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341 | // ------------------------- Blood War RPG source by lanky -------------------------
unit Unit1;
interface
uses
Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
Dialogs, StdCtrls, ExtCtrls, OmegaScreen, OmegaImageList, OmegaSprite,
OmegaInput, OmegaBitmapFont, uDij, ComCtrls, CommCtrl, pngimage, BackPack,
Trade, Dialog, Spin, jpeg;
type
TForm1 = class(TForm)
OmegaScreen1: TOmegaScreen;
Timer1: TTimer;
OmegaSprite1: TOmegaSprite;
OmegaImageList1: TOmegaImageList;
OmegaInput1: TOmegaInput;
Timer2: TTimer;
OmegaBitmapFont1: TOmegaBitmapFont;
ProgressBar1: TProgressBar;
Panel1: TPanel;
Button1: TButton;
Button2: TButton;
Panel2: TPanel;
Edit1: TEdit;
Button3: TButton;
Memo1: TMemo;
Button4: TButton;
OmegaBitmapFont2: TOmegaBitmapFont;
Button5: TButton;
Panel3: TPanel;
SpinButton1: TSpinButton;
SpinButton2: TSpinButton;
SpinButton3: TSpinButton;
Label1: TLabel;
Label2: TLabel;
Label3: TLabel;
Label4: TLabel;
Button6: TButton;
GroupBox1: TGroupBox;
Label5: TLabel;
Label6: TLabel;
Label7: TLabel;
Label8: TLabel;
OmegaBitmapFont3: TOmegaBitmapFont;
Label9: TLabel;
Label10: TLabel;
Label11: TLabel;
Image1: TImage;
Image2: TImage;
procedure Timer1Timer(Sender: TObject);
procedure draw;
procedure DrawPlayerVsEnemy;
procedure hero;
procedure wrog;
procedure wrog_Move(jaki:byte);
procedure ogien;
procedure napierdalanka;
procedure move_Mirror;
procedure Itemy_Licz;
procedure cien(Spr: TSprite);
procedure swiat;
procedure swiat_k;
procedure Ai(jaki: byte);
procedure WczytajGlob(Jaki: byte);
procedure info;
procedure Timer2Timer(Sender: TObject);
procedure siatka;
procedure RestartGame;
procedure walka(NumerEnemy: byte);
procedure Free;
function konwersja(poz: integer): TPoint;
function konAi(px,py,ex,ey: integer): string;
function indeksM_bohatera(x,y: single): single;
function odleglosc(Enemy: byte): byte;
function CoWypada(JakiEnemy: byte): byte; // zwraca jaki item wypada z enemy
procedure FormKeyDown(Sender: TObject; var Key: Word;
Shift: TShiftState);
procedure Button1Click(Sender: TObject);
procedure FormDestroy(Sender: TObject);
procedure Button2Click(Sender: TObject);
procedure FormCloseQuery(Sender: TObject; var CanClose: Boolean);
procedure FormKeyUp(Sender: TObject; var Key: Word;
Shift: TShiftState);
procedure Button3Click(Sender: TObject);
procedure Button4Click(Sender: TObject);
procedure Button5Click(Sender: TObject);
procedure LvLUp(WhoDie: byte);
procedure DodajPoziom;
procedure SpinButton1UpClick(Sender: TObject);
procedure SpinButton2UpClick(Sender: TObject);
procedure SpinButton3UpClick(Sender: TObject);
procedure SpinButton1DownClick(Sender: TObject);
procedure SpinButton2DownClick(Sender: TObject);
procedure SpinButton3DownClick(Sender: TObject);
procedure ShowLabelPoziomUp;
procedure Button6Click(Sender: TObject);
procedure StrzalEnemy(OdKogo: byte);
procedure LoadGame;
procedure SaveGame;
function LoadInt(Load: string): SmallInt;
procedure FormResize(Sender: TObject);
procedure FormCreate(Sender: TObject); // zwraca 5 z map5.txt
private
{ Private declarations }
public
end;
type
TEnemy = record // swiat_k, CoWypada, Wrog_Move, walka, LvLUp, i w timer kolizja, TForm1.Wrog;
obraz: array[0..10] of TSprite; // Całe sprite enemy
bron: array[0..10] of TSprite; // czym strzela enemy
zycie: array[0..10] of SmallInt; // Hp enemy
Atak: array[0..10] of SmallInt; // Atak Enemy
Inne: array[0..10] of SmallInt; // inne
ruch_E: array[0..10] of string; // stop, left, right itd.
trafil: array[0..10] of Boolean; // czy enemy trafil playera z broni
LotKuli: array[0..10] of SmallInt; // co jaki czas ma strzelac enemy
end;
type
TPlayer = record
Zycie: SmallInt;
ZycieMax: SmallInt;
Obrona: SmallInt;
Atak: SmallInt;
Speed: Single;
SpeedOld: Single;
Kasa: integer;
LvL: integer;
Exp: Single;
ExpMax: SmallInt;
end;
type
TPoziomUp = record
Atak: byte;
Obrona: byte;
Hp: byte;
Glob: byte;
end;
type
TZegar = record
First: SmallInt;
Last: SmallInt;
Total: SmallInt;
end;
var
Form1: TForm1;
Enemy: TEnemy;
Player: TPlayer;
PoziomUp: TpoziomUp;
Zegar: TZegar;
Jaki_Enemy: array[0..10] of Boolean; // sa oczywiscie false
Enemy_Mov: array[0..10] of TPoint;
Wojna: array[0..10] of Boolean; // z jakim enemy player sie aktualnie bije
Enemy_Mov_Old: array[0..10] of TPoint;
PlayerX, PlayerY: integer;
Map: array[0..15] of array [0..11] of Byte ; // 0 lub 1-kolizja
H: TSprite; // bohater
Fire: TSprite; // fight(walka) fire(chmurka ognia)
Sw: array[0..15] of array[0..15] of TSprite; // warstwa1
Sw2: array[0..15] of array[0..15] of TSprite; // warstwa2
ItemsDraw: array[0..15] of array[0..11] of TSprite; // itemy
III: TSprite;
CienDraw: array[0..15] of array[0..15] of TSprite;
Ruch_H: String; // strony bohatera (dol, lewo, prawo, gora, stop)
Indeks_H: SmallInt; // pokazuje w którym kwadracie znajduje sie bohater
ruch: integer;
Kolizja: Boolean;
Siat: Boolean; // siatka mapy
MapaKolizji : set of Byte; // kolizja mapy
Itt: array[0..100] of array[0..191] of SmallInt; // przechowuje nazwe itemow
MapBol: array[0..100] of Boolean; // do itemow
DelItems: array[0..100]of array[0..15]of array[0..15]of byte; //1-nazwa mapy, 2-PozycjaX, 3-PozycjaY
//(Pokazuje jakie itemy znikneły z mapy)
ZbiorDrawUp: set of byte; //draw 2 warstwy Up
Load : string; //mapa1.txt, mapa2.txt itd.
S: TStringList;
S2: TStringList;
IT: TStringList;
Global_X, Global_Y: array[0..4] of SmallInt; // pozycja globalnej Mapy (5 poziomów)
Poziom: byte; // poziomy mapy
PosP: SmallInt; // pozycja obecnej klatki bohatera
posE: array[0..10] of byte; // pozycja obecnej klatki Enemy
old: SmallInt; // pozycja wczesniejszej klatki bohatera
inv: byte;
klik: array[0..10] of byte;
klik2: SmallInt;
CC: array[0..10] of byte;
nn, oo: byte;
Fight: Boolean;
KeySpace: Boolean;
Han : Thandle;
Stream : TResourceStream;
Png: TPngObject;
implementation
{$R *.dfm}
procedure TForm1.hero;
begin
H:= Tsprite.Create(OmegaSprite1);
H.Image:= OmegaImageList1.ImageList.Items[0];
H.X:= 250;
H.Y:= 50;
H.ScaleX:=0.8;
H.ScaleY:=0.8;
PlayerX:= 5;
PlayerY:= 2;
Player.zycie:= 1000;
Player.ZycieMax:= 1000;
Player.Atak:= 0;
Player.Obrona:= 0;
Player.Speed:= 1.4;
Player.SpeedOld:= Player.Speed;
Player.Kasa:= 0;
Player.ExpMax:= 70;
ProgressBar1.Top:= Form1.Height-48;
ProgressBar1.Min:= 0;
ProgressBar1.Max:= 1000;
ProgressBar1.Position:= Player.zycie;
end;
function TForm1.indeksM_bohatera(x, y: single): single;
begin // pokazuje na jakiej pozycji znajduje sie hero
y:= y / 48+ 0.3; // + Kor_Y ;
if y > 1 then x:= x+ 768; // 48*15
if y > 2 then x:= x+ 768;
if y > 3 then x:= x+ 768;
if y > 4 then x:= x+ 768;
if y > 5 then x:= x+ 768;
if y > 6 then x:= x+ 768;
if y > 7 then x:= x+ 768;
if y > 8 then x:= x+ 768;
if y > 9 then x:= x+ 768;
if y > 10 then x:= x+ 768;
if y > 11 then x:= x+ 768;
Result:= x / 48; // + Kor_X; // +0.5 jak w lewo
end;
procedure TForm1.siatka;
var
y,x: integer;
begin
for y:=0 to 15 do
OmegaScreen1.LineV(y*48,0,600,0,0,0,1); // y
for x:=0 to 11 do
OmegaScreen1.LineH(0,800,x*48,0,0,0,1); // x
end;
procedure TForm1.swiat; ///////////////////// Swiat \\\\\\\\\\\\\\\\\\\
var
x,y,z,inx : SmallInt;
NazwaMapy: String;
NazwaItemow: String;
begin
Zegar.First:= GetTickCount;
Bonus.TempDown:= 0;
Player.Speed:= Player.SpeedOld;
S:= TStringList.Create; // warstwa 1
//S2:= TStringList.Create; // warstwa 2
//IT:= TStringList.Create; // itemy
S.LoadFromFile(Load);
//S.LoadFromStream();
//Load_W2:= Load;
//Load_W2[1]:= 'w';
//S2.LoadFromFile(Load_W2);
//IT.LoadFromFile('iapa1.txt');
NazwaMapy:= S.Strings[192]; //nazwy bmp mapy
NazwaItemow:= S.Strings[577]; // nazwa bmp itemow
inx:= 0;
OmegaImageList1.ImageList.Items[1].CleanupInstance; // warstwy
OmegaImageList1.ImageList.Add;
OmegaImageList1.ImageList.Items[1].Picture.LoadFromFile(NazwaMapy);
OmegaImageList1.ImageList.Items[1].Init;
OmegaImageList1.ImageList.Items[2].CleanupInstance; // itemy
OmegaImageList1.ImageList.Add;
Stream := TResourceStream.Create(Han, NazwaItemow, RT_RCDATA); // itemy
Png.LoadFromStream(Stream);
OmegaImageList1.ImageList.Items[2].Picture.Graphic:= Png;
//OmegaImageList1.ImageList.Items[2].Picture.LoadFromFile(NazwaItemow);
OmegaImageList1.ImageList.Items[2].Init;
//ShowMessage(NazwaMapy);
for y:=0 to 11 do
for x:=0 to 15 do
begin
SW[X,Y].Free;
SW2[X,Y].Free;
CienDraw[X,Y].Free;
ItemsDraw[X,Y].Free;
III.Free;
SW[X,Y]:= TSprite.Create(OmegaSprite1);
SW2[X,Y]:= TSprite.Create(OmegaSprite1);
CienDraw[X,Y]:= TSprite.Create(OmegaSprite1);
ItemsDraw[X,Y]:= TSprite.Create(OmegaSprite1);
III:= TSprite.Create(OmegaSprite1);
SW[X,Y].Image:= OmegaImageList1.ImageList.Items[1];
SW2[X,Y].Image:= OmegaImageList1.ImageList.Items[1];
CienDraw[X,Y].Image:= OmegaImageList1.ImageList.Items[1];
ItemsDraw[X,Y].Image:= OmegaImageList1.ImageList.Items[2];
III.Image:= OmegaImageList1.ImageList.Items[2];
SW[X,Y].ImageIndex:= StrToInt(S.Strings[inx]);
CienDraw[X,Y].ImageIndex:= 33;
CienDraw[X,Y].Visible:=False; //w swiat_k wybrane kafle dajemy na true;
SW2[X,Y].ImageIndex:= StrToInt(S.Strings[inx+193]);
if S.Strings[inx+193] = '0' then SW2[X,Y].Visible:= False;
ItemsDraw[X,Y].ImageIndex:= StrToInt(S.Strings[inx+385]);
if S.Strings[inx+385] = '0' then ItemsDraw[X,Y].Visible:= False;
for z:=0 to 191 do ITT[100][z]:= 0; // czyscimy tymczasowe itemy
// aby po ponownym wejsciu na mape tymczasowe itemy poznikały)
{for z:=1 to 50 do // mapy(1-50)
if Load = 'mapa'+IntToStr(z)+'.txt' then if DelItems[z][X,Y] = 1 then ItemsDraw[X,Y].Visible:= False; }
if DelItems[LoadInt(Load)][X,Y]= 1 then ItemsDraw[X,Y].Visible:= False;
SW[X,Y].X := x*48;
SW[X,Y].Y := y*48;
SW2[X,Y].X := x*48;
SW2[X,Y].Y := y*48;
ItemsDraw[X,Y].X := x*48;
ItemsDraw[X,Y].Y := y*48;
CienDraw[X,Y].X := x*48;
CienDraw[X,Y].Y := y*48;
CienDraw[X,Y].Alpha:= 120;
inc(inx);
end;
end;
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