); (! bg texFrog) return false ;. TextureBallLoadRandom (hge) ;. g. snd1=hge- gt; Effect_Load ( music level1. mp3 );
//створення спрайтів gt; Effect_PlayEx (bg snd1,10,0, - 1, true) ;. g. level=new hgeSprite (bg background, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT) ;. g. frog=new hgeSprite (bg texFrog, 0, 0, 90, 100); (int i=0; i lt; 20; i ++)
{. g. ball [i]=new hgeSprite (bg texBalls [i], 0,0,33,32);
}. pl. life=3 ;. colWhite. SetHWColor (0xFFFFFFFF);=b. GetTime () ;. speed=6.4f ;. ballX=40 ;. ballY=440 ;. ListBall [0]. x=b. ballX ;. ListBall [0]. y=b. ballY ;. ListBall [0]. frogs=false ;. ListBall [0]. hidden=false ;. ListBall [0]. explosition=false; (int i=1; i lt; 20; i ++)
{. ListBall [0]. frogs=false ;. ListBall [i]. hidden=true ;. ListBall [i]. explosition=false ;. ListBall [i]. x=40 ;. ListBall [i]. y=440;
}
} if (b. pl. level == 2)
{. pl. fx=360 ;. pl. fy=300 ;. g. background=hge- gt; Texture_Load ( levels squaresville. png ); (! bg background) return false ;. g. texFrog=hge- gt; Texture_Load ( image SMALLFROG1. png ); (! bg texFrog) return false ;. TextureBallLoadRandom (hge) ;. g. snd1=hge- gt; Effect_Load ( music level2. mp3 );
//створення спрайтів gt; Effect_PlayEx (bg snd1,5,0, - 1, true) ;. g. level=new hgeSprite (bg background, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT) ;. g. frog=new hgeSprite (bg texFrog, 0, 0, 90, 100); (int i=0; i lt; 20; i ++)
{. g. ball [i]=new hgeSprite (bg texBalls [i], 0,0,33,32);
}. pl. life=3; gt; Effect_Play (b. g. snd1) ;. g. level=new hgeSprite (bg background, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT) ;. g. frog=new hgeSprite (bg texFrog, 0, 0, 90, 100); (int i=0; i lt; 20; i ++)
{. g. ball [i]=new hgeSprite (bg texBalls [i], 0,0,33,32);
}. pl. life=3 ;. colWhite. SetHWColor (0xFFFFFFFF);=b. GetTime () ;. speed=6.4f ;. ballX=770 ;. ballY=60 ;. ListBall [0]. x=b. ballX ;. ListBall [0]. y=b. ballY ;. ListBall [0]. frogs=false ;. ListBall [0]. hidden=false ;. ListBall [0]. explosition=false; (int i=1; i lt; 20; i ++)
{. ListBall [0]. frogs=false ;. ListBall [i]. hidden=true ;. ListBall [i]. explosition=false ;. ListBall [i]. x=770 ;. ListBall [i]. y=60;
}
} if (b. pl. level == 3)
{. pl. fx=290 ;. pl. fy=310 ;. g. background=hge- gt; Texture_Load ( levels tunnellevel. png ); (! bg background) return false ;. g. texFrog=hge- gt; Texture_Load ( image SMALLFROG1. png ); (! bg texFrog) return false ;. TextureBallLoadRandom (hge) ;. g. snd1=hge- gt; Effect_Load ( music level3. mp3 );
//створення спрайтів gt; Effect_PlayEx (bg snd1,5,0, - 1, true) ;. g. level=new hgeSprite (bg background, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT) ;. g. frog=new hgeSprite (bg texFrog, 0, 0, 90, 100); (int i=0; i lt; 20; i ++)
{. g. ball [i]=new hgeSprite (bg texBalls [i], 0,0,33,32);
}. pl. life=3; gt; Effect_Play (b. g. snd1) ;. g. level=new hgeSprite (bg background, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT) ;. g. frog=new hgeSprite (bg texFrog, 0, 0, 90, 100); (int i=0; i lt; 20; i ++)
{. g. ball [i]=new hgeSprite (bg texBalls [i], 0,0,33,32);
}. pl. life=3 ;. colWhite. SetHWColor (0xFFFFFFFF);=b. GetTime () ;. speed=6.4f ;. ballX=750 ;. ballY=5 ;. ListBall [0]. x=b. ballX ;. ListBall [0]. y=b. ballY ;. ListBall [0]. frogs=false ;. ListBall [0]. hidden=false ;. ListBall [0]. explosition=false; (int i=1; i lt; 20; i ++)
{. ListBall [0]. frogs=false ;. ListBall [i]. hidden=true ;. ListBall [i]. explosition=false ;. ListBall [i]. x=750 ;. ListBall [i]. y=5;
/
}
} true;
}
Для прикладу вираховування координат шаріковBallPath :: CalculatePositionLev3 (float h)
{i=0; (i; i lt; 20; i ++)
{(ListBall [i]. hidden == false amp; amp; ListBall [i]. frogs!=true)
{(ListBall [i]. x == 750 amp; amp; ListBall [i]. y lt; 560)
{[i]. prevx=ListBall [i]. x; [i]. prevy=ListBall [i]. y - 30; [i]. y +=h; (ListBall [i]. y-ListBall [i + 1]. y gt; 30) [i + 1]. hidden=false ;;
}
} (ListBall [i]. y gt; 560 amp; amp; ListBall [i]. x gt; 100)
{[i]. prevx=ListBall [i]. x + 30; [i]. prevy=ListBall [i]. y; [...