#include "..\C-Engine\CHeader.hpp" class Control: public Script { public: void Update(); }; void Control::Update() { bool isground = GetObject()->ORigibody->CollisionDecor( GetX() , GetY()-1); bool isdo = false; if(input_press(K_RIGHT)) { Move(1,0); SetIt(1); isdo = true; } else if(input_press(K_LEFT)) { Move(-1,0); SetIt(1); isdo = true; } if(isground == true) { if(input_trigger(K_UP)) { Move (0,1); SetIt(1); } if(isdo == false) { SetIt(0); } } else { SetIt(2); } GetEngine()->MiddleScreen(GetX() + 8 , GetY() + 8); } int Jeu() { //*************Sprites*************\\ const unsigned char I_Perso_1[]={ 0xff, 0xff, 0x80, 0x3f, 0x84, 0x3f, 0x8a, 0x3f, 0x8a, 0x3f, 0x8c, 0x3f, 0x88, 0x3f, 0x88, 0x3f, 0x80, 0x3f, 0x80, 0x3f, 0xff, 0xff, }; Sprite S_Perso_1 ( I_Perso_1 , 11 , 11 ); Sprite S_Perso[]={ S_Perso_1 , }; Animation A_Perso( S_Perso , 1 , 200 ); //*************Object*************\\ Object Perso; Perso.OTransforms->SetXY( 77 , 45 ); Perso.ORender->SetRender( A_Perso ); Control ScriptPerso; Perso.AffectScript(ScriptPerso); //*************Map*************\\ const unsigned char tileset[]={ 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x3, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x18, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x3, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x18, 0x1f, 0x0, 0x1f, 0x12, 0x1f, 0xfd, 0xff, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x2, 0x1f, 0x5, 0x1f, 0x2, 0x1f, 0x10, 0x1f, 0x28, 0x1f, 0x10, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x40, 0x1f, 0x40, 0x1f, 0x40, 0x1f, 0x61, 0x9f, 0x40, 0x1f, 0x40, 0x1f, 0x2c, 0x1f, 0x40, 0x1f, 0x40, 0x1f, 0x40, 0x1f, 0x40, 0x1f, 0x0, 0x1f, 0xf7, 0xff, 0x9, 0x1f, 0x0, 0x1f, 0x3, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x18, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x8, 0x1f, 0x14, 0x1f, 0x8, 0x1f, 0x4, 0x1f, 0xd, 0x1f, 0x6, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x5f, 0x0, 0x5f, 0x0, 0x5f, 0x6, 0x9f, 0x0, 0x5f, 0x0, 0x5f, 0x30, 0xdf, 0x0, 0x5f, 0x0, 0x5f, 0x0, 0x5f, 0x0, 0x5f, 0x0, 0x1f, 0x3, 0xdf, 0xc, 0x3f, 0x10, 0x1f, 0x60, 0x1f, 0x40, 0x1f, 0x21, 0x9f, 0x40, 0x1f, 0x40, 0x1f, 0x4c, 0x1f, 0x40, 0x1f, 0x40, 0x1f, 0x20, 0x1f, 0x41, 0x9f, 0x40, 0x1f, 0x40, 0x1f, 0x4c, 0x1f, 0x20, 0x1f, 0x20, 0x1f, 0x10, 0x1f, 0xa, 0x1f, 0xd, 0xff, 0xff, 0xff, 0x80, 0x3f, 0xff, 0xff, 0x40, 0x5f, 0x59, 0x5f, 0x40, 0x5f, 0xbf, 0xbf, 0x80, 0x3f, 0xff, 0xff, 0xa, 0x1f, 0xe, 0x1f, 0x0, 0x1f, 0xf6, 0x1f, 0xa, 0x1f, 0x1, 0x1f, 0x0, 0x9f, 0x0, 0x9f, 0x6, 0x5f, 0x0, 0x5f, 0x0, 0x5f, 0x30, 0x5f, 0x0, 0x5f, 0x0, 0x3f, 0x0, 0x3f, 0x3, 0x3f, 0x0, 0x3f, 0x0, 0x3f, 0x18, 0x5f, 0x0, 0x3f, 0x0, 0x7f, 0x0, 0x9f, 0x43, 0x1f, 0xbc, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x3, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x18, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x80, 0x1f, 0x40, 0x1f, 0x0, 0x5f, 0x0, 0x3f, 0x0, 0x1f, 0x0, 0x1f, 0x3, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x18, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x40, 0x1f, 0x80, 0x1f, 0x0, 0x1f, 0x3, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x18, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x3, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x18, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x3f, 0x0, 0x5f, 0x20, 0x9f, 0x20, 0x9f, 0x20, 0x9f, 0x20, 0x9f, 0x10, 0x5f, 0x20, 0x9f, 0x20, 0x9f, 0x20, 0x9f, 0x20, 0x9f, 0x20, 0x9f, 0x41, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0xe, 0x1f, 0x11, 0x1f, 0x20, 0x9f, 0x20, 0x9f, 0x20, 0x9f, 0x20, 0x9f, 0x20, 0x9f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, 0x0, 0x1f, }; bool tileprop[]= { true , true , false, true , true , false , true , true , true ,true , true , true , true , true , true , false , false , false}; const unsigned char * map[]={ "00000000000000000000", "00000000000000000000", "0000\?111111111111<00", "00006BBBB525BBB5B300", "00006BBBB292B5BBB300", "00006B5BBBABBBBBB300", "0000=4444:@744444>00", "0000000006@300000000", "0000000006@300000000", "0000000006@300000000", }; Map Niveau; Niveau.SetMap(tileset , map , tileprop , 11 , 11 , 20 ,10); //*************Moteur*************\\ Engine Game; Game.AddObject( &Perso); Game.AffectMap( &Niveau); Niveau.AffectEngine( &Game); Game.Game(); return 1; } extern "C" { int AddIn_main(int isAppli, unsigned short OptionNum) { Jeu(); return 1; } #pragma section _BR_Size unsigned long BR_Size; #pragma section #pragma section _TOP int InitializeSystem(int isAppli, unsigned short OptionNum) { return INIT_ADDIN_APPLICATION(isAppli, OptionNum); } #pragma section }