DWORD threadRun(LPVOID args) { int index = 0, y; WaitForSingleObject(hMutex, INFINITE); // SYNC { for (y = 0; y < 24; y++) { putAt('#', 10, y); putAt('#', 69, y); } // } ReleaseMutex(hMutex); while (TRUE) { WaitForSingleObject(hMutex, INFINITE); // SYNC { drawAnimation(index, 70, 0, 80, 24, 0); drawAnimation(index, 00, 0, 10, 24, 1); // } ReleaseMutex(hMutex); index++; Sleep(SLEEP_TIME); } }
void drawPlayer() { /* Draw the image in the player structure */ if(game.walkAnimationCount != 0) { if(input.yaw == NORTH) drawAnimation(&walkUpAnimation, player.x, player.y); if(input.yaw == SOUTH) drawAnimation(&walkDownAnimation, player.x, player.y); if(input.yaw == EAST) drawAnimation(&walkRightAnimation, player.x, player.y); if(input.yaw == WEST) drawAnimation(&walkLeftAnimation, player.x, player.y); } else { drawImage(player.sprite, player.x, player.y); } }
void doPlayerWalkAnimation(Animation *anim) { drawAnimation(anim, player.x, player.y); doAnimation(anim); int direction = input.yaw; if(direction == NORTH) { player.y -= PLAYER_SPEED; } else if(direction == SOUTH) { player.y += PLAYER_SPEED; } else if(direction == EAST) { player.x += PLAYER_SPEED; } else { player.x -= PLAYER_SPEED; } game.walkAnimationCount++; if(game.walkAnimationCount == 4) { game.walkAnimationCount = 0; } }
void Unitselect::PopAnimation(){ Vec2f animation_pos; if (pop_animation == true) { for (auto itr = p_list_.begin(); itr != p_list_.end(); ++itr) { animation_pos = Vec2f(-100, -50) + (*itr)->GetSelectPos(); } drawAnimation(animation_pos, Vec2f(300, 300), pop_offset_pos, Vec2f(256, 256), pop_tex, 30, 5, 0, animation_time); if (animation_time > 29 * 5) { animation_time = 0; pop_animation = false; } } }
void Parallaction::updateZones() { debugC(9, kDebugExec, "Parallaction::updateZones()\n"); // go through all animations and mark/unmark each of them for display for (AnimationList::iterator ait = _location._animations.begin(); ait != _location._animations.end(); ++ait) { AnimationPtr anim = *ait; if ((anim->_flags & kFlagsRemove) != 0) { // marks the animation as invisible for this frame _gfx->showGfxObj(anim->gfxobj, false); anim->_flags &= ~(kFlagsActive | kFlagsRemove); } else { // updates animation parameters drawAnimation(anim); } } // go through all zones and mark/unmark each of them for display for (ZoneList::iterator zit = _location._zones.begin(); zit != _location._zones.end(); ++zit) { drawZone(*zit); } debugC(9, kDebugExec, "Parallaction::updateZones done()\n"); }
void display() { //Clear buffers and set the transformation matrix to the identity matrix. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); //Increment global angle variables (take FPS into account). a += 90 / FPS; b += 90 / FPS; c += 90 / FPS; d += 90 / FPS; a %= 360; b %= 360; c %= 360; d %= 360; //Draw scene depending on program state. switch (state) { case 1: rotateY(a); rotateZ(a); drawWireSphere(); break; case 2: rotateX(20); rotateY(b); drawWireCone(); break; case 3: rotateY(a); rotateZ(a); drawSphereNormals(); break; case 4: rotateY(d); drawShadedSphere(); break; case 5: drawAnimation(); break; } //Swap buffers. SDL_GL_SwapBuffers(); }
bool CMainMenuLayer::init() { ////////////////////////////// // 1. super init first if ( !CCLayer::init() ) { return false; } ///////////////////////////// // 2. add a background image CCMenu* pMenu = nullptr; CCMenuItemImage *pOnTable = CCMenuItemImage::create( SHARED_MENU1_UNSELECTED.c_str(), SHARED_MENU1_SELECTED.c_str(), this, menu_selector(CMainMenuLayer::newgameCallback) ); CCSprite* pMenuImg01 = CCSprite::create(MAIN_MENU1_IMG.c_str()); pMenuImg01->setPosition(CCPoint(MAIN_MENU1_IMG_POS)); pMenuImg01->setAnchorPoint(ccp(0,0)); addChild(pMenuImg01,3); pOnTable->setAnchorPoint(ccp(0,0)); pOnTable->setPosition(CCPoint(MAIN_MENU1_POS) ); // create menu, it's an autorelease object pMenu = CCMenu::create(pOnTable, NULL); pMenu->setPosition(CCPointZero); this->addChild(pMenu, 1); CCMenuItemImage *pOnLine = CCMenuItemImage::create( SHARED_MENU2_UNSELECTED.c_str(), SHARED_MENU2_SELECTED.c_str(), this, menu_selector(CMainMenuLayer::multiplayCallback) ); CCSprite* pMenuImg02 = CCSprite::create(MAIN_MENU2_IMG.c_str()); pMenuImg02->setPosition(CCPoint(MAIN_MENU2_IMG_POS)); pMenuImg02->setAnchorPoint(ccp(0,0)); addChild(pMenuImg02,3); pOnLine->setAnchorPoint(ccp(0,0)); pOnLine->setPosition(CCPoint(MAIN_MENU2_POS)); // create menu, it's an autorelease object pMenu = CCMenu::create(pOnLine, NULL); pMenu->setPosition(CCPointZero); this->addChild(pMenu, 1); CCMenuItemImage *pSetting = CCMenuItemImage::create( SHARED_MENU3_UNSELECTED.c_str(), SHARED_MENU3_SELECTED.c_str(), this, menu_selector(CMainMenuLayer::settingCallback) ); CCSprite* pMenuImg03 = CCSprite::create(MAIN_MENU3_IMG.c_str()); pMenuImg03->setPosition(CCPoint(MAIN_MENU3_IMG_POS)); pMenuImg03->setAnchorPoint(ccp(0,0)); addChild(pMenuImg03,3); pSetting->setAnchorPoint(ccp(0,0)); pSetting->setPosition(CCPoint(MAIN_MENU3_POS)); // create menu, it's an autorelease object pMenu = CCMenu::create(pSetting, NULL); pMenu->setPosition(CCPointZero); this->addChild(pMenu, 1); //create menu title CCSprite* pMenuTitle = CCSprite::create(MAIN_MENU_TITLE.c_str()); pMenuTitle->setPosition(CCPoint(MAIN_MENU_TITLE_POS)); pMenuTitle->setAnchorPoint(ccp(0,0)); addChild(pMenuTitle,3); drawAnimation(); return true; }
int drawTile(int row, int col, int state) { updateRenderBuffer(row, col, state); drawAnimation(row,col,state); }