static void do_window(GLFWwindow *win, t_env *env) { int state; while (!glfwWindowShouldClose(win)) { if (GLFW_PRESS == (state = glfwGetKey(win, GLFW_KEY_LEFT)) && (env->bar > -0.87f)) env->bar -= 0.03f; if (GLFW_PRESS == (state = glfwGetKey(win, GLFW_KEY_RIGHT)) && (env->bar < 0.87f)) env->bar += 0.03f; glClear(GL_COLOR_BUFFER_BIT); square_create(env); the_ball(env); the_bar(env); aff_score(env); glfwPollEvents(); glfwSwapBuffers(win); if (env->life == -1) { ft_putendl("A looser is YOU ! D:"); glfwSetWindowShouldClose(win, GL_TRUE); } if (check_win(env)) glfwSetWindowShouldClose(win, GL_TRUE); } }
void Gui::dump() { init_picture(); SDL_FillRect(screen, NULL, 0); aff_score(0); handleEvents(); }
void Gui::gameOver() { bool retry = false; int s_event = 0; SDL_Event event; aff_score(1); aff_retry("QUIT" , "RETRY"); while (!s_event) { SDL_WaitEvent(&event); switch(event.type) { case SDL_QUIT: { s_event = 1; break; } case SDL_KEYDOWN: { if (event.key.keysym.sym == SDLK_UP || event.key.keysym.sym == SDLK_DOWN) { retry = !retry; SDL_FillRect(screen, NULL, 0); aff_score(1); if (retry) aff_retry("RETRY" , "QUIT"); else aff_retry("QUIT" , "RETRY"); } if (event.key.keysym.sym == SDLK_RETURN) s_event = 1; if (event.key.keysym.sym == SDLK_ESCAPE) s_event = 1; break; } } } if (!retry) m_state = DISABLE; else { m_nibbler.retry(); usleep(25000); } }
void Gui::gameOver() { bool retry = false; int s_event = 0; SDL_Event event; screen = SDL_SetVideoMode(m_nibbler.getWidth() * 25, m_nibbler.getHeight() * 25, 16, SDL_HWSURFACE | SDL_DOUBLEBUF); aff_score(1); aff_retry("QUIT" , "RETRY"); while (!s_event) { SDL_WaitEvent(&event); switch(event.type) { case SDL_QUIT: { s_event = 1; break; } case SDL_KEYDOWN: { if (event.key.keysym.sym == SDLK_UP || event.key.keysym.sym == SDLK_DOWN) { retry = !retry; SDL_FillRect(screen, NULL, 0); aff_score(1); if (retry) aff_retry("RETRY" , "QUIT"); else aff_retry("QUIT" , "RETRY"); } if (event.key.keysym.sym == SDLK_RETURN) s_event = 1; if (event.key.keysym.sym == SDLK_ESCAPE) s_event = 1; break; } } } m_state = DISABLE; SDL_Quit(); }
void Gui::dump() { glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); init_picture(m_nibbler.getMap()); glEnd(); glFlush(); aff_score(0); SDL_GL_SwapBuffers(); handleEvents(); }