Exemple #1
0
// Private "render" function for the speedo
void BiPlaneGameUI::drawSpeedo(void) {
	// TODO: Why am I pasting the sprites?!

	// Display the speedo
	dbPasteSprite(this->speedoSpriteId, this->speedoX, this->speedoY);

	// Display the needle
	// TODO: Un-hardcode speedo half-width (128)
	dbPasteSprite(this->speedoNeedleSpriteId, this->needleX, this->needleY);
}
Exemple #2
0
void world::updateWorld(int xInputCord, int yInputCord) { //Updates the positions for the current stage / level.
	if(strcmp(currentworld,"stage1") == 0) {
		dbPasteImage(2,80,0);
		dbPasteImage(6,130,36);
		dbPasteImage(14,95,265);
		dbPasteImage(11,243,400,1);
		dbPasteImage(12,325,400,1);
		dbPasteImage(13,93,375,1);
		dbPasteImage(7,193,29);
		dbPasteSprite(1, xInputCord, yInputCord);
	}
}
Exemple #3
0
void world::dimArea(char interval[], void *classPointer) {
	int timeInterval = atoi(interval);
	int *currentXCord = static_cast<world*>(classPointer)->currentX; //Get our x coordinate from our class
	int *currentYCord = static_cast<world*>(classPointer)->currentY; //Get our y coordinate from our class
	int numberOfSpritesPlus1 = (static_cast<world*>(classPointer)->numOfSprites)+1;
	int numberOfImagesPlus1 = (static_cast<world*>(classPointer)->numOfImages)+1;

	dbSyncOn   ( );
	dbSyncRate ( 60 );
	dbLoadImage("background.png",numberOfImagesPlus1);
	dbSprite(numberOfSpritesPlus1,0,0,numberOfImagesPlus1);
	dbPlaySound(3);

	for(int i = 0; i < 255 && LoopGDK(); i+=5) { //Make our screen slightly darker each time. The speed is controlled by the timeInterval variable.
		static_cast<world*>(classPointer)->updateWorld(*currentXCord,*currentYCord);
		dbSetSpriteAlpha(numberOfSpritesPlus1,i);
		dbPasteSprite(numberOfSpritesPlus1,0,0);
		dbWait(timeInterval);
		dbSync();
	}

	for(int i = 0; i <= 100 && LoopGDK(); i+=5) { //Keep out screen dark for a little bit
		static_cast<world*>(classPointer)->updateWorld(*currentXCord,*currentYCord);
		dbWait(timeInterval);
		dbSync();
	}

	for(int i = 255; i >= 0 && LoopGDK(); i-=5) { //Now make our screen lighter so we can see again.
		static_cast<world*>(classPointer)->updateWorld(*currentXCord,*currentYCord);
		dbSetSpriteAlpha(numberOfSpritesPlus1,i);
		dbPasteSprite(numberOfSpritesPlus1,0,0);
		dbWait(timeInterval);
		dbSync();
	}

}