Пример #1
0
int main() {
	int yPosition = INIT_Y;
	int xPosition = INIT_X;
	char ar;
	ar = 0;

	drawBoard(&yPosition, &xPosition, ar);

	while (1) {
		if (_kbhit())
			drawBoard(&yPosition, &xPosition, getInput());
	}
	return 0;
}
Пример #2
0
void BoardItem::doMove(PieceItem* piece, const Game::Move &move)
{
    qDebug("Board::doMove!");

    if ( !move.isValid() ) return;


    Game::Board board = d->game->board();

    movePiece(piece, move.from() , move.to());

    if (d->game->atEnd())
    {
        d->game->addMove(move);
    }
    else
    {
        qFatal("No variants for now...");
    }

    d->game->forward();

    if( move.isCastling() || move.isEnPassant()/* || move.isSpecial()*/ )
    {
        drawBoard(); // FIXME: fix this lazy way! =P
    }
}
void draw(void)
{
    glClearColor(0.0f,0.0f,0.0f,0.0f);
    glClear(GL_COLOR_BUFFER_BIT);
    drawBoard();
    glFlush();
}
Пример #4
0
void Game::update()
{	
	m_timer->update();
	
	if (m_match->isStarted())
	{
		m_match->update();		

		m_renderer->beginRender();

		drawBoard(m_board->getBoard());

		if (m_selectedJewel != -1)
		{
			drawSelected();
		}

		drawScoreAndTime();

		m_renderer->endRender();
	}
	else if (m_match->isFinished())
	{
		drawGameOverScreen();
	}
	else
	{
		drawWelcomeScreen();
	}
}
Пример #5
0
void drawPuzzle(void)
{
    bool isPlaying = (state == STATE_FREE || state == STATE_PICKED);
    if (toDrawAll) {
        arduboy.clear();
        drawBoard(0);
        drawPieces();
        toDrawAll = false;
    } else if (isPlaying && focusPieceIdx >= 0) {
        drawPiece(focusPieceIdx);
    }

    if (state == STATE_FREE) {
        drawCursor();
    }
    if (state == STATE_CLEAR) {
        drawClearEffect();
    }
    if (isHelpVisible && isPlaying) {
        HELP_T idx;
        if (state == STATE_FREE) {
            idx = HELP_FREE;
        } else {
            idx = (arduboy.buttonPressed(A_BUTTON)) ? HELP_HOLD : HELP_PICK;
        }
        drawHelp(idx, helpX, helpY);
    }
}
Пример #6
0
void shadowDisplay(void (*drawScene)(const BoardData *, const BoardData3d *, const renderdata *), const BoardData* bd, const BoardData3d *bd3d, const renderdata *prd)
{
	/* Pass 1: Draw model, ambient light only (some diffuse to vary shadow darkness) */
	float zero[4] = {0,0,0,0};
	float d1[4];
	float specular[4];
	float diffuse[4];

	drawScene(bd, bd3d, prd);

	/* Create shadow volume in stencil buffer */
	glEnable(GL_STENCIL_TEST);
	draw_shadow_volume_to_stencil(bd3d);

	/* Pass 2: Redraw model, full light in non-shadowed areas */
	glStencilFunc(GL_NOTEQUAL, midStencilVal, (GLuint)~0);
	glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);

	glGetLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
	d1[0] = d1[1] = d1[2] = d1[3] = prd->dimness;
	glLightfv(GL_LIGHT0, GL_DIFFUSE, d1);
	/* No specular light */
	glGetLightfv(GL_LIGHT0, GL_SPECULAR, specular);
	glLightfv(GL_LIGHT0, GL_SPECULAR, zero);

	if (renderingBase)
		drawScene(bd, bd3d, prd);
	else
		drawBoard(bd, bd3d, prd);

	glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
	glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);

	glDisable(GL_STENCIL_TEST);
}
Пример #7
0
void t_chessGui::run()
{
   chessCegui.init();
   loadImages();
   loadSprites();

   initCegui();
   initServer();
   initConnect();

   RedBox = sf::Shape::Rectangle(0,0,100,100,sf::Color(255,0,0));
   BlackBox = sf::Shape::Rectangle(0,0,100,100,sf::Color(0,255,0));
   BlueBox = sf::Shape::Rectangle(0,0,100,100,sf::Color(0,0,255));
   BrownBox = sf::Shape::Rectangle(0,0,100,100,sf::Color(255,255,0));
   PurpleBox = sf::Shape::Rectangle(0,0,100,100,sf::Color(160,32,240));
   PinkBox = sf::Shape::Rectangle(0,0,100,100,sf::Color(255,182,193));

   while (App.IsOpened())
   {
      processEvents();

      checkBuffer();

      App.Clear();

      drawBoard();

      CEGUI::System::getSingleton().renderGUI();

      App.Display();
   }

   return;
}
Пример #8
0
void gameLogic(){
	int i;
	mode=NORMAL;
	playing=0;

	for (i=0;i<2;i++){
		PALETTE[i]=LifeGame_palette[i];
		}
	drawImage4(0,0,240,160,LifeGame);
	
	while(!(KEY_DOWN_NOW(BUTTON_START))){
	}
	
	u16 colors[]={BLACK,LTGREY,RED,GREEN,BLUE,WHITE,DKGREY,YELLOW};
	int numcolors = sizeof(colors)/sizeof(colors[0]);
	for (i=0;i<numcolors;i++){
		PALETTE[i]=colors[i];
	}
	
	clear();//Clear array to start game
	
	toReset=1;
	drawBoard();
	mouseLogic();
}
Пример #9
0
static void
display(Flipflopcreen *c)
{
    GLfloat amb[] = { 0.8, 0.8, 0.8, 1.0 };


    glClear(clearbits);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.2);
    glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.15/board_avg_size );
    glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.15/board_avg_size );
    glLightfv(GL_LIGHT0, GL_AMBIENT, amb);


    /** setup perspectif */
    glTranslatef(0.0, 0.0, -c->reldist*board_avg_size);
    glRotatef(22.5, 1.0, 0.0, 0.0);  
    gltrackball_rotate (c->trackball);
    glRotatef(c->theta*100, 0.0, 1.0, 0.0);
    glTranslatef(-0.5*board_x_size, 0.0, -0.5*board_y_size); /* Center the board */

    drawBoard(c);

    if (!c->button_down_p) {
        c->theta += .01 * spin;
	}

}
Пример #10
0
void MainWindow::redraw()
{
	if(state != STATE_RUNNING) return;
	drawBoard (game->brd);
	drawBlock (game->now);
	if (dropPreview) drawPreview (game->now.FakeDropToBottom(game->brd));
}
Пример #11
0
/*
 * drawScene() handles the animation and the redrawing of the
 *		graphics window contents.
 */
void drawScene(void)
{
    int i, k, x, y;
    float *color;

	// Clear the rendering window
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    /* Draw Board */
    drawBoard( );

    /* Draw Panel */
    drawPanel( );

    /* Draw the stones of all turns */
    glBegin(GL_POINTS);
    for ( i = 0; i < g_curr_turn + 1; i++ ) {
        /* For all players */
        for ( k = 0; k < g_num_players; k++ ) {
            /* Draw if the player has already played this turn */
            if ( i < g_curr_turn || (k < g_curr_player && i == g_curr_turn) ) {
                x = g_players[k].stones[i].x;
                y = g_players[k].stones[i].y;
                color = g_players[k].color;
                glColor3f( color[0], color[1], color[2] );
                glVertex2f( x, y );
            }
        }
    }
    glEnd();

	// Flush the pipeline.  (Not usually necessary.)
	glFlush();

}
Пример #12
0
void drawWoodPlanks(double width, double length, double height, int boardCount, int boardGap)
{
  ErrCheck("Before drawWoodPlanks");
	double averageBoardWidth = width/(boardCount*1.0); 
	double currentWidth = 0; 

	for(int ii = 0; ii < boardCount; ii++)
	{
		glPushMatrix(); 
		double boardWidth = (rand()%(10*int(boardCount*.7)) + 
									100-int(boardCount*.7)*5)/100.0*averageBoardWidth; 
		double boardHeight = (rand()%10+95)/100.0*height; 
		if(ii == boardCount - 1)
		{
			boardWidth = width - currentWidth; 
		}
		glTranslated(currentWidth + boardWidth/2.0 , 0, 0); 	
		glRotated(90,0,1,0); 
		
		if(rand()%2)
		{
			glTranslated(length,0,0); 
			glRotated(180,0,1,0); 
		}

		drawBoard(length,boardHeight,boardWidth*(1-boardGap));  
		currentWidth += boardWidth;
		glPopMatrix();  
	}
	ErrCheck("After drawWoodPlanks");
}
Пример #13
0
static int display(Queenscreen *qs) 
{
  int polys = 0;
  glClear(clearbits);
  
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();

  /* setup light attenuation */
  glEnable(GL_COLOR_MATERIAL);
  glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.8/(0.01+findAlpha(qs)));
  glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.06);

  /** setup perspective */
  glTranslatef(0.0, 0.0, -1.5*qs->BOARDSIZE);
  glRotatef(30.0, 1.0, 0.0, 0.0);
  gltrackball_rotate (qs->trackball);
  glRotatef(qs->theta*100, 0.0, 1.0, 0.0);
  glTranslatef(-0.5*qs->BOARDSIZE, 0.0, -0.5*qs->BOARDSIZE);

  /* find light positions */
  qs->position[0] = qs->BOARDSIZE/2.0 + qs->BOARDSIZE/1.4*-sin(qs->theta*100*M_PI/180.0);
  qs->position[2] = qs->BOARDSIZE/2.0 + qs->BOARDSIZE/1.4*cos(qs->theta*100*M_PI/180.0);
  qs->position[1] = 6.0;

  if(!wire) {
    glEnable(GL_LIGHTING);
    glLightfv(GL_LIGHT0, GL_POSITION, qs->position);
    glEnable(GL_LIGHT0);
  }

  /* draw reflections */
  if(!wire) {
    polys += draw_reflections(qs);
    glEnable(GL_BLEND);
  }
  polys += drawBoard(qs);
  if(!wire)
    glDisable(GL_BLEND);

  glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.1);

  glTranslatef(0.5, 0.0, 0.5);
  polys += drawPieces(qs);

  /* rotate camera */
  if(!qs->button_down_p)
    qs->theta += .002;

  /* zero out board, find new solution of size MINBOARD <= i <= MAXBOARD */
  if(++qs->steps == 1024) {
    qs->steps = 0;
    blank(qs);
    qs->BOARDSIZE = MINBOARD + (random() % (MAXBOARD - MINBOARD + 1));
    qs->colorset = (qs->colorset+1)%COLORSETS;
    go(qs);
  }
  return polys;
}
Пример #14
0
/* openGL display function */
void display()
{
  GLfloat light_position[] = {0.0,0.0,0.0,0.0};
  light_position[0] = light1_x;
  light_position[1] = light1_y;
  light_position[2] = light1_z;

  /* the shadow matrix */
  M[0]= 1; M[4]= 0; M[8] =(-1*(light1_x)/light1_z); M[12]= 0;
  M[1]= 0; M[5]= 1; M[9] =(-1*(light1_y)/light1_z); M[13]= 0;
  M[2]= 0; M[6]= 0; M[10]= 0;                       M[14]= 0;
  M[3]= 0; M[7]= 0; M[11]= 0;                       M[15]= 1;

  /* specular highlights have color 'mat_specular'*/
  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
  /* shininess ('N') = mat_shininess*/
  glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);

  /* replaces the matrix in the top of the stack with the identity matrix */
  glLoadIdentity(); 

  /* If the window is the main one, we want the 2D view, otherwise we want
     the position alterable 3D view */
  if(glutGetWindow() == window_main)
    gluLookAt(set_eye_x,set_eye_y,set_eye_z, 0,0,0, 0,0,1); 
  else{
    gluLookAt(18,4,10, 0,0,0, 0,0,1); 
    
    glRotatef(sphi, 0, 0, 1);
    glRotatef(stheta, 1, 0, 0);
  }
    
  /* move light0 to 'light_position' */
  glLightfv(GL_LIGHT0, GL_POSITION, light_position); 

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  
  /* initialize the quadric object */
  quadObj = gluNewQuadric();

  /* Draws the TRING Board */
  drawBoard();

  /* Displays the cue arrow */
  if(no_motion)
    display_arrow();

  /* specular highlights have color 'mat_specular'*/
  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);

  /* shininess ('N') = mat_shininess*/
  glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);

  /* Display the balls */
  drawPoolBalls();

  glutSwapBuffers();    
  glFlush();
}
Пример #15
0
void BoardWidget::resizeEvent(QResizeEvent *e)
{
    PieceWidget::resizeEvent(e);

    drawBoard();
    if (renderMode) updatePieces();
    update();
}
Пример #16
0
void BoardDrawer::resetSize(int width, int height) {
	m_width = width;
	m_height = height;
	if (m_board) {
		setTransform();
		drawBoard();
	}
}
Пример #17
0
void CPlayer::draw(IDirect3DDevice9* pd3dDevice,double eTime)
{
	//그려주기
	drawBoard(pd3dDevice);

	//임팩트주기
	drawEffect(pd3dDevice,eTime);
}
void GameView::draw() {
    ofBackground(ofColor::white);
    
    // draw board
    drawBoard(x_ + border_width_, y_ + border_height_, width_ - 2 * border_width_, height_ - 2 * border_height_);
    
    // draw status text
    drawStatusText(x_ + border_width_, y_ + height_ - status_text_offset_, font_size_);
}
Пример #19
0
void MainWindow::paintEvent(QPaintEvent *)
{
  QPainter *p = new QPainter(this);

  // BOARD ISNT DRAWING WTF
  anyNewKings();
  drawBoard(p);
  drawPieces(p);
}
Пример #20
0
void mouseLogic(){
	while(1){
		if(KEY_DOWN_NOW(BUTTON_SELECT)){
			while(KEY_DOWN_NOW(BUTTON_SELECT));
			toReset=1;
		}
		if(KEY_DOWN_NOW(BUTTON_DOWN)){
			delay(10);
			if (mouse->r>(UpperLeftRow+MAXR*4-6)){
				while(KEY_DOWN_NOW(BUTTON_DOWN));
				menuLogic();
				
			}
			else{mouse->r+=4;}
			
		}
		if(KEY_DOWN_NOW(BUTTON_UP)){
			delay(10);
			if (mouse->r<=(UpperLeftRow)){
				while(KEY_DOWN_NOW(BUTTON_UP));
				menuLogic();
			}
			else{mouse->r-=4;}
			
		}
		if(KEY_DOWN_NOW(BUTTON_RIGHT)){
			//while(KEY_DOWN_NOW(BUTTON_RIGHT));
			delay(10);
			if (mouse->c>=(UpperLeftCol+(4*MAXC)-6)){
				mouse->c=UpperLeftCol-2;
			}
			else{mouse->c+=4;}
			
		}
		if(KEY_DOWN_NOW(BUTTON_LEFT)){
			delay(10);
			//while(KEY_DOWN_NOW(BUTTON_LEFT));
			if (mouse->c<=UpperLeftCol){
				mouse->c=(UpperLeftCol+(4*MAXC))-6;
			}
			else{mouse->c-=4;}
			
		}
		if(KEY_DOWN_NOW(BUTTON_A)){
			while(KEY_DOWN_NOW(BUTTON_A));
			
			int rowConversion=((mouse->r-UpperLeftRow+1)/4);
			int colConversion=((mouse->c-UpperLeftCol+2)/4);
			if (a[rowConversion][colConversion]) a[rowConversion][colConversion]=0;
			else a[rowConversion][colConversion]=1;
			newBoard=1;
		}
		
		drawBoard();
	}
}
Пример #21
0
void HDSD()
{
	drawBoard(1,30,78,36,30,"Huong dan",10);
	textcolor(TRANG);
	printxy(2,31,"Su dung chuot trai de chon va chuot phai de danh dau");
	printxy(2,32,"Su dung cac phim mui ten de di chuyen va : ");
	printxy(2,33,"X : mo o                                  C : danh dau");	
	printxy(2,34,"Z : lam noi nhung o xung quanh            A : mo nhung o xung quanh");
	printxy(2,35,"S : Luu            ESC : Thoat            R : Quay lai man hinh chinh");
}
Пример #22
0
int main(void) {
	titleScreen();
	initBoard();
	drawBoard();
	VDP_fillTileMapRectInc(VDP_PLAN_A, TILE_ATTR_FULL(PAL3, PRIORITY_LOW, FALSE, FALSE, TILE_USERINDEX + 20), 32, 0, 5, 3);
	while(1) {
		VDP_waitVSync();
	}
	return 0;
}
Пример #23
0
void GraphicalBoardFrame::prepare()
{
    drawBoard(m_board);
    drawMove(m_candidate);

    if (isOnBoard(m_arrowRoot))
        drawArrow(m_arrowRoot, m_arrowDirection);

    generateBoardPixmap(&m_pixmap);
    update();
}
int main() {

	do {

		initCurses();
		drawBoard();

	} while (playGame());

	endwin();
	return(0);
}
Пример #25
0
void initBoard(uint8_t board[SIZE][SIZE]) {
  uint8_t x,y;
  for (x=0;x<SIZE;x++) {
    for (y=0;y<SIZE;y++) {
      board[x][y]=0;
    }
  }
  addRandom(board);
  addRandom(board);
  drawBoard(board);
  score = 0;
}
Пример #26
0
Файл: life.c Проект: zellcht/c
int main(int argc, char *argv[]){
  int x, y, i, j;
  FILE *file;
  char iniBoard[MAX_SIZE][MAX_SIZE];
  int status[MAX_SIZE][MAX_SIZE];
  SDL_Simplewin sw;
  SDL_Rect rectangle;

  file = NULL;
  Neill_SDL_Init(&sw);
  initial(iniBoard, status);
  file = fopen(argv[1], "r");
  /* fopen returns NULL pointer on failure */
  if (file == NULL){
    printf("Could not open file. \n");
  }
  else {
    printf("File (%s) opened. \n", argv[1]);
    fscanf(file, "%d %d", &x, &y);
    printf("Row: %d Column: %d \n", x, y);
    char board[y][x];
    if(fgetc(file) != EOF){
      for(j = 0; j < y; j++){
	for(i = 0; i < x + 1; i++){
	  board[j][i] = fgetc(file);
	}
      }
    }
    /* Closing file */
    fclose(file);
    /* Input the board which read from the txt file to a 50x50 board*/
    inputBoard(x, y, board, iniBoard);
    do{
      /* Sleep for a short time */
      SDL_Delay(MILLISECONDDELAY);
      SDL_RenderClear(sw.renderer);   
      /* Draw the actual board */
      drawBoard(iniBoard, sw, rectangle, x, y);      
      /* Update window */
      SDL_RenderPresent(sw.renderer);
      SDL_UpdateWindowSurface(sw.win); 
      /* Get the neighbours' status */
      getNeighbours(x, y, iniBoard, status);
      /* Calculate next generation */
      nextGen(x, y, iniBoard, status);
      Neill_SDL_Events(&sw);
    }while(!sw.finished);
    /* Clear up graphics subsystems */
    atexit(SDL_Quit);
  }
  return 0;
}
Пример #27
0
int main()
{
	setupGame();
	addLength();
	addLength();

	drawBoard();
	drawFood();
	
	Game();

	getchar();
}
Пример #28
0
XP_Bool
board_draw( BoardCtxt* board )
{
    if ( board->boardBounds.width > 0 ) {

        drawScoreBoard( board );

        drawTray( board );

        drawBoard( board );
    }
    return !board->needsDrawing;
} /* board_draw */
Пример #29
0
void draw(void){
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    gluLookAt(0,25,15,
        0,0,0,
        0,1,0);
    glLightfv(GL_LIGHT0,GL_POSITION,lpos);

    glLoadName(99);
    drawBoard();
    drawGrid();
    drawPieces();

    glutSwapBuffers();
}
Пример #30
0
void
Field::randomize()
{
  // Fisher-Yates
  for(int i = 7*7 - 1;i >= 1;i--)
    {
      int j = rand()%i;
      
      int temp = board[i%7][i/7];
      board[i%7][i/7] = board[j%7][j/7];
      board[j%7][j/7] = temp;
    }

  drawBoard();
}