#include "DarkGDK.h"
void DarkGDK ( void ) { dbSyncOn ( ); dbSyncRate ( 60 ); dbSetDisplayMode(560, 240, 32);//Screen Resolution I dont recommend changing this as you'll just get alot of blackspace. dbDisableEscapeKey ( ); dbSetImageColorKey ( 255, 0, 255 );//makes the pink on sprites become clear dbLoadImage ("wall2.bmp",6 );//collision for top of map dbSprite (6,0,240,6); dbLoadImage ("wall2.bmp",7 );//collision for bottom of map dbSprite (7,0,-7,7); dbLoadImage ("wall1.bmp",4 );//collision for left side of map dbSprite ( 4,-7,0,4); dbLoadImage ("wall1.bmp",5);// collision for right side of map dbSprite ( 5,560,0,5);
dbLoadImage ( "map.bmp", 1 );//Loads Background (grass texture) dbSprite ( 1, 0, 0, 1 ); int corx = 100; int cory = 100; dbCreateAnimatedSprite(2,"character-movesheet.bmp",10,1,2);//Loads walk cycle as well as the character. dbSprite(2,corx,cory,2); while ( LoopGDK ( ) ) { dbSprite(2,corx,cory,2); if (dbKeyState(18)==1)//SWORD DOWN { dbPlaySprite(2,9,10,100); } if (dbKeyState(17)==1)//UP { dbSetSpriteFrame(2,7); dbPlaySprite(2,7,8,100); cory = cory-1; if (dbSpriteCollision(2,7)==1) { cory++; } } if (dbKeyState(31)==1)//DOWN { dbSetSpriteFrame(2,1); dbPlaySprite(2,1,2,100); cory++; if (dbSpriteCollision(2,6)==1) { cory = cory - 1; }
} if (dbKeyState(30)==1)//LEFT { dbSetSpriteFrame(2,3); dbPlaySprite(2,3,4,100); corx = corx-1; if (dbSpriteCollision(2,4)==1) { corx++; } }
if (dbKeyState(32)==1)//RIGHT { dbSetSpriteFrame(2,5); dbPlaySprite(2,5,6,100); corx++; if (dbSpriteCollision(2,5)==1) { corx = corx-1;
}
}
if(dbEscapeKey() == 1) { break; } dbSync(); }
for ( int m = 1; m < 30; m++ ) dbDeleteSprite(2);
dbDeleteImage ( 1 );
return; } |