Example #1
0
void UpdatePause(void)
{
	while(pause)
	{
		StartFoxFrame();
		AESysFrameStart();

		PlayAudio(&BackgroundSnd);

		if(FoxInput_KeyTriggered(VK_ESCAPE))
		{
			pause = FALSE;
		}

		if(GetNextState() == GS_Quit || GetNextState() == GS_Restart)
		{
			pause = FALSE;
		}

		DrawPause();

		EventPause();
		
		FoxInput_Update();
		SaveSettings();
		SetChannelGroupVolume(EffectType, SFXVolume);
		SetChannelGroupVolume(MusicType, BGMVolume);
		UpdateSoundSystem();

		AESysFrameEnd();
		EndFoxFrame();
	}
	SaveSettings();
	FreePause();
}
Example #2
0
int HUD_Redraw( float flTime, int state )
{
	switch( state )
	{
	case CL_LOADING:
		DrawProgressBar();
		break;
	case CL_ACTIVE:
		gHUD.Redraw( flTime );
		break;
	case CL_PAUSED:
		gHUD.Redraw( flTime );
		DrawPause();
		break;
	case CL_CHANGELEVEL:
		DrawImageBar( 100, "m_loading" );
		break;
	}
	return 1;
}
Example #3
0
File: game.c Project: jc429/276game
void UpdateVersus(){
	if(!pause){	
		UpdateStage(stage);
		if((f2.state!=DEAD)&&(f1.state!=DEAD)){
			if(f1.state!=HIT&&f1.state!=DEAD)
				UpdateFrame(&f1);
			if(f2.state!=HIT&&f2.state!=DEAD)
				UpdateFrame(&f2);
			UpdateInputs(&f1,p1input);
			UpdateInputs(&f2,p2input);
			ProcessInputs(&f1);
			ProcessInputs(&f2);
			FighterThink(&f2);
			FighterThink(&f1);
			FighterUpdate(&f1);
			FighterUpdate(&f2);
			
		}
		if(nexttimer>0){
			if(f2.state==DEAD && f1.state==DEAD)
				DrawSprite(drawvic,screen,0,0,0);
			else if(f2.state==DEAD)
				DrawSprite(p1vic,screen,0,0,0);
			else
				DrawSprite(p2vic,screen,0,0,0);
			nexttimer--;
		}if(nexttimer==0){
			nexttimer--;
			if(stage==ST_PLATFORM)
				stage = ST_FIELD;
			else
				stage = ST_PLATFORM;
			ClearFighter(&f1);
			ClearFighter(&f2);
			InitVersus();
		}
		
	}
	else
		DrawPause(pausescr);
}
Example #4
0
// ************************************************************************** //
// ****************************** Manipulators ****************************** //
// ************************************************************************** //
void Decepticon :: Draw()
{
	glPushMatrix();
		glTranslatef(0, transform_position, 0);
		glRotatef(-bend_angle, -1, 0, 0);

		glPushMatrix();
			glTranslatef(0, -torso_length, 0);
			DrawBody();												// draw body
			glPushMatrix();
				glTranslatef(0, 10, 20);
				glPushMatrix();
					glTranslatef(0, 10, -20);
					if (display_mode == GL_POLYGON)
					{
						GLfloat mat_ambient[] = {1.0, 0.0, 1.0, 1.0};
						GLfloat mat_diffuse[] = {1.0, 0.0, 1.0, 1.0};
						glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
						glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);

						glutSolidTeapot(15);

						mat_ambient[0] = 0.0;
						mat_ambient[1] = 0.0;
						mat_ambient[2] = 1.0;
						mat_diffuse[0] = 0.0;
						mat_diffuse[1] = 0.0;
						mat_diffuse[2] = 0.8;
						glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
						glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
					}  // if statement
				glPopMatrix();
				glRotatef(window_angle, 1, 0, 0);
				DrawWindow();											// draw window
			glPopMatrix();
			glPushMatrix();
				glTranslatef(50, 47.5, 15);
				glRotatef(left_shoulder_forward_angle, -1, 0, 0);
				glRotatef(left_shoulder_outward_angle, 0, 0, 1);
				glTranslatef(0, 0, left_shoulder_back);
				glRotatef(left_shoulder_rotate, 0, 1, 0);
				DrawShoulder();											// draw left shoulder
				glPushMatrix();
					glTranslatef(0, 10, 0);
					glRotatef(left_shoulder_twist_angle, 0, 1, 0);
					DrawUpperArm();										// draw left upper arm
					glPushMatrix();
						glTranslatef(9, -40, 0);
						glRotatef(left_elbow_forward_angle, -1, 0, 0);
						glTranslatef(0, left_lower_arm_retract, 0);
						DrawLowerArm();									// draw left lower arm
					glPopMatrix();
				glPopMatrix();
			glPopMatrix();
			glPushMatrix();
				glTranslatef(-50, 47.5, 15);
				glScalef(-1, 1, 1);
				glRotatef(right_shoulder_forward_angle, 1, 0, 0);
				glRotatef(right_shoulder_outward_angle, 0, 0, 1);
				glTranslatef(0, 0, right_shoulder_back);
				glRotatef(right_shoulder_rotate, 0, 1, 0);
				DrawShoulder();											// draw right shoulder
				glPushMatrix();
					glTranslatef(0, 10, 0);
					glRotatef(right_shoulder_twist_angle, 0, 1, 0);
					DrawUpperArm();										// draw right upper arm
					glPushMatrix();
						glTranslatef(9, -40, 0);
						glRotatef(right_elbow_forward_angle, 1, 0, 0);
						glTranslatef(0, right_lower_arm_retract, 0);
						DrawLowerArm();									// draw right lower arm
					glPopMatrix();
				glPopMatrix();
			glPopMatrix();
			glTranslatef(0, torso_length, 0);
			DrawTorso();												// draw torso
			glPushMatrix();
				glTranslatef(0, -15, 0);
				glRotatef(bend_angle, -1, 0, 0);
				glRotatef(hips_angle, -1, 0, 0);
				DrawHips();												// draw hips
				glPushMatrix();
					glTranslatef(0, -12.5, 15);
					DrawRewind();
					DrawFastForward();
					DrawPlay();
					DrawStop();
					DrawPause();
					glPushMatrix();
						glTranslatef(22.5, -5, -15);
						glTranslatef(0, left_leg_drop, 0);
						glRotatef(left_leg_twist_angle, 0, 1, 0);
						glRotatef(left_leg_forward_angle, -1, 0, 0);
						glRotatef(left_leg_outward_angle, 0, 0, 1);
						glTranslatef(0, left_upper_leg_length, 0);
						DrawUpperLeg();									// draw left upper leg
						glPushMatrix();
							glTranslatef(0, -65, 0);
							glTranslatef(0, left_lower_leg_length, 0);
							glRotatef(left_knee_angle, 1, 0, 0);
							DrawLowerLeg();								// draw left lower leg
							glTranslatef(0, -70, 5);
							glRotatef(left_foot_angle, 1, 0, 0);
							glTranslatef(0, 0, left_foot_retract);
							DrawFoot();									// draw left foot
						glPopMatrix();
					glPopMatrix();
					glPushMatrix();
						glTranslatef(-22.5, -5, -15);
						glTranslatef(0, right_leg_drop, 0);
						glRotatef(right_leg_twist_angle, 0, -1, 0);
						glRotatef(right_leg_forward_angle, -1, 0, 0);
						glRotatef(right_leg_outward_angle, 0, 0, -1);
						glTranslatef(0, right_upper_leg_length, 0);
						DrawUpperLeg();									// draw right upper leg
						glPushMatrix();
							glTranslatef(0, -65, 0);
							glScalef(-1, 1, 1);
							glTranslatef(0, right_lower_leg_length, 0);
							glRotatef(right_knee_angle, 1, 0, 0);
							DrawLowerLeg();								// draw right lower leg
							glTranslatef(0, -70, 5);
							glRotatef(right_foot_angle, 1, 0, 0);
							glTranslatef(0, 0, right_foot_retract);
							DrawFoot();									// draw right foot
						glPopMatrix();
					glPopMatrix();
				glPopMatrix();
			glPopMatrix();
		glPopMatrix();

	glPopMatrix();
}  // DrawSoundwave
Example #5
0
//================================================
//メインループ
//================================================
void Luna::Main(long ArgNum, char *pArgStr[])
{

	//----------------------------------------
	//全システムの開始
	//----------------------------------------	
	if(Luna::Start() )
	{
		//--------------------------------
		//初期化処理
		//--------------------------------
		InitProcess();
		
		//LunaInput::GetMouseData(&camera.Mouse);
		//LunaInput::GetMouseData(&camera.MouseOld);
		
		//--------------------------------
		//ゲーム用ループ
		//--------------------------------
		while(Luna::WaitForMsgLoop() )
		{
			
			/*画面クリア*/
			Luna3D::Clear(D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, COLOR_BLACK, 1.0f);
			
			//Luna3D::Clear(D3DCLEAR_TARGET, COLOR_WHITE);
			
			/*デバッグ画面クリア*/
		//	LunaDebug::Clear();
			
			switch(g_GameMode)
			{
				case SCENE_INITIALIZE:
				{
					Initialize();
					break;
				}
				
				case SCENE_LOGO:
				{
					//DrawLogo();
					break;
				}
				
				case SCENE_TITLE:
				{
					DrawTitle();
					break;
				}
				
				case SCENE_CHARSEL:
				{
					DrawCharaSelect();
					break;
				}
				
				case SCENE_MAIN:
				{
					DrawMain();
					break;
				}
				
				case SCENE_OPTION:
				{
					DrawOption();
					break;
				}
				
				case SCENE_TUTOLIAL:
				{
					DrawTutorial();
					break;
				}
				
				case SCENE_PAUSE:
				{
					DrawPause();
					break;
				}
				
				case SCENE_PAUSEEXIT:
				{
					DrawPauseExit();
					break;
				}
				
				case SCENE_ERROR:
				{
					DrawError();
					break;
				}
				
				case SCENE_EXIT:
				{
					DrawExit();
					break;
				}
				
				case SCENE_FADEIN:
				{
					Fadein();
					break;
				}
				
				case SCENE_FADEOUT:
				{
					Fadeout();	
					break;
				}
				
				case SCENE_CONV:
				{
					Conversation();
					break;
				}
				
				case SCENE_GAMECLEAR:
				{
					DrawGameClear();
					break;
				}
				
				case SCENE_GAMEOVER:
				{
					DrawGameOver();
					break;
				}
				
				case SCENE_CONTINUE:
				{
					DrawContinue();
					break;
				}
				
				case SCENE_FINALIZE:
				{
					Finalize();
					break;
				}
				
			}
			
			/*画面更新*/
			Luna3D::Refresh();
			
			/*デバッグ処理*/
		//	Debug();
		}

		/*終了処理*/
		Finalize();
	}
}