int TInterface::CheckInput() { if( GfxInputIsJustReleased( EGfxInputID_MouseLeft ) ) { const float fMouseX = ( float ) GfxGetCurrentMouseX(); const float fMouseY = ( float ) GfxGetCurrentMouseY(); const TGfxVec2 tMousePos = TGfxVec2( fMouseX, fMouseY ); for( int i = 0; i < BUTTON_MAX; i++ ) { if( m_pButtons[i] != nullptr && m_pButtons[i]->CollidePoint( tMousePos ) ) { GfxDbgPrintf( "CLICK %d\n", i ); return i; } } } return BUTTON_NULL; }
void MainMenu::Input() { if (GfxInputIsJustPressed(EGfxInputID_MouseLeft)) { int g_iMouseX = GfxGetCurrentMouseX(); int g_iMouseY = GfxGetCurrentMouseY(); if ((g_iMouseX > 128) & (g_iMouseX < 352) & (g_iMouseY > 96) & (g_iMouseY < 136)) // Click on New Game { tPosition.m_bLoadMode = false; // changer le mode en new tPosition.EmuKeyboard(); // State machine passe à keyboard tMainMenu.Delete(); // Delete background menu tKeyboard.Create(); // Add background keyboard } if ((g_iMouseX > 128) & (g_iMouseX < 352) & (g_iMouseY > 184) & (g_iMouseY < 224)) // Click on Load Game { tPosition.m_bLoadMode = true; tPosition.EmuKeyboard(); tMainMenu.Delete(); // Delete background menu tKeyboard.Create(); // Add background keyboard } } }
void Update() { const int mPosX = int(GfxGetCurrentMouseX() / (SCALE * TILE_SIZE)); const int mPosY = int(GfxGetCurrentMouseY() / (SCALE * TILE_SIZE)); iPosX = int(GfxSpriteGetPositionX(g_pSpriteHero) / (SCALE * 16)); // Le deuxieme int sert à forcer un int ! ça retire les virgules probable iPosY = int(GfxSpriteGetPositionY(g_pSpriteHero) / (SCALE * 16)); int iPosX2 = int(GfxSpriteGetPositionX(g_pSpriteEnemy) / (SCALE * 16)); int iPosY2 = int(GfxSpriteGetPositionY(g_pSpriteEnemy) / (SCALE * 16)); const int iTileCountX = GfxGetDisplaySizeX() / (SCALE * 16) - 1; // valeur de type INT pour ne pas garder ce qui est après la virgule const int iTileCountY = GfxGetDisplaySizeY() / (SCALE * 16) - 1; // Clic perso ( pose cookie ) if (GfxInputIsJustPressed(EGfxInputID_MouseLeft) && iPosX == mPosX && iPosY == mPosY && g_cptCookie < MAX_COOKIE) { g_pCookie[g_cptCookie] = CreateTile(g_pTexture, 13, 3, iPosX, iPosY); g_cptCookie++; } // MOUSE MOVE ( with collision ) if (GfxInputIsJustPressed(EGfxInputID_MouseLeft) && iPosX < iTileCountX && iPosX < mPosX) { iPosX++; for (int i = 0; i < g_iWallCount; i++) { if (iPosX *(SCALE * 16) == GfxSpriteGetPositionX(g_pSpriteWall[i]) && iPosY*(SCALE * 16) == GfxSpriteGetPositionY(g_pSpriteWall[i])) { iPosX--; } } } if (GfxInputIsJustPressed(EGfxInputID_MouseLeft) && iPosX > 0 && iPosX > mPosX) { iPosX--; for (int i = 0; i < g_iWallCount; i++) { if (iPosX *(SCALE * 16) == GfxSpriteGetPositionX(g_pSpriteWall[i]) && iPosY*(SCALE * 16) == GfxSpriteGetPositionY(g_pSpriteWall[i])) { iPosX++; } } } if (GfxInputIsJustPressed(EGfxInputID_MouseLeft) && iPosY < iTileCountY && iPosY < mPosY) { iPosY++; for (int i = 0; i < g_iWallCount; i++) { if (iPosX *(SCALE * 16) == GfxSpriteGetPositionX(g_pSpriteWall[i]) && iPosY*(SCALE * 16) == GfxSpriteGetPositionY(g_pSpriteWall[i])) { iPosY--; } } } if (GfxInputIsJustPressed(EGfxInputID_MouseLeft) && iPosY > 0 && iPosY > mPosY) { iPosY--; for (int i = 0; i < g_iWallCount; i++) { if (iPosX *(SCALE * 16) == GfxSpriteGetPositionX(g_pSpriteWall[i]) && iPosY*(SCALE * 16) == GfxSpriteGetPositionY(g_pSpriteWall[i])) { iPosY++; } } } // KEYBOARD MOVE ( With collision ) if (GfxInputIsJustPressed(EGfxInputID_KeyArrowRight) && iPosX < iTileCountX) { iPosX++; for (int i = 0; i < g_iWallCount; i++) { if (iPosX *(SCALE * 16) == GfxSpriteGetPositionX(g_pSpriteWall[i]) && iPosY*(SCALE * 16) == GfxSpriteGetPositionY(g_pSpriteWall[i])) { iPosX--; } } } if (GfxInputIsJustPressed(EGfxInputID_KeyArrowLeft) && iPosX > 0) { iPosX--; for (int i = 0; i < g_iWallCount; i++) { if (iPosX *(SCALE * 16) == GfxSpriteGetPositionX(g_pSpriteWall[i]) && iPosY*(SCALE * 16) == GfxSpriteGetPositionY(g_pSpriteWall[i])) { iPosX++; } } } if (GfxInputIsJustPressed(EGfxInputID_KeyArrowDown) && iPosY < iTileCountY) { iPosY++; for (int i = 0; i < g_iWallCount; i++) { if (iPosX *(SCALE * 16) == GfxSpriteGetPositionX(g_pSpriteWall[i]) && iPosY*(SCALE * 16) == GfxSpriteGetPositionY(g_pSpriteWall[i])) { iPosY--; } } } if (GfxInputIsJustPressed(EGfxInputID_KeyArrowUp) && iPosY > 0) { iPosY--; for (int i = 0; i < g_iWallCount; i++) { if (iPosX *(SCALE * 16) == GfxSpriteGetPositionX(g_pSpriteWall[i]) && iPosY*(SCALE * 16) == GfxSpriteGetPositionY(g_pSpriteWall[i])) { iPosY++; } } } GfxSpriteSetPosition(g_pSpriteHero, float(iPosX * SCALE * 16), float(iPosY * SCALE * 16)); // DEPLACEMENT JOUEUR 2 CACHÉ HORS DE L'ECRAN POUR LES VERSION ANDROID ( caché à gauche ) if (GfxInputIsJustPressed(EGfxInputID_KeyCharD) && iPosX2 < iTileCountX) { iPosX2++; } if (GfxInputIsJustPressed(EGfxInputID_KeyCharQ) && iPosX2 > 0) { iPosX2--; } if (GfxInputIsJustPressed(EGfxInputID_KeyCharS) && iPosY2 < iTileCountY) { iPosY2++; } if (GfxInputIsJustPressed(EGfxInputID_KeyCharZ) && iPosY2 > 0) { iPosY2--; } GfxSpriteSetPosition(g_pSpriteEnemy, float(iPosX2 * SCALE * 16), float(iPosY2 * SCALE * 16)); }
void Update() { const int iMPosX = int(GfxGetCurrentMouseX()); const int iMPosY = int(GfxGetCurrentMouseY()); // Remplacer iMPosX par iiMPosX bool bCollide = true; g_iPosX = int(GfxSpriteGetPositionX(g_pSpriteHero)); // Le deuxieme int sert à forcer un int ! ça retire les virgules probable g_iPosY = int(GfxSpriteGetPositionY(g_pSpriteHero)); const int iTileCountX = GfxGetDisplaySizeX() - 1; // valeur de type INT pour ne pas garder ce qui est après la virgule const int iTileCountY = GfxGetDisplaySizeY() - 1; // MOUSE MOVE ( with collision ) if (IsGameOver == false) { //-------------------------------------------------------------- Déplacement droite ---------------------------------------------------// if (GfxInputIsPressed(EGfxInputID_MouseLeft) && g_iPosX + 16 < iMPosX) { GfxSpriteSetScale(g_pSpriteHero, float(SCALE), float(SCALE)); // bCollide = true; // for (int i = 0; i < g_iWallCount; i++) // { // if (GfxSpriteGetPositionY(g_pSpriteWall[i]) - 31 < g_iPosY && g_iPosY < GfxSpriteGetPositionY(g_pSpriteWall[i]) + 32) // { // if (GfxSpriteGetPositionX(g_pSpriteWall[i]) - 33 < g_iPosX && g_iPosX < GfxSpriteGetPositionX(g_pSpriteWall[i]) + 32) // { // bCollide = false; // } // } } for (int i = 0; i < g_iDeathWallCount; i++) // { // if (GfxSpriteGetPositionY(g_pSpriteDeathWall[i]) - 31 < g_iPosY && g_iPosY < GfxSpriteGetPositionY(g_pSpriteDeathWall[i]) + 32) // { // if (GfxSpriteGetPositionX(g_pSpriteDeathWall[i]) - 33 < g_iPosX && g_iPosX < GfxSpriteGetPositionX(g_pSpriteDeathWall[i]) + 32) // { // GameOver(); // } // } } // if (bCollide == true) // { // g_iMove[0] -= 2; // //g_iPosX += 2; // } // } // //-------------------------------------------------------------- Fin déplacement droite -----------------------------------------------// //-------------------------------------------------------------- Déplacement Gauche ---------------------------------- if (GfxInputIsPressed(EGfxInputID_MouseLeft) && g_iPosX - 16 > iMPosX) { GfxSpriteSetScale(g_pSpriteHero, float(-SCALE), float(SCALE)); bCollide = true; for (int i = 0; i < g_iWallCount; i++) { if (GfxSpriteGetPositionY(g_pSpriteWall[i]) - 31 < g_iPosY && g_iPosY < GfxSpriteGetPositionY(g_pSpriteWall[i]) + 32) { if (GfxSpriteGetPositionX(g_pSpriteWall[i]) - 32 < g_iPosX && g_iPosX < GfxSpriteGetPositionX(g_pSpriteWall[i]) + 33) { bCollide = false; } } } for (int i = 0; i < g_iDeathWallCount; i++) { if (GfxSpriteGetPositionY(g_pSpriteDeathWall[i]) - 31 < g_iPosY && g_iPosY < GfxSpriteGetPositionY(g_pSpriteDeathWall[i]) + 32) { if (GfxSpriteGetPositionX(g_pSpriteDeathWall[i]) - 32 < g_iPosX && g_iPosX < GfxSpriteGetPositionX(g_pSpriteDeathWall[i]) + 33) { GameOver(); } } } if (bCollide == true) { g_iMove[0] += 2; //g_iPosX-= 2; } } //-------------------------------------------------------------- Fin déplacement gauche ---------------------------------- //--------------------------------------------------------------- Collision Sol --------------------------- bCollide = true; for (int i = 0; i < g_iWallCount; i++) { if (GfxSpriteGetPositionX(g_pSpriteWall[i]) - 31 < g_iPosX && g_iPosX < GfxSpriteGetPositionX(g_pSpriteWall[i]) + 31) { if (g_iPosY > GfxSpriteGetPositionY(g_pSpriteWall[i]) - 33 && g_iPosY < GfxSpriteGetPositionY(g_pSpriteWall[i]) + 32) { bCollide = false; if (g_iVelocity[1] < 0) { g_iPosY = GfxSpriteGetPositionY(g_pSpriteWall[i]) + 32; } if (g_iVelocity[1] > 0) { g_iPosY = GfxSpriteGetPositionY(g_pSpriteWall[i]) - 31; } g_iVelocity[1] = 0; } } } // DEBUT GAME OVER for (int i = 0; i < g_iDeathWallCount; i++) { if (GfxSpriteGetPositionX(g_pSpriteDeathWall[i]) - 31 < g_iPosX && g_iPosX < GfxSpriteGetPositionX(g_pSpriteDeathWall[i]) + 31) { if (g_iPosY > GfxSpriteGetPositionY(g_pSpriteDeathWall[i]) - 33 && g_iPosY < GfxSpriteGetPositionY(g_pSpriteDeathWall[i]) + 32) { GameOver(); } } } // FIN GAME OVER if (bCollide == true) { g_iVelocity[1] += 0.4f; // f à la fin quand c'est un float. ça corrige l'erreur appellé "truncation" } if (GfxInputIsJustPressed(EGfxInputID_KeySpace) && g_iVelocity[1] == 0 || GfxInputIsJustPressed(EGfxInputID_KeySpace) && GfxInputIsPressed(EGfxInputID_KeyControl)) { g_iVelocity[1] = -7; } if (iMPosX > g_iPosX - 16 && iMPosX < g_iPosX + 16 && g_iVelocity[1] == 0 && GfxInputIsJustPressed(EGfxInputID_MouseLeft)) { g_iVelocity[1] = -7; } } //------------------------------------------------------------- Fin Collision Sol -------------------------------- //-------------------------------------------------------------- Actualisation déplacement ---------------------------------- g_iMove[1] = g_iMove[1] - (g_iVelocity[1]); for (int i = 0; i < g_iWallCount; i++) { GfxSpriteSetPosition(g_pSpriteWall[i], float (GfxSpriteGetPositionX(g_pSpriteWall[i])) + float(g_iMove[0]), float (GfxSpriteGetPositionY(g_pSpriteWall[i]))); } for (int i = 0; i < g_iDeathWallCount; i++) { GfxSpriteSetPosition(g_pSpriteDeathWall[i], float(GfxSpriteGetPositionX(g_pSpriteDeathWall[i])) + float(g_iMove[0]), float(GfxSpriteGetPositionY(g_pSpriteDeathWall[i]))); } if (IsGameOver == false) { GfxSpriteSetPosition(g_pSpritesBg, float(GfxSpriteGetPositionX(g_pSpritesBg)) + (float(g_iMove[0]/2)), float(GfxSpriteGetPositionY(g_pSpritesBg))); GfxSpriteSetPosition(g_pSpriteHero, float(g_iPosX), float(g_iPosY) - float(g_iMove[1])); } g_iMove[0] = 0; g_iMove[1] = 0; //-------------------------------------------------------------- Fin Actualisation déplacement ---------------------------------- }
void Update() { if (GfxInputIsJustPressed(EGfxInputID_MouseLeft)) { const int iMouseX = GfxGetCurrentMouseX(); const int iMouseY = GfxGetCurrentMouseY(); for (int i = 0; i < BUILDING_NUMBER; i++) { if ((iMouseX < (g_tBuilding[i].iPosX + SCALE)) && (iMouseX >(g_tBuilding[i].iPosX)) && (iMouseY < (g_tBuilding[i].iPosY + SCALE)) && (iMouseY >(g_tBuilding[i].iPosY)) ) { ChangeColor(iMouseX / 32, iMouseY / 32, GfxImageGetSizeX(g_pBackgroundImage)); if (g_tBuilding[i].bBuyed == false) { g_tBuilding[i].bBuyed = true; } else { g_tBuilding[i].bBuyed = false; } } } } g_iIncome = 0; for (int i = 0; i < BUILDING_NUMBER; i++) // Boucle principale -> Va tester chaque building un par un. { g_iQueuePosition = 0; g_iBuildingQueued[g_iQueuePosition] = i; g_bFirstBuy = false; do { if (g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iLooking < 4) { if (g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].bBuyed == true) { if (g_bFirstBuy == false) { g_bFirstBuy = true; g_iChain++; } for (int e = 0; e < BUILDING_NUMBER; e++) { if (g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iLooking == 0) // Test dernier building de la file pour savoir si il doit regarder à droite { if (((g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iPosX + 32) == g_tBuilding[e].iPosX) && ((g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iPosY) == g_tBuilding[e].iPosY)) // Test si building à sa droite { g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iLooking++; // Si building à sa droite, on lui dit qu'il à check à droite if (g_tBuilding[e].iLooking == 0 && g_tBuilding[e].bBuyed == true) // Ce building DOIT avoir été acheté) { g_iChain++; g_iQueuePosition++; g_iBuildingQueued[g_iQueuePosition] = e; } break; } } else if (g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iLooking == 1) { if (((g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iPosY + 32) == g_tBuilding[e].iPosY) && (g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iPosX == g_tBuilding[e].iPosX)) // Test si building à sa droite { g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iLooking++; // Si building à sa droite, on lui dit qu'il à check à droite if ((g_tBuilding[e].iLooking == 0) && (g_tBuilding[e].bBuyed == true)) // Ce building DOIT avoir été acheté) { g_iChain++; g_iQueuePosition++; g_iBuildingQueued[g_iQueuePosition] = e; } break; } } else if (g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iLooking == 2) { if (((g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iPosX - 32) == (g_tBuilding[e].iPosX)) && ((g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iPosY) == (g_tBuilding[e].iPosY))) // Test si building à sa droite { g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iLooking++; // Si building à sa droite, on lui dit qu'il à check à droite if ((g_tBuilding[e].iLooking == 0) && (g_tBuilding[e].bBuyed == true)) // Ce building DOIT avoir été acheté) { g_iChain++; g_iQueuePosition++; g_iBuildingQueued[g_iQueuePosition] = e; } break; } } else if (g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iLooking == 3) { if (((g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iPosY - 32) == g_tBuilding[e].iPosY) && (g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iPosX == g_tBuilding[e].iPosX)) // Test si building à sa droite { g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iLooking++; // Si building à sa droite, on lui dit qu'il à check à droite if (g_tBuilding[e].iLooking == 0 // Ce building ne doit pas encore avoir été check && g_tBuilding[e].bBuyed == true) // Ce building DOIT avoir été acheté) { g_iChain++; g_iQueuePosition++; g_iBuildingQueued[g_iQueuePosition] = e; } break; } } if (e == 41 && g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iLooking < 4) { g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iLooking++; break; } } } else { g_tBuilding[g_iBuildingQueued[g_iQueuePosition]].iLooking = 4; } } else if (g_iQueuePosition > 0) { g_iQueuePosition--; } } while (g_tBuilding[g_iBuildingQueued[0]].iLooking < 4); for (int e = 0; e < g_iChain; e++) { g_iIncome += ((e + 1) * 1000); } g_iQueuePosition = 0; g_iChain = 0; } GfxTextSpritePrintf(g_pSpriteIncome, "revenue: $%d", g_iIncome); GfxSpriteSetPosition(g_pSpriteIncome, float((GfxGetDisplaySizeX() / 2) - GfxSpriteGetSizeX(g_pSpriteIncome)), 290); for (int e = 0; e < BUILDING_NUMBER; e++) { g_tBuilding[e].iLooking = 0; } }