void initializeGame(ball *aBall, paddle *p1, paddle *p2){ uint32_t blue = 0x000099; //black = 0x0; uint32_t gold = 0xffff00; //white = 0xffffff; aBall->x = START_BALL_X; aBall->y = START_BALL_Y; aBall->vX = -VEL_X; aBall->vY = 0; p1->x = START_PAD_1_X; p1->y = START_PAD_1_Y; p1->direction = IDLE; p2->x = START_PAD_2_X; p2->y = START_PAD_2_Y; p2->direction = IDLE; if ( (p1->score == 4) || (p2->score == 4) ){ p1->score = 0; p2->score = 0; } fill(blue); drawHalf(gold); drawScoreboard(p1,p2); drawPaddle(gold,START_PAD_1_Y,START_PAD_1_X); drawPaddle(gold,START_PAD_2_Y,START_PAD_2_X); drawBall(gold,aBall); startGP(); }
void COverlappedWindow::drawGame(HDC paintDC, const RECT& rect) { drawBackground(paintDC, rect); drawGrid(paintDC, rect); if (!isCustomGameSettings) { drawPoints(paintDC, rect); drawScoreboard(paintDC, rect); drawEdges(paintDC, rect); } }
void updateFrame(uint32_t pY1, uint32_t pY2, uint32_t ballX, uint32_t ballY, ball *aBall, paddle *p1, paddle *p2){ uint32_t gold = 0xffff00; //white = 0xffffff; uint32_t blue = 0x000099; //black = 0x0; drawHalf(gold); drawScoreboard(p1,p2); drawPaddle(gold,pY1,START_PAD_1_X); drawPaddle(gold,pY2,START_PAD_2_X); drawBall(gold,aBall); startGP(); }
void checkGameState() { renderFrame(); renderNextBlockFrame(); switch (gameState) { case 0: // Game play printCanvasBlocks(); drawNextBlock(); renderBlock(); break; case 1: // Game pause drawPauseScreen(); break; case 2: // Game over drawGameOverScreen(); break; } drawInstructions(); drawScoreboard(); }