Here's the code:
// Dark GDK - The Game Creators - www.thegamecreators.com
// the wizard has created a very simple 2D project that uses Dark GDK
// it can be used as a starting point in making your own 2D games
// whenever using Dark GDK you must ensure you include the header file
#include "DarkGDK.h"
// the main entry point for the application is this function
void DarkGDK ( void )
{
// in this application a backdrop is loaded and then several
// animated sprites are displayed on screen
// when starting a Dark GDK program it is useful to set global
// application properties, we begin by turning the sync rate on,
// this means we control when the screen is updated, we also set
// the maximum rate to 60 which means the maximum frame rate will
// be set at 60 frames per second
dbSyncOn ( );
dbSyncRate ( 60 );
// a call is made to this function so we can stop the GDK from
// responding to the escape key, we can then add in some code in our
// main loop so we can control what happens when the escape key is pressed
dbDisableEscapeKey ( );
// now we will set the random seed value to the timer, this will
// help us to get more random values each time we run the program
dbRandomize ( dbTimer ( ) );
// we are going to display a backdrop for the scene, to do this
// we load our image and give it an ID number of 1, this particular
// image is of a sky at night with stars
dbLoadImage ( "backdrop.bmp", 1 );
// the next step is to create a sprite that uses this image, this
// is achieved by calling dbSprite and passing in a value of 1 for the
// sprites ID, 0 for the X coordinate, 0 for the Y coordinates and a
// value of 1 for the image
dbSprite ( 1, 0, 0, 1 );
// next we will load in some animated sprites, before doing this
// we need to adjust the image color key, by using this function we
// can make a specific color be transparent, in our case we want this
// to be bright pink
dbSetImageColorKey ( 255, 0, 255 );
// in this loop we're going to create some animated sprites, the image
// we load contains frames of animation for an asteroid
for ( int i = 2; i < 30; i++ )
{
// create an animated sprite and give it the ID number from the
// variable i, next is the filename, now we come to how many frames
// across and down, in our case this is 4, finally we come to the image
// ID that the sprite will use, again we use i
dbCreateAnimatedSprite ( i, "sprite.bmp", 4, 4, i );
// position our sprite at a random location
dbSprite ( i, dbRnd ( 640 ), -dbRnd ( 1500 ), i );
}
// now we come to our main loop, we call LoopGDK so some internal
// work can be carried out by the GDK
while ( LoopGDK ( ) )
{
// run a loop through all our sprites
for ( int i = 2; i < 30; i++ )
{
// move the sprite down and play its animation
// moving from frame 1 to 16 with a delay of 60 ms
dbMoveSprite ( i, -2 );
dbPlaySprite ( i, 1, 16, 60 );
// check the position of the sprite, if it has gone off scren
// then reposition it back to the top
if ( dbSpriteY ( i ) > 500 )
dbSprite ( i, dbRnd ( 640 ), -dbRnd ( 1500 ), i );
}
// here we check if the escape key has been pressed, when it has
// we will break out of the loop
if ( dbEscapeKey ( ) )
break;
// here we make a call to update the contents of the screen
dbSync ( );
}
// when the user presses escape the code will break out to this location
// and we can free up any previously allocated resources
// delete all the sprites
for ( int i = 1; i < 30; i++ )
dbDeleteSprite ( i );
// delete the backdrop image
dbDeleteImage ( 1 );
// and now everything is ready to return back to Windows
return;
}
It's just the code you get when you click the wizard...