void yeseulMenkmanInstitution::draw(){
    
    unitCounter = 0;
    brickCounter = 0;
    squareCounter = 0;
    
    for (int i=0; i<dimensions.width; i+=unitSize) {
        for (int j=0; j<dimensions.height; j+=unitSize) {
            randomNumber = patternRandomNumberArray[unitCounter];
            drawUnit(i, j, randomNumber, randomNumber%4);
            unitCounter++;
        }
    }
    
    drawSquare();
    
    int numberOfBrickRows = int((numberOfBricks+numberOfBricksPerRow)/numberOfBricksPerRow);
    
    for (int j = 0; j < numberOfBrickRows; j++) {
        if (j == int(numberOfBrickRows)-1) {
            for (int i = 0; i < numberOfBricks%numberOfBricksPerRow; i++) {
                drawBrick(dimensions.width-unitSize*2-i*unitSize*2, dimensions.height-unitSize*2-j*unitSize*2);
                brickCounter++;
            }
        } else {
            for (int i = 0; i < numberOfBricksPerRow; i++) {
                drawBrick(dimensions.width-unitSize*2-i*unitSize*2, dimensions.height-unitSize*2-j*unitSize*2);
                brickCounter++;
                
            }
        }
    }
}
Пример #2
0
void PixServer::initRoomPixmap()
{
    QPainter paint;

    roomPix.resize(MAPWIDTH, MAPHEIGHT);
    bitBlt(&roomPix,0,0, &backPix);
    paint.begin(&roomPix);

    for (unsigned int x = 0; x < board->size(); x++) {
	if (board->isBrick(x))
	    drawBrick(&paint, x);
    }
    paint.end();
    
    cachePix.resize(MAPWIDTH, MAPHEIGHT);
    bitBlt(&cachePix,0,0, &roomPix);
}
Пример #3
0
void breakoutDraw()
{
	clear();

	drawPaddle(paddle);
	drawBall(ball);
	
	u8 row;
	u8 col;
	for(row=0; row < FIELD_HEIGHT; ++row)
	{
		for(col=0; col < FIELD_WIDTH; ++col)
		{
			if(bricks[(row*FIELD_WIDTH) + col].alive)
				drawBrick(row, col, bricks[(row*FIELD_WIDTH) + col]);
		}
	}

	render();
}
hkDemo::Result DestructibleWallsDemo::stepDemo()
{
	m_world->lock();

	{
		const hkgPad* pad = m_env->m_gamePad;

		// Cannon control + drawing
		// check to see if the user has pressed one of the control keys:
		int x = ((pad->getButtonState() & HKG_PAD_DPAD_LEFT) != 0)? -1:0;
		x = ((pad->getButtonState() & HKG_PAD_DPAD_RIGHT) != 0)? 1:x;
		int y = ((pad->getButtonState() & HKG_PAD_DPAD_DOWN) != 0)? -1:0;
		y = ((pad->getButtonState() & HKG_PAD_DPAD_UP) != 0)?    1:y;

		m_shootingDirX += x * 0.015f;
		m_shootingDirY += y * 0.015f;

		hkVector4 canonStart( m_centerOfScene );
		canonStart(2) += m_options.m_WallsWidth*2.0f;

		hkVector4 canonDir( m_shootingDirX, m_shootingDirY, -1.0f );
		canonDir.normalize3();

		// display the canon direction 
		{
			hkpWorldRayCastInput in;
			in.m_from = canonStart;
			in.m_to.setAddMul4( in.m_from, canonDir, 100.0f );
			in.m_filterInfo = 0;
			hkpWorldRayCastOutput out;
			m_world->castRay( in , out );
			hkVector4 hit; hit.setInterpolate4( in.m_from, in.m_to, out.m_hitFraction );
			HK_DISPLAY_LINE( in.m_from, hit, 0x600000ff );
			if ( out.hasHit() )
			{
				HK_DISPLAY_ARROW( hit, out.m_normal, 0x60ff00ff );
			}
			HK_DISPLAY_ARROW( canonStart, canonDir, hkColor::CYAN );
		}

		// Shooting bullets
		{
			hkBool shooting = false;

			if ( pad->wasButtonPressed(HKG_PAD_BUTTON_1)!= 0 )
			{
				shooting = true;
			}

			if (  pad->isButtonPressed(HKG_PAD_BUTTON_2)!= 0)
			{
				if ( m_gunCounter-- < 0 )
				{
					shooting = true;
					m_gunCounter = 5;
				}
			}  

			if ( shooting )
			{
				hkpMassProperties result;
				hkpInertiaTensorComputer::computeSphereVolumeMassProperties(m_options.m_cannonBallRadius, m_options.m_cannonBallMass, result);

				hkpSphereShape* sphereShape = new hkpSphereShape(m_options.m_cannonBallRadius); 
				hkVector4 spherePos(-20.0f, 0.0f + m_options.m_cannonBallRadius, 200.0f);

				hkpRigidBodyCinfo sphereInfo;
				sphereInfo.m_mass = result.m_mass;
				sphereInfo.m_centerOfMass = result.m_centerOfMass;
				sphereInfo.m_inertiaTensor = result.m_inertiaTensor;
				sphereInfo.m_shape = sphereShape;
				sphereInfo.m_motionType = hkpMotion::MOTION_BOX_INERTIA;
				sphereInfo.m_position = canonStart;
				sphereInfo.m_qualityType = HK_COLLIDABLE_QUALITY_BULLET;
				sphereInfo.m_linearVelocity.setMul4( 100.0f, canonDir );

				hkpRigidBody* bullet = new hkpRigidBody( sphereInfo );
				sphereInfo.m_shape->removeReference();

				m_world->addEntity( bullet );
				bullet->removeReference();
			}
		}
	}

	// release the world
	m_world->unlock();

	// step demo
	hkDemo::Result res = hkDefaultPhysicsDemo::stepDemo();


	//HK_TIMER_BEGIN_LIST( "Update Walls", "Update Walls"/*HK_NULL*/);
	HK_TIMER_BEGIN( "Update Walls", "update walls"/*HK_NULL*/);
	if(m_collisionDetectionType == PARALLEL)
	{
		HK_ASSERT2(0x7274e9ec, m_fractureUtility!=HK_NULL ,"The parallel simulation wasn't set!!");
		// and update walls
		m_fractureUtility->Update();
	}
	HK_TIMER_END();

	HK_TIMER_BEGIN("DebugDisplay", HK_NULL);
	// DEBUG DISPLAY
	if(m_fractureUtility->getSimulation() && m_options.m_showDebugDisplay)
	{
		// applied impulses
		for(int i=0; i<m_fractureUtility->getSimulation()->debugImpulses.getSize(); i+=2)
		{
			hkVector4 start( m_fractureUtility->getSimulation()->debugImpulses[i] );
			hkVector4 end( m_fractureUtility->getSimulation()->debugImpulses[i+1] );
			end.mul4( 0.01f );
			HK_DISPLAY_ARROW(start, end , 0x00000000);			
		}
		
		if(m_fractureUtility->getSimulation()->debugImpulses.getSize() > 100 )
			m_fractureUtility->getSimulation()->debugImpulses.clear();

		// bricks positions in parallel simulation
		hkArray<hkVector4> positions;
		m_fractureUtility->getSimulation()->getAllBricksPositions( positions );
		for(int i=0; i<positions.getSize(); ++i)
		{
			drawBrick(positions[i] , m_brickHalfExtents);
		}
		positions.clear();

		// edges of union find
		for(int i=0; i<m_fractureUtility->getSimulation()->debugEdges.getSize(); i+=2)
		{
			HK_DISPLAY_LINE(m_fractureUtility->getSimulation()->debugEdges[i], m_fractureUtility->getSimulation()->debugEdges[i+1] , 0x00000000);
		}
	}
	HK_TIMER_END();

	if(m_collisionDetectionType == PARALLEL)
	{
		hkArray< hkVector4 > planes;
		m_fractureUtility->getSimulation()->getAllDebugfracturePlanes(planes);
		for(int i=0; i< planes.getSize()-2; ++i)
		{
			if(planes[i].length3()!=0)
			{
				hkVector4 offset(.0f, .5f, .0f/*.5f, .5f, .5f*/);
				HK_DISPLAY_PLANE(planes[i], offset, 0.5f, 0xffffffff);
			}
		}
		if(!planes.isEmpty() && planes[planes.getSize()-1].length3()!=0)
		{
			hkVector4 offset(.0f, .5f, .0f/*.5f, .5f, .5f*/);
			HK_DISPLAY_PLANE(planes[planes.getSize()-2], offset, 0.5f, 0x00000000);
			HK_DISPLAY_PLANE(planes[planes.getSize()-1], offset, 0.5f, 0xffff0000);
		}
		hkArray<hkVector4> cpts;
		hkArray<hkVector4> impulses;
		m_fractureUtility->getSimulation()->getAllDebugImpulsesAndContactPoints(impulses, cpts);
		for(int i=0; i< cpts.getSize(); ++i)
		{
			HK_DISPLAY_ARROW(cpts[i], impulses[i] , 0x00000000);	
		}
	}
	return res;
}
Пример #5
0
int main(){
	drawBrick(); // draw brick
	sleep(5000);
	return 0;
	i2cWriteRegister(DEVICE_MCU, 0x05, "ayylmao")
}
Пример #6
0
int runEditor(SDL_Surface* screen)
{
  SDL_Rect selBrickRect;
  getInpPointerState()->escEnable=1;

  if( editorState == EDITOR_MAIN )
  {

    if(getButton(C_BTNMENU) || isPointerEscapeClicked() )
    {
      resetBtn( C_BTNMENU );
      resetMouseBtn();

      changed++; //If it was 0 then it will become 1 (saved) exit. If it was 1 it becomes 2 (not saved).
      if( changed != 2 )
      {
        editorCleanUp();
        startTransition(screen, TRANSITION_TYPE_ROLL_IN, 500 );
        return(STATEMENU);
      }
    }

    //We detect if the "preview" brick on the left is clicked, we do this now so we can reset the click so that it does not hit the board
    selBrickRect.x = HSCREENW-125;
    selBrickRect.y = HSCREENH-85;
    selBrickRect.w = selBrickRect.x+20;
    selBrickRect.h = selBrickRect.y+20;
    //Also, we can only click it if a teleport destination is not being placed.
    if( isBoxClicked(&selBrickRect) && teleState==0 )
    {
      editorState=EDITOR_BRICKS_SELECTION;
      resetMouseBtn();
    }

    //We detect mouse-save input here so it won't hit the board.
    selBrickRect.x = HSCREENW-145;
    selBrickRect.y = HSCREENH+42;
    selBrickRect.w = selBrickRect.x+59;
    selBrickRect.h = selBrickRect.y+24;
    if( isBoxClicked(&selBrickRect) && changed>0)
    {
      changed=EDITOR_SAVEBTN_CLICKED;
      resetMouseBtn();
    }

    //We check if the cursor is in the field (if it is not, brick-placement is blocked so we don't place bricks when clicking outside of the field).
    if( isPointerInBox(&fieldRect) || getInpPointerState()->timeSinceMoved > POINTER_SHOW_TIMEOUT )
    {
      allowBrickToBePlaced=1;
    } else {
      allowBrickToBePlaced=0;
    }

    //Handle movement
    if(getButton(C_UP))
    {
      resetBtn(C_UP);
      moveCursor(&cur, 0,DIRUP, 0);
    }

    if(getButton(C_DOWN))
    {
      resetBtn(C_DOWN);
      moveCursor(&cur, 0,DIRDOWN,0);
    }

    if(getButton(C_LEFT))
    {
      resetBtn(C_LEFT);
      moveCursor(&cur, DIRLEFT,0, 0);
    }

    if(getButton(C_RIGHT))
    {
      resetBtn(C_RIGHT);
      moveCursor(&cur, DIRRIGHT,0, 0);
    }

    //Handle mouse input
    if( getInpPointerState()->timeSinceMoved==0 && !cur.lock )
    {
      setCursor(&cur, getInpPointerState()->curX,getInpPointerState()->curY );
    }

    if(getButton(C_BTNB))
    {
      resetBtn(C_BTNB);
      selBrick++;

      if(selBrick==RESERVED)
        selBrick++;

      if(selBrick>NUMTILES)
        selBrick=1;
    }

    if(getButton(C_BTNA))
    {
      resetBtn(C_BTNA);

      selBrick--;
      if(selBrick==RESERVED)
        selBrick--;

      if(selBrick<1)
        selBrick=NUMTILES;
    }



    //Is place brick button being pressed, and if it is, are we allowed to place the brick?
    if( (getButton(C_BTNX) || getInpPointerState()->isDown ) && selBrick != RESERVED && allowBrickToBePlaced )
    {

      //We remove the brick before placing a new one if it's not a teleport or if it's a switch (not switch-target).
      if( selBrick!=TELESRC && !((editIsSwitch(selBrick)&&teleState==1)  ) )
      {
        editorRemoveBrickUnderCursor();
      }

      if(selBrick==TELESRC || editIsSwitch(selBrick) )
      {
        resetMouseBtn();
        resetBtn(C_BTNX);

        if(teleState==0)
        {
          //Save source pos
          teleSrcPos[0] = cur.x;
          teleSrcPos[1] = cur.y;
          teleState++;
        } else {
          //Add to list
          if(editIsSwitch(selBrick))
          {
            teleAddToList( pf.levelInfo->switchList, teleSrcPos[0], teleSrcPos[1], cur.x, cur.y );
            //printf("Number of members in switchList: %i\n", listSize(pf.levelInfo->switchList) );
            cur.x = teleSrcPos[0];
            cur.y = teleSrcPos[1];
            editAddToBoard(selBrick);
          } else {
            teleAddToList( pf.levelInfo->teleList, teleSrcPos[0], teleSrcPos[1], cur.x, cur.y );
          }
          //Reset state
          teleState=0;
        }
      } else {
        editAddToBoard(selBrick);
      } //Not a teleport

      changed=1;
    }

    if( getButton(C_BTNY) )
    {
      //If we are trying to remove an empty teleport
      if(telePresent(pf.levelInfo->teleList, cur.x, cur.y) && selBrick!=TELESRC)
      {
        resetBtn(C_BTNY);
        selBrick=TELESRC;
      } else {
        if(selBrick!=RESERVED)
        {
          editorPickBrickUnderCursor();
        }
        editorRemoveBrickUnderCursor();
      }
    }

    if( getInpPointerState()->isDown && selBrick==RESERVED )
    {
      editorRemoveBrickUnderCursor();
    }

    if(getButton(C_BTNSELECT) || changed==EDITOR_SAVEBTN_CLICKED)
    {
      resetBtn(C_BTNSELECT);
      FILE *f = fopen(fileName, "w");
      int x,y;
      sprintf(buf, "#Author of level\nauthor=%s\n\n", pf.levelInfo->author);
      fputs(buf,f);

      sprintf(buf, "#Name of the level\nlevelname=%s\n\n", pf.levelInfo->levelName);
      fputs(buf,f);

      sprintf(buf, "#Seconds to complete level\nseconds=%i\n\n", pf.levelInfo->time);
      fputs(buf,f);

      sprintf(buf, "bgfile=%s\n", pf.levelInfo->bgFile);
      fputs(buf,f);

      sprintf(buf, "tilebase=%s\n", pf.levelInfo->tileBase);
      fputs(buf,f);

      sprintf(buf, "explbase=%s\n", pf.levelInfo->explBase);
      fputs(buf,f);

      sprintf(buf, "wallbase=%s\n", pf.levelInfo->wallBase);
      fputs(buf,f);

      sprintf(buf, "sounddir=%s\n", pf.levelInfo->soundDir);
      fputs(buf,f);

      sprintf(buf, "charbase=%s\n", pf.levelInfo->fontName);
      fputs(buf,f);

      sprintf(buf, "cursorfile=%s\n", pf.levelInfo->cursorFile);
      fputs(buf,f);

      sprintf(buf, "startimage=%s\n", (pf.levelInfo->startImg)?pf.levelInfo->startImg:"none");
      fputs(buf,f);

      sprintf(buf, "stopimage=%s\n", (pf.levelInfo->stopImg)?pf.levelInfo->stopImg:"none");
      fputs(buf,f);

      sprintf(buf, "showtelepath=%i\n", (pf.levelInfo->showTelePath) );
      fputs(buf,f);

      sprintf(buf, "showswitchpath=%i\n", (pf.levelInfo->showSwitchPath) );
      fputs(buf,f);


      //Teleports
      char* str = teleMkStrings(pf.levelInfo->teleList, "teleport");
      if(str) //Returns 0 if there's no teleports
      {
        fputs("\n#Teleports\n",f);
        fputs(str,f);
        free(str);
      }

      //Switches
      str = teleMkStrings(pf.levelInfo->switchList, "switch");
      if(str) //Returns 0 if there's no teleports
      {
        fputs("\n#Switches\n",f);
        fputs(str,f);
        free(str);
      }



      fputs("\n#The level-data block\n[data]",f);

      if(f)
      {
        for(y=0; y < FIELDSIZE; y++)
        {
          fputc('\n',f);
          for(x=0; x < FIELDSIZE; x++)
          {
            if(pf.board[x][y])
            {
              fprintf(f,"%02i", pf.board[x][y]->type);
            } else {
              fprintf(f,"00");
            }
          }
        }
        fputc('\n',f);
        changed=0;
        fclose(f);

        //Refresh the list of userLevels.
        addUserLevel(fileName);
      }

    }

  } //Editor in main state, don't ignore input


  draw(&cur, &pf, screen);


  if(changed==2)
  {
    txtWriteCenter(screen, FONTMEDIUM, STR_EDIT_NOT_SAVED_WARNING, HSCREENW,HSCREENH-20);
    txtWriteCenter(screen, FONTSMALL, STR_EDIT_PRESS_EXIT_TO_EXIT, HSCREENW,HSCREENH);
    txtWriteCenter(screen, FONTSMALL, STR_EDIT_PRESS_SAVE_TO_SAVE, HSCREENW,HSCREENH+10);
  }


  txtWriteCenter(screen, FONTSMALL,STR_EDIT_STATUS, HSCREENW-115,HSCREENH+80);
  txtWriteCenter(screen, FONTSMALL, (changed)?STR_EDIT_UNSAVED:STR_EDIT_SAVED, HSCREENW-115,HSCREENH+89);

  txtWriteCenter(screen, FONTSMALL,fileName, HSCREENW,HSCREENH+110);

  txtWriteCenter(screen, FONTSMALL,STR_EDIT_CONTROLS, HSCREENW,HSCREENH-120);


  //Write which keys are used to cycle selected brick.
  txtWriteCenter(screen, FONTSMALL,STR_EDIT_PREVBRICK_KEY,HSCREENW-142,HSCREENH-80);
  txtWriteCenter(screen, FONTSMALL,STR_EDIT_NEXTBRICK_KEY,HSCREENW-88,HSCREENH-80);


  //Draw the currently selected brick.
  drawBrick(screen, selBrick,HSCREENW-125,HSCREENH-85);

  //Write brick name.
  txtWriteCenter(screen, FONTSMALL, str_brick_names[selBrick], HSCREENW-116,HSCREENH-56 );

  //Tell if we're placing teleport source or destination
  if(selBrick==TELESRC && teleState==0)
  {
    txtWriteCenter(screen, FONTSMALL, "(From)", HSCREENW-115,HSCREENH-41);
  } else if(teleState)
  {
    if(selBrick==TELESRC)
    {
      txtWriteCenter(screen, FONTSMALL, "(To)", HSCREENW-115,HSCREENH-41);
    } else {
      txtWriteCenter(screen, FONTSMALL, "(Target)", HSCREENW-115,HSCREENH-41);
    }
    drawPath(screen, teleSrcPos[0], teleSrcPos[1], cur.x, cur.y, 1);
  }

  //Draw all the telepaths.
  drawAllTelePaths(screen, pf.levelInfo->teleList);


  //Draw switchpath we hover above
  listItem* t = &pf.levelInfo->switchList->begin;
  while( LISTFWD(pf.levelInfo->switchList, t) )
  {
    telePort_t* tp=(telePort_t*)t->data;
    if(cur.x == tp->sx && cur.y == tp->sy)
    {
      drawTelePath( screen, tp, 1 );
    }
  }
  //Draw all switchpaths
  drawAllTelePaths(screen, pf.levelInfo->switchList);

  if( (getInpPointerState()->timeSinceMoved < POINTER_SHOW_TIMEOUT) && (changed > 0) )
  {
    drawSprite(screen, saveBtnSprite, HSCREENW-145, HSCREENH+42 );
  }

  //Draw brick-selection
  if( editorState == EDITOR_BRICKS_SELECTION )
  {
    SDL_BlitSurface(selBrickBG , NULL, screen, &(setting()->bgPos) );

    //Draw bricks in a 6*4 grid
    int px,py,bnum=BRICKSBEGIN;
    static int brickSelOfX = HSCREENW - 78 + 8;
    static int brickSelOfY = HSCREENH - 54 + 8;
    for(py=0;py < 4; py++)
    {
      for(px=0; px < 6; px++)
      {
        if( bnum > NUMTILES )
          break;
        selBrickRect.x = brickSelOfX+(24*px);
        selBrickRect.y = brickSelOfY+(24*py);
        selBrickRect.w = selBrickRect.x+20;
        selBrickRect.h = selBrickRect.y+20;


        //We set bricks on mouseover, this way we get the description too (maybe punch a hole in the dots where the text is?)
        if( isPointerInBox(&selBrickRect) )
        {
          selBrick=bnum;
        }

        //We continue back to the main editor
        if( isPointerClicked() )
        {
          resetMouseBtn();
          editorState=EDITOR_MAIN;
        }

        drawBrick(screen, bnum, selBrickRect.x, selBrickRect.y );
        bnum++;
      }
    }
  }

  return(STATEEDIT);
}