Je pose en mode dépunch ma petite production réalisée à l'occasion du purepunch de cet hiver.
ça fait toujours drôle de partir d'un code punché pour obtenir un code dépunché !
Code : Tout sélectionner
; Initialisation
InitEngine3D():InitSprite():InitMouse():InitKeyboard()
PZ.f=50 ; variable pour positionner la camera en hauteur
pt=128 ; variable servant à l'anmiation des textures des cubes
; Réserve les variables pour les cubes du socle
; j'en avais réservé 5000, mais y'en a pas autant...
Dim CX(5000):Dim CZ(5000):Dim CY.f(5000):Dim CE(5000)
; Réserve les variables pour les particules (Fire)
Dim TE(10)
Dim TX.f(10):Dim TY.f(10):Dim TZ.f(10):Dim TV.f(10):Dim TH.f(10)
; Réserve les variables pour les gus de neige
Dim FZ.f(50):Dim FO(50):Dim FX.f(50)
; variable de couleurs
U=RGB(255,255,255):
V=RGB(50,50,50)
cbr=RGB(255,0,0) ;
W=RGB(150,150,150)
AntialiasingMode(#PB_AntialiasingMode_x6)
OpenScreen(1024,768,32,"")
UsePNGImageDecoder()
; Récupère le sprite de texte qui s'affiche au milieu de l'écran
CatchSprite(0,?me)
;Creation d'objets en 3D
CreateSphere(3,1,9,9) ; tir
CreateSphere(4,6,20,20) ; partie basse du gus de neige
CreateSphere(5,4,20,20) ; partie haute du gus de neige
CreateCube(2,20) ; Cube qui sert pour le sol et les obstacles latéraux
; Creation des differentes textures
For j=0 To 3
CreateTexture(j,512,512)
CreateMaterial(j,TextureID(j))
CreateImage(j,512,512,32)
StartDrawing(ImageOutput(j))
Box(0,0,512,512,W)
Box(1,1,510,510,V)
; texture des cube noirs
For i=0 To 5000 ;
c=Random(200)
Plot(Random(511),Random(511),RGB(c,c,c))
Next
; texture des tir
If j=2:Box(0,0,512,512,cbr):EndIf ;
; texture du gus de neige
If j=3:Box(0,0,512,512,u)
For i=0 To 50:Circle(Random(511),Random(511),Random(50),(RGB(240,240,240))):Next
EndIf
StopDrawing()
StartDrawing(TextureOutput(j))
DrawImage(ImageID(j),0,0)
StopDrawing()
Next
InitMovie()
; texture des particules de tir
CreateMaterial(4,TextureID(2))
MaterialBlendingMode(4,#PB_Material_Add)
; Construit au hasard la map du jeu
; soit un cube sert de sol, soit il monte et il sert d'obstacle latéral
i=0:V=0
For x=-25 To 25
For z=-25 To 25 ;
CX(V)=x*20:CZ(V)=z*20:CY(V)=-10
; positionne un cube en hauteur de temps en temps pour servir de mur
o=Random(50):If o<5:CE(V)=1:ElseIf o=6
; place un gus de neige de temps en temps (maxi 50)
If Q<49:Q+1
CreateEntity(9+Q,MeshID(4),MaterialID(3),x*20,4,z*20)
CreateEntity(Q+59,MeshID(5),MaterialID(3),x*20,10,z*20)
FX(Q)=x*20:FZ(Q)=z*20
EntityPhysicBody(9+Q,#PB_Entity_StaticBody)
EntityPhysicBody(Q+59,#PB_Entity_StaticBody)
EndIf
EndIf
;Creation d'un cube
CreateEntity(500+V,MeshID(2),MaterialID(1),CX(V),CY(V),CZ(V))
EntityPhysicBody(500+V,#PB_Entity_StaticBody):V+1
Next:Next
; Creation des tirs (spheres et particles)
For j=0 To 9
CreateEntity(j,MeshID(3),MaterialID(2))
EntityPhysicBody(j,#PB_Entity_SphereBody)
HideEntity(j,1)
CreateParticleEmitter(j,1,1,1,0):ParticleMaterial(j,MaterialID(4)):ParticleTimeToLive(j,0.1,1):ParticleEmissionRate(j,20)
ParticleSize(j,2,2):ParticleColorRange(j,u,u):HideParticleEmitter(j,1)
Next
; ligne de code qui ne sert à rien...
For j=1290 To 1310:CE(j)=0:Next
; gestion Camera et ambiance
Fog(W,255,200,500)
CreateCamera(0,0,0,100,100)
CameraBackColor(0,W)
; prépare les élements pour la mini map
CreateSprite(3,106,106)
CreateImage(8,106,106)
CreateSprite(1,1,1)
StartDrawing(SpriteOutput(1))
Box(0,0,1,1,U)
StopDrawing()
; Récupère la musique en mid
CreateFile(1,"t.mid"):WriteData(1,?ms,?me-?ms):CloseFile(1)
LoadMovie(0,"t.mid")
; Boucle principale
Repeat
; si la musique est terminée, on la rejoue
If MovieStatus(0)=0:If MoviePlay=#False:PlayMovie(0,ScreenID())
MoviePlay=1:EndIf:ElseIf MovieStatus(0)>0:MoviePlay=0:EndIf
ExamineMouse()
ExamineKeyboard()
PH.f-MouseDeltaX()*0.1 ; rotation horizontale de la camera
PV.f-MouseDeltaY()*0.1 ; rotation verticale de la camera
If PV<0:PV=0:EndIf ; on empeche de regarder en bas (pour que le tir ne traverse pas le sol...)
If PV>45:PV=45:EndIf ; on empeche de regarder trop haut (ça fait mal au cou)
; gestion de la vitesse de déplacement
ve=0:If KeyboardPushed(#PB_Key_Up):Ve=2:EndIf
; sauvegarde la position actuelle en mémoire
OY.f=PY.f:OX.f=PX.f:OZ.f=PZ
; déplace la camera selon les ordres du clavier
PY-(Ve*Cos(Radian(PH)))
PX-(Ve*Sin(Radian(PH)))
; test les collisions sur le sol
If RayCollide(PX,PZ,PY,PX,PZ-10,PY)>0:PZ=PickY()+5:Else:PZ-5:EndIf
; test les collisions sur un cube latéral
r.f=Sin(Radian(PH))*5
b.f=Cos(Radian(PH))*5
If RayCollide(PX+r,PZ,PY+b,PX-r,PZ,PY-b)>0 ; si contact
Ve=0:PY=OY:PX=OX:PZ=OZ ; on remet la camera à son ancienne place (on annule le déplacement)
EndIf
; Dessine la pluie (j'aurais du mettre de la neige...)
For j=100 To 130
X1=Random(500)-250+PX
Y1=Random(500)-250+PY
CreateLine3D(j,X1,0,Y1,W,X1,800-Random(700),Y1,V)
Next
; gestion des tirs.
ct-1:If ct<0 ; autorise les tirs que toutes les 10 boucles (ct=10)
If MouseButton(#PB_MouseButton_Left):ct=10:j=0
Repeat ; test si un des 10 tirs est libre et peut être utilisé
If TE(j)=0 ; si le tir est disponible
TE(j)=1 ; on le prend et on le rend indisponible
TX(j)=PX ; on lui donne les coordonnées de la camera
TY(j)=PY
TZ(j)=PZ
TH(j)=PH ; ainsi que les angles latéraux et verticaux
TV(j)=PV ; pour orienter le tir
HideEntity(j,0):HideParticleEmitter(j,0)
j=9:EndIf:j+1:Until j=10
EndIf:EndIf
; test de collision entre tir et gus de neige
For j=0 To 9
If TE(j)=1
For i=1 To Q ; Q=nombre de gus de neige
; si la distance est <10, il y a collision
If FO(i)=0 And Sqr(Pow(FX(i)-TX(j),2)+Pow(5-TZ(j),2)+Pow(FZ(i)-TY(j),2))<10
; collision, alors on désactive le tir et le gus de neige
TE(j)=0:HideEntity(j,1):HideParticleEmitter(j,1):FO(i)=1:MoveEntity(9+i,0,-99,0,0):HideEntity(59+i,1)
EndIf
Next
; effectue le déplacement des tirs
TX(j)-Sin(Radian(TH(j)))*9
TZ(j)+Sin(Radian(TV(j)))*9
TY(j)-Cos(Radian(TH(j)))*9
MoveEntity(j,TX(j),TZ(j),TY(j),0)
MoveParticleEmitter(j,TX(j),TZ(j),TY(j),0)
; test les collisions entre les tirs et les cubes
For l=0 To V:If CE(l)=1 And TZ(j)<10
If Sqr(Pow(CX(l)-TX(j),2)+Pow(CZ(l)-TY(j),2))<10
; collision, désactive le tir
TE(j)=0:HideEntity(j,1)
HideParticleEmitter(j,1):EndIf:EndIf
Next
; si un tir va trop loin et n'est plus visible, on le désactive
If Abs(TX(J))>900 Or Abs(TY(j))>900 Or Abs(TZ(j))>900
TE(j)=0
HideEntity(j,1)
HideParticleEmitter(j,1)
EndIf
EndIf
Next
; modifie la texture des cubes pour faire l'effet de la lumiere qui défile
StartDrawing(ImageOutput(1))
Box(128,128,256,2,0)
Box(128,128,2,256,0)
Box(128,384,256,2,0)
Box(384,128,2,256,0)
pt+10:If pt>384;
pt=135:EndIf
Box(pt,128,5,2,U):Box(512-pt,384,5,2,U):Box(128,512-pt,2,5,U) ;
Box(384,pt,2,5,U):StopDrawing()
StartDrawing(TextureOutput(1)):DrawImage(ImageID(1),0,0) ;
StopDrawing()
; fait monter les cubes qui doivent servir d'obstacles
For j=0 To 5000:If CE(j)=1 And CY(j)<10:CY(j)+0.1 ;
MoveEntity(500+j,CX(j),CY(j),CZ(j),0):EndIf
Next
RotateCamera(0,PV,PH,0,0) ;
MoveCamera(0,PX,PZ,PY,0)
RenderWorld()
; dessine la mini map
StartDrawing(ImageOutput(8)):Box(0,0,106,106,V)
; dessine un cadrillage
For j=0 To 106 Step 4:Line(0,j,106,1,W):Line(j,0,1,106,W):Next
; dessine les gus de neige
For j=1 To Q
If FO(j)=0:Box(53+FX(j)/10,53+FZ(j)/10,2,2,u):EndIf:Next
; dessine un point pour positionner la camera
Box(53+PX/10,53+PY/10,2,2,RGB(255,0,0)) ;
StopDrawing():StartDrawing(SpriteOutput(3)):DrawImage(ImageID(8),0,0):StopDrawing() ;
; fait tourner la mini map selon l'angle de la caméra
RotateSprite(3,PH,#PB_Absolute)
DisplaySprite(3,200-53,200-53) ;
; dessine le sprite central avec le text
DisplaySprite(0,0,400):ClipSprite(0,0,0,im,10):im-1:If im<0:im=1024:EndIf ;
; desssine des étincelles
For j=0 To 20:DisplaySprite(1,im+Random(5),405+Random(16)-8) ;
DisplaySprite(1,im+Random(8),405+Random(10)-5):DisplaySprite(1,im+Random(11),405+Random(6)-3):Next
FlipBuffers()
Until KeyboardPushed(#PB_Key_Escape) ;
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