Game::Game() { kill = false; srand(time(NULL)); if (!texture.loadFromFile("solitaire_sprite_sheet.png")) { kill = true; freopen("error.txt", "w", stdout); std::cout << "Fatal error: Could not load sprite sheet" << "\n"; return; } texture.setSmooth(true); backside.set_texture(texture); three_card_rule = true; init_rect(); init_text(); reset_game(); }
/* ** Print on the map the grass [prepare the surface ans blit] */ void print_init_map(t_sdl *sdl) { SDL_Rect screen_pos; int x; int y; x = sdl->scrollX; init_rect(&screen_pos); screen_pos.h = SCREEN_H; screen_pos.w = SCREEN_W; while (x < map_size.x && x - sdl->scrollX < SCREEN_H / 64) { y = sdl->scrollY; while (y < map_size.y && y - sdl->scrollY < (SCREEN_W - 192) / 64) { update_map(sdl, &screen_pos, x, y); y++; } x++; } }
void Renderer::init() { init_shaders(); ortho = new Matrix4f(); mx_translate = new Matrix4f(); mx_scale = new Matrix4f(); mx_rotate = new Matrix4f(); init_rect(); init_grid(); InitPassGrid(); init_line(); init_tower(); init_circle(); init_ring(); InitTriangle(); InitPolygon(); initHexGrid(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glCullFace(GL_BACK); }
void put_items_map(t_sdl *sdl) { SDL_Rect screen_pos; int x; int y; x = sdl->scrollX; init_rect(&screen_pos); screen_pos.h = SCREEN_H; screen_pos.w = SCREEN_W; while (x < map_size.x && x - sdl->scrollX < SCREEN_H / 64) { y = sdl->scrollY; while (y < map_size.y && y - sdl->scrollY < (SCREEN_W - 192) / 64) { up_date_position(&screen_pos, x - sdl->scrollX, y - sdl->scrollY); put_items(x, y, sdl, &screen_pos); put_item_user(x, y, sdl, &screen_pos); put_eggs(x, y, sdl, &screen_pos); y++; } x++; } }