Example #1
0
/******************************************************************************
*  HandleFire - handle player firing photons                                  *
******************************************************************************/
void
HandleFire(MyProgram *data)
{
   int r, c;

   if (data->score.ammo > 0)
   {
      UpdateStatus( "Firing photons", data );
      AdjustValue( ICON_PHOTON, DECR_AMMO, data );

      data->data.photon.enable_anim = TRUE;
      data->data.photon.erase_trail = TRUE;
      data->data.photon.hit_target = FALSE;
      data->data.photon.frame_count = 0;

      r = data->data.player.current_row;
      c = data->data.player.current_col;

      data->data.photon.direction = data->data.board[r][c];

      data->data.photon.current_row = r;
      data->data.photon.current_col = c;

      data->anim.enable_anim = TRUE;
      EnableNextAnimFrame( data );
   }
   else
   {
      UpdateStatus( "You don't have any ammo!", data );
   }
}
Example #2
0
/******************************************************************************
*  HandlePhotonCollision - handle photon collision detection                  *
******************************************************************************/
void
HandlePhotonCollision(int r, int c, MyProgram *data)
{

      switch( data->data.map[r][c] )
      {
         case ICON_UFO:
            UpdateStatus( "You blasted a ufo", data );
            AdjustValue( ICON_UFO, INCR_SCORE, data );
            AdjustValue( ICON_UFO, DECR_HEALTH, data );
            data->data.map[r][c] = ICON_UFO_X;
            data->data.photon.hit_target = TRUE;
            break;

         case ICON_PLANET:
            UpdateStatus( "You blasted a planet", data );
            AdjustValue( ICON_PLANET, INCR_SCORE, data );
            AdjustValue( ICON_PLANET, DECR_HEALTH, data );
            data->data.map[r][c] = ICON_PLANET_X;
            data->data.photon.hit_target = TRUE;
            break;

         case ICON_ROID:
            UpdateStatus( "You blasted an asteroid", data );
            AdjustValue( ICON_ROID, INCR_SCORE, data );
            AdjustValue( ICON_ROID, DECR_HEALTH, data );
            data->data.map[r][c] = ICON_ROID_X;
            data->data.photon.hit_target = TRUE;
            break;
      }

}
void CConfigNmeaIntervalDlg::OnVScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar)
{
	if(NULL==pScrollBar)
	{
		CDialog::OnVScroll(nSBCode, nPos, pScrollBar);
		return;
	}
	if(SB_ENDSCROLL!=nSBCode)
	{
		AdjustValue(nPos, pScrollBar);
	}
	CDialog::OnVScroll(nSBCode, nPos, pScrollBar);
}
Example #4
0
/******************************************************************************
*  HandleSlammer - handle player using planet slammer                         *
******************************************************************************/
void
HandleSlammer(MyProgram *data)
{
   if (data->score.slammer > 0)
   {
      UpdateStatus( "Engaging planet slammer", data );
 
      AdjustValue( ICON_SLAMMER, DECR_SLAMMER, data );
   }
   else
   {
      UpdateStatus( "You don't have a planet slammer!", data );
   }
}
Example #5
0
/******************************************************************************
*  HandleWarp - handle player warping                                         *
******************************************************************************/
void
HandleWarp(MyProgram *data)
{
   if (data->score.warp > 0)
   {
      UpdateStatus( "Engaging warp drive", data );
      InitBoard( data );
      UpdateDisplay( data );
      PlacePlayerIcon( MAX_GRID_ROW/2, MAX_GRID_COL/2, ICON_SHIPU, data );
      AdjustValue( ICON_WARP, DECR_WARP, data );
   }
   else
   {
      UpdateStatus( "You don't have any warp cores!", data );
   }
}
void OddsSpinCtrl::OnSpin(wxSpinDoubleEvent& spinEvent) {
    SetIncrement();
    AdjustValue();
    previousValue = GetValue();
    spinEvent.Skip();
}
Example #7
0
/******************************************************************************
*  HandlePlayerCollision - handle player collision detection                               *
******************************************************************************/
void
HandlePlayerCollision(int r, int c, MyProgram *data)
{
   if ( data->data.map[r][c] == ICON_NONE )
   {
      UpdateStatus( "Empty space", data );
   }
   else
   {
      switch( data->data.map[r][c] )
      {
         case ICON_HEALTH:
            UpdateStatus( "Picked up some health, yes", data );
            AdjustValue( ICON_HEALTH, INCR_SCORE, data );
            AdjustValue( ICON_HEALTH, INCR_HEALTH, data );
            data->data.map[r][c] = ICON_NONE;
            break;

         case ICON_AMMO:
            UpdateStatus( "Picked up some ammo, blast em", data );
            AdjustValue( ICON_AMMO, INCR_SCORE, data );
            AdjustValue( ICON_AMMO, INCR_HEALTH, data );
            AdjustValue( ICON_AMMO, INCR_AMMO, data );
            data->data.map[r][c] = ICON_NONE;
            break;

         case ICON_WARP:
            UpdateStatus( "Picked up a warp drive, yee haaa", data );
            AdjustValue( ICON_WARP, INCR_SCORE, data );
            AdjustValue( ICON_WARP, INCR_HEALTH, data );
            AdjustValue( ICON_WARP, INCR_WARP, data );
            data->data.map[r][c] = ICON_NONE;
            break;

         case ICON_SLAMMER:
            UpdateStatus( "Picked up a planet slammer, groovy", data );
            AdjustValue( ICON_SLAMMER, INCR_SCORE, data );
            AdjustValue( ICON_SLAMMER, INCR_HEALTH, data );
            AdjustValue( ICON_SLAMMER, INCR_AMMO, data );
            AdjustValue( ICON_SLAMMER, INCR_SLAMMER, data );
            data->data.map[r][c] = ICON_NONE;
            break;

         case ICON_UFO:
            UpdateStatus( "You collided with a ufo, weirdness", data );
            AdjustValue( ICON_UFO, INCR_SCORE, data );
            AdjustValue( ICON_UFO, DECR_HEALTH, data );
            data->data.map[r][c] = ICON_UFO_X;
            break;

         case ICON_PLANET:
            UpdateStatus( "You smashed into a planet, major bummer", data );
            AdjustValue( ICON_PLANET, INCR_SCORE, data );
            AdjustValue( ICON_PLANET, DECR_HEALTH, data );
            data->data.map[r][c] = ICON_PLANET;
            break;

         case ICON_ROID:
            UpdateStatus( "You hit an asteroid, bummer", data );
            AdjustValue( ICON_ROID, INCR_SCORE, data );
            AdjustValue( ICON_ROID, DECR_HEALTH, data );
            data->data.map[r][c] = ICON_ROID_X;
            break;

         case ICON_BHOLE:
            UpdateStatus( "You fell into a black hole, crunch", data );
            AdjustValue( ICON_BHOLE, DECR_HEALTH, data );
            break;

         case ICON_WORM:
            UpdateStatus( "You fell into a wormhole, cowabunga", data );
            AdjustValue( ICON_WORM, DECR_HEALTH, data );
            InitBoard( data );
            UpdateDisplay( data );
            break;
      }
   }
}