void drawScoreboard(paddle *p1, paddle *p2){
  uint32_t gold = 0xffff00; //white = 0xffffff;

  if ( p1->score == 0 )
    draw0(gold,P1_SCORE_X,P1_SCORE_Y);
  else if ( p1->score == 1 )
    draw1(gold,P1_SCORE_X,P1_SCORE_Y); 
  else if ( p1->score == 2 )
    draw2(gold,P1_SCORE_X,P1_SCORE_Y);
  else if ( p1->score == 3 )
    draw3(gold,P1_SCORE_X,P1_SCORE_Y);
  if ( p2->score == 0 )
    draw0(gold,P2_SCORE_X,P2_SCORE_Y);
  else if ( p2->score == 1 )
    draw1(gold,P2_SCORE_X,P2_SCORE_Y); 
  else if ( p2->score == 2 )
    draw2(gold,P2_SCORE_X,P2_SCORE_Y);
  else if ( p2->score == 3 )
    draw3(gold,P2_SCORE_X,P2_SCORE_Y);
}
Exemple #2
0
// private set ups
void Animation::setupEnter(){
	Point* p1 = new Point(-9.75, -5.0);	Point* p2 = new Point(-9.25, -5.0);	Point* p3 = new Point(-8.75, -5.0);
	Point* p4 = new Point(-8.25, -5.0);	Point* p5 = new Point(-7.75, -5.0);	Point* p6 = new Point(-7.25, -5.0);
	Point* p7 = new Point(-6.75, -5.0);	Point* p8 = new Point(-6.25, -5.0);	Point* p9 = new Point(-5.75, -5.0);
	Point* p10 = new Point(-5.25, -5.0); Point* p11 = new Point(-4.75, -5.0); Point* p12 = new Point(-4.25, -5.0);
	Point* p13 = new Point(-3.75, -5.0); Point* p14 = new Point(-3.25, -5.0); Point* p15 = new Point(-2.75, -5.0);
	Point* p16 = new Point(-2.25, -5.0); Point* p17 = new Point(-1.75, -5.0); Point* p18 = new Point(-1.25, -5.0);
	Rectangle1 nostep(5.0, 5.0, Point(-10.75, -5.0), "data/character/nostep",UserManager::getProfile().getColor());
	Rectangle1 step(5.0, 5.0, Point(-10.25, -5.0), "data/character/step",UserManager::getProfile().getColor());
	Rectangle1 draw1(5.0, 5.0, Point(-1.25, -5.0), "data/character/draw1",UserManager::getProfile().getColor());
	Rectangle1 draw2(5.0, 5.0, Point(-1.25, -5.0), "data/character/draw2",UserManager::getProfile().getColor());
	Rectangle1 draw3(5.0, 5.0, Point(-1.25, -5.0), "data/character/draw3",UserManager::getProfile().getColor());
	Rectangle1 defense(5.0, 5.0, Point(-1.25, -5.0), "data/character/defensivestance",UserManager::getProfile().getColor());
	enter.push_back(nostep); enter.push_back(step); nostep.setPoint(p1); step.setPoint(p2);
	enter.push_back(nostep); enter.push_back(step);	nostep.setPoint(p3); step.setPoint(p4);
	enter.push_back(nostep); enter.push_back(step);	nostep.setPoint(p5); step.setPoint(p6);
	enter.push_back(nostep); enter.push_back(step);	nostep.setPoint(p7); step.setPoint(p8);
	enter.push_back(nostep); enter.push_back(step);	nostep.setPoint(p9); step.setPoint(p10);
	enter.push_back(nostep); enter.push_back(step);	nostep.setPoint(p11); step.setPoint(p12);
	enter.push_back(nostep); enter.push_back(step);	nostep.setPoint(p13); step.setPoint(p14);
	enter.push_back(nostep); enter.push_back(step);	nostep.setPoint(p15); step.setPoint(p16);
	enter.push_back(nostep); enter.push_back(step);	nostep.setPoint(p17); step.setPoint(p18);
	enter.push_back(nostep); enter.push_back(step);	enter.push_back(draw1);	enter.push_back(draw2);	enter.push_back(draw3);	enter.push_back(defense);
	Rectangle1 monster(5.0, 5.0, Point(10.5, -6), "data/monster/" + mon);
	enemyEnter.push_back(monster); Point* point = new Point(10.0, -6); monster.setPoint(point);
	enemyEnter.push_back(monster); point = new Point(9.5, -6); monster.setPoint(point);
	enemyEnter.push_back(monster); point = new Point(9.0, -6); monster.setPoint(point);
	enemyEnter.push_back(monster); point = new Point(8.5, -6); monster.setPoint(point);
	enemyEnter.push_back(monster); point = new Point(8.0, -6); monster.setPoint(point);
	enemyEnter.push_back(monster); point = new Point(7.5, -6); monster.setPoint(point);
	enemyEnter.push_back(monster); point = new Point(7.0, -6); monster.setPoint(point);
	enemyEnter.push_back(monster); point = new Point(6.5, -6); monster.setPoint(point);
	enemyEnter.push_back(monster); point = new Point(6.0, -6); monster.setPoint(point);
	enemyEnter.push_back(monster); point = new Point(5.5, -6); monster.setPoint(point);
	enemyEnter.push_back(monster); point = new Point(4.0, -6); monster.setPoint(point);
	enemyEnter.push_back(monster); point = new Point(3.5, -6); monster.setPoint(point);
	enemyEnter.push_back(monster); point = new Point(3.0, -6); monster.setPoint(point);
	enemyEnter.push_back(monster); point = new Point(2.5, -6); monster.setPoint(point);
	enemyEnter.push_back(monster); enemyEnter.push_back(monster); enemyEnter.push_back(monster); 
	enemyEnter.push_back(monster); enemyEnter.push_back(monster); enemyEnter.push_back(monster);
	enemyEnter.push_back(monster); enemyEnter.push_back(monster); enemyEnter.push_back(monster);
	enemyEnter.push_back(monster);
}