Пример #1
0
void ram(void)
{
    int c=0, pos=0,del=0;

    struct pos_s tail[MAX_SNAKE_LEN];
    snake.tail = tail;

    // load the highscore
    highscore = highscore_get();

    // initially reset everything
    reset();

    while (1) {
        if(!(++c % snake.speed)) {
            handle_input();

            pos = (snake.t_start+1) % MAX_SNAKE_LEN;
            snake.tail[pos].x = snake.tail[snake.t_start].x;
            snake.tail[pos].y = snake.tail[snake.t_start].y;

            if(snake.dir == 0)
                snake.tail[pos].x++;
            else if(snake.dir == 1)
                snake.tail[pos].y++;
            else if(snake.dir == 2)
                snake.tail[pos].x--;
            else if(snake.dir == 3)
                snake.tail[pos].y--;

            snake.t_start = pos;

            if (pos < snake.len) {
                del = MAX_SNAKE_LEN - (snake.len - pos);
            } else
                del = pos - snake.len;

            // remove last, add first line
            draw_block(snake.tail[del].x, snake.tail[del].y, 0xFF);
            draw_block(snake.tail[pos].x, snake.tail[pos].y, 0b00011000);

            // check for obstacle hit..
            if (hitWall() || hitSelf()) {
                death_anim();
                if (showHighscore())
                    break;
                reset();
            } else if (hitFood())
                next_level();

            lcdDisplay();
        }

#ifdef SIMULATOR
        delayms(50);
#else
        delayms(3);
#endif
    }
}
Пример #2
0
void render(SDL_Renderer *rend, State &s) {
    SDL_SetRenderDrawColor(rend, 50, 50, 50, 255);
    SDL_RenderClear(rend);

    // Enemies
    for(int i = 0; i < s.N; i++) {
        if (s.enemies[i].alive) {
            if (s.enemies[i].shotdown)
                draw_block(rend, s.enemies[i].b, 160, 30, 30, 180);
            else
                draw_block(rend, s.enemies[i].b, 170, 0, 10, 255);
        }
    }

    // Player
    draw_block(rend, s.player.b, 255, 0, 0, 255);

    // Bullet
    draw_block(rend, s.bullet, 255, 0, 0, 255);

    // Stage number
    for (int i = 0; i < s.stage+1; i++) {
        SDL_Rect r = {(i+1)*10, 10, 5, 5};
        SDL_SetRenderDrawColor(rend, 240, 170, 0, 200);
        SDL_RenderFillRect(rend, &r);
    }

    // Update the screen
    SDL_RenderPresent(rend);
}
Пример #3
0
static void
draw_stairs_internal(ModeInfo * mi)
{
	GLfloat     X;

    mi->polygon_count = 0;

	glPushMatrix();
	glPushMatrix();
	glTranslatef(-3.0, 0.1, 2.0);
	for (X = 0; X < 2; X++) {
        mi->polygon_count += draw_block(0.5, 2.7 + 0.1 * X, 0.5);
		glTranslatef(0.0, 0.1, -1.0);
	}
	glPopMatrix();
	glTranslatef(-3.0, 0.0, 3.0);
	glPushMatrix();

	for (X = 0; X < 6; X++) {
		mi->polygon_count += draw_block(0.5, 2.6 - 0.1 * X, 0.5);
		glTranslatef(1.0, -0.1, 0.0);
	}
	glTranslatef(-1.0, -0.9, -1.0);
	for (X = 0; X < 5; X++) {
		mi->polygon_count += draw_block(0.5, 3.0 - 0.1 * X, 0.5);
		glTranslatef(0.0, 0.0, -1.0);
	}
	glTranslatef(-1.0, -1.1, 1.0);
	for (X = 0; X < 3; X++) {
		mi->polygon_count += draw_block(0.5, 3.5 - 0.1 * X, 0.5);
		glTranslatef(-1.0, -0.1, 0.0);
	}
	glPopMatrix();
	glPopMatrix();
}
Пример #4
0
int menu_execentry(struct MENU_ENTRY *entry)
{
	unsigned int *val;
	struct MENU *m;
	draw_block(0, 100, 128, 8, 3, DRAW_ERASE);
	switch(entry->type)
	{
		case INTENTRY:
			val = (unsigned int*)entry->data; 
			draw_block(0, 50, 128, 8, 3, DRAW_ERASE);
			draw_hexW(0,50,*val, 3, DRAW_PUT);
			break;
		case FUNCENTRY:
			entry->exec();
			return 1;
			break;
		case MENUENTRY:
			m = (MENU*)entry->data;
			if(m->num_entries != 0)
			{
				menu_exec((MENU*)entry->data);
				return 1;
			}
			break;
		default:
			break;
	}
	return 0;
}
Пример #5
0
void draw_shape (shape_t shape, int col, int row, struct color_t color)
{
   int pos;

   pos = col + row * BOARD_COLS;
   draw_block (pos,            color);
   draw_block (pos + shape[1], color);
   draw_block (pos + shape[2], color);
   draw_block (pos + shape[3], color);
}
Пример #6
0
void game_show_next_block(GtkMenuItem     *menuitem,
			  gpointer         user_data)
{
  options.shw_nxt = !options.shw_nxt;
  if(!game_over) {
    if(!options.shw_nxt)
      draw_block(0,0,next_block,next_frame,TRUE,TRUE);
    else
      draw_block(0,0,next_block,next_frame,FALSE,TRUE);
  }
}
Пример #7
0
static void render_level()
{
    char highscore_string[20];
    char points_string[20];
    draw_block( food.x, food.y, 0b11101000);

    strcpy (points_string,"Points: ");
    strcat (points_string,IntToStr(points,6,0));

    strcpy (highscore_string,"HI: ");
    strcat (highscore_string,IntToStr(highscore,6,0));

    // Display point color based on compare with highscore
    if (points<highscore || (points==0 && highscore==0)) {
        // Black
        setTextColor(0xff,0x00);
    } else if (points==highscore) {
        // Dark Yellow
        setTextColor(0xff,0b11011000);
    } else if (points>highscore) {
        // Dark Green
        setTextColor(0xff,0b00011000);
    }
    DoString(0,0,points_string);
    setTextColor(0xff,0b00000011);
    DoString(MAX_X-44,0,highscore_string);
}
Пример #8
0
std::shared_ptr<gge::texture>
piece_pattern::make_texture() const
{
	const int width = MAX_PIECE_COLS*BLOCK_SIZE;
	const int height = MAX_PIECE_ROWS*BLOCK_SIZE;

	gge::pixmap<gge::pixel_type::GRAY> pm(width, height);

	uint8_t *bits = &pm.data[0];

	for (int r = 0; r < MAX_PIECE_ROWS; r++) {
		for (int c = 0; c < MAX_PIECE_COLS; c++) {
			if (pattern[r][c] != '#')
				continue;
			
			bool left = c > 0 && pattern[r][c - 1] == '#';
			bool right = c < MAX_PIECE_COLS - 1 && pattern[r][c + 1] == '#';
			bool up = r > 0 && pattern[r - 1][c] == '#';
			bool down = r < MAX_PIECE_ROWS - 1 && pattern[r + 1][c] == '#';

			draw_block(&bits[BLOCK_SIZE*(r*width + c)], width, left, right, up, down);
		}
	}

	std::shared_ptr<gge::texture> tex(new gge::texture);
	tex->load(pm);
	return tex;
}
Пример #9
0
void blocks_update_callback(Layer *layer, GContext *ctx)
{
    (void)layer;
    (void)ctx;

    GRect block_rect[2];

    GRect layer_bounds = layer_get_bounds(layer);
    GRect layer_frame = layer_get_frame(layer);

    block_rect[0] = GRect(layer_bounds.origin.x,
                          layer_bounds.origin.y + BLOCK_LAYER_EXTRA,
                          BLOCK_SIZE,
                          layer_frame.size.h - BLOCK_LAYER_EXTRA);
    block_rect[1] = GRect(layer_bounds.origin.x + BLOCK_SIZE + BLOCK_SPACING,
                          layer_bounds.origin.y + BLOCK_LAYER_EXTRA,
                          BLOCK_SIZE,
                          layer_frame.size.h - BLOCK_LAYER_EXTRA);

    for (uint8_t i = 0; i < 2; ++i) {
        GRect *rect = block_rect + i;

        draw_block(ctx, *rect, 4);
    }
}
Пример #10
0
void draw(){
	clear();
	draw_base();
	draw_world();
	draw_block();
	refresh();
}
Пример #11
0
/* crea un bitmap con la pieza actual */
BITMAP *create_piece_bitmap(PLAYER *player, int *xout, int *yout)
{
  BITMAP *bmp;
  int c, x, y, w, h;

  get_piece_blocks(player);
  get_piece_metrics(player, &x, &y, &w, &h);

  /* crear el bitmap */
  bmp = create_bitmap(w, h);
  if (!bmp)
    return NULL;

  /* limpiar el bitmap con el color máscara actual */
  clear_to_color(bmp, bitmap_mask_color(bmp));

  /* dibujar cada bloque de la pieza en el bitmap */
  for (c=0; c<4; c++)
    draw_block(bmp, player->piece.bx[c]-x,
                    player->piece.by[c]-y, player->piece.block[c], FALSE);

  /* posiciones absolutas de la pieza;
     si se usa draw_sprite() con estas posiciones, el bitmap se
     dibujará en el mismo sitio donde está la pieza actual */
  if (xout) *xout = player->px+x;
  if (yout) *yout = player->py+y;

  return bmp;
}
Пример #12
0
static void glut_display_callback()
{
	glClear(GL_COLOR_BUFFER_BIT);

	for (int x=0; x<GRID_WIDTH; x++) {
		for (int y=0; y<GRID_HEIGHT; y++) {
			if (grid_fill[x][y]) {
				draw_block(x, y, grid_fill[x][y]);
			}
		}
	}
	
	if (!game_over) {
		draw_shape();
	}

	glColor3f(0.2f, 0.2f, 0.2f);
	glBegin(GL_LINES);
	for (int x=1; x<GRID_WIDTH; x++) {
		glVertex2f(x * GRID_SIZE, 0.0f);
		glVertex2f(x * GRID_SIZE, GRID_HEIGHT * GRID_SIZE);
	}
	for (int y=1; y<GRID_HEIGHT; y++) {
		glVertex2f(0.0f,                    y * GRID_SIZE);
		glVertex2f(GRID_HEIGHT * GRID_SIZE, y * GRID_SIZE);
	}
	glEnd();

	glFlush();

	glutSwapBuffers();
}
Пример #13
0
void remove_complete_lines(void) {
	char s[8];
    byte row, x, y, complete;

	for (row = curr_y - 1; row < curr_y + 3 && row < PLAYF_HEIGHT; row++) {
		complete = 1;
		for (x = 0; x < PLAYF_WIDTH && complete; x++) {
			if (!is_block_set(x, row))
				complete = 0;
		}

		if (complete) {
			for (y = row; y > 0; y--) {
				for (x = 0; x < PLAYF_WIDTH; x++) {
					if (is_block_set(x, y - 1))
						draw_block(x, y);
					else
                    	clear_block(x, y);
				}
            }
			lines++;
			buf2screen();
		}
	}

	itoa(lines, s);
	vputs(100, 80, "LINES     ");
	vputs(135, 80, s);

}
Пример #14
0
/* "Load" a plaayfield and set the game to that one */
static int goto_level(game_t *p_game)
{
  int i,j;

  if (p_game->level >= p_game->levels)
    return -1;

  rand_nr = 0;
  p_game->nr_blocks=0;
  fe_load_data(p_game->p_levels, p_game->level*((FIELD_WIDTH+1)*(FIELD_HEIGHT-4)+1)+6, (FIELD_WIDTH+1)*FIELD_HEIGHT, "Zarkanoid");

  /* Set the data for the level */
  for(j=0; j<FIELD_HEIGHT-4; j++)
    {
      for(i=0; i<FIELD_WIDTH; i++)
	{
	  uint8_t curr = p_game->p_levels[j*(FIELD_WIDTH+1)+i]-'0';
	  block_t *p_block = &p_game->p_field[j*FIELD_WIDTH+i];

	  /* If field[x,y] is not empty */
	  if (curr && !((curr & TYPE_IMPOSSIBLE) == TYPE_IMPOSSIBLE))
	    p_game->nr_blocks++;
	  init_block(p_block, curr);
	  draw_block(p_block, i, j);
	}
    }

  return 0;
}
Пример #15
0
void draw_cube(gdImagePtr g, struct cube *c, int x, int y, int edge,
               int yellow, int gray, int black)
{
    int size, color;

    size = edge / 3;

    /* Ecken zeichnen */
    draw_block(g, x,            y,            size, gray);
    draw_block(g, x + 2 * size, y,            size, gray);
    draw_block(g, x,            y + 2 * size, size, gray);
    draw_block(g, x + 2 * size, y + 2 * size, size, gray);

    color = yellow;

    /* Mitte zeichnen */
    if (c->type == LEER)
        color = gray;

    draw_block(g, x + size, y + size, size, color);

    color = gray;

    if (c->north)
        color = yellow;

    draw_block(g, x + size, y, size, color);

    color = gray;

    if (c->east)
        color = yellow;

    draw_block(g, x + 2 * size, y + size, size, color);

    color = gray;

    if (c->south)
        color = yellow;

    draw_block(g, x + size, y + 2 * size, size, color);

    color = gray;

    if (c->west)
        color = yellow;

    draw_block(g, x, y + size, size, color);

    /* Raender zeichnen */
    gdImageRectangle(g, x, y, x + edge, y + edge, black);
}
Пример #16
0
void cc1100IRQ (void) {
		
	if (cc1100_read1(0x3B | READ | BURST) > 0) {
		RF_getfifo(RFbuf);
		cc1100_strobe(SIDLE);
		cc1100_strobe(SFRX);
				
		struct cc1100frame_ *RXframe;
		RXframe = (struct cc1100frame_ *)&RFbuf[0];
		
		if ((RXframe->len == 1) && ((RXframe->destAddr == cc1100Addr)  || (RXframe->destAddr == 0x00))) {
			switch_WOR_RX();
		}
		
		if(RFstatus & WORenabled)
			cc1100_strobe(SWOR);
		else
			cc1100_strobe(SRX);
			
		if (RXframe->len > 3) {
			setCBIntervall(WORrx_cb,WORrx_time);
			switch ( RXframe->packetType) {
				case 0x01:
					draw_block(0,50,128,10,3,DRAW_ERASE);
					draw_string(0, 50, (char*)&RFbuf[headerLen], 3, DRAW_PUT);
				break;
				case 0x02:
					if (RXframe->data[0] == 0x01) {
						RXframe->destAddr = RXframe->srcAddr;
						RXframe->srcAddr = cc1100Addr;
						RXframe->data[0] = 0x02;
						RXframe->len = 0x04;
						switch_to_idle();
						RF_send(RFbuf);
					}
					else if (RFbuf[headerLen] == 0x02) {
						RFstatus |= Received;
					}
				break;
				case 0x03:
					if ((RXframe->data[0] == 0x01) && (timeInfo & time_accurate)) {
						send_time(RXframe->srcAddr);
					}
					else if (RFbuf[headerLen] == 0x02) {
						memcpy((unsigned char *)&time,(unsigned char *)&RXframe->data[1],3);
						memcpy((unsigned char *)&date,(unsigned char *)&RXframe->data[4],4);
						timeInfo |=0x02;
						VICSoftInt = INT_EINT2;
					}
			}
		}
	}
	
	waitTX();
	EXTINT = 0x01;
}
Пример #17
0
static void draw_shape()
{
	for (int x=0; x<4; x++) {
		for (int y=0; y<4; y++) {
			if (cur_shape[x][y]) {
				draw_block(cur_x+x, cur_y-y, cur_shape[x][y]);
			}
		}
	}
}
Пример #18
0
static void draw_playgrd(void)
{
    int l,c;
    for(l=0; l<LINES; ++l) {
        for(c=0; c<COLS; ++c) {
            cursor_to(PGRD_LEFT+c*2, PGRD_TOP+l);
            draw_block(0, GAME->playgrd[l][c]);
        }
    }
}
Пример #19
0
void draw_curr_part(void) {
	byte i;
	char x, y;

	for (i = 0; i < 4; i++) {
		x = curr_part.x[i];
		y = curr_part.y[i];
		draw_block(x + curr_x, y + curr_y);
	}
}
Пример #20
0
void RAW_learn(struct RAWset_* RAWset) {
	
	unsigned char cmd;
	unsigned char mode;
	
	lcd_fill(0);
	
	draw_block(0,10,128,2,3,DRAW_PUT);
		
	mode = 1;
	while(KEY_A) {};
	while(!KEY_A) {
		draw_block(0,0,100,9,3,DRAW_ERASE);
		set_font(BOLDFONT);
		if (mode)
			draw_string(0, 0, "Tasten anlernen", 3, DRAW_PUT);
		else
			draw_string(0, 0, "Tasten testen", 3, DRAW_PUT);
		set_font(SMALLFONT);
		draw_string(0, 20, "Gewuenschte Taste auf der\nBetty druecken.\nDie Tasten A, B, C und D\nkoennen nicht angelernt\nwerden", 3, DRAW_PUT);
		draw_string(0, 90, "A - Exit\nB - Anlernen/Testen\n", 3, DRAW_PUT);
		waitKeyUpDown();
		draw_block(0,20,128,45,3,DRAW_ERASE);
		draw_block(0,90,128,45,3,DRAW_ERASE);
		if(KEY_A || KEY_B || KEY_C || KEY_D) {
			if(KEY_B)
				mode = 1-mode;
		}
		else {
			cmd=getKeynum() -4;
			if(mode) {
				getIR(&(RAWset->RAWcmd[cmd]));
			}
			else {
				RAW_Send((unsigned long)&(RAWset->RAWcmd[cmd]));
				while(ANYKEY)
					RAW_Repeat();
				RAW_Stop();
			}
		}
	}
}
Пример #21
0
static void draw_cur(void)
{
    int i;
    for(i=0; i<4; ++i) {
        if(GAME->cur[i].line < 0)
            continue;

        cursor_to(PGRD_LEFT+GAME->cur[i].col*2, PGRD_TOP+GAME->cur[i].line);
        draw_block(0, GAME->curtype);
    }
}
Пример #22
0
void draw_grid() {
	int b, y, x;

	for(y = 0; y < GRID_HEIGHT; y++) {
		for(x = 0; x < GRID_WIDTH; x++) {

			b = grid[y][x] ||
				(x >= x_pos && x < x_pos + 4 && y >= y_pos && y < y_pos + 4 &&
				stones[stone][((x - x_pos) << 2) + (y - y_pos)] & rot);

			draw_block(4 + x * 3, 4 + y * 3, b);
		}
	}

	// look adhead
	for(y = 0; y < 4; y++)
		for(x = 0; x < 4; x++)
			draw_block(40 + x * 3, 7 + y * 3, !!(stones[next_stone][(x << 2) + y] & next_rot));

}
Пример #23
0
/* Clears visible content of window to background color.
	Normally this means to set the window to the background color.
	But if window type is WINFLG_FRAME and WINFLG_HIDE is set, the foreground color is used to clear the window.
	If clr_border is 1, the border (if any) will also be cleared.
*/
void 
win_clear(struct Window *win, int clr_border){
	int border = clr_border ? 0 : win->border;
	int frame = (win->flags & WINFLG_FRAME) ? 1 : 0;
	int color = ((win->flags & WINFLG_FRAME) && (win->flags & WINFLG_HIDE)) ? win->fg_color : win->bg_color;
	
	if (! (win->flags & WINFLG_VISIBLE)) return;
	
	draw_block(win->start_row+border+frame, win->start_col+border+frame, 
			  win->width-2*border-2*frame, win->height-2*border-2*frame, color);
};
Пример #24
0
void draw_map_with_buff_offset(min_block_type *map, int buff_off_x, int buff_off_y, int buffer_w, int buffer_h, int vx, int vy)
{
#define GET_BLOCK_FROM_THIS(x, y) GET_BLOCK_FROM_BUFFER(map, x, y, buff_off_x, buff_off_y, buffer_w, buffer_h)
	update_sky();
	SDL_FillRect(surface, NULL, 0xFFFFFFFF);
    for (int i = 0; i < h; i++)
    {
        for (int j = 0; j < w; j++)
        {
			min_block_type cb = GET_BLOCK_FROM_THIS(j, i);
			if (cb == BLCK_AIR)
			{
				int pu = GET_BLOCK_FROM_THIS(j - 1, i) != BLCK_AIR;
				int pl = GET_BLOCK_FROM_THIS(j, i - 1) != BLCK_AIR;
				int plu = GET_BLOCK_FROM_THIS(j - 1, i - 1) != BLCK_AIR;
				draw_block(cb, j, i, vx + j, vy + i, w, h, s_b_shadows[pu][plu][pl]);
			} else {
				draw_block(cb, j, i, vx + j, vy + i);
			}
        }
    }
	for(int i = 0; i < FLASHBACK_MAX; i++)
	{
		if((flashbacks[i].frames_left > 0) && (flashbacks[i].x >= vx) && (flashbacks[i].x < (vx + w)) && (flashbacks[i].y >= vy) && (flashbacks[i].y < (vy + h)))
		{
			if (flashbacks[i].inf == BLCK_AIR)
			{
				int pu = GET_BLOCK_FROM_THIS(flashbacks[i].x - vx - 1, flashbacks[i].y - vy) != BLCK_AIR;
				int pl = GET_BLOCK_FROM_THIS(flashbacks[i].x - vx, flashbacks[i].y - vy - 1) != BLCK_AIR;
				int plu = GET_BLOCK_FROM_THIS(flashbacks[i].x - vx - 1, flashbacks[i].y - vy - 1) != BLCK_AIR;
				draw_block(flashbacks[i].inf, flashbacks[i].x - vx, flashbacks[i].y - vy, flashbacks[i].x, flashbacks[i].y, w, h, s_b_shadows[pu][plu][pl]);
			}
			else {
				draw_block(flashbacks[i].inf, flashbacks[i].x - vx, flashbacks[i].y - vy, flashbacks[i].x, flashbacks[i].y);
			}
			// flashbacks[i].frames_left--;
		}
	}
	ui_redraw_needed = false;
#undef GET_BLOCK_FROM_THIS
}
Пример #25
0
void draw_b(unsigned char x, unsigned char y)
{	
	unsigned char w;
	
	if(!(is_drawing))
	{
		if(bat_state & BAT_DEBUG)
		{
			draw_block(4,0,108,24,3,DRAW_ERASE);
			draw_numU(4,0,bat_min>>2,0,3,DRAW_PUT);
			draw_numU(32,0,bat_max>>2,0,3,DRAW_PUT);
			draw_numU(4,8,(bat_max>>2)-(bat_min>>2),0,3,DRAW_PUT);
	
			draw_numU(60,0,bat_min,0,3,DRAW_PUT);
			draw_numU(88,0,bat_max,0,3,DRAW_PUT);
			draw_numU(60,8,bat_max-bat_min,0,3,DRAW_PUT);
			if((bat_state & BAT_NORMAL))
				draw_string(4,16,"Bat.Operation",3,DRAW_PUT);
			if((bat_state & BAT_CHARGE))
				draw_string(4,16,"Charging",3,DRAW_PUT);
			if((bat_state & BAT_CHARGE_DONE))
				draw_string(4,16,"Done Charging",3,DRAW_PUT);
		}

		if (bat_min<0x320)
			w = 0;
		else if (bat_min>0x380)
			w = 12;
		else
			w = (bat_min-0x320)/8;
		
		draw_block(x+1,y+1,12,5,3,DRAW_ERASE);
		draw_rect(x,y,14,7,1,3,DRAW_PUT);
		draw_vline(x+14,y+2,3,3,DRAW_PUT);

		if(w>0)	
			draw_block(x+1,y+1,w,5,2,DRAW_PUT);
	
		if(w<12)
			draw_block(x+1+w,y+1,12-w,5,0,DRAW_PUT);
	}
Пример #26
0
static void reset()
{
    int i;

    // setup the screen
    lcdClear();
    for (i=MIN_X; i<MAX_X; i++) {
        lcdSetPixel(i,MIN_Y,0b000101011);
        lcdSetPixel(i,MAX_Y,0b000101011);
    }

    for (i=MIN_Y; i<MAX_Y; i++) {
        lcdSetPixel(MIN_X,i,0b000101011);
        lcdSetPixel(MAX_X,i,0b000101011);
    }

    snake.speed = MIN_SPEED;
    snake.len = 3;
    snake.dir = 0;
    snake.t_start = 2;

    points = 0;

    food = getFood();

    // create snake in the middle of the field
    snake.tail[0].x = SIZE_X/2;
    snake.tail[0].y = SIZE_Y/2;
    snake.tail[1].x = SIZE_X/2 +1;
    snake.tail[1].y = SIZE_Y/2;
    snake.tail[2].x = SIZE_X/2 +2;
    snake.tail[2].y = SIZE_Y/2;

    // print initail tail
    draw_block(snake.tail[0].x, snake.tail[0].y, 0b00011000);
    draw_block(snake.tail[1].x, snake.tail[1].y, 0b00011000);
    draw_block(snake.tail[2].x, snake.tail[2].y, 0b00011000);

    // switch to level one
    render_level();
}
Пример #27
0
void draw_map(min_block_type *map, int vx, int vy)
{
	update_sky();
	SDL_FillRect(surface, NULL, 0xFFFFFFFF);
    for (int i = 0; i < h; i++)
    {
        for (int j = 0; j < w; j++)
        {
			draw_block(map[i * w + j], j, i, vx + j, vy + i);
        }
    }
	for(int i = 0; i < FLASHBACK_MAX; i++)
	{
		if(flashbacks[i].frames_left > 0)
		{
			draw_block(flashbacks[i].inf, flashbacks[i].x, flashbacks[i].y, vx + flashbacks[i].x, vy + flashbacks[i].y);
			flashbacks[i].frames_left--;
		}
	}
	ui_redraw_needed = false;
}
Пример #28
0
void draw_bm(struct canvas_t* cvs, const struct blockmap_t* bm,
             int x, int y, int sz, unsigned long outline, int alpha) {
  int i, j;
  for (i = 0; i != bm->w; ++i) {
    for (j = 0; j != bm->h; ++j) {
      if (bm->buf[j*bm->w+i].occupied) {
        draw_block(cvs, &(bm->buf[j*bm->w+i]),
                   x+i*sz, y+j*sz, sz, outline, alpha);
      }
    }
  }
}
Пример #29
0
static void next_level()
{
    food = getFood();
    draw_block( food.x, food.y, 0b11101000);

    if(snake.len < MAX_SNAKE_LEN-2)
        snake.len++;
    if(snake.speed >= MAX_SPEED)
        snake.speed--;
    setTextColor(0xff,0b11100000);
    DoString(0,0,IntToStr(++points,6,0));
}
Пример #30
0
/*-
 * draw_point  Draw the current point in a swirl pattern onto the XImage
 *
 * -    swirl is the swirl
 * -    win is the window to update
 */
static void
draw_point(ModeInfo * mi, swirlstruct *sp)
{
	int         r;
	int         x, y;

	/* get current point coordinates and resolution */
	x = sp->x;
	y = sp->y;
	r = sp->r;

	/* check we are within the window */
	if ((x < 0) || (x > sp->width - r) || (y < 0) || (y > sp->height - r))
		return;

	/* what style are we drawing? */
	if (sp->two_plane) {
		int         r2;

		/* halve the block size */
		r2 = r / 2;

		/* interleave blocks at half r */
		draw_block(sp->ximage, x, y, r2, do_point(sp, x, y));
		draw_block(sp->ximage, x + r2, y, r2, do_point(sp, x + r2, y));
		draw_block(sp->ximage, x + r2, y + r2, r2, do_point(sp,
							    x + r2, y + r2));
		draw_block(sp->ximage, x, y + r2, r2, do_point(sp, x, y + r2));
	} else
		draw_block(sp->ximage, x, y, r, do_point(sp, x, y));

	/* update the screen */
/*-
 * PURIFY 4.0.1 on SunOS4 and on Solaris 2 reports a 256 byte memory leak on
 * the next line. */
	(void) XPutImage(MI_DISPLAY(mi), MI_WINDOW(mi), MI_GC(mi), sp->ximage,
			 x, y, x, y, r, r);
}