File:  [Local Repository] / perlman / .perlman.swn
Revision 1.1.1.1 (vendor branch): download - view: text, annotated - select for diffs
Sat Mar 28 03:35:34 2009 UTC (15 years, 9 months ago) by nick
Branches: perlman, MAIN
CVS tags: v1_0, HEAD
Initial import of Perlman

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u^G,D }KCB1HEeD$			14, 92, 1, 1, 0, 1, 	# 1			114, 92, 1, 1, 1, 1, 	# 1, 3			172, 92, 0, 1, 1, 1, 	# 3, 17			230, 92, 1, 0, 1, 1,	# 17, 5			232, 16, 0, 1, 1, 0, 	# 5			114, 14, 0, 1, 1, 1, 	# 2			14, 16, 0, 1, 0, 1, 	# 0my @intersections = (#### ( 498, 552, 1, 0, 1, 0 )#### corner of the screen, you can go up and left: ## directions are available, up, down, left, right.  Example, the lower right## The format of this is the upper left corner coordinate, (x, y) and which#### is chasing pacman. ## it reaches an intersection, unless the ghost has a high agression level and## to determine which way to move.  So a ghost will move in one direction until## When they hit an intersection they will be given which directions they can go## These intersections are for a method I am trying out with the ghosts## intersections			  );			    { x => 298, y => 265, color => 'orange' },			    { x => 222, y => 265, color => 'cyan'   },			    { x => 260, y => 265, color => 'pink'   },my @ghostStart		= ( { x => 260, y => 207, color => 'red'    },			    'apple', 'pear', 'banana' );my @levelFruits		= ( 'cherry', 'strawberry', 'orange', 'pretzel', my %ghostAggressions	= ( 'red' => 90, 'cyan' => 70, 'pink' => 50, 'orange' => 30 );my @ghostColors		= ( 'red', 'cyan', 'pink', 'orange' );  # in order of agressionmy %ghosts;			# ghost datamy $eattenPellets	= 0;my $baseSpeed	 	= 0.3;my $fullscreen   	= 0;my $directionNext	= 0;my $directionOld 	= $direction;my $direction	 	= $LEFT;my $perlManAnim		= 0;my $perlManAnimSpeed 	= 7;my $perlManSpeed 	= 0;my $ghostSpeed   	= 1;my $revdFreeLife 	= 0;my $freeLife	 	= $FREE_LIFE;my $players	 	= 0;my $lives	 	= 0;my $highScore		= 0;my $score	 	= 0;my $redraw_all   	= 0;my $gameOver	 	= 0;my $playing	 	= 0;	#0 Are we playing the game?  default to '0' till game startsmy $level	 	= 0; 	# keep track of the level, we default to '0' till the game beginsmy $pelletOffsetY 	= 0;my $pelletOffsetX	= 13;my $boardOffsetY	= 0;my $boardOffsetX	= 5;## End of debug varsmy $drawGrid		= 1;	# draw path gridmy $drawIntersections	= 1; 	# draw intersectionsmy $drawWarpGates	= 1;	# draw the actual gates that warp pacmanmy $drawWarps		= 1;    # draw warp collision rectanglesmy $collisionDebugOn	= 1;	# Collision data is printed to STDOUTmy $numOnly		= 1;	# this will draw ONLY the number labels and no grey rectanglesmy $labelRects		= 1;	# this numerically labels each onemy $drawPoints		= 1; 	# this will draw the collision rectanglesmy $DEBUG		= 1;	# This will turn off ALL debugging, including the variables below## Debugging variables);	-size           =>      1024        -channels       =>      2,        -frequency      =>      44100,my $mixer = new SDL::Mixer();        -flags          =>      SDL_DOUBLEBUF | SDL_HWSURFACE | SDL_HWACCEL,        -depth          =>      32,        -height         =>      600,        -width          =>      800,        -title          =>      'PerlMan',my $app = new SDL::App(my $CHASE	= 1;my $PATROL	= 0;my $UP_RIGHT	= 8;my $DOWN_RIGHT	= 7;my $DOWN_LEFT	= 6;my $UP_LEFT	= 5;my $RIGHT	= 4;my $LEFT	= 3;my $DOWN	= 2;my $UP		= 1;my $FREE_LIFE	= 200;  #should be 10000my $LIVES 	= 3;## Some 'static' variable declarationsuse SDL::OpenGL;use SDL::TTFont;use SDL::Sound;use SDL::Mixer;use SDL::Event;use SDL::Cursor;use SDL::Surface;use SDL::App;use SDL;## SDL Librariesuse Switch;use strict;=cut=end comment info	Version : $Id: .perlman.swn,v 1.1.1.1 2009/03/28 03:35:34 nick Exp $	PerlMan -- PacMan clone written using the Perl::SDL=begin comment info#!/usr/bin/perl -wadfyvbL4!~KHFEDC#







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										~	p	b	^	]	@	0	 		}	$app->fill ( $rect, $color );		);		-y 	=> $y + $boardOffsetY,		-x	=> $x + $boardOffsetX,		-width  => 1,		-height => 1,	my $rect = SDL::Rect->new (	);		-b => 0x00,		-g => 0x00,		-r => 0xff,	my $color = SDL::Color->new (	my ( $x, $y ) = @_;sub drawPixel {}	$app->fill ( $rect, $color );		);		-y 	=> $y1 + $boardOffsetY,		-x	=> $x1 + $boardOffsetX,		-width  => ( $x2 - $x1 ),		-height => ( $y2 - $y1 ),	my $rect = SDL::Rect->new (	);		-b => 0x00,		-g => 0xff,		-r => 0x00,	my $color = SDL::Color->new (	my ( $x1, $y1, $x2, $y2, $num ) = @_;sub drawRectI {}	}		$font->print ( $app, $rect->x, $rect->y, $num );					     -bg=>$color, -fg=>$fontColor );		my $font = new SDL::TTFont ( -name=>"./fonts/CourierNew-Bold.ttf", -size=>10,		);			-b => 0x00,			-g => 0x00,			-r => 0xff,		my $fontColor = new SDL::Color ( 		) if ( $numOnly );					-b => 0x00,			-g => 0x00,			-r => 0x00,		$color = new SDL::Color (		$num /= 4;	if ( $labelRects ) {	$app->fill ( $rect, $color ) if ( ! $numOnly );		);		-y 	=> $y1 + $boardOffsetY,		-x	=> $x1 + $boardOffsetX,		-width  => ( $x2 - $x1 ),		-height => ( $y2 - $y1 ),	my $rect = SDL::Rect->new (	);		-b => 0xff,		-g => 0xff,		-r => 0xff,	my $color = SDL::Color->new (	my ( $x1, $y1, $x2, $y2, $num ) = @_;sub drawRect {################################### Temporary fucntions###############################}	}                $app->grab_input ( SDL_GRAB_OFF );                SDL::Cursor::show ( undef, 1 );                $fullscreen = 0;	else {	}		$app->grab_input ( SDL_GRAB_ON );			SDL::Cursor::show ( undef, 0 );		$fullscreen = 1;	if ( ! $fullscreen ) {	$app->fullscreen ();sub setFullScreen {#### Switch between fullscreen and windowed.  Take away our mouse cursor in fullscreen##}	return $hit; 	# returns non-zero for a hit

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