TempleOSCD_140715.ISO

This commit is contained in:
Terry A. Davis authored and minexew committed 2018-09-08 21:46:09 +02:00
1 parent 7ef616a20e
commit 64f679eeb9
1095 files changed
+24814 -221011

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+9 -65
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@@ -2,8 +2,6 @@
//with $LK,"::/Apps/GrModels/Run.CPP"$.
//They were cut-and-pasted here.
$BG,14$
$SP,"<1>",BI=1$
@@ -18,8 +16,6 @@ $BG,14$
$SP,"<3>",BI=3$
@@ -27,8 +23,6 @@ $BG,14$
$SP,"<4>",BI=4$
@@ -36,8 +30,6 @@ $BG,14$
$SP,"<5>",BI=5$
@@ -45,8 +37,6 @@ $BG,14$
$SP,"<6>",BI=6$
@@ -54,8 +44,6 @@ $BG,14$
$SP,"<7>",BI=7$
@@ -63,8 +51,6 @@ $BG,14$
$SP,"<8>",BI=8$
@@ -72,8 +58,6 @@ $BG,14$
$SP,"<9>",BI=9$
@@ -81,8 +65,6 @@ $BG,14$
$SP,"<10>",BI=10$
@@ -90,8 +72,6 @@ $BG,14$
$SP,"<11>",BI=11$
@@ -99,19 +79,12 @@ $BG,14$
$SP,"<12>",BI=12$
$SP,"<13>",BI=13$
@@ -119,24 +92,18 @@ $BG,14$
$SP,"<14>",BI=14$
$SP,"<15>",BI=15$
$SP,"<16>",BI=16$
@@ -144,8 +111,6 @@ $BG,14$
$SP,"<17>",BI=17$
@@ -153,8 +118,6 @@ $BG,14$
$SP,"<18>",BI=18$
@@ -162,8 +125,6 @@ $BG,14$
$SP,"<19>",BI=19$
@@ -171,8 +132,6 @@ $BG,14$
$SP,"<20>",BI=20$
@@ -180,8 +139,6 @@ $BG,14$
$SP,"<21>",BI=21$
@@ -189,8 +146,6 @@ $BG,14$
$SP,"<22>",BI=22$
@@ -198,17 +153,11 @@ $BG,14$
$SP,"<23>",BI=23$
$BG$
class Frame
$BG$class Frame
{
CSprite *img[2];
F64 dt;
@@ -217,7 +166,7 @@ class Frame
#define COURT_BORDER 10
#define COLLISION_DAMP 0.8
/* This viscosity is way bigger than
/* Viscosity is way bigger than
real air viscosity. In reality
air is approximated by V and V$SY,-3$2$SY,0$
terms and is smaller. However, I use
@@ -294,9 +243,7 @@ class Obj
Bool stopped,shooting,has_ball,pad[5];
} objs[NUM_OBJS],*ball,*human;
/*
Just to be different, I didn't use the built-in
/*Just to be different, I didn't use the built-in
DCF_TRANSFORMATION flag in this game.
Instead, I chose a 45 degree angle
between Y and Z as the view point.
@@ -337,7 +284,6 @@ I64 ObjCompare(Obj *o1,Obj *o2)
return o1->y-o2->y;
}
U0 DrawIt(CTask *task,CDC *dc)
{
F64 tt=tS,d,d_down,d_up;
@@ -355,7 +301,7 @@ U0 DrawIt(CTask *task,CDC *dc)
dc->pen_width=2;
dc->color=RED;
GrLineRect4(dc,COURT_BORDER,COURT_BORDER,
GrBorder(dc,COURT_BORDER,COURT_BORDER,
task->pix_width -1-COURT_BORDER,
task->pix_height-1-COURT_BORDER);
for (i=0;i<NUM_OBJS;i++) {
@@ -457,7 +403,6 @@ U0 DrawIt(CTask *task,CDC *dc)
GrPrint(dc,FONT_WIDTH*42,0,"%02d",best_score1);
}
U0 Shoot(Obj *o)
{
if (!someone_shooting && o->has_ball) {
@@ -466,7 +411,6 @@ U0 Shoot(Obj *o)
}
}
U0 AnimateTask(CTask *parent_task)
{
F64 d,dx,dy,dt,dx2,dy2,t0=tS;
@@ -538,8 +482,8 @@ U0 AnimateTask(CTask *parent_task)
Shoot(o);
if (!o->shooting) {
if (o==human) {
dx=(ipx-parent_task->pix_left-parent_task->scroll_x)-o->x;
dy=(ipy-parent_task->pix_top-parent_task->scroll_y)*2-o->y;
dx=(ip.pos.x-parent_task->pix_left-parent_task->scroll_x)-o->x;
dy=(ip.pos.y-parent_task->pix_top-parent_task->scroll_y)*2-o->y;
} else {
dx=o->DxDt+=RANDOM_MAN_ACCELERATION/sqrt2*RandI16/MAX_I16*dt;
dy=o->DyDt+=RANDOM_MAN_ACCELERATION/sqrt2*RandI16/MAX_I16*dt;
@@ -661,7 +605,7 @@ U0 CleanUp()
U0 KeepAway()
{
I64 msg_code,p1,p2;
I64 msg_code,a1,a2;
PopUpOk(
"$$RED$$Pass or hand-off to score points.$$FG$$\n\n"
@@ -696,7 +640,7 @@ U0 KeepAway()
try {
while (TRUE) {
msg_code=GetMsg(&p1,&p2,1<<MSG_IP_L_DOWN|1<<MSG_IP_R_DOWN|1<<MSG_KEY_DOWN);
msg_code=GetMsg(&a1,&a2,1<<MSG_IP_L_DOWN|1<<MSG_IP_R_DOWN|1<<MSG_KEY_DOWN);
switch (msg_code) {
case MSG_IP_L_DOWN:
ka_shoot:
@@ -707,7 +651,7 @@ ka_jump:
human->DzDt=JUMP_VELOCITY;
break;
case MSG_KEY_DOWN:
switch (p1) {
switch (a1) {
case '\n':
CleanUp;
Init;
+4
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@@ -1 +1,5 @@
#help_index "Games"
#include "/Apps/KeepAway/KeepAway"
#help_index ""