Re: Let's Make: Dangerous Dave
- Posted by Icy_Viking Jul 06, 2019
- 1193 views
Well I attempted a rough skeleton. Might need to refresh my more advanced Euphoria skills a bit. Writing wrappers was a relatively easy affair. Hopefully this serves as a start, regardless.
--Attempt at converting level.c to Euphoria code include std/get.e include std/filesys.e include std/io.e include std/machine.e public constant PATH = 256, TILES = 1000, PADDING = 24 public constant LEVEL_ADDRESS = 159242 --0x26e0a in decimal format atom dave_level = allocate(10) atom file file = open("DAVE.exe","rb") while file = 1 do seek(file,LEVEL_ADDRESS) end while atom file_out atom file_num = 4,fname = 12 --got stuck here for j = 0 to 10 do fname = 0 printf(1,"%u",file_num[j]) end for
--Basiclly the .h file converted to Euphoria code in skeleton format enum type MONSTER_STATE TYPE, PATH_INDEX, DEAD_TIMER, MONSTER_X, MONSTER_Y, MONSTER_PX, MONSTER_PY, NEXT_PX, NEXT_PY end type enum type GAME_STATE QUIT, TICK, DAVE_TICK, CURRENT_LEVEL, LIVES, SCORE, VIEW_X, VIEW_Y, DAVE_X, DAVE_Y, DAVE_DEAD_TIMER, DBULLET_PX, DBULLET_PY, DBULLET_DIR, EBULLET_PX, EBULLET_PY, EBULLET_DIR, DAVE_PX, DAVE_PY, ON_GROUND, SCROLL_X, LAST_DIR, DAVE_RIGHT, DAVE_LEFT, DAVE_JUMP, DAVE_FIRE, DAVE_DOWN, DAVE_CLIMB, DAVE_JETPACK, JETPKAC_DELAY, JUMP_TIMER, TRY_RIGHT, TRY_LEFT, TRY_JUMP, TRY_FIRE, TRY_JETPACK, TRY_DOWN, TRY_UP, CHECK_PICKUP_X, CHECK_PICKUP_Y, CHECK_DOOR, CAN_CLIMB, COLLISION_POINT, TROPHY, GUN, JETPACK end type public procedure Init_Game() end procedure public procedure Init_Assets() end procedure public procedure Check_Input() end procedure public procedure Update_Game() end procedure public procedure Render() end procedure public procedure Check_Collision() end procedure public procedure Clear_Input() end procedure public procedure Pickup_Item() end procedure public procedure Start_Level() end procedure public procedure Update_dbullet() end procedure public procedure Update_ebullet() end procedure public procedure Verify_Input() end procedure public procedure Move_Dave() end procedure public procedure Move_Monsters() end procedure public procedure Fire_Monsters() end procedure public procedure Scroll_Screen() end procedure public procedure Apply_Gravity() end procedure public procedure Update_Level() end procedure public procedure Restart_Level() end procedure public procedure Update_Frame() end procedure public procedure Draw_World() end procedure public procedure Draw_Dave() end procedure public procedure Draw_Dave_Bullet() end procedure public procedure Draw_Monster_Bullet() end procedure public procedure Draw_Monsters() end procedure public procedure Draw_UI() end procedure public procedure Is_Clear() end procedure public procedure Is_Visible() end procedure public procedure Add_Score() end procedure