Exemple #1
0
void BaseActor::draw()
{
	glPushMatrix();
	transform->applyTRS();
	draw_me();
	glPopMatrix();
}
Exemple #2
0
int main(int argc, char* argv[]) {

	// Test byte_sort
	printf("Testing byte_sort()...\n");
	assert(byte_sort(0x0706050403020100), 0x0706050403020100, 1);
	assert(byte_sort(0x0403deadbeef0201), 0xefdebead04030201, 2);
	assert(byte_sort(0x0001020304050607), 0x0706050403020100, 3);
	assert(byte_sort(0x0000000000000000), 0x0000000000000000, 4);
	assert(byte_sort(0xFFFFFFFFFFFFFFFF), 0xFFFFFFFFFFFFFFFF, 5);
	assert(byte_sort(0x0100000000000000), 0x0100000000000000, 6);
	assert(byte_sort(0x0000000000000001), 0x0100000000000000, 7);
	assert(byte_sort(0x1), 0x0100000000000000, 8);

	// Test nibble_sort
	printf("Testing nibble_sort()...\n");
	assert(nibble_sort(0xfedcba9876543210), 0xfedcba9876543210, 9);
	assert(nibble_sort(0x0403deadbeef0201), 0xfeeeddba43210000, 10);
	assert(nibble_sort(0x0000000000000000), 0x0000000000000000, 11);
	assert(nibble_sort(0xffffffffffffffff), 0xffffffffffffffff, 12);
	assert(nibble_sort(0x1000000000000000), 0x1000000000000000, 13);
	assert(nibble_sort(0x0101010101010101), 0x1111111100000000, 14);
	assert(nibble_sort(0x0000000000000010), 0x1000000000000000, 15);
	assert(nibble_sort(0x1), 0x1000000000000000, 16);

	// Test name_list
	printf("Testing name_list()...\n");
	struct elt * name = name_list();
	printf("%c%c%c%c%c%c\n", name->val, name->link->val, name->link->link->val,
		   name->link->link->link->val, name->link->link->link->link->val,
		   name->link->link->link->link->link->val);

	// Test Convert
	printf("Testing convert()...\n");
	convert(HEX, 0xdeadbeef);
	convert(BIN, 0x0123456789abcdef);	
	convert(BIN, 0xabcdef);
	convert(BIN, 0xfedcba987);
	convert(OCT, 0xdeadbeef);
	convert(OCT, 0xFFFFFFFFFFFFFFFF);
	convert(OCT, 0xFFFFFFFFFFFFFFF);	
	convert(1, 0xFFFFFFFFFFFFFFFF);
	convert(2, 0xFFFFFFFFFFFFFFFF);
	convert(3, 0xFFFFFFFFFFFFFFFF);

	// Test draw_me
	printf("Testing draw_me()...\n");
	draw_me();

	return 0;
}
Exemple #3
0
static int fire_fly()
{
    int hit = 0;
    int ret = 0;

    for (unsigned i=0; i<fires.size(); i++) {
        ret++;
        hit = 0;
        Object *f = &fires[i];
        mvwaddch(win_disp->win, f->y, f->x, ' '); // erase old face
        f->x += f->xstep;
        f->y += f->ystep;
        if (f->x < 0 || f->x >= win_disp->locate.w
                || f->y < 0 || f->y >= win_disp->locate.h) {
            fires.erase(fires.begin() + i);
            break;
        }
        // hit test
        for (unsigned j=0; j<monsters.size(); j++) {
            Object *m = &monsters[j];
            if (f->x == m->x && f->y == m->y) {
                m->life--;
                if (m->life <= 0) {
                    hit = 1;
                    monsters.erase(monsters.begin() + j);
                    me.score += m->score;
                    break;
                }
            }
        }
        if (hit) {
            continue;
        }
        mvwaddch(win_disp->win, f->y, f->x, f->face);
        draw_me();
        wrefresh(win_disp->win);

        usleep(1000*100);
    }

    return ret;
}
Exemple #4
0
void
GAME_Render()
{
	
	LCD_SetTextColor( LCD_COLOR_WHITE );
	draw_me(me1[0]);
	draw_boss(boss1[0]);
	
	LCD_SetTextColor( LCD_COLOR_RED );
	draw_bossbullet(boss_bullet[0]);
	draw_gun(boss1[0]);

	LCD_SetTextColor( LCD_COLOR_BLUE );
	draw_mybullet(my_bullet[0]);

	LTDC_LayerAlpha(LTDC_Layer1, SHOW);
	LTDC_LayerAlpha(LTDC_Layer2, HIDE);	
	LTDC_ReloadConfig(LTDC_VBReload);
	vTaskDelay( 2.5 );


	LCD_SetLayer(LCD_BACKGROUND_LAYER);
	LCD_SetTextColor( LCD_COLOR_BLACK );
	draw_me(me1[1]);
	draw_boss(boss1[1]);
	draw_gun(boss1[1]);
	draw_mybullet(my_bullet[1]);
	draw_bossbullet(boss_bullet[1]);


	LCD_SetTextColor( LCD_COLOR_WHITE );
	draw_me(me1[0]);
	draw_boss(boss1[0]);
	
	LCD_SetTextColor( LCD_COLOR_RED );
	draw_bossbullet(boss_bullet[0]);
	draw_gun(boss1[0]);

	LCD_SetTextColor( LCD_COLOR_BLUE );
	draw_mybullet(my_bullet[0]);


	LTDC_LayerAlpha(LTDC_Layer2, SHOW);			
	LTDC_LayerAlpha(LTDC_Layer1, HIDE);
	LTDC_ReloadConfig(LTDC_VBReload);
	vTaskDelay( 2.5 );

	LCD_SetLayer(LCD_FOREGROUND_LAYER);

	LCD_SetTextColor( LCD_COLOR_BLACK );

	draw_me(me1[0]);
	draw_boss(boss1[0]);
	draw_gun(boss1[0]);
	draw_mybullet(my_bullet[0]);
	draw_bossbullet(boss_bullet[0]);
	
	boss_bullet[1]=boss_bullet[0];
	my_bullet[1]=my_bullet[0];
	me1[1]=me1[0];
	boss1[1]=boss1[0];
}