/* Pops a dialog asking for language. Returns -1 if no object was selected. * Else returns zero and writes in string the ID of the selected language. */ void select_language(void) { int f = -1; const char *lang = "en"; /* default language */ set_palette(desktop_palette); clear_bitmap(virtual_screen); stretch_virtual_screen(); _retrieve_available_languages(); if (!_num_available_languages) { //alert("No languages", "to choose from!", "Will use english", "Oh", 0, 'o', 0); goto finish; } while ((f = virtual_do_dialog(_select_lang_dialog, 0)) < 0); lang = _available_languages[_select_lang_dialog[0].d1*2]; finish: TRACE("select_language: '%s'\n", lang); set_config_string("system", "language", lang); reload_config_texts(0); text_mode(-1); _free_available_languages(); clear_bitmap(virtual_screen); stretch_virtual_screen(); }
void start_video_effect (enum video_effect_type type, int duration) { ALLEGRO_BITMAP *screen = mr.cell[0][0].screen; video_effect.type = type; video_effect.duration = duration; clear_bitmap (effect_buffer, BLACK); clear_bitmap (black_screen, BLACK); draw_bitmap (screen, effect_buffer, 0, 0, 0); al_start_timer (video_timer); }
void atirar(){ tiro.vida = 0; // Quando tempo ele ficara na tela? // Posicao do tiro (eixo X) tiro.py = ynave[e]; // Posicao do tiro (eixo Y) int local1 = ((ini * 125) + 15) + 30; // Define a posição inicial da colisão int local2 = (local1 + 125) - 50; // Define a posição final da colisão int i = 0; if (e == 0){ tiro.px = xnave[e] + 90; } else { if (e == 1){ tiro.px = xnave[e] + 150; } else { if (e == 2){ tiro.px = xnave[e] + 60; } } } while (tiro.vida <= 19){ blit(buffer, screen, 0,0,0,0,1280,720); //Limpa a tela clear_bitmap(buffer); //Limpa a tela draw_sprite(buffer, background[back], 0, 0); //Coloca a imagem na tela draw_sprite(screen, nave[e], xnave[e],ynave[e]); //Põe a nave na tela if (tiro.py > yini + 125){ circlefill(buffer, tiro.px, tiro.py, 5, makecol(255, 0, 0)); draw_sprite(screen, inimigo[p], xini, yini); //Põe a nave na tela } tiro.py -= 20; //Velocidade em Y (deslocamento do tiro) tiro.vida += 1; //Contador do "While" if (tiro.py <= 105){ if ((tiro.px >= local1 ) && (tiro.px <= local2 )){ colisao(); tiro.vida = 25; } else{ inimigos(); c += 1; } } if (c == 3){ draw_sprite(screen, inimigo[p], xini,yini); //Põe os inimigos na tela perdeu(); } } blit(buffer, screen, 0,0,0,0,1280,720); //Limpa a tela clear_bitmap(buffer); //Limpa a tela draw_sprite(buffer, background[back], 0, 0); //Coloca a imagem na tela draw_sprite(screen, nave[e], xnave[e],ynave[e]); //Põe a nave na tela }
void perdeu(){ clock_t tempo; float FPS = 15.0; tempo = clock(); explosao(xnave[e] - 40, ynave[e] - 30); blit(buffer, screen, 0,0,0,0,1280,720); //Limpa a tela clear_bitmap(buffer); //Limpa a tela draw_sprite(buffer, background[back], 0, 0); //Coloca a imagem na tela draw_sprite(screen, inimigo[p], 15,yini); //Põe a nave na tela loser(); while (!key[KEY_ENTER]){ textout(screen, font, "Voce perdeu! Tecle 'Enter' para comecar novamente", 450,350, makecol(255,0,0 ) ); char txt[15]; sprintf(txt,"x + %d = %d", b, a); //Inicializa o texto char txt2[15]; sprintf(txt2,"Score = %d", score); //Inicializa o texto textout(screen,font,txt,5,5,makecol(255,0,0)); //Exibe o texto textout(screen,font,txt2,5,20,makecol(255,0,0)); //Exibe o texto if ( (double)(clock() - tempo) >= 1000/FPS ) { if (p == 10){ p++; } else { if (p == 11){ p++; } else { if (p == 12){ p++; } else { if (p == 13){ p = 10; } } } } blit(buffer, screen, 0,0,0,0,1280,720); //Limpa a tela clear_bitmap(buffer); //Limpa a tela draw_sprite(buffer, background[back], 0, 0); //Coloca a imagem na tela draw_sprite(screen, inimigo[p], 15,yini); //Põe a nave na tela tempo = clock(); } } c = 0; yini = 40.0; score = 0; nivel = 1.0; back = 0; }
void render_heartbeat() { frame_delay = 40; // how to sequence frames using case statement switch (frame%10) { case 0: render_character(3); break; case 1: clear_bitmap(); break; case 2: render_character(3); break; case 3: clear_bitmap(); break; } }
void explosao2(){ expl(); clock_t tempo; float FPS = 15.0; tempo = clock(); int i = 0; int x = -50.0; int y = yini - 50.0; int k = 0; float l = 140.0; int m = 0; int q = 0; bomba[0] = load_bitmap("c1.bmp", NULL); bomba[1] = load_bitmap("c2.bmp", NULL); bomba[2] = load_bitmap("c3.bmp", NULL); bomba[3] = load_bitmap("c4.bmp", NULL); bomba[4] = load_bitmap("c5.bmp", NULL); bomba[5] = load_bitmap("c6.bmp", NULL); bomba[6] = load_bitmap("c7.bmp", NULL); bomba[7] = load_bitmap("c8.bmp", NULL); bomba[8] = load_bitmap("c9.bmp", NULL); bomba[9] = load_bitmap("c10.bmp", NULL); bomba[10] = load_bitmap("c11.bmp", NULL); blit(buffer, screen, 0,0,0,0,1280,720); //Limpa a tela clear_bitmap(buffer); //Limpa a tela draw_sprite(buffer, background[back], 0, 0); //Coloca a imagem na tela draw_sprite(screen, inimigo[p], 15,yini); //Põe a nave na tela while(m < 10){ if ( (double)(clock() - tempo) >= 1000/FPS ) { blit(buffer, screen, 0,0,0,0,1280,720); //Limpa a tela clear_bitmap(buffer); //Limpa a tela draw_sprite(buffer, background[back], 0, 0); //Coloca a imagem na tela draw_sprite(screen, bomba[m], -50, y); draw_sprite(screen, bomba[m], 75, y); draw_sprite(screen, bomba[m], 200, y); draw_sprite(screen, bomba[m], 325, y); draw_sprite(screen, bomba[m], 450, y); draw_sprite(screen, bomba[m], 575, y); draw_sprite(screen, bomba[m], 700, y); draw_sprite(screen, bomba[m], 825, y); draw_sprite(screen, bomba[m], 950, y); draw_sprite(screen, bomba[m], 1075, y); draw_sprite(screen, nave[e], xnave[e],ynave[e]); //Põe a nave na tela m++; tempo = clock(); } } }
void init_video (void) { if (! al_init_image_addon ()) error (-1, 0, "%s (void): failed to initialize image addon", __func__); al_set_new_display_flags (al_get_new_display_flags () | (display_mode < 0 ? ALLEGRO_WINDOWED : ALLEGRO_FULLSCREEN) | ALLEGRO_RESIZABLE | ALLEGRO_GENERATE_EXPOSE_EVENTS); display_width = display_width ? display_width : DISPLAY_WIDTH; display_height = display_height ? display_height : DISPLAY_HEIGHT; if (display_mode >= 0) { ALLEGRO_DISPLAY_MODE d; get_display_mode (display_mode, &d); display_width = d.width; display_height = d.height; al_set_new_display_refresh_rate (d.refresh_rate); al_set_new_display_flags (al_get_new_display_flags () & ~ALLEGRO_FULLSCREEN_WINDOW); } al_set_new_display_option (ALLEGRO_SINGLE_BUFFER, 1, ALLEGRO_SUGGEST); display = al_create_display (display_width, display_height); if (! display) error (-1, 0, "%s (void): failed to initialize display", __func__); set_target_backbuffer (display); al_set_new_bitmap_flags (ALLEGRO_VIDEO_BITMAP); al_set_window_title (display, WINDOW_TITLE); icon = load_bitmap (ICON); al_set_display_icon (display, icon); cutscene = true; if (mr.fit_w == 0 && mr.fit_h == 0) { mr.fit_w = 2; mr.fit_h = 2; } set_multi_room (1, 1); effect_buffer = create_bitmap (CUTSCENE_WIDTH, CUTSCENE_HEIGHT); black_screen = create_bitmap (CUTSCENE_WIDTH, CUTSCENE_HEIGHT); uscreen = create_bitmap (CUTSCENE_WIDTH, CUTSCENE_HEIGHT); iscreen = create_bitmap (display_width, display_height); clear_bitmap (uscreen, TRANSPARENT_COLOR); video_timer = create_timer (1.0 / EFFECT_HZ); al_init_font_addon (); builtin_font = al_create_builtin_font (); if (! builtin_font) error (-1, 0, "%s (void): cannot create builtin font", __func__); if (! al_init_primitives_addon ()) error (-1, 0, "%s (void): failed to initialize primitives addon", __func__); }
void render_fire() { int r; frame_delay = 40; clear_bitmap(); // another modulus based particle system // fire body r = (frame+0)%3; bitmap[0][6-r] = 1; r = (frame+1)%2; bitmap[1][6-r] = 1; r = (frame+0)%2; bitmap[2][6-r] = 1; r = (frame+1)%2; bitmap[3][6-r] = 1; r = (frame+1)%3; bitmap[4][6-r] = 1; r = (frame+1)%5; bitmap[1][6-r] = 1; r = (frame+0)%3; bitmap[2][6-r] = 1; r = (frame+2)%5; bitmap[3][6-r] = 1; r = (frame+4)%4; bitmap[0][6-r] = 1; r = (frame+1)%4; bitmap[1][6-r] = 1; r = (frame+0)%4; bitmap[2][6-r] = 1; r = (frame+3)%4; bitmap[3][6-r] = 1; r = (frame+2)%4; bitmap[4][6-r] = 1; // sparks r = (frame+0)%19; if (r<COLS) bitmap[0][6-r] = 1; r = (frame+0)%6; if (r<COLS) bitmap[1][6-r] = 1; r = (frame+0)%7; if (r<COLS) bitmap[2][6-r] = 1; r = (frame+2)%6; if (r<COLS) bitmap[3][6-r] = 1; r = (frame+0)%17; if (r<COLS) bitmap[4][6-r] = 1; }
int main( void ) { int depth; /* represents color depth */ /* first, set up Allegro and the graphics mode */ allegro_init(); /* initialize Allegro */ install_keyboard(); /* install the keyboard for Allegro to use */ depth = desktop_color_depth(); /* find out what color depth is on our computer */ if (depth == 0) depth = 32; set_color_depth( depth ); /* set the color depth to depth used by our computer */ set_gfx_mode( GFX_AUTODETECT_WINDOWED, 640, 480, 0, 0 ); /* set graphics mode */ ball = load_bitmap( "ball.bmp", NULL ); /* load the ball bitmap */ buffer = create_bitmap( SCREEN_W, SCREEN_H ); /* create buffer */ ball_x = SCREEN_W / 2; /* give the ball its initial x-coordinate */ ball_y = SCREEN_H / 2; /* give the ball its initial y-coordinate */ srand( time( NULL ) ); /* seed the random function ... */ direction = rand() % 4; /* and then make a random initial direction */ while ( !key[KEY_ESC] ) /* until the escape key is pressed ... */ { moveBall(); /* move the ball */ /* now, perform double buffering */ clear_to_color( buffer, makecol( 255, 255, 255 ) ); blit( ball, buffer, 0, 0, ball_x, ball_y, ball->w, ball->h ); blit( buffer, screen, 0, 0, 0, 0, buffer->w, buffer->h ); clear_bitmap( buffer ); } /* end while */ destroy_bitmap( ball ); /* destroy the ball bitmap */ destroy_bitmap( buffer ); /* destroy the buffer bitmap */ return 0; } /* end function main */
//**************release_inode*********** void release_inode(iptr inode_ptr) { superblock* super = (superblock*)&superblk_cache; clear_bitmap(&inode_bm_cache, inode_ptr); super->free_inode_count++; flush_metadata(); }
//**************release_block*********** void release_block(iptr blockid) { superblock* super = (superblock*)&superblk_cache; clear_bitmap(&block_bm_cache, blockid); super->free_block_count++; flush_metadata(); }
void render_game() { clear_bitmap(backbuffer); // TODO: *** draw stuff here game->render(backbuffer); }
void PlaceItDrawer::drawStructureIdAtCell(cBuildingListItem *itemToPlace, int cell) { assert(itemToPlace); assert(cell >= 0); int structureId = itemToPlace->getBuildId(); int iDrawX = map->mouse_draw_x(); int iDrawY = map->mouse_draw_y(); if (structureId == SLAB1) { draw_trans_sprite(bmp_screen, (BITMAP *) gfxdata[PLACE_SLAB1].dat, iDrawX, iDrawY); } else if (structureId == SLAB4) { draw_trans_sprite(bmp_screen, (BITMAP *) gfxdata[PLACE_SLAB4].dat, iDrawX, iDrawY); } else if (structureId == WALL) { draw_trans_sprite(bmp_screen, (BITMAP *) gfxdata[PLACE_WALL].dat, iDrawX, iDrawY); } else { BITMAP *temp; temp = create_bitmap(structures[structureId].bmp_width, structures[structureId].bmp_height); clear_bitmap(temp); blit(structures[structureId].bmp, temp, 0, 0, 0, 0, structures[structureId].bmp_width, structures[structureId].bmp_height); draw_trans_sprite(bmp_screen, temp, iDrawX, iDrawY); destroy_bitmap(temp); } }
/* do_fli_black: * Processes an FLI BLACK chunk */ static void do_fli_black(void) { clear_bitmap(fli_bitmap); fli_bmp_dirty_from = 0; fli_bmp_dirty_to = fli_bitmap->h-1; }
static void next(void) { textprintf_centre_ex(screen, font, SCREEN_W / 2, SCREEN_H - text_height(font), -1, -1, "Press a key to continue"); readkey(); clear_bitmap(screen); }
int main() { allegro_init(); install_keyboard(); set_color_depth(16); set_gfx_mode(GFX_AUTODETECT,640,480,0,0); ball=load_bitmap("ball.bmp",NULL); buffer=create_bitmap(SCREEN_W,SCREEN_H); ball_x=SCREEN_W/2; ball_y=SCREEN_H/2; srand(time(NULL)); direction= rand()%4; while(!key[KEY_ESC]) { moveball(); clear_to_color(screen,makecol(256,256,256)); blit(ball,buffer,0,0,ball_x,ball_y,ball->w,ball->h); blit(buffer,screen,0,0,0,0,buffer->w,buffer->h); clear_bitmap(buffer); } destroy_bitmap(ball); destroy_bitmap(buffer); return(0); }
/** * Draw the amount of squares a structure would take. The X and Y coordinates are the top * left coordinates of an icon. * * @param structureId * @param x * @param y */ void cBuildingListDrawer::drawStructureSize(int structureId, int x, int y) { // figure out size int iW=structures[structureId].bmp_width/32; int iH=structures[structureId].bmp_height/32; int iTile = GRID_1X1; if (iW == 2 && iH == 2) { iTile = GRID_2X2; } if (iW == 3 && iH == 2) { iTile = GRID_3X2; } if (iW == 3 && iH == 3) { iTile = GRID_3X3; } BITMAP *temp=create_bitmap(19,19); clear_bitmap(temp); set_trans_blender(0, 0, 0, 192); draw_trans_sprite(temp, bmp_screen, x + 43, y + 20); draw_sprite(temp, (BITMAP *)gfxinter[GRID_0X0].dat, 0, 0); draw_trans_sprite(bmp_screen, temp, x + 43, y + 20); draw_sprite(bmp_screen, (BITMAP *)gfxinter[iTile].dat, x + 43, y + 20); destroy_bitmap(temp); }
/* Nom : countodwn Fonction : fait apparaître un compte à rebourd à l'écran Entrées : tableau d'images, le wallpaper et le buffer Sorties : Date de dernière modification : 14/03 Nature de la dernière modification : création Version : 1.0 */ void countdown(BITMAP* img[BMP_NB],t_game* level) { BITMAP* buffer = create_bitmap(WIDTH,HEIGHT); int i,j; blit(level->back,img[7],0,0,0,0,WIDTH,HEIGHT); masked_blit(level->fore,img[7],0,0,0,0,WIDTH,HEIGHT); masked_blit(img[57],img[7],0,0,0,100,WIDTH,HEIGHT); if (level->level == 1 || level->level == 2) masked_blit(img[66],img[7],0,0,13,593,img[66]->w,img[66]->h); //storm if (level->level == 1 || level->level == 2) masked_blit(img[64],img[7],0,0,130,593,img[64]->w,img[64]->h); //cyclope if (level->level == 1) masked_blit(img[65],img[7],0,0,252,595,img[65]->w,img[65]->h); //green lantern if (level->level == 2) masked_blit(img[63],img[7],0,0,252,595,img[63]->w,img[63]->h); //captain america for(i = 3; i >= 0; i--) { for(j = 0; j < 48; j++) { blit(img[7],buffer,0,0,0,0,1000,700); masked_stretch_blit(img[i], buffer, 0, 0, img[i]->w, img[i]->h, (WIDTH-(img[i]->w-(10*j)))/2, (HEIGHT-(img[i]->h-(17*j)))/2, img[i]->w-(10*j), img[i]->h-(17*j)); blit(buffer,screen,0,0,0,0,1000,700); rest(20); clear_bitmap(buffer); } rest(700); } destroy_bitmap(buffer); }
int main(){ declarevalues(); allegro_init(); install_keyboard(); install_mouse(); set_color_depth(32); set_gfx_mode(GFX_AUTODETECT_WINDOWED, Screen.getwidth(), Screen.getheight(), 0, 0); buffer = create_bitmap(Screen.getwidth(), Screen.getheight()); Loadproperties(); while (!key[KEY_ESC]) // Here is the game loop. { declarearray(); create_world(); circlefill(buffer, mouse_x, mouse_y, 5, makecol(255, 0, 0)); textprintf_ex(buffer, font, 10, 10, makecol(255, 100, 200), -1, "%s", testchar.testname.c_str() ); blit(buffer, screen, 0, 0, 0, 0, Screen.getwidth(), Screen.getheight()); clear_bitmap(buffer); } return 0; }
void escolha(){ int i = 0; nave[0] = load_bitmap("nave1.bmp", NULL); //A Nave recebe a imagem nave[1] = load_bitmap("nave2.bmp", NULL); //A Nave recebe a imagem nave[2] = load_bitmap("nave3.bmp", NULL); //A Nave recebe a imagem while(!key[KEY_ENTER]){ blit(buffer, screen, 0,0,0,0,1280,720); //Limpa a tela clear_bitmap(buffer); //Limpa a tela draw_sprite(buffer, background[back], 0, 0); //Coloca a imagem na tela draw_sprite(screen, nave[i], xnave[i],250); //Põe a nave na tela textout(screen, font, "Use as teclas para a 'Direita', 'Esquerda' e 'Enter' para escolher.", 380,500, makecol(255,0,0 ) ); readkey(); if (key[KEY_RIGHT]){ if (i < 2){ i++; draw_sprite(screen, nave[i], xnave[i],250); //Põe a nave na tela } } if (key[KEY_LEFT]){ if (i > 0){ i--; draw_sprite(screen, nave[i], xnave[i],250); //Põe a nave na tela } } e = i; } escnave(); }
/** * The main loop of the jukebox. Waits for the end of the song (while updating * the timer) and then returns an indicator that we need the next song. * Also waits for keypresses; the user can press ESC, left arrow or right arrow * to trigger appropriate return codes. */ int jukebox_loop() { int key_p; while (TRUE) { while (keypressed()) { key_p = readkey() >> 8; if (key_p == KEY_ESC) { return JUKEBOX_EXIT; } if (key_p == KEY_LEFT) { return JUKEBOX_PREV_SONG; } if (key_p == KEY_RIGHT) { return JUKEBOX_NEXT_SONG; } } clear_bitmap(buffer); update_starfield(buffer); update_track_data(); update_song_data(); draw_help(); vsync(); blit(buffer, screen, 0, 0, 0, 0, SCREEN_W, SCREEN_H); // When we're at the end of the file, midi_pos will be set to // the negative number of beats in the song. if (midi_pos < 0) { rest(TRACK_CHANGE_WAIT); return JUKEBOX_NEXT_SONG; } } }
// <- FUNCTIONS -> // void display(void) { clear_bitmap(buffer); //clear the buffer display_grid(); //displays the blue check box display_text(); //displays the text display_marks(); //displays the X's and O's if(game_win == true) draw_sprite(buffer, WIN, mouse_x - ABOVE_MOUSE, mouse_y - ABOVE_MOUSE); else if(player == 0) //draws the pointer X or O as the mouse moves draw_sprite(buffer, O_MARK, mouse_x - ABOVE_MOUSE, mouse_y - ABOVE_MOUSE); //masked_blit(CIRCLE, buffer, 0, 0, mouse_x - ABOVE_MOUSE, mouse_y - ABOVE_MOUSE, SCREEN_W, SCREEN_H); else if(player == 1) //draws the pointer X or O as the mouse moves draw_sprite(buffer, X_MARK, mouse_x - ABOVE_MOUSE, mouse_y - ABOVE_MOUSE); blit(buffer, screen, 0, 0, 0, 0, SCREEN_W, SCREEN_H); }
void update_cache (enum em em, enum vm vm) { int x, y; int room_view_bkp = room_view; clear_bitmap (cache, TRANSPARENT_COLOR); con_caching = true; for (y = mr.h - 1; y >= 0; y--) for (x = 0; x < mr.w; x++) { if (mr.cell[x][y].room) { room_view = mr.cell[x][y].room; mr.dx = x; mr.dy = y; draw_room (mr.cell[x][y].cache, room_view, em, vm); } else draw_bitmap (room0, mr.cell[x][y].cache, 0, 0, 0); } con_caching = false; room_view = room_view_bkp; }
void playerLose() { SAMPLE *death = load_sample("Death.wav"); BITMAP *loseBackground = NULL; loseBackground = load_bitmap("Spider Victor 3D.bmp", NULL); BITMAP *explosion = NULL; explosion = load_bitmap("Explosion.bmp", NULL); BITMAP *spider = NULL; spider = load_bitmap("Spider1.bmp", NULL); playerIsDead = 1; clear_bitmap(buffer); draw_sprite(buffer, loseBackground, 0, 0); draw_sprite(buffer, explosion, turretX - 20, turretY - 20); draw_sprite(buffer, spider, spiderX[j], spiderY[j]); currentImage = 2; play_sample(death, 255, 0, 500, 0); return; }
int selectRace() { BITMAP *raceBuffer = NULL; raceBuffer = create_bitmap(1024,768); //Create an empty bitmap. BITMAP *raceXeno = NULL; raceXeno = load_bitmap("Select Screen Xenopatriots.bmp", NULL); // Load our picture BITMAP *raceExped = NULL; raceExped = load_bitmap("Select Screen Expeditiones.bmp", NULL); // Load our picture while (!mouse_b) { if (mouse_x > 518) { draw_sprite(raceBuffer, raceXeno, 0, 0); } else { draw_sprite(raceBuffer, raceExped, 0, 0); } draw_sprite(raceBuffer, mouse, mouse_x, mouse_y); blit(raceBuffer, screen, 0,0,0,0,1024,768); clear_bitmap(raceBuffer); } if (mouse_x > 380) { return 1; } else { return 0; } }
void draw_princess_room_stars (ALLEGRO_BITMAP *bitmap, enum vm vm) { int i, min_x = INT_MAX, min_y = INT_MAX, max_x = INT_MIN, max_y = INT_MIN; static struct star s[6] = { {20,97,0}, {16,104,1}, {23,110,0}, {17,116,1}, {24,120,2}, {18,128,2}}; static struct stars_bitmap sb = {.b = NULL}; if (! sb.b) { for (i = 0; i < 6; i++) { min_x = min_int (min_x, s[i].x); min_y = min_int (min_y, s[i].y); max_x = max_int (max_x, s[i].x); max_y = max_int (max_y, s[i].y); } sb.b = create_bitmap (max_x - min_x + 1, max_y - min_y + 1); clear_bitmap (sb.b, TRANSPARENT_COLOR); sb.c.x = min_x; sb.c.y = min_y; redraw_stars_bitmap (&s[0], &sb, 6, vm); } if (vm != last_vm) { redraw_stars_bitmap (&s[0], &sb, 6, vm); last_vm = vm; } draw_stars (bitmap, s, &sb, 6, vm); }
void crear_cabeza() { int i, j; cabeza = create_bitmap(10, 10); clear_bitmap(cabeza); for(i = 0; i < 10; i++) for (j = 0; j < 10; j++) putpixel(cabeza, i, j, palette_color[cabeza_bits[j][i]]); }
void crear_comida() { int i, j; comida = create_bitmap(10, 10); clear_bitmap(comida); for(i = 0; i < 10; i++) for (j = 0; j < 10; j++) putpixel(comida, i, j, palette_color[fruta_bits[j][i]]); }
void draw_fade (ALLEGRO_BITMAP *from, ALLEGRO_BITMAP *to, float factor) { factor = factor < 0 ? 0 : factor; clear_bitmap (black_screen, al_map_rgba_f (0, 0, 0, factor)); draw_bitmap (from, to, 0, 0, 0); draw_bitmap (black_screen, to, 0, 0, 0); }
void Game_sys::BlitToScreen( bool player_alive ) // BLIT THE BUFFER TO THE SCREEN { if( player_alive ) { blit( buffer, screen, 0, 0, 0, 0, screenwidth, screenheight ); clear_bitmap( buffer ); } }