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loading.bb
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Include "..\blitz3d.lib\v1.0\gfx_fontlib.bb"
Include "..\blitz3d.lib\v1.0\gfx_images.bb"
Include "..\blitz3d.lib\v1.0\keysdef.bb"
Include "bbgcolorspace.bb"
Const c_width=640
Const c_height=480
Const c_width2=320
Const c_height2=240
Const c_color1=32
Const c_color2=24
Const c_color3=16
Const c_mode=0
Const c_FPS=80
Const g_maximagesinsequence = 100
Const g_max3dsprites = 100
Global g_FPSTIME#
Global g_lastmilliseconds
Global ground
Global g_shell
Global g_shell_mask
g_FPSTIME#=1000/c_FPS
Global movefactor#
Global g_nr_of_blocks=96
Dim imgblocks(1024)
Dim imgblocks_msk(1024)
Global block_cnt
Global tankimg
Global tankimg2
Global tankanim_damaged
Global tankimg_shadow
Global tankimg_msk
Global cannonimg
Global cannonimg_shadow
Global canonroof_green
Global canonroof_beige
Global canonroof_shadow
Global door_green
Global door_beige
Global flagimg1
Global flagimg2
Const c_road=16
Global g_lighttexture
Global g_smoketexture
Global gsfx_explosion1
Global gsfx_explosion2
Global gsfx_explosion3
Global gsfx_explosion4
Global gsfx_explosion5
Global gsfx_cannon
Global gsfx_mbang
Global gsfx_tengine1
Dim floorcodetable(128)
Global frameTimer
Global g_camera
;shadow mask color
Global rs=112
Global gs=19
Global bs=35
Global titlefont.df_font
Global ingamefont1.df_font
Global ingamefont2.df_font
Global ingamefont3.df_font
Type blockdef
Field image
Field mskimage
Field floorimage ;road, etc
Field code
Field blocktype
Field damage
Field status
Field overlayoffsetx
Field overlayoffsety
;Field effectlast
Field effect
Field effect2last
Field effect2
Field hasflag
Field debug
Field debug1$
Field debug2$
Field alliedcode
End Type
Type blockpos
Field xindex
Field yindex
End Type
Dim worldblks.blockdef(playfieldw-1,playfieldh-1)
Function InitLoad()
DebugLog "c_FPS "+c_FPS
movefactor#=50
movefactor#=movefactor/c_FPS
DebugLog "movefactor "+movefactor#
modecnt=0
intModes=CountGfxModes()
done=0
t=1
While t<=intModes
If(GfxModeWidth(t)=c_width And GfxModeHeight(t)=c_height); And GfxModeDepth(t)=g_depth)
Graphics3D c_width,c_height,c_color1,c_mode
done=1
Exit
EndIf
t=t+1
Wend
t=1
While t<=intModes And done=0
If(GfxModeWidth(t)=c_width And GfxModeHeight(t)=c_height)
Graphics3D c_width,c_height,c_color2,c_mode
done=1
Exit
EndIf
t=t+1
Wend
t=1
While t<=intModes And done=0
If(GfxModeWidth(t)=c_width And GfxModeHeight(t)=c_height)
Graphics3D c_width,c_height,c_color3,c_mode
done=1
Exit
EndIf
t=t+1
Wend
If(done=0)
Print "Could not open 640x480x16 or 640x480x32 video mode, sorry"
End
EndIf
HidePointer
SeedRnd MilliSecs()
For x=0 To playfieldw-1
For y=0 To playfieldh-1
worldblks(x,y)=New blockdef
Next
Next
g_camera = CreateCamera()
CameraClsMode g_camera,False,False
blocks=LoadAnimImage("data\tiles\tiles.png",128,128,0,g_nr_of_blocks)
blocks_msk=LoadAnimImage("data\tiles\tiles_mask.bmp",64,64,0,g_nr_of_blocks)
r1=bbcs_r1
g1=bbcs_g1
b1=bbcs_b1
r2=bbcs_r2
g2=bbcs_g2
b2=bbcs_b2
workimg=CreateImage(128,128)
workimg1=CreateImage(128,128)
workimg2=CreateImage(128,128)
SetBuffer ImageBuffer(workimg1)
Color r1,g1,b1
Rect 0,0,128,128,1
SetBuffer ImageBuffer(workimg2)
Color r2,g2,b2
Rect 0,0,128,128,1
transp=0
For x=0 To 127
transp=1-transp
For y=0 To 127
transp=1-transp
If(transp=1) Then
SetBuffer ImageBuffer(workimg1)
Color 0,0,0
Plot x,y
SetBuffer ImageBuffer(workimg2)
Color 0,0,0
Plot x,y
EndIf
Next
Next
If (editscale=1) Then
SetBuffer BackBuffer()
ClsColor 0,0,0
Cls
Color 0,0,255
Text c_width2,c_height2,"Scaling images, please wait",True , True
Flip
ClsColor 0,0,0
Cls
Color 0,0,255
Text c_width2,c_height2,"Scaling images, please wait",True , True
EndIf
For t=0 To g_nr_of_blocks-1
flip2=(t/16) Mod 2
flip1=1-flip1
myflip=flip1
If(flip2=1) Then myflip=1-myflip
SetBuffer ImageBuffer(workimg)
DrawBlock (blocks,0,0,t)
MaskImage workimg,rs,gs,bs
img=CreateImage(128,128)
imgbuf=ImageBuffer(img)
SetBuffer imgbuf
If(myflip=0) Then
DrawBlock (workimg1,0,0)
Else
DrawBlock (workimg2,0,0)
EndIf
DrawImage (workimg,0,0)
If (editscale=1) Then
ScaleImage img,edt_blockw/128.0,edt_blockh/128.0
EndIf
If(myflip=0) Then
MaskImage img,r1,g1,b1
Else
MaskImage img,r2,g2,b2
EndIf
If(debugcollission=1) Then
Color 255,255,255
Text 0,0,t
EndIf
imgblocks(t)=img
img=CreateImage(64,64)
imgbuf=ImageBuffer(img)
SetBuffer imgbuf
DrawImage(blocks_msk,0,0,t)
MaskImage img,0,0,0
imgblocks_msk(t)=img
Next
FreeImage workimg
FreeImage workimg1
FreeImage workimg2
ground=LoadImage("data\tiles\groundtile0.png")
SetBuffer BackBuffer ()
tankimg=LoadAnimImage ("data\sprites\tankanim.bmp",64,64,0,16)
HandleImage tankimg,ImageWidth(tankimg)/2,ImageHeight(tankimg)/2
SetBuffer ImageBuffer(tankimg)
GetColor(0,0)
MaskImage tankimg, ColorRed(), ColorGreen(), ColorBlue()
tankanim_damaged=LoadAnimImage ("data\sprites\tankanim-damaged.bmp",64,64,0,16)
HandleImage tankanim_damaged,ImageWidth(tankanim_damaged)/2,ImageHeight(tankanim_damaged)/2
SetBuffer ImageBuffer(tankanim_damaged)
GetColor(0,0)
MaskImage tankanim_damaged, ColorRed(), ColorGreen(), ColorBlue()
tankimg2=LoadAnimImage ("data\sprites\tankanim2.bmp",64,64,0,16)
HandleImage tankimg2,ImageWidth(tankimg2)/2,ImageHeight(tankimg2)/2
SetBuffer ImageBuffer(tankimg2)
GetColor(0,0)
MaskImage tankimg2, ColorRed(), ColorGreen(), ColorBlue()
tankimg_shadow=LoadAnimImage ("data\sprites\tankanim_shadow.bmp",64,64,0,16)
HandleImage tankimg_shadow,ImageWidth(tankimg_shadow)/2,ImageHeight(tankimg_shadow)/2
SetBuffer ImageBuffer(tankimg_shadow)
GetColor(0,0)
MaskImage tankimg_shadow, ColorRed(), ColorGreen(), ColorBlue()
tankimg_msk=LoadAnimImage ("data\sprites\tankanim_mask.bmp",32,32,0,16)
HandleImage tankimg_msk,ImageWidth(tankimg_msk)/2,ImageHeight(tankimg_msk)/2
SetBuffer ImageBuffer(tankimg_msk)
GetColor(0,0)
MaskImage tankimg_msk, ColorRed(), ColorGreen(), ColorBlue()
g_shell=LoadImage ("data\sprites\shell.bmp")
SetBuffer ImageBuffer (g_shell)
GetColor 0,0
MaskImage g_shell,ColorRed(),ColorGreen(),ColorBlue()
HandleImage g_shell,ImageWidth (g_shell)/2, ImageHeight (g_shell)/2
g_shell_mask=LoadImage ("data\sprites\shell_mask.bmp")
SetBuffer ImageBuffer (g_shell_mask)
GetColor 0,0
HandleImage g_shell_mask,ImageWidth (g_shell_mask)/2, ImageHeight (g_shell_mask)/2
;cannon
xoff=-((128/2) - 62/2)
yoff=xoff
cannonimg=LoadAnimImage ("data\sprites\cannonanim.bmp",62,62,0,16)
HandleImage cannonimg,xoff,yoff
SetBuffer ImageBuffer(cannonimg)
GetColor(0,0)
MaskImage cannonimg, ColorRed(), ColorGreen(), ColorBlue()
cannonimg_shadow=LoadAnimImage ("data\sprites\cannonanim_shadow.bmp",62,62,0,16)
HandleImage cannonimg_shadow,xoff,yoff
SetBuffer ImageBuffer(cannonimg_shadow)
GetColor(0,0)
MaskImage cannonimg_shadow, ColorRed(), ColorGreen(), ColorBlue()
canonroof_green=LoadImage ("data\sprites\cannonroof_green.bmp")
HandleImage canonroof_green,0,0
SetBuffer ImageBuffer (canonroof_green)
GetColor 0,0
MaskImage canonroof_green, ColorRed(), ColorGreen(), ColorBlue()
canonroof_beige=LoadImage ("data\sprites\cannonroof_beige.bmp")
HandleImage canonroof_beige,0,0
SetBuffer ImageBuffer (canonroof_beige)
GetColor 0,0
MaskImage canonroof_beige, ColorRed(), ColorGreen(), ColorBlue()
canonroof_shadow=LoadImage ("data\sprites\cannonroof_shadow.bmp")
HandleImage canonroof_shadow,0,0
SetBuffer ImageBuffer (canonroof_shadow)
GetColor 0,0
MaskImage canonroof_shadow, ColorRed(), ColorGreen(), ColorBlue()
door_green=LoadImage ("data\sprites\door_green.bmp")
HandleImage door_green,0,0
SetBuffer ImageBuffer (door_green)
GetColor 0,0
MaskImage door_green, ColorRed(), ColorGreen(), ColorBlue()
ShadowImage(door_green,rs,gs,bs,ColorRed(), ColorGreen(), ColorBlue())
door_beige=LoadImage ("data\sprites\door_beige.bmp")
HandleImage door_beige,0,0
SetBuffer ImageBuffer (door_beige)
GetColor 0,0
MaskImage door_beige, ColorRed(), ColorGreen(), ColorBlue()
ShadowImage(door_beige,rs,gs,bs,ColorRed(), ColorGreen(), ColorBlue())
flagimg1=LoadImage ("data\sprites\flag1.bmp")
HandleImage flagimg1,ImageWidth(flagimg1)/2,ImageHeight(flagimg1)/2
SetBuffer ImageBuffer (flagimg1)
GetColor 0,0
MaskImage flagimg1, ColorRed(), ColorGreen(), ColorBlue()
flagimg2=LoadImage ("data\sprites\flag2.bmp")
HandleImage flagimg2,ImageWidth(flagimg2)/2,ImageHeight(flagimg2)/2
SetBuffer ImageBuffer (flagimg2)
GetColor 0,0
MaskImage flagimg2, ColorRed(), ColorGreen(), ColorBlue()
gsfx_explosion1=LoadSound ("data\sfx\explosion.wav")
gsfx_explosion2=LoadSound ("data\sfx\explosion2.wav")
gsfx_explosion3=LoadSound ("data\sfx\explosion_small.wav")
gsfx_explosion4=LoadSound ("data\sfx\explosion_big.wav")
gsfx_explosion5=LoadSound ("data\sfx\explosion3.wav")
gsfx_cannon= LoadSound ("data\sfx\cannon4.wav")
gsfx_mbang= LoadSound ("data\sfx\METALBAN3.wav")
gsfx_tengine1= LoadSound ("data\sfx\tank-Engine.wav")
SoundVolume gsfx_tengine1,0.4
;pseudo 3d stuff
Init3DSprites(g_max3dsprites)
ClearTextureFilters
textflag=1+2
;TextureFilter "",1+8
g_lighttexture = LoadTexture("data\gfx\flare-red.png",textflag)
g_smoketexture = LoadTexture("data\gfx\smokey-grey.png",textflag)
;fonts
titlefont=InitFontDrawer("data\font\neonfont.png",-1,-1)
ingamefont1=InitFontDrawer("data\font\neonfont1.png",-1,-1)
ingamefont3=InitFontDrawer("data\font\neonfont2.png",-1,-1)
ingamefont2=InitFontDrawer("data\font\bigrbfont.bmp",-1,-1)
SetBuffer BackBuffer()
DebugLog "block_cnt"+block_cnt
FreeImage loadingpic
frameTimer=CreateTimer(50)
End Function
Function LimitFPS()
WaitTimer(frameTimer)
End Function
Function ShadowImage(image,rs,gs,bs,r_bg,g_bg,b_bg)
w=ImageWidth (image)
h=ImageHeight(image)
transp=0
x=0
While x<w
transp=1-transp
y=0
While y<h
transp=1-transp
GetColor(x,y)
cr=ColorRed()
cg=ColorGreen()
cb=ColorBlue()
If(cr=rs And cg=gs And cb=bs) Then
If(transp=0) Then
Color r_bg,g_bg,b_bg
Plot x,y
Else
Color 0,0,0
Plot x,y
EndIf
EndIf
y=y+1
Wend
x=x+1
Wend
End Function