mirror of
https://github.com/cheat-engine/cheat-engine
synced 2026-08-15 02:26:08 -04:00
116 lines
2.4 KiB
ObjectPascal
Executable file
116 lines
2.4 KiB
ObjectPascal
Executable file
unit platformenemy;
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{$mode objfpc}{$H+}
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//target practive object
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interface
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uses
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Classes, SysUtils, gl,glext,glu, gameobject, renderobject, graphics, healthbar,
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globals;
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type
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TPlatformEnemy=class(TGameObject) //tutorial step 1. Targets have their own health (so not a TGameObjectWithHealth)
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private
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instances: integer; static;
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ftexture: integer; static;
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fwidth: single; static;
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fheight: single; static;
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protected
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function getWidth:single; override;
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function getHeight:single; override;
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function getTexture: integer; override;
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public
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minx,maxx: single;
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speed: single;
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procedure travel(time:single);
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constructor create;
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destructor destroy; override;
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end;
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implementation
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procedure TPlatformEnemy.travel(time:single);
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var
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distance: single;
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begin
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distance:=speed*time;
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x:=x+distance;
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if x>maxx then
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begin //don't bother with the overlap, this way it's easier for the player
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speed:=-speed;
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x:=maxx;
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end;
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if x<minx then
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begin
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speed:=-speed;
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x:=minx;
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end;
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end;
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function TPlatformEnemy.getWidth:single;
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begin
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result:=0.08;
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end;
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function TPlatformEnemy.getHeight:single;
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begin
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result:=0.1;
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end;
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function TPlatformEnemy.getTexture: integer;
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begin
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result:=ftexture;
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end;
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constructor TPlatformEnemy.create;
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var img: tpicture;
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pp: pointer;
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begin
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inherited create;
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CollisionType:=ctUnrotatedRectangles;
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if instances=0 then
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begin
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glGenTextures(1, @ftexture);
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img:=tpicture.Create;
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img.LoadFromFile(assetsfolder+'platformenemy.png');
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glBindTexture(GL_TEXTURE_2D, ftexture);
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glActiveTexture(GL_TEXTURE0);
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pp:=img.BITMAP.RawImage.Data;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.Width, img.height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pp);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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img.free;
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end;
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inc(instances);
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speed:=0.0005;
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end;
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destructor TPlatformEnemy.destroy;
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begin
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dec(instances);
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if instances=0 then //destroy the texture
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glDeleteTextures(1,@ftexture);
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inherited destroy;
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end;
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end.
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