Lib for the game characters of robozoec era
Revision 3:704821ea028f, committed 2016-05-05
- Comitter:
- robinmc
- Date:
- Thu May 05 14:57:41 2016 +0000
- Parent:
- 2:d9440b3314bb
- Commit message:
- Fun game!
Changed in this revision
gameCharacters.h | Show annotated file Show diff for this revision Revisions of this file |
diff -r d9440b3314bb -r 704821ea028f gameCharacters.h --- a/gameCharacters.h Wed May 04 10:12:42 2016 +0000 +++ b/gameCharacters.h Thu May 05 14:57:41 2016 +0000 @@ -1,61 +1,64 @@ -/* Library referencing all the arrays needed in the game - +/** +@file gameCharacters.h +@brief Revision 1.0. +@author Robin Milward Cooney +@date May 2015 */ -int g_g1; //global vaiable that is is 1 when the players gun is upgraded -int g_g2; //global vaiable that is is 1 when the players gun is upgraded for the second time +//Library referencing all the arrays needed in the game -int g_recks_still_gun[10][10]= { //global array for the main charachter (recks) when he is still + +const int g_recks_still_gun[10][10]= { {0,0,0,1,1,1,0,0,0,0}, {0,0,0,1,1,1,0,0,0,0}, {0,0,0,1,1,1,0,0,0,0}, - {0,0,0,0,1,0,1,1,g_g1,g_g2}, + {0,0,0,0,1,0,1,1,0,0}, {0,0,0,0,1,1,1,0,0,0}, {0,0,0,0,1,0,0,0,0,0}, {0,0,0,0,1,0,0,0,0,0}, {0,0,0,0,1,0,0,0,0,0}, {0,0,0,0,1,0,0,0,0,0}, {0,0,0,0,1,0,0,0,0,0} -}; +}; /*!<Global array for the main charachter (recks) when he is still*/ -int g_recks_moving_gun[10][10]= { //global array for the main charachter (recks) when he is moving +const int g_recks_moving_gun[10][10]= { {0,0,0,1,1,1,0,0,0,0}, {0,0,0,1,1,1,0,0,0,0}, {0,0,0,1,1,1,0,0,0,0}, - {0,0,0,0,1,0,1,1,g_g1,g_g2}, + {0,0,0,0,1,0,1,1,0,0}, {0,0,0,0,1,1,1,0,0,0}, {0,0,0,0,1,0,0,0,0,0}, {0,0,0,0,1,0,0,0,0,0}, {0,0,0,1,0,1,0,0,0,0}, {0,0,1,0,0,0,1,0,0,0}, {0,1,0,0,0,0,0,1,0,0} -}; +}; /*!<Global array for the main charachter (recks) when he is moving*/ -int g_recks_crouch_gun[10][10]= { //global array for the main charachter (recks) when he is crouching +const int g_recks_crouch_gun[10][10]= { {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,1,1,1,0,0,0,0}, {0,0,0,1,1,1,0,0,0,0}, {0,0,0,1,1,1,0,0,0,0}, - {0,0,0,0,1,0,1,1,g_g1,g_g2}, + {0,0,0,0,1,0,1,1,0,0}, {0,0,0,0,1,1,1,0,0,0}, {0,0,0,0,1,0,0,0,0,0}, {0,0,0,0,0,1,0,0,0,0}, {0,0,0,0,1,0,0,0,0,0} -}; +}; /*!<Global array for the main charachter (recks) when he is crouching*/ -int g_recks_jump_gun[10][10]= { //global array for the main charachter (recks) when he is in the jumbing position +const int g_recks_jump_gun[10][10]= { {0,0,1,1,1,0,0,0,0,0}, {0,0,1,1,1,0,0,0,0,0}, {0,0,1,1,1,0,0,0,0,0}, - {0,0,0,1,0,1,1,g_g1,g_g2}, + {0,0,0,1,0,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0,0}, {0,0,0,1,0,0,1,0,0,0}, {0,0,0,1,0,1,0,1,0,0}, {0,0,0,0,1,0,0,0,1,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0} -}; +}; /*!<Global array for the main charachter (recks) when he is in the jumping position*/ const int g_recks_shield[15][15]= { {0,0,0,0,1,1,1,1,1,1,1,0,0,0,0}, @@ -75,19 +78,19 @@ {0,0,0,1,0,0,0,0,0,0,0,1,0,0,0} }; -const int g_mob_rat_p1[3][8]= { //global array for a rat +const int g_mob_rat_p1[3][8]= { {0,0,0,0,0,0,0,1}, {0,1,1,1,0,0,1,0}, {1,1,1,1,1,1,0,0} -}; +}; /*!<Global array for a rat (position 1)*/ -const int g_mob_rat_p2[3][8]= { //second global array for a rat +const int g_mob_rat_p2[3][8]= { {0,0,0,0,0,0,1,0}, {0,1,1,1,0,0,1,0}, {1,1,1,1,1,1,0,0} -}; +}; /*!<Global array for a rat (position 2)*/ -const int g_mob_hound_p1[8][13]= { //global array for a hound +const int g_mob_hound_p1[8][13]= { {0,0,0,1,0,0,0,0,0,0,0,0,0}, {0,1,1,1,0,0,0,0,0,0,0,1,0}, {1,1,1,1,0,0,0,0,0,0,0,1,0}, @@ -96,9 +99,9 @@ {0,0,0,1,0,0,0,0,0,0,1,0,0}, {0,0,0,1,0,0,0,0,0,0,1,0,0}, {0,0,0,1,0,0,0,0,0,0,1,0,0} -}; +}; /*!<Global array for a still hound*/ -const int g_mob_hound_p2[8][13]= { //global array for a moving hound +const int g_mob_hound_p2[8][13]= { {0,0,0,1,0,0,0,0,0,0,0,0,0}, {0,1,1,1,0,0,0,0,0,0,0,0,1}, {1,1,1,1,0,0,0,0,0,0,0,1,0}, @@ -107,9 +110,9 @@ {0,0,1,0,0,0,0,0,0,0,0,1,0}, {0,1,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,1} -}; +}; /*!<Global array for a moving hound*/ -const int g_mob_hound_dead[8][13]= { //global array for a moving hound +const int g_mob_hound_dead[8][13]= { {0,0,0,0,0,0,0,0,0,0,1,0,1}, {0,0,1,0,0,1,0,1,0,1,0,0,1}, {0,1,0,1,0,0,0,0,0,0,0,1,0}, @@ -118,9 +121,9 @@ {0,0,0,0,0,1,0,0,0,0,0,0,0}, {0,1,0,0,0,0,1,0,0,0,0,0,0}, {0,0,0,0,1,0,0,0,0,0,0,0,0} -}; +}; /*!<Global array for a destroyed hound*/ -const int g_mob_bear_p1[10][19]= { //global array for a still bear +const int g_mob_bear_p1[10][19]= { {0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0}, {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0}, @@ -131,9 +134,9 @@ {0,0,0,1,1,1,0,0,0,0,0,0,0,0,1,1,1,0,0}, {0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0}, {0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0} -}; +}; /*!<Global array for a still bear*/ -const int g_mob_bear_p2[10][19]= { //global array for a moving bear +const int g_mob_bear_p2[10][19]= { {0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0}, {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0}, @@ -144,9 +147,9 @@ {0,0,1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,0,0}, {0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0}, {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1} -}; +}; /*!<Global array for a moveing bear*/ -const int g_mob_bear_dead[10][19]= { //global array for a still bear +const int g_mob_bear_dead[10][19]= { {0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0}, {0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,1,0}, {0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0}, @@ -157,7 +160,7 @@ {0,0,0,1,1,0,0,0,0,1,0,0,0,0,1,1,1,0,0}, {0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,1,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0} -}; +}; /*!<Global array for a destroyed bear*/ const int g_mob_bird_p1 [10][10]= { @@ -171,7 +174,7 @@ {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0} -}; +}; /*!<Global array for a bird (position 1)*/ const int g_mob_bird_p2 [10][10]= { {0,0,0,0,0,0,0,0,0,0}, @@ -184,7 +187,7 @@ {0,0,0,0,1,1,1,0,0,0}, {0,0,0,0,1,1,0,0,0,0}, {0,0,0,0,1,0,0,0,0,0} -}; +}; /*!<Global array for a bird (position 2)*/ const int g_mob_bird_dead [10][10]= { {0,0,0,0,0,0,0,0,0,0}, @@ -197,9 +200,9 @@ {0,1,0,0,0,1,0,1,0,0}, {0,0,0,1,0,0,0,0,0,1}, {0,0,0,0,0,0,0,0,0,0} -}; +}; /*!<Global array for a destroyed bird*/ -const int cactus[12][5]= { +const int g_cactus[12][5]= { {0,0,1,0,0}, {0,0,1,0,0}, {0,0,1,0,1}, @@ -212,7 +215,7 @@ {0,0,1,0,0}, {0,0,1,0,0}, {0,0,1,0,0} -}; +}; /*!<Global array for a cactus*/ const int g_t_rex[28][25]= { {0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, @@ -243,7 +246,8 @@ {0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,1,1,1,0,1,1,1,0,0,0,0,0,0,0,0,0} -}; +}; /*!<Global array for a still T Rex*/ + const int g_t_rex_moving[28][25]= { {0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {1,1,1,1,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, @@ -273,7 +277,7 @@ {0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0}, {0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0}, {0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0} -}; +}; /*!<Global array for a moving T Rex*/ const int g_t_rex_attack[28][25]= { {0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, @@ -304,7 +308,7 @@ {0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,1,1,1,0,1,1,1,0,0,0,0,0,0,0,0} -}; +}; /*!<Global array for an attacking T Rex*/ const int g_fire_ball_p1[9][9]= { {0,0,0,1,0,1,0,0,0}, @@ -316,7 +320,7 @@ {0,1,0,0,1,0,0,1,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,1,0,1,0,0,0} -}; +}; /*!<Global array for a fire ball (position 1)*/ const int g_fire_ball_p2[9][9]= { {0,0,0,0,1,0,0,0,0}, @@ -328,13 +332,13 @@ {0,0,0,0,1,0,0,0,0}, {0,0,1,0,0,0,1,0,0}, {0,0,0,0,1,0,0,0,0} -}; +}; /*!<Global array for a fire ball (position 2)*/ const int g_clouds[3][342]= { {0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,1,1,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,0,1,1,1,1,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0, 0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,0,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1, 0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0, 0,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0}, {0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,1,0,0,0,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,1,0,0,0,0,1,1,1,1,0,0,0,0,0, 1,1,1,1,1,1,1,1,1,1,1,0,1,0,1,1,1,1,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,1,1,0,0,0,0,0,0,0,1,1,0,1,1,1,1,0,0, 0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,1,0,0,0,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,1,0,0,0,0,1,1,1,1,0,0,1, 1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,1,0,0,0,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,1,0,0,0,0,1,1,1,1,0,0,0,0,0} -}; +}; /*!<Global array for clouds, they loop round when it reaches the end*/ const int g_score[5][19]= { {1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1}, @@ -342,14 +346,15 @@ {1,1,1,0,1,0,0,0,1,0,1,0,1,1,0,0,1,1,0}, {0,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,1,0,0}, {1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1,1,1} -}; +}; /*!<Global array for the word "SCORE" in a smaller font than the deffault 6x6*/ + const int g_ammo[5][15]= { {1,1,1,0,1,0,1,0,1,0,1,0,1,1,1}, {1,0,1,0,1,1,1,0,1,1,1,0,1,0,1}, {1,1,1,0,1,0,1,0,1,0,1,0,1,0,1}, {1,0,1,0,1,0,1,0,1,0,1,0,1,0,1}, {1,0,1,0,1,0,1,0,1,0,1,0,1,1,1} -}; +}; /*!<Global array for the word "AMMO" in a smaller font than the deffault 6x6*/ const int g_speed_boost[7][14]= { {1,0,0,0,0,1,0,0,0,0,1,0,0,0}, @@ -359,7 +364,7 @@ {0,0,1,0,0,0,0,1,0,0,0,0,1,0}, {0,1,0,0,0,0,1,0,0,0,0,1,0,0}, {1,0,0,0,0,1,0,0,0,0,1,0,0,0} -}; +}; /*!<Global array for the speed boost pickup*/ const int g_heart[5][5]= { {0,1,0,1,0}, @@ -367,7 +372,7 @@ {1,1,1,1,1}, {0,1,1,1,0}, {0,0,1,0,0} -}; +}; /*!<Global array for the heart pickup*/ const int g_ammo_pickUp[8][7]= { {1,1,1,1,1,1,1}, @@ -378,7 +383,7 @@ {1,0,1,0,1,0,1}, {1,0,0,0,0,0,1}, {1,1,1,1,1,1,1} -}; +}; /*!<Global array for the ammo pickup*/ const int g_padlock_p1[6][4]= { {0,1,1,0}, @@ -387,7 +392,7 @@ {1,1,1,1}, {1,1,1,1}, {1,1,1,1} -}; +}; /*!<Global array for a closed padlock. To use as a locked icon for story mode*/ const int g_padlock_p2[6][4]= { {0,1,1,0}, @@ -396,7 +401,7 @@ {1,1,1,1}, {1,1,1,1}, {1,1,1,1} -}; +}; /*!<Global array for a open padlock. To use as a unlocked icon for story mode*/ const int zero[5][3]= { {1,1,1}, @@ -404,7 +409,7 @@ {1,0,1}, {1,0,1}, {1,1,1} -}; +}; /*!<Global array for the number 0 in a smaller font than the standard 6x6*/ const int one [5][3]= { {0,1,0}, @@ -412,7 +417,7 @@ {0,1,0}, {0,1,0}, {1,1,1} -}; +}; /*!<Global array for the number 1 in a smaller font than the standard 6x6*/ const int two [5][3]= { {1,1,1}, @@ -420,7 +425,7 @@ {1,1,1}, {1,0,0}, {1,1,1} -}; +}; /*!<Global array for the number 2 in a smaller font than the standard 6x6*/ const int three [5][3]= { {1,1,1}, @@ -428,7 +433,7 @@ {0,1,1}, {0,0,1}, {1,1,1} -}; +}; /*!<Global array for the number 3 in a smaller font than the standard 6x6*/ const int four [5][3]= { {1,0,1}, @@ -436,7 +441,7 @@ {1,1,1}, {0,0,1}, {0,0,1} -}; +}; /*!<Global array for the number 4 in a smaller font than the standard 6x6*/ const int five [5][3]= { {1,1,1}, @@ -444,7 +449,7 @@ {1,1,1}, {0,0,1}, {1,1,1} -}; +}; /*!<Global array for the number 5 in a smaller font than the standard 6x6*/ const int six [5][3]= { {1,1,1}, @@ -452,7 +457,7 @@ {1,1,1}, {1,0,1}, {1,1,1} -}; +}; /*!<Global array for the number 6 in a smaller font than the standard 6x6*/ const int seven [5][3]= { {1,1,1}, @@ -460,7 +465,7 @@ {0,0,1}, {0,0,1}, {0,0,1} -}; +};/*!<Global array for the number 7 in a smaller font than the standard 6x6*/ const int eight [5][3]= { {1,1,1}, @@ -468,7 +473,7 @@ {1,1,1}, {1,0,1}, {1,1,1} -}; +}; /*!<Global array for the number 8 in a smaller font than the standard 6x6*/ const int nine [5][3]= { {1,1,1}, @@ -476,7 +481,7 @@ {1,1,1}, {0,0,1}, {0,0,1} -}; +}; /*!<Global array for the number 9 in a smaller font than the standard 6x6*/ const float song1[]= { 0.108, @@ -502,7 +507,9 @@ 0,0,1760,0,0,0,1760,0,2093,0,1976,0,0,0,0,0, 1319,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 1319,1319,0,1319,0,1319,1175,1047,988,1319,0,0,0,0,0,0 -}; +}; /*!<Global 1D array representing the notes in the song that is played during the game + the first element of the array is the quater beats per second all the other elements + represent the frequancies of the notes needed for the song*/ @@ -511,3 +518,5 @@ + +