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();
}
Exemple #4
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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();
}