// Acts as a member function of a class void toggleSound() { soundOn = !soundOn; if (soundOn) //Default sound in main menu playSong(JAMES_BOND); else muteSounds(); }
void playSong(int songTitle){ muteSounds(); if (soundOn) { if (songTitle == MISSION_IMPOSSIBLE) PlaySoundA("Audio Files/Mission Impossible.wav", NULL, SND_FILENAME | SND_ASYNC | SND_LOOP | SND_NODEFAULT); // Songs are looped through a flag else if (songTitle == JAMES_BOND) PlaySoundA("Audio Files/James Bond.wav", NULL, SND_NODEFAULT | SND_ASYNC | SND_LOOP); else if (songTitle == PINK_PANTHER) PlaySoundA("Audio Files/Pink Panther.wav", NULL, SND_FILENAME | SND_ASYNC | SND_NODEFAULT | SND_LOOP); } }
void check_mouse ( XEvent *e, Game *game ) { static int savex = 0; static int savey = 0; int i,x,y; int lbutton=0; static int n = 0; if ( e->type == ButtonRelease ) { return; } if ( e->type == ButtonPress ) { if ( e->xbutton.button==1 ) { //Left button was pressed lbutton=0; if ( !game->c.isJumping ) { game->c.isJumping = true; game->c.isStanding = false; game->c.velocity[1] = 15.0; lbutton=1; } } if ( e->xbutton.button==3 ) { //game->windowHeight = 1024; //Right button was pressed game->rocketSound ^= 1; game->frog->toggleRocket(); game->frog->setFrame ( 0 ); } } x = e->xbutton.x; y = e->xbutton.y; //x = game->windowWidth - x; y = game->windowHeight - y; //Did the mouse move? if ( savex != e->xbutton.x || savey != e->xbutton.y ) { savex = e->xbutton.x; savey = game->windowHeight - e->xbutton.y; if ( ++n < 10 ) return; game->c.newPosX = savex; game->c.newPosY = savey; } for (i=0; i<game->nbuttons; i++) { game->button[i].over=0; if (x >= game->button[i].r.left && x <= game->button[i].r.right && y >= game->button[i].r.bot && y <= game->button[i].r.top) { game->button[i].over=1; if (game->button[i].over) { if (lbutton) { switch (i) { case 13: //Sound game->c.isJumping = false; game->c.isStanding = false; playSounds ( "./wav/tick.wav",1.0f, false, game->muted ); muteSounds(game); break; case 14: //Help playSounds ( "./wav/tick.wav",1.0f, false, game->muted ); game->c.isJumping = false; game->c.isStanding = false; game->help_menu ^= true; break; } } } } } }