void preGameTracker(int x, int y) { globe.getGlobal()->mX = x; globe.getGlobal()->mY = y; if (x > 1.5) { menu = ( y / 150); } }
void preGameMouseEvent(int button, int state, int x, int y) { if(x>1.5){ if (button == 0 && state == 0) { globe.getGlobal()->mouseDown = true; pick = menu; } if (button == 0 && state == 1) { globe.getGlobal()->mouseDown = false; if (x > 1.5) { menu = (y / 150); preGameSelect; } if(menu==pick){ curtain.setFlip(true); } } } }
void preGameUpdater() { if (curtain.getFrame() == 60) { globe.getGlobal()->stage = pick+1; globe.getGlobal()->settingTable = false; if(pick==0){ PlaySound(NULL, 0, 0); } } glutPostRedisplay(); }
void drawPreGameBack() { glPushMatrix(); { if (globe.getGlobal()->option.KONAMI_TRIG) { globe.getGlobal()->rainbowTyrenol[0] = (globe.getGlobal()->rainbowTyrenol[0] + 0.01) > 1 ? 0.5 : (globe.getGlobal()->rainbowTyrenol[0] + 0.01); globe.getGlobal()->rainbowTyrenol[1] = (globe.getGlobal()->rainbowTyrenol[1] + 0.015) > 1 ? 0.5 : (globe.getGlobal()->rainbowTyrenol[1] + 0.015); globe.getGlobal()->rainbowTyrenol[2] = (globe.getGlobal()->rainbowTyrenol[2] + 0.02) > 1 ? 0.5 : (globe.getGlobal()->rainbowTyrenol[2] + 0.02); glColor3f(globe.getGlobal()->rainbowTyrenol[0], globe.getGlobal()->rainbowTyrenol[1], globe.getGlobal()->rainbowTyrenol[2]); } else { glColor3f(0.2, 0.9, 0.2); } glBegin(GL_POLYGON); { glVertex3f(0, 2, 0.0); glVertex3f(2, 2, 0.0); glVertex3f(2, 0, 0.0); glVertex3f(0, 0, 0.0); } glEnd(); } glPopMatrix(); if(globe.getGlobal()->option.KONAMI_TRIG){ globe.getGlobal()->beMyRain->drawRain(); } glColor4f(0.2, 0.2, 0.2,0.5); glBegin(GL_POLYGON); { glVertex3f(0, 1.3, 0); glVertex3f(2, 1.3, 0); glVertex3f(2, 0.7, 0); glVertex3f(0, 0.7, 0); } glEnd(); glColor3f(0.2, 0.9, 0.9); glBegin(GL_POLYGON); { glVertex3f(1.3,2,0); glVertex3f(2,2,0); glVertex3f(2,0,0); glVertex3f(1.3,0,0); } glEnd(); }
void drawCursor() { glLoadIdentity(); if(globe.getGlobal()->mouseDown){ glColor3f(1, 1, 1); } else{ glColor3f(0.8,0.8,0.8); } glPushMatrix(); { glTranslatef(1.4, 1.6 - (0.6*menu), 0); glBegin(GL_TRIANGLES); { glVertex3f(0, 0.05, 0); glVertex3f(0 + 0.05*sqrt(3), 0, 0); glVertex3f(0, -0.05, 0); } glEnd(); } glPopMatrix(); }