if current_item = 0 then 
            current_item = 1 
        end if 
    elsif key(KEY_DOWN) then 
        current_item += 1 
        if current_item > 3 then 
            current_item = 3 
        end if 
    elsif key(KEY_ENTER) then 
        if current_item = 3 then 
            exit 
        elsif current_item = 1 then 
            VOID = FMUSIC_StopSong(fn) 
            --playgame 
            VOID = FMUSIC_PlaySong(fn) 
        elsif current_item = 2 then 
            --options 
            VOID = FMUSIC_StopSong(fn) 
             
            VOID = FMUSIC_PlaySong(fn) 
        end if 
    end if 
 
    if current_item != prev_item then 
        main_menu_default(menu_buffer) 
        set_menu_option(current_item, menu_buffer) 
        prev_item = current_item 
    end if   
 
    --wait a little - moves too fast! 
    rest(100) 
 
end while 
 
--stop the music 
VOID = FMUSIC_StopSong(fn) 
VOID = FMUSIC_FreeSong(fn) 
 
end procedure 
 
main() 
set_color_depth(8)                                              --just need this because of a little graphic quirk 
ret = set_gfx_mode(GFX_AUTODETECT_FULLSCREEN, 640,480, 0, 0) 
 
allegro_exit() 
 

So we need a sprite for the robot, and a sprite for the player. Let's go overboard and create 2 sprites for the player, and 2 for the robots. We can put as many of the robot sprites down as we want, and this can be used to vary the hardness of the game.

So how to create the sprites. We could use alphanumeric to represent the enemies (as in the olden days), or we could use actual bitmaps. We could load the bitmaps from a file, or we could create them ourselves. We are going to do the latter. Post edit - I've just decided that's an awful idea, so we are going to use a paint package to create 20*20 sprite bitmaps, and load them into memory here.

In the global variables, add some pointers to sprite bitmaps

atom r1_bmp, r2_bmp, p1_bmp, p2_bmp, exit_bmp, wall_bmp, telep1_bmp, telp2_bmp

In main() add a call to another procedure

create_sprites()

and create another procedure

--------------------------------------------------------------- 
procedure create_sprites() 
--we are going to allow for some experimentation in here 
--should only need a one off call, as global pointers 
--------------------------------------------------------------- 
integer sprite_size = 20  
 
r1_bmp =    load_bitmap("r1.bmp", the_palette) 
r2_bmp =    load_bitmap("r2.bmp", the_palette) 
pl_bmp =    load_bitmap("p1.bmp", the_palette) 
p2_bmp =    load_bitmap("p2.bmp", the_palette) 
exit_bmp =      load_bitmap("exit.bmp", the_palette) 
wall_bmp =      load_bitmap("wall.bmp", the_palette) 
telp1_bmp =  load_bitmap("telp1.bmp", the_palette)      --allows for animation 
telp2_bmp =  load_bitmap("telp2.bmp", the_palette) 
 
--was going to draw them here, but way too much faff - just drawn bmps in an art package, and loaded. 
 
--that's it - ready to be used now. 
 
end procedure 
 


We'll also load up a different music track, but hopefully we have enough to start the gameplay loop now.

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