void showGameOver() { drawText(COORDS(1, 39), "k"); drawText(COORDS(4, 39), "o"); drawText(COORDS(7, 39), "n"); drawText(COORDS(10, 39), "e"); drawText(COORDS(12, 39), "c "); }
void Triangle::draw(const Color4f& _color) const { glColor4f(_color.r(),_color.g(),_color.b(),_color.a()); glBegin(GL_TRIANGLES); glNormal3f(COORDS(n_)); glVertex3f(COORDS(v0())); glVertex3f(COORDS(v1())); glVertex3f(COORDS(v2())); glEnd(); }
void showRecordScreen(uchar pos) { register uchar *a; struct HiScore* h; uchar c, i, x, y; char buf[7]; char* text; a = COORDS(18, 6); buf[0]=' '; buf[6]=0; for(i=0, h=hiScores; i<9; ++i, ++h) { if(i==pos) c=0x84; else c=0x80; printCenter(c, a, buf, 1); printCenter(c, a + 5, h->name, 4); i2s(buf+1, h->score); printCenter(c, a + 5*5, buf, 4); a += APOGEY_VIDEO_BPL*4; } }
void drawOnOff(uchar n, uchar state) { uchar i; uchar* addr; switch(n) { case 0: addr = COORDS(5, 43); break; case 1: addr = COORDS(19, 43); break; case 2: addr = COORDS(34, 43); break; default: return; } state = state ? 0x84 : 0x80; for(i=0; i<4; i++, addr+=APOGEY_VIDEO_BPL) *addr = state; }
shared_ptr<SurfaceBlock> World::getSbFrom(COORDS crd, DIRECTION dir){ shared_ptr<SurfaceBlock> sb; switch(dir){ case DIRECTION_UP: // go up sb = sharedWorld->getSurfaceBlockByCoords(COORDS(crd.x, crd.y-1)); break; case DIRECTION_DOWN: // go down sb = sharedWorld->getSurfaceBlockByCoords(COORDS(crd.x, crd.y+1)); break; case DIRECTION_LEFT: // go left sb = sharedWorld->getSurfaceBlockByCoords(COORDS(crd.x-1, crd.y)); break; case DIRECTION_RIGHT: // go right sb = sharedWorld->getSurfaceBlockByCoords(COORDS(crd.x+1, crd.y)); break; } return sb; }
void drawScore(uint score) { uchar n; drawNumber(COORDS(67, 1), score); if(score < hiScores[0].score) n = (score / (hiScores[0].score / 6)); else n = 7; if(playerSpriteTop != n) { playerSpriteTop = n; waitHorzSync(); if(n > 6) { superDraw(COORDS(63, 6), 0, 23, 7, rightSprite, 17, 17); n=1; } else { superDraw(COORDS(63, 6), 6-n, 23, n, gameScreen + 63 + 12*80, 17, 80); n=0; } if(kingSprite != n) { kingSprite = n; if(n) superDraw(COORDS(0, 6), 5, 16, 0, leftSprite, 18, 18); else superDraw(COORDS(0, 6), 0, 21, 0, gameScreen + 0 + 6*80, 18, 80); } } }
void updateTopScore() { drawNumber(COORDS(5, 1), hiScores[0].score); drawChar(COORDS(1, 39), hiScores[0].name[0]); drawChar(COORDS(4, 39), hiScores[0].name[1]); drawChar(COORDS(7, 39), hiScores[0].name[2]); drawChar(COORDS(10, 39), hiScores[0].name[3]); drawChar(COORDS(12, 39), hiScores[0].name[4]); drawChar(COORDS(14, 39), hiScores[0].name[5]); }
void VertexTriangle::draw(const Color4f& _color) const { glColor4f(_color.r(),_color.g(),_color.b(),_color.a()); glBegin(GL_TRIANGLES); glNormal3f(COORDS(v[0]->n)); glVertex3f(COORDS(v[0]->v)); glNormal3f(COORDS(v[1]->n)); glVertex3f(COORDS(v[1]->v)); glNormal3f(COORDS(v[2]->n)); glVertex3f(COORDS(v[2]->v)); glEnd(); }
void drawSprite(uchar x, uchar y, uchar c, char* s) { drawSprite0(COORDS(x$5 + PLAYFIELD_X, y$4+PLAYFIELD_Y), c, s); }
void redrawNewBalls(uchar a, uchar b, uchar c) { redrawNewBall(COORDS(36, 1), a); redrawNewBall(COORDS(41, 1), b); redrawNewBall(COORDS(46, 1), c); }