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;
}
Exemple #2
0
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	
		}
	}
}
Exemple #3
0
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));


}
Exemple #4
0
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 ----------------------------------
}
Exemple #5
0
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;
	}


}