Esempio n. 1
0
/**
 * Draw the current frame
 */
static void ps_draw() {
    GFraMe_event_draw_begin();
#ifdef DEBUG
        _drwCalls++;
#endif
        map_draw(m);
        rg_drawBullets();
        rg_drawObjects();
        rg_drawMobs();
        if (gv_nIsZero(SWITCH_MAP))
            transition_draw();
        ui_draw();
        player_draw(p2);
        player_draw(p1);
        if (gv_isZero(SWITCH_MAP))
            signal_draw();
        #ifdef QT_DEBUG_DRAW
            if (GFraMe_keys.f1 ||
                (GFraMe_controller_max > 0 && GFraMe_controllers[0].l2))
                qt_drawRootDebug();
        #endif 
        if (_ps_pause) {
            ps_drawPause();
        }
        if (_ps_isSpeedrun)
            timer_draw();
        if (_ps_text) {
            textWnd_draw();
        }
    GFraMe_event_draw_end();
}
Esempio n. 2
0
/**
 * Draw the state
 * 
 * @param  pGame The game's context
 * @return       GFMRV_OK, GFMRV_ARGUMENTS_BAD, ...
 */
gfmRV intro_draw_begin(gameCtx *pGame) {
    gfmRV rv;
    introCtx *pIntro;
    
    // Sanitize arguments
    ASSERT(pGame, GFMRV_ARGUMENTS_BAD);
    ASSERT(pGame->pState, GFMRV_ARGUMENTS_BAD);
    // Get the current state
    pIntro = (introCtx*)(pGame->pState);
    
    // TODO Draw everything
    rv = gfmTilemap_draw(pGame->common.pTMap, pGame->pCtx);
    ASSERT_NR(rv == GFMRV_OK);
    
    rv = player_draw(pIntro->pPl, pGame);
    ASSERT_NR(rv == GFMRV_OK);
    rv = doc_draw(pIntro->pDoc, pGame);
    ASSERT_NR(rv == GFMRV_OK);
    
    rv = gfmTilemap_draw(pIntro->pMachineFx, pGame->pCtx);
    ASSERT_NR(rv == GFMRV_OK);
    
    rv = gfmText_draw(pGame->common.pText, pGame->pCtx);
    ASSERT_NR(rv == GFMRV_OK);
    
#if 0
    rv = gfmQuadtree_drawBounds(pGame->common.pQt, pGame->pCtx, 0/*colors*/);
    ASSERT_NR(rv == GFMRV_OK);
#endif
    
    rv = GFMRV_OK;
__ret:
    return rv;
}
Esempio n. 3
0
/**
 * Draw the state
 * 
 * @param  pGame The game's context
 * @return       GFMRV_OK, GFMRV_ARGUMENTS_BAD, ...
 */
gfmRV intro_draw_flash(gameCtx *pGame) {
    gfmRV rv;
    introCtx *pIntro;
    
    // Sanitize arguments
    ASSERT(pGame, GFMRV_ARGUMENTS_BAD);
    ASSERT(pGame->pState, GFMRV_ARGUMENTS_BAD);
    // Get the current state
    pIntro = (introCtx*)(pGame->pState);
    
    // TODO Draw everything
    rv = gfmTilemap_draw(pGame->common.pTMap, pGame->pCtx);
    ASSERT_NR(rv == GFMRV_OK);
    
    rv = player_draw(pIntro->pPl, pGame);
    ASSERT_NR(rv == GFMRV_OK);
    rv = doc_draw(pIntro->pDoc, pGame);
    ASSERT_NR(rv == GFMRV_OK);
    
    rv = gfmTilemap_draw(pIntro->pFlashFx, pGame->pCtx);
    ASSERT_NR(rv == GFMRV_OK);
    
    rv = GFMRV_OK;
__ret:
    return rv;
}
Esempio n. 4
0
/**
 * Draw the state
 * 
 * @param  pGame The game's context
 * @return       GFMRV_OK, GFMRV_ARGUMENTS_BAD, ...
 */
gfmRV intro_draw_game(gameCtx *pGame) {
    gfmRV rv;
    introCtx *pIntro;
    
    // Sanitize arguments
    ASSERT(pGame, GFMRV_ARGUMENTS_BAD);
    ASSERT(pGame->pState, GFMRV_ARGUMENTS_BAD);
    // Get the current state
    pIntro = (introCtx*)(pGame->pState);
    
    rv = gfmTilemap_draw(pGame->common.pTMap, pGame->pCtx);
    ASSERT_NR(rv == GFMRV_OK);
    
    rv = player_draw(pIntro->pPl, pGame);
    ASSERT_NR(rv == GFMRV_OK);
    rv = doc_draw(pIntro->pDoc, pGame);
    ASSERT_NR(rv == GFMRV_OK);
    rv = gfmSprite_draw(pIntro->pBullet1, pGame->pCtx);
    ASSERT_NR(rv == GFMRV_OK);
    rv = gfmSprite_draw(pIntro->pBullet2, pGame->pCtx);
    ASSERT_NR(rv == GFMRV_OK);
    
    // TODO Draw the bullets and the enemies...
    
    rv = GFMRV_OK;
__ret:
    return rv;
}
Esempio n. 5
0
void scene_render_game(Uint32 delta)
{
  background_draw(3, delta);
  world_draw(delta);
  player_draw(delta);
  enemy_draw();
  item_draw();
  bullet_draw();
  player_life_draw();
  world_life_draw();
}
Esempio n. 6
0
int draw_shit(struct Game* game)
{

    // draw the world first
    world_draw(game->world); 

    // draw the player last
    player_draw(game->player);

    // draw any windows that may cover the player (e.g. menus)
}
Esempio n. 7
0
File: game.c Progetto: reagent/pong
void game_tick(Game *game) {
    int ch = 0, move_result = BALL_MOVED;

    long elapsed = elapsed_since(&game->start_time);
    static long last_event = 0;

    if ((elapsed - last_event) >= (BALL_DELAY * MICROSECONDS_PER_SECOND)) {
        move_result = ball_move(game->ball, game->field, game->player);

        if (move_result == BALL_SCORE) {
          game->player->score += 1;
        } else if (move_result == BALL_MISS) {
          game->player->score = 0;
          ball_reset(game->ball, game->field);
        }

        last_event = elapsed;
    }

    if ((ch = getch()) != ERR) {
        if (ch == MOVE_UP) {
            player_move(game->field, game->player, -1);
        }

        if (ch == MOVE_DOWN) {
            player_move(game->field, game->player, 1);
        }
    }

    // field_refresh(game->field);

    field_redraw(game->field);

    wclear(game->field->game);

    field_draw_score(game->field, game->player);
    wrefresh(game->field->score);

    player_draw(game->player, game->field);
    ball_draw(game->ball, game->field);

    wrefresh(game->field->game);
}
Esempio n. 8
0
//ZZZ TODO Seperate this all out
void game_controller_draw_top(GameController self) {
	//Left Eye
	sf2d_start_frame(GFX_TOP, GFX_LEFT); //Left for Standard Vision
		sf2d_draw_rectangle(0, 0, 400, 240, RGBA8(0xFF, 0xFF, 0x89, 0xFF)); //Background
		
		if (self->enemy->health > 0) enemy_draw(self->enemy); /*ZZZ TESTING ZZZ */
		
		//bullet_draw(self->bullet);
		//bullet_draw(self->bullet_storage->bullet_array[0]);
		//bullet_draw(self->bullet_storage->bullet_array[self->bullet_storage->bullet_limit-1]);
		bullet_storage_draw_all(self->bullet_storage);
		
		player_draw(self->player); //Draw player ontop of all game objects.
		
		//Pause interface
		if (self->is_paused) sf2d_draw_rectangle(0, 0, 400, 240, RGBA8(0x7A, 0x7A, 0x7A, 0xCC));
	sf2d_end_frame();

	
}
/*notice the default arguments for main.  SDL expects main to look like that, so don't change it*/
int main(int argc, char *argv[])
{
  SDL_Surface *temp = NULL;
  int done;
  int tx = 0,ty = 0;
  int i;
  const Uint8 *keys;
  char imagepath[512];
  SDL_Rect srcRect={0,0,SCREEN_WIDTH,SCREEN_HEIGHT};
  SDL_Event e;
  last_time = current_time = SDL_GetTicks();
  
  Init_All();
  slog("Finished Init All()");
  done = 0;
  do
  {
	   //render or draw functions go here
	//draw functions should go in order from background first to player draw calls last
    ResetBuffer();
    SDL_RenderClear(__gt_graphics_renderer);//clear screen
	tile_render();	
	player_draw();
	DrawMouse2();
	
	/*monster_spawn(Monster::grue);
	monster_spawn(Monster::spider01);
	monster_spawn(Monster::mino);		
	monster_spawn(Monster::orc);	
	support_spawn(Support::sara);	
	support_spawn(Support::healer);	
	support_spawn(Support::archer);
	
	*/
	entity_update_all();
	entity_think_all();
	entity_check_collision_all();
	particle_em_draw_all();
//	struct_update_all();
	

	G_MONSTER_SPAWN_TIMER -= 1;

	while(SDL_PollEvent(&e) != 0)
		player_move (&e);
    NextFrame();
	//end
    SDL_PumpEvents();
    keys = SDL_GetKeyboardState(NULL);
	//taken from lazyfoo
	//handles generally keyboard inputs	
	
	while( SDL_PollEvent( &e) != 0){
		if(e.type == SDL_QUIT)
			done = 1;
    	else
			player_move(&e);	
	}

		if(keys[SDL_SCANCODE_ESCAPE])
		{
			done = 1;
		}
		
	SDL_RenderPresent(__gt_graphics_renderer);
	last_time = current_time;
	current_time = SDL_GetTicks();
	delta = current_time - last_time;
  }while(!done);
  exit(0);		/*technically this will end the program, but the compiler likes all functions that can return a value TO return a value*/
  return 0;
}
Esempio n. 10
0
int game_loop(){


    unsigned redraw = 0;

    game_rect t;
    rect_Zero(&t);
    sprite_sheet = gamespr_create("ski1.bmp");

    animation_init();
    init_player();
    start_new_game(0);


    while(!mainloop){

        ALLEGRO_EVENT e;
        ALLEGRO_TIMEOUT timeout;
        int i;

        al_init_timeout(&timeout, 0.06);

        bool  late = al_wait_for_event_until(g_queue, &e, &timeout);





        if(late){
            switch(e.type){
                case ALLEGRO_EVENT_DISPLAY_CLOSE:
                    mainloop = 1;
                    break;

                 case ALLEGRO_EVENT_KEY_UP:
                        player_poll_kbd_up(&e);
                 break;

                 case ALLEGRO_EVENT_KEY_DOWN:
                        player_poll_kbd_dn(&e);
                 break;

                case ALLEGRO_EVENT_TIMER:

                /* main clock updates 1/60ms (60FPS LOCK) */
                    if(e.timer.source == g_timer){
                        particle_list = particles_clean(particle_list, 0);
                        particles_update(particle_list);
                        player_update_screen();
                        player_update(&ski_player, &playfield);



                        for(i = 1; i < MAX_SPRITES; i++){
                           update_enemy(i);
                        }

                        update_enemy_behavior(gobj_list, &playfield);

                        redraw =  1;
                    }

                     /* update for the chronomenter run every 100ms only) */
                    if( e.timer.source == timer_chrono){
                        HUD_UpdateChrono();
                        DMSG("%d", al_get_timer_count(timer_chrono));




                    }

                    break;
            }


            if( redraw == 1 && al_event_queue_is_empty(g_queue)){
                    redraw = 0;
                    al_clear_to_color(WHITE_COLOR);


                    particles_draw(NULL, particle_list);
                    player_draw(ski_player.object->position.x, ski_player.object->position.y );

                    for(i = 1; i < MAX_OBJECTS; i++){
                         int enemy_type = gobj_list[i].type;
                         draw_enemy(enemy_type, i, 0,0, gobj_list[i].position.x, gobj_list[i].position.y, 32,32);

                    }

                    HUD_create_stats_box();
                    al_flip_display();
            }
        }

    }

    HUD_destroy();
    unload_spritesheets();
    window_deinit();
    particle_list = particles_clean(particle_list, PARTICLES_ALL_CLEAN);
    return EXIT_SUCCESS;
}