Beispiel #1
0
void SFCaveGame :: draw( SDL_Surface *screen )
{
	Game::preDraw( screen );

	if ( parent->getState() == STATE_PLAYING )
	{
		// Screen drawing goes here
		terrain->drawTerrain( screen );

		player->draw( screen );

		drawBlocks( screen );
	}
	else
	{
		// Screen drawing goes here
		terrain->drawTerrain( screen );

		drawBlocks( screen );

		player->draw( screen );
	}

	Game::draw( screen );
}
Beispiel #2
0
world::world () 
{		// creating the game window
		GameWindow.create(sf::VideoMode(500,500),"Brick Breaker v0.1");

		// showing the splash screen
		GameSplashScreen = new SplashScreen ;
		GameSplashScreen->show("welcome.png",GameWindow);
		delete GameSplashScreen ;

		//showing the main menu
		MenuScreen = new menu ;
		MenuScreen->show(GameWindow);
		delete MenuScreen ;
		
		//setting up the blocks
		sf::Texture BlockTexture;
		BlockTexture.loadFromFile("block.png");
		for (int i = 0 ; i < 5 ; i++)
			{
				for (int j = 0 ; j < 5 ; j++ )
				{
					blocks[i][j].GameObjectSprite.setTexture(BlockTexture);
					blocks[i][j].setPositon(i*100,j*25);
					
				}
			}
		drawBlocks();
		GameWindow.display();
		
		// entering the game loop
			while(true)
			{
				GameLoop();
			}
}
Beispiel #3
0
void Lines::paintEvent(QPaintEvent *e){
	Q_UNUSED(e);
	QPainter qp(this);
	/*Create serial object */
	try { 

			// Make a SimpleSerial object with the parameter for your Wunderboard/OS
			
			
			this->tmp = this->wunder->readLine();

			/*handles odd SimpleSerial Problems*/
			if(this->tmp.length() != 3)
				adcval = MADC; //send it back to the middle
			else
				adcval = atoi(this->tmp.c_str()) - MADC ;

		} catch(boost::system::system_error& e)
		{
			std::cerr<<tmp<<": Error: "<<std::endl;//<<e.what()<<std::endl;
		}
	qp.setWindow(0,0, 800, 600);
	drawBoundary(&qp);
	drawPaddle(&qp);
	drawBall(&qp);
	drawBlocks(&qp);
	check_collision();

	
}
Beispiel #4
0
void world::updateWorld() 
{

	if ((int(WorldTime.getElapsedTime().asSeconds() *1000) ) % 2 == 1 )

	{
		PlayerPadel.update(GameWindow);
		GameBall.update(GameWindow,PlayerPadel,blocks);
		GameWindow.clear(sf::Color(150,0,255));
		PlayerPadel.draw(GameWindow);
		GameBall.draw(GameWindow);
		drawBlocks();
		GameWindow.display();
		WorldTime.restart();
	}

}
Beispiel #5
0
void PuzzlePrinter::print (const ksudoku::Game & game)
{
    const ksudoku::Puzzle * puzzle = game.puzzle();
    const SKGraph *         graph  = puzzle->graph();
    if (graph->sizeZ() > 1) {
        KMessageBox::information (m_parent,
            i18n("Sorry, cannot print three-dimensional puzzles."));
        return;
    }
    const int leastCellsToFit = 20;	// Avoids huge cells in small puzzles.

    // Set up a QPrinter and a QPainter and allocate space on the page.
    bool pageFilled = setupOutputDevices (leastCellsToFit, graph->sizeX());
    if (! m_printer) {
	return;				// The user did not select a printer.
    }

    // Draw the puzzle grid and its contents.
    bool hasBlocks   = (graph->specificType() != Mathdoku);
    bool hasCages    = ((graph->specificType() == Mathdoku) ||
	                (graph->specificType() == KillerSudoku));
    bool killerStyle = (graph->specificType() == KillerSudoku);

    if (hasBlocks) {			// Only Mathdoku has no blocks.
	drawBlocks (puzzle, graph);
    }
    if (hasCages) {			// Mathdoku and KillerSudoku have cages.
	drawCages (puzzle, graph, killerStyle);	// KillerSudoku has blocks too.
    }
    drawValues (game, graph);		// Print starting and filled-in values.

    if (pageFilled) {
        endPrint();			// Print immediately.
    }
    else {
        KMessageBox::information (m_parent,
            i18n ("The KSudoku setting for printing several puzzles per page "
                  "is currently selected.\n\n"
                  "Your puzzle will be printed when no more will fit on the "
                  "page or when KSudoku terminates."));
    }
}
Beispiel #6
0
// This paints the button pixmaps upon loading the style.
void QuartzHandler::createPixmaps()
{
    // Obtain titlebar blend colours, and create the block stuff on pixmaps.
    QColorGroup g2 = options()->colorGroup(ColorTitleBlend, true);
    QColor c2 = g2.background();
    g2 = options()->colorGroup(ColorTitleBar, true);
    QColor c = g2.background().light(130);

    titleBlocks = new KPixmap();
    titleBlocks->resize(normalTitleHeight * 25 / 18, normalTitleHeight);
    drawBlocks(titleBlocks, *titleBlocks, c, c2);

    g2 = options()->colorGroup(ColorTitleBlend, false);
    c2 = g2.background();
    g2 = options()->colorGroup(ColorTitleBar, false);
    c = g2.background().light(130);

    ititleBlocks = new KPixmap();
    ititleBlocks->resize(normalTitleHeight * 25 / 18, normalTitleHeight);
    drawBlocks(ititleBlocks, *ititleBlocks, c, c2);

    // Set the on all desktops pin pixmaps;
    QColorGroup g;
    QPainter p;

    g = options()->colorGroup(onAllDesktopsButtonOnLeft ? ColorTitleBar : ColorTitleBlend, true);
    c = onAllDesktopsButtonOnLeft ? g.background().light(130) : g.background();
    g2 = options()->colorGroup(ColorButtonBg, true);

    pinUpPix = new KPixmap();
    pinUpPix->resize(16, 16);
    p.begin(pinUpPix);
    p.fillRect(0, 0, 16, 16, c);
    kColorBitmaps(&p, g2, 0, 1, 16, 16, true, pinup_white_bits, pinup_gray_bits, NULL, NULL, pinup_dgray_bits, NULL);
    p.end();

    pinDownPix = new KPixmap();
    pinDownPix->resize(16, 16);
    p.begin(pinDownPix);
    p.fillRect(0, 0, 16, 16, c);
    kColorBitmaps(&p, g2, 0, 1, 16, 16, true, pindown_white_bits, pindown_gray_bits, NULL, NULL, pindown_dgray_bits, NULL);
    p.end();


    // Inactive pins
    g = options()->colorGroup(onAllDesktopsButtonOnLeft ? ColorTitleBar : ColorTitleBlend, false);
    c = onAllDesktopsButtonOnLeft ? g.background().light(130) : g.background();
    g2 = options()->colorGroup(ColorButtonBg, false);

    ipinUpPix = new KPixmap();
    ipinUpPix->resize(16, 16);
    p.begin(ipinUpPix);
    p.fillRect(0, 0, 16, 16, c);
    kColorBitmaps(&p, g2, 0, 1, 16, 16, true, pinup_white_bits, pinup_gray_bits, NULL, NULL, pinup_dgray_bits, NULL);
    p.end();

    ipinDownPix = new KPixmap();
    ipinDownPix->resize(16, 16);
    p.begin(ipinDownPix);
    p.fillRect(0, 0, 16, 16, c);
    kColorBitmaps(&p, g2, 0, 1, 16, 16, true, pindown_white_bits, pindown_gray_bits, NULL, NULL, pindown_dgray_bits, NULL);
    p.end();
}