void advanceGame(void* gameMemory, OOGameInput* input, OOGameOutput* output) { cbgame * game = (cbgame*) gameMemory; game->input = input; game->output = output; if( !game->initialised ) { initGame(game); } game->moveDelta = game->p1.x; updateGame(game); game->moveDelta -= game->p1.x; clearScreen(game); drawPlayer(game, &game->p2); drawPlayer(game, &game->p1); // draw a rectangle at the mouse position drawRectangle(game, (ooint)input->mouse.x, (ooint)input->mouse.y, 25, 25, 0xffff0000); outputSine(game); game->time += game->input->dt; }
void advanceGame(void* gameMemory, OOGameInput* input, OOGameOutput* output) { cbgame * game = (cbgame*) gameMemory; oofloat respawnTime = 2.f; if(game->p1.score == CombatGame_ScoreLimit) { //Player 1 wins } else if (game->p2.score == CombatGame_ScoreLimit) { //Player 2 Wins } if(!game->p1.alive && game->time >= game->p1.timeOfDeath + respawnTime) { respawnPlayer(game, &game->p1); } else if (!game->p2.alive && game->time >= game->p2.timeOfDeath + respawnTime) { respawnPlayer(game, &game->p2); } game->input = input; game->output = output; if( !game->initialised ) { initGame(game); } game->moveDelta = game->p1.x; updateGame(game); game->moveDelta -= game->p1.x; clearScreen(game); moveWall(game); drawPlayer(game, &game->p2); drawPlayer(game, &game->p1); drawArena(game); if(game->p1.missile.isFiring) { drawMissile(game,&game->p1); } if(game->p2.missile.isFiring) { drawMissile(game,&game->p2); } game->time += game->input->dt; }
void Game::moveDown(Player & player) { AGameEntity *result; drawPlayer(player, NULL); player.goDown(); if (player.getPosY() > _win.getH() - 5) player.setPosY(_win.getH() - 5); if ( player.getPosY() < 5) player.setPosY(5); result = _board.getMatriceValueAt(player.getPosX(), player.getPosY()); if (result && result->getType() != PLAYER) loseHp(player); drawPlayer(player, &player); }
main() { int key; while(1) { system("cls"); drawPlayer(x,y); key = getch(); switch(key) { case 113: case 81: //quit on "q" exit(0); break; case 119: movePlayer(0,-1); break; case 115: movePlayer(0,1); break; case 97: movePlayer(-1,0); break; case 100: movePlayer(1,0); break; } } }
void drawScene(camera_s* c, portal_s* p, int depth, u8 stencil) { if(!c)return; gsMatrixMode(GS_MODELVIEW); gsPushMatrix(); gsLoadIdentity(); useCamera(c); drawRoom(&testRoom); drawCubeDispensers(); drawEnergyDevices(); drawEnergyBalls(); drawPlatforms(); drawBigButtons(); drawTimedButtons(); drawWallDoors(); drawDoors(); drawOBBs(); if(p && depth)drawPlayer(&testPlayer); drawSludge(&testRoom); drawEmancipators(); drawEmancipationGrids(); if(p == &portals[0])drawPortals((portal_s*[]){&portals[0]}, 1, drawScene, c, depth, stencil);
void Player::drawFaded() const { if (MainWindow::getInstance()->getMouseState() & Qt::LeftButton){ drawPlayer(); } drawLightning(); drawStorm(); //hit indication (an X) if (hitDisplayTime > 0){ const int angle = qrand() % 359; const float size = (1 - getLifePercent()) * 50 + 50; glColor3d(100, 100, 100); for (int i = -6 ; i <= 6 ; i++){ Util::drawLine(x + size * Util::sind(angle + i), y + size * Util::cosd(angle + i), x - size * Util::sind(angle + i), y - size * Util::cosd(angle + i)); Util::drawLine(x + size * Util::sind(angle + 90 + i), y + size * Util::cosd(angle + 90 + i), x - size * Util::sind(angle + 90 + i), y - size * Util::cosd(angle + 90 + i)); } } //repulsing enemies if (repulseDisplayTime > 0){ Util::drawRoundShape(x, y, (1 - repulseDisplayTime/REPULSE_TIME) * REPULSE_RANGE, 20, false, ResourceManager::getInstance()->getColour(ResourceManager::LIGHTBLUE)); } }
void ViewSFML::output() { if (!simulation) { throw std::runtime_error("No Simulation was set for this View."); } frameTimer.sync(); /* NOTE: to get better perfomance for drawing only create the * Graphical objets once and update their state here. */ // clear-draw-display cycle // clear background window.clear(sf::Color::Black); // draw Arena drawArena(window); // draw all players for (auto const &player : simulation->getPlayers()) { drawPlayer(window, player.first, player.second); } // draw all projectiles for (auto const &projectile : simulation->getProjectiles()) { drawProjectile(window, projectile); } // draw UI drawUI(window); window.display(); }
void display(void) { if (!ingame ) { Menu.drawMenu(); } else { //movements handling playerMovement();//player collisons handled inside this function enemyMovement(); //player drawing glPushAttrib(GL_CURRENT_BIT);//keeps players color from changing glColor4f(0.0, 1.0, 0.0,1.0); drawPlayer(); //enemy drawing for (int x=0; x<enemy_size; x++) drawEnemy(enemy[x].getPosition().x, enemy[x].getPosition().y,enemy[x].getRadius()); } glutSwapBuffers();//swap bufferes!!!! Important for animation // glFlush(); }
void World::draw(sf::RenderTarget& target) { target.clear(sf::Color::Black); b.drawOn(target); drawObstacles(target); drawPlayer(target); }
void MiniMap::showBookMiniMap(int showLevel) { // First Load Minimap TC & DATA if needed if(m_levels[showLevel].m_texContainer == NULL) { getData(showLevel); } if(m_levels[showLevel].m_texContainer) { GRenderer->SetRenderState(Renderer::DepthTest, false); float zoom = 900.f; Vec2f start = Vec2f_ZERO; Vec2f playerPos(0.f, 0.f); if(showLevel == ARX_LEVELS_GetRealNum(m_currentLevel)) { playerPos = computePlayerPos(zoom, showLevel); start = Vec2f(490.f, 220.f) - playerPos; playerPos += start; } drawBackground(showLevel, Rect(360, 85, 555, 355), start.x, start.y, zoom, 20.f); GRenderer->GetTextureStage(0)->setWrapMode(TextureStage::WrapRepeat); if(showLevel == ARX_LEVELS_GetRealNum(m_currentLevel)) { drawPlayer(6.f, playerPos); drawDetectedEntities(showLevel, start, zoom); } } }
void MainGameState::draw( sf::RenderTarget& target, sf::RenderStates states ) const { setWorldView( target ); target.draw( world ); drawPlayer( target ); setInterfaceView( target ); target.draw( GUI ); }
void movePlayer(int x2, int y2) { x += x2; y += y2; system("cls"); drawPlayer(x,y); }
//-------------------------------------------------------------- void ofApp::draw(){ // draw everything. ofBackground(64,64,64); drawPlayer(); drawUnwarpedVideo(); drawTexturedCylinder(); }
void Engine::drawGame() { drawMap(); drawItems(); drawPlayer(); drawMonsters(); drawStatus(); drawMessageQue(); }
void mainMenu() { u8 option=0; cpct_etm_setTileset2x4(g_tile_tileset_bg); cpct_etm_drawTilemap2x4_f(MAP_WIDTH_TILES, MAP_HEIGHT_TILES, SCR_VMEM, g_background); cpct_drawSprite (g_tile_titulo, getScreenPosition(5, 2), 32, 16); cpct_drawStringM0 ("PLAY GAME", getScreenPosition(5, 5), 15, 7); cpct_drawStringM0 ("CONTROLS", getScreenPosition(5, 7), 15, 7); cpct_drawStringM0 ("CREDITS", getScreenPosition(5, 9), 15, 7); initScroll(); initPlayer(); cpct_scanKeyboard_f (); do { waitNVSYNCs(3); cpct_akp_musicPlay(); Road(); drawPlayer(); if ( cpct_isKeyPressed (Key_CursorUp) && option != 0) { --option; } else if ( cpct_isKeyPressed (Key_CursorDown) && option != 2) { ++option; } switch (option) { case 0: cpct_drawSprite(g_tile_sky_blue, getScreenPosition(3, 7), 4, 8); cpct_drawSprite(sprite_skate, getScreenPosition(3, 5), 4, 8); break; case 1: cpct_drawSprite(g_tile_sky_blue, getScreenPosition(3, 5), 4, 8); cpct_drawSprite(g_tile_sky_blue, getScreenPosition(3, 9), 4, 8); cpct_drawSprite(sprite_skate, getScreenPosition(3, 7), 4, 8); break; case 2: cpct_drawSprite(g_tile_sky_blue, getScreenPosition(3, 7), 4, 8); cpct_drawSprite(sprite_skate, getScreenPosition(3, 9), 4, 8); break; } cpct_scanKeyboard_f (); // waitNVSYNCs(5); } while (!cpct_isKeyPressed(Key_Return)); switch (option) { case 0: playMenu(); break; case 1: gameScene=CONTROLSSCREEN; break; case 2: gameScene=CREDITSSCEENE; break; } }
void playMenu() { u8 option=0; cpct_etm_setTileset2x4(g_tile_tileset_bg); cpct_etm_drawTilemap2x4_f(MAP_WIDTH_TILES, MAP_HEIGHT_TILES, SCR_VMEM, g_background); cpct_drawSprite (g_tile_titulo, getScreenPosition(5, 2), 32, 16); cpct_drawStringM0 ("PLAY GAME", getScreenPosition(5, 5), 15, 7); cpct_drawStringM0 ("INFINITY MODE", getScreenPosition(6, 7), 15, 7); cpct_drawStringM0 ("LEVELS MODE", getScreenPosition(6, 9), 15, 7); initScroll(); initPlayer(); cpct_scanKeyboard_f (); do { waitNVSYNCs(3); cpct_akp_musicPlay(); Road(); drawPlayer(); if ( cpct_isKeyPressed (Key_Esc)) { gameScene=MENUSCREEN; return; } else if ( cpct_isKeyPressed (Key_CursorUp) && option != 0) { --option; } else if ( cpct_isKeyPressed (Key_CursorDown) && option != 1) { ++option; } switch (option) { case 0: cpct_drawSprite(g_tile_sky_blue, getScreenPosition(4, 9), 4, 8); cpct_drawSprite(sprite_skate, getScreenPosition(4, 7), 4, 8); break; case 1: cpct_drawSprite(g_tile_sky_blue, getScreenPosition(4, 7), 4, 8); cpct_drawSprite(sprite_skate, getScreenPosition(4, 9), 4, 8); break; } cpct_scanKeyboard_f (); // waitNVSYNCs(5); } while (!cpct_isKeyPressed(Key_Return)); switch (option) { case 0: cpct_akp_stop(); gameScene=PLAYGAMESCREEN; break; case 1: cpct_akp_stop(); gameScene=NEXTLEVELSCREEN; break; } }
void Menu::draw() { if (this->which == 0) drawMain(); else if (this->which == 1) drawNew(); else if (this->which == 2) drawLoad(); else if (this->which == 3) drawPlayer(); }
//------------------------------------------------------------------------- void pmWarpPiRendererVideoPlayer::drawElement(ofRectangle container) { // ofLog(OF_LOG_NOTICE) << "RendVideoPlayer::draw"; // SCREEN BACKGROUND // ofSetColor(0,0,0,255*screenOpacity); // ofFill(); //ofDrawRectangle(container); // DRAW VIDEO ofSetColor(255,255,255,255 * screenOpacity * maxScreenOpacity); drawPlayer(container); }
int drawBoard(char level[MAX_H][MAX_W], NME player, NME *ogres, int numNMES){ system("CLS"); drawNMES (level, ogres, numNMES); drawPlayer(level, player); for (int j = 0; j < MAX_H; j++){ printf("%s", level[j]); printf("\n"); } return 1; }
static inline void render2(void) { if(!(orangeSeen||blueSeen)){previousPortal=NULL;return;} if((orangeSeen&&blueSeen)/*||(!orangeSeen&&!blueSeen)*/) { if(switchPortal)currentPortal=&portal1; else currentPortal=&portal2; }else if(orangeSeen)currentPortal=&portal1; else if(blueSeen)currentPortal=&portal2; previousPortal=currentPortal; switchPortal^=1; glClearColor(0,0,0,31); updatePortalCamera(currentPortal, NULL); projectCamera(¤tPortal->camera); glPushMatrix(); glScalef32(SCALEFACT,SCALEFACT,SCALEFACT); renderGun(NULL); transformCamera(¤tPortal->camera); // drawRoomsGame(0); drawPortalRoom(currentPortal); drawPlayer(NULL); drawOBBs(); drawBigButtons(); drawTimedButtons(); drawEnergyDevices(); drawEnergyBalls(); drawPlatforms(); drawCubeDispensers(); drawTurretsStuff(); drawEmancipators(); drawEmancipationGrids(); drawDoors(); drawWallDoors(currentPortal); drawSludge(&gameRoom); glPopMatrix(1); glFlush(0); }
void drawGame(void) { if (toDraw) { arduboy.clear(); if (state != STATE_PAUSE) { drawChips(); drawFloors(); } drawPlayer(); drawStrings(); isBlink = !isBlink; toDraw = false; } }
bool drawGame() { arduboy.clear(); drawScore(); drawLives(); drawEnemies(); if(player.alive) drawPlayer(); drawSupply(); drawBullets(); drawStars(); bool finished = drawExplosions(); arduboy.display(); return finished; }
void GameMain::draw() { drawBackGround();//背景(昼)描画 drawMarioLove();//水道描画 drawGround();//背景(地面)描画 drawPlayer();//プレイヤー描画 drawUI();//UI描画 //DrawFormatString(0, 0, RGB(0, 0, 0), "playtime : %d", m_playtime); //DrawFormatString(0, 0, RGB(0, 0, 0), "P : %d", m_playerPoint); }
Mode PlayMode::frame() { if(!paused) { background->draw(); if(!handleInput()) return MENU; if(!crashed) { moveField(); background->update(); updatePlayer(); generateWalls(); generateObstacles(); generateItems(); } updatePlayerTail(); particles->draw(0); particles->draw(2); drawStuff(); particles->draw(4); drawPlayer(); particles->draw(1); floating->draw(); collisionDetect(); obstacleCounter(); drawScorePanel(); if(crashed && !gameOverExplosionTime--) { globalStore->seconds = playtime / 60; globalStore->score = score; globalStore->obstacles = passed; globalStore->stars = collected; storage->read(); storage->insert(score); return GAMEOVER; } particles->update(); floating->update(); } else { drawPauseScreen(); if(!handleInput()) return MENU; } return PLAY; }
void Game::keyHandler() { switch (getch()) { case ' ': if (!_player2) playerShoot(_player); else playerShoot(*_player2); break; case KEY_UP: moveUp(_player); break; case KEY_DOWN: moveDown(_player); break; case '1': if (_win.getIsMenu() == true) _win.setIsMenu(false); case '2': if (_win.getIsMenu() == true) { _win.setIsMenu(false); _player2 = new Player(2); _win.updateHp(P2, 3); _player2->setPosY(_player2->getPosY() + 50); drawPlayer(*_player2, _player2); } break; case 'w': if (!_player2) break; moveUp(*_player2); break; case 's': if (!_player2) break; moveDown(*_player2); break; case 10: if (!_player2) break; playerShoot(_player); break; } }
void draw() { /* Draw the map */ drawMap(); /* Draw the player */ drawPlayer(); /* Swap the buffers */ SDL_Flip(screen); /* Sleep briefly */ SDL_Delay(1); }
int main(){ initscr(); start_color(); colorStuff(); noecho(); while((ch=getch())!='q'){ erase(); curs_set(0); plinp(ch); checks(); draw(); drawPlayer(); } endwin(); curs_set(1); return 0; }
void Map::Draw() { _d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, COLOR_GREY, 1.0f, 0); drawRightMenu(); drawMap(); drawEagle(); BulletManager::getInstance()->Draw(); drawIce(); drawPlayer(); drawEnemy(); drawTrees(); drawPowerUp(); EffectManager::getInstance(0)->Draw(); if (_player->getLife() < 0 || _eagle->getEagleStatus() == EAGLE_STATUS::DEAD) { _text->drawText("GAME\nOVER", _posGameOverText, COLOR_RED, 30, DT_CENTER, 0, 2); } }
void MiniMap::showPlayerMiniMap(int showLevel) { const float miniMapZoom = 300.f; // zoom of the minimap const Rect miniMapRect(390, 135, 590, 295); // minimap rect on a 640*480 screen const float playerSize = 4.f; // red arrow size const float decalY = -150; const float decalX = +40; // First Load Minimap TC & DATA if needed if(m_levels[showLevel].m_texContainer == NULL) { getData(showLevel); } if(m_levels[showLevel].m_texContainer) { GRenderer->SetRenderState(Renderer::DepthTest, false); float startX = 0.f; float startY = 0.f; Vec2f playerPos(0.f, 0.f); if(showLevel == ARX_LEVELS_GetRealNum(m_currentLevel)) { playerPos = computePlayerPos(miniMapZoom, showLevel); startX = 490.f - playerPos.x; startY = 220.f - playerPos.y; playerPos.x += startX; playerPos.y += startY; } // Draw the background drawBackground(showLevel, Rect(390, 135, 590, 295), startX, startY, miniMapZoom, 20.f, decalX, decalY, true, 0.5f); GRenderer->GetTextureStage(0)->setWrapMode(TextureStage::WrapRepeat); // Draw the player (red arrow) if(showLevel == ARX_LEVELS_GetRealNum(m_currentLevel)) { drawPlayer(playerSize, playerPos.x + decalX, playerPos.y + decalY, true); drawDetectedEntities(showLevel, startX + decalX, startY + decalY, miniMapZoom); } } }
void MiniMap::showPlayerMiniMap(int showLevel) { ARX_PROFILE_FUNC(); const float miniMapZoom = 300.f; // zoom of the minimap const Rect miniMapRect(390, 135, 590, 295); // minimap rect on a 640*480 screen const float playerSize = 4.f; // red arrow size static const Vec2f decal = Vec2f(40.f, -150.f); // First Load Minimap TC & DATA if needed if(m_levels[showLevel].m_texContainer == NULL) { getData(showLevel); } if(m_levels[showLevel].m_texContainer) { GRenderer->SetRenderState(Renderer::DepthTest, false); Vec2f start = Vec2f_ZERO; Vec2f playerPos(0.f, 0.f); if(showLevel == ARX_LEVELS_GetRealNum(m_currentLevel)) { playerPos = computePlayerPos(miniMapZoom, showLevel); start = Vec2f(490.f, 220.f) - playerPos; playerPos += start; } // Draw the background drawBackground(showLevel, Rect(390, 135, 590, 295), start, miniMapZoom, 20.f, decal, true, 0.5f); GRenderer->GetTextureStage(0)->setWrapMode(TextureStage::WrapRepeat); // Draw the player (red arrow) if(showLevel == ARX_LEVELS_GetRealNum(m_currentLevel)) { drawPlayer(playerSize, playerPos + decal, true); drawDetectedEntities(showLevel, start + decal, miniMapZoom); } } }