void PlayerCar::draw() { //spriteSheet->Render(CIwFVec2(x,y),1.0f,0.0f,0.0f); IwGxFlush(); skeleton->draw(); }
void ExampleRender() { int y = 150; IwGxPrintString(30, y, g_UseSoundPool ? "Using Sound Pool" : "Using Sound Streaming"); y += 20; for (int i = 0; i < MAX_SAMPLES; i++) { if (!g_Buttons[i]) break; char buffer[0x100]; const char* pState; switch (g_SampleState[i]) { case 1: pState = "Playing"; break; case 2: pState = "Paused"; break; default: pState = "Stopped"; break; } sprintf(buffer, "Sample: %d State: %s", i, pState); IwGxPrintString(30, y, buffer); y += 20; } IwGxFlush(); IwGxSwapBuffers(); }
void CRenderer::DrawBatch() { if ( GetVBSize() > 0 ) { IwGxLightingOff(); IwGxSetMaterial( mCurrMtl ); IwGxSetUVStream( mUVB ); IwGxSetColStream(mCB, mCBSize); IwGxSetVertStreamScreenSpaceSubPixel( mVB, mVBSize ); if ( mIBSize == 0 ) { IwGxDrawPrims(mBuffType, NULL, mVBSize); } else { IwGxDrawPrims(mBuffType, mIB, mIBSize); } mCurrMtl = NULL; //DefaultMaterial(); IwGxFlush(); IwGxSetColStream(NULL); //IwGxSetUVStream( NULL ); ResetBuffers(); } }
void endOfGame() { SplashInit(); SplashUpdate("continue"); SplashRender(); IwGxLightingOn(); gameFinalRender(); IwGxFlush(); IwGxSwapBuffers(); while(!s3eDeviceCheckQuitRequest()) { int64 start = s3eTimerGetMs(); while ((s3eTimerGetMs() - start) < MS_PER_FRAME) { int32 yield = (int32) (MS_PER_FRAME - (s3eTimerGetMs() - start)); if (yield<0) break; s3eDeviceYield(yield); } if (g_Input.getTouchCount() != 0) { s3eResult g_result = s3eOSExecExecute("http://www.facebook.com/Baconbb10", true); } } }
//----------------------------------------------------------------------------- void HexMapTest::Render() { // if (mouse_mode == MOUSE_MODE_CHECKING) { // int32 px = IwGxGetScreenWidth() - s3ePointerGetX(); // int32 py = IwGxGetScreenHeight() - s3ePointerGetY(); int32 closestX = -1, closestY = -1; CIwVec3 vect = getWorldCoords(s3ePointerGetX(), s3ePointerGetY()); // hexGrid->findClosestArray(origin, dir, closestX, closestY); //WORKING!!! hexGrid->findClosestSimple(vect.x, vect.y, closestX, closestY); DebugPrint(closestX, closestY); } // s_PickSurface->MakeCurrent(); // Clear the screen IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F); // Set the model matrix IwGxSetModelMatrix(&s_ModelMatrix); hexGrid->render(); // End drawing IwGxFlush(); IwGxPrintSetScale(2); IwGxPrintFrameRate(0, 0); // Swap buffers IwGxSwapBuffers(); }
void EggDropGameEngine::Render(CIwRect& bounds) { CIwSVec2 drawGrass(bounds.x + (bounds.w - g_pGrass->GetWidth()) / 2, bounds.y); Utils::AlphaRenderImage(g_pGrass, drawGrass, 0xff); if (g_bBroken) { if (g_iCrackIter < 40) { int yOffset = (g_pSpoon->GetHeight() - g_pEgg->GetHeight()) * g_iCrackIter / 40.0; CIwRect bounds2(bounds.x + (bounds.w - g_pEgg->GetWidth()) / 2, bounds.y + yOffset, g_pEgg->GetWidth(), g_pEgg->GetHeight()); double fallRot = fallingRot + (g_iCrackIter * 2 / 40.0); Utils::AlphaRenderAndRotateImage(g_pEgg, bounds2, 0xff, fallRot); g_iCrackIter++; } else { CIwSVec2 draw(bounds.x + (bounds.w - g_pCrackedEgg->GetWidth()) / 2, bounds.y + (bounds.h - g_pCrackedEgg->GetHeight())); Utils::AlphaRenderImage(g_pCrackedEgg, draw, 0xff); } } else { CIwSVec2 draw(bounds.x + (bounds.w - g_pSpoon->GetWidth()) / 2, bounds.y); Utils::AlphaRenderImage(g_pSpoon, draw, 0xff); IwGxFlush(); CIwRect bounds2(bounds.x + (bounds.w - g_pEgg->GetWidth()) / 2, bounds.y, g_pEgg->GetWidth(), g_pEgg->GetHeight()); Utils::AlphaRenderAndRotateImage(g_pEgg, bounds2, 0xff, rot); } }
TransitionManager::~TransitionManager() { IW_CALLSTACK("TransitionManager::~TransitionManager"); IwGxClear(); IwGxFlush(); Destroy(); }
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data) { // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays) ImGuiIO& io = ImGui::GetIO(); draw_data->ScaleClipRects(io.DisplayFramebufferScale); // Render command lists for(int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front(); const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front(); int nVert = cmd_list->VtxBuffer.size(); CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert); CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert); CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert); for( int i=0; i < nVert; i++ ) { // TODO: optimize multiplication on gpu using vertex shader pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x; pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_scale.y; pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x; pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y; pColStream[i] = cmd_list->VtxBuffer[i].col; } IwGxSetVertStreamScreenSpace(pVertStream, nVert); IwGxSetUVStream(pUVStream); IwGxSetColStream(pColStream, nVert); IwGxSetNormStream(0); for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { pcmd->UserCallback(cmd_list,pcmd); } else { CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL(); pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT); pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE); pCurrentMaterial->SetFiltering(false); pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND); pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL); pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED); pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId); IwGxSetMaterial(pCurrentMaterial); IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount); } idx_buffer += pcmd->ElemCount; } IwGxFlush(); } // TODO: restore modified state (i.e. mvp matrix) }
void N2F::Iw3D::Iw2DHelper::EndTick() { IwGxFlush(); Iw2DSurfaceShow(); s3eDeviceYield(0); return; }
void CRenderer::End() { DrawBatch(); IwGxFlush(); IwGxSwapBuffers(); ClearMtlCache(); }
//----------------------------------------------------------------------------- void ExampleRender() { //Render the UI IwGetUIView()->Render(); //Flush IwGx IwGxFlush(); //Display the rendered frame IwGxSwapBuffers(); }
void Render() { // Clear the screen IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F); gPM->DrawParticles(); gPM->Flush(); IwGxFlush(); IwGxSwapBuffers(); }
int main() { Initialize(); // --HowTo: Load the tmx map from the json file tmxparser::Map_t *map = new tmxparser::Map_t; tmxparser::parseTmxFromJSON_file("testLevel.json", map); // --HowTo: Create a renderer tmxparser::TmxRenderer *renderer = new tmxparser::TmxRenderer(map); // an offset to use for scrolling the map CIwFVec2 offset(0,0); IwGxSetColClear(0x2f, 0x3f, 0x3f, 0xff); // Loop forever, until the user or the OS performs some action to quit the app while (!s3eDeviceCheckQuitRequest()) { //Update the input systems s3eKeyboardUpdate(); s3ePointerUpdate(); // Clear the surface IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F); // --HowTo: render all layers, at original pixel size: //renderer->Render(offset); // --HowTo: render all layers at reduced/scaled tile size renderer->Render(offset, CIwFVec2(64.0f, 64.0f)); // --HowTo: render only one layer at original pixel size //renderer->RenderLayer(0, offset, CIwFVec2(0.0f, 0.0f)); // --HowTo: render only one layer at scaled pixel size //renderer->RenderLayer(0, offset, CIwFVec2(64.0f, 64.0f)); // advance offset offset.x += 3; if (offset.x>1900) offset.x =0; // Standard EGL-style flush of drawing to the surface IwGxFlush(); IwGxSwapBuffers(); s3eDeviceYield(0); } delete renderer; delete map; Terminate(); // Return return 0; }
// Example showing how to use the s3eWwise extension int main() { IW_CALLSTACK("main"); s3eDebugOutputString("Booting s3eWwise example"); initWwise(); s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, (s3eCallback)buttonEvent, NULL); s3ePointerRegister(S3E_POINTER_MOTION_EVENT, (s3eCallback)motionEvent, NULL); IwGxInit(); IwGxSetColClear(0, 0, 0, 0xff); while(!s3eDeviceCheckQuitRequest()) { std::stringstream str; s3eWwiseSoundEngineRenderAudio(); IwGxClear(); IwGxPrintString(100, 100, "s3eWwise"); IwGxPrintString(100, 300, "Touch to fire event"); str << "RPM = " << rpm; IwGxPrintString(100, 400, str.str().c_str()); str.str(std::string()); str << "TH = " << touchHeight; IwGxPrintString(100, 500, str.str().c_str()); str.str(std::string()); str << "Height = " << height; IwGxPrintString(100, 600, str.str().c_str()); str.str(std::string()); IwGxFlush(); IwGxSwapBuffers(); s3eDeviceYield(0); } IwGxTerminate(); s3ePointerUnRegister(S3E_POINTER_BUTTON_EVENT, (s3eCallback)buttonEvent); s3ePointerUnRegister(S3E_POINTER_MOTION_EVENT, (s3eCallback)motionEvent); shutdownWwise(); return 0; }
void ciclo() { if (g_Input.getSound()) g_Input.playSong(); while (!s3eDeviceCheckQuitRequest()) { if (g_Input.getLifes()<1) { gameOver(); } if (menuB) break; s3eDeviceBacklightOn(); g_Input.updateSound(); s3eDeviceYield(0); int64 start = s3eTimerGetMs(); bool result = BaconUpdate(); bool result2 = FondoUpdate(); IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F); IwGxLightingOff(); FondoRender(); LifeStatusRender(); BaconRender(); insertaObstaculos(); spriteManager->render(); chuletas->render(); tank->render(); IwGxLightingOn(); FontLifeRender(); FontCoinsRender(); IwGxFlush(); IwGxSwapBuffers(); //g_Input.setScore(g_Input.getScore()+1); // Attempt frame rate /*while ((s3eTimerGetMs() - start) < MS_PER_FRAME) { int32 yield = (int32) (MS_PER_FRAME - (s3eTimerGetMs() - start)); if (yield<0) break; s3eDeviceYield(yield); }*/ } }
void CRenderer::DrawDirect( IwGxPrimType type, CIwSVec2 * vertex, CIwSVec2 * uv, uint16* indexStream, CIwColour * colour, int32 vertexCount, CIwMaterial * mat ) { IwGxLightingOff(); IwGxSetMaterial( mat ); IwGxSetUVStream( uv ); IwGxSetColStream(colour, vertexCount); IwGxSetVertStreamScreenSpaceSubPixel( vertex, vertexCount ); IwGxDrawPrims(type, indexStream, vertexCount); IwGxFlush(); IwGxSetColStream(NULL); }
void Game::Render() { IwGxClear( IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F ); m_postProcessing->PreRender(); GameState::RenderCurrentState(); m_postProcessing->PostRender(); IwGxFlush(); IwGxSwapBuffers(); }
void myIwGxDoneStars() { IwGxSetScreenSpaceSlot(3); IwGxSetVertStreamScreenSpace( svertices, ssend_vertices ); CIwMaterial *pMat = IW_GX_ALLOC_MATERIAL(); pMat->SetAlphaMode( CIwMaterial::ALPHA_ADD ); pMat->SetTexture( star_texture ); pMat->SetColAmbient( 0xFF, 0xFF, 0xFF, 0xFF ); IwGxSetMaterial( pMat ); IwGxSetUVStream( suvdata ); IwGxSetColStream( scolors, ssend_vertices ); IwGxDrawPrims( IW_GX_QUAD_LIST, NULL, ssend_vertices ); IwGxFlush(); }
void Render() { // Clear the screen to a pale blue IwGxSetColClear(128, 224, 255, 0); IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F); // Render the UI for (uint32 i = 0; i < BUTTON_COUNT; i++) { gButton[i]->Render(); } // Finish rendering and display on screen IwGxFlush(); IwGxSwapBuffers(); }
void renderImageWorldSpace(CIwFVec2& position, float angle, float scaleFactor, int textureSize, float worldRot, int frameNumber, int numFrames, float z) { static CIwSVec3 vertices[4]; static CIwSVec2 UVs[4]; //set up model space vertices int vertexDist = scaleFactor*textureSize/2; vertices[0] = CIwSVec3(-1*vertexDist, -1*vertexDist, z); vertices[2] = CIwSVec3(vertexDist, -1*vertexDist, z); vertices[3] = CIwSVec3(vertexDist, vertexDist, z); vertices[1] = CIwSVec3(-1*vertexDist, vertexDist, z); CIwMat modelTransform = CIwMat::g_Identity; modelTransform.SetRotZ(IW_ANGLE_FROM_RADIANS(angle)); modelTransform.SetTrans(CIwVec3(position.x, -position.y, 0)); CIwMat rot = CIwMat::g_Identity; rot.SetRotZ(IW_ANGLE_FROM_RADIANS(worldRot)); modelTransform = modelTransform*rot; IwGxSetModelMatrix(&modelTransform, false); float frameRatio = 1.0/numFrames; //set up sprite UV's iwfixed cf = IW_FIXED((float)frameNumber / numFrames); iwfixed nf = IW_FIXED((frameNumber + 1.0) / numFrames); UVs[0] = CIwSVec2(cf, 0); UVs[2] = CIwSVec2(nf, 0); UVs[3] = CIwSVec2(nf, IW_GEOM_ONE); UVs[1] = CIwSVec2(cf, IW_GEOM_ONE); //render the unit in model space IwGxSetUVStream(UVs); IwGxSetZDepthFixed(8); IwGxSetVertStreamModelSpace(vertices, 4); IwGxDrawPrims(IW_GX_QUAD_STRIP, NULL, 4); IwGxFlush(); }
void render() { IwGxClear(); for (int index = 0; index < 4; ++index) { m_controllers[index].Render(); } IwGxPrintString(300, 50, g_debugButtonEvent); IwGxPrintString(300, 75, g_debugKeyEvent); IwGxPrintString(300, 100, g_debugMotionEvent); IwGxPrintString(300, 125, g_debugTouchEvent); IwGxPrintString(300, 150, g_debugTouchMotionEvent); IwGxFlush(); IwGxSwapBuffers(); }
void ExampleRender() { //IW_PROFILE_NEWFRAME(); CIwProfileIteratorDerived pProfileIterator(CIwProfileManager::Get().GetRoot()); pProfileIterator.First(); int iy = 30; while (!pProfileIterator.IsDone()) { PrintfProperty(10, iy, pProfileIterator.GetCurrentName(), pProfileIterator.GetCurrentLastTime()); pProfileIterator.Next(); iy += 10; } PrintfProperty(10, 90, "points: ", (float)m_pAnimator->GetCurrentSpline()->GetPointCount()); IW_PROFILE_START("render"); CIwMaterial* pMat; // Clear the screen IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F); //// Allocate and initialise material from the IwGx global cache pMat = IW_GX_ALLOC_MATERIAL(); //// Set this as the active material IwGxSetMaterial(pMat); m_pSplinePoly2Tri->Render(); //IwGxSetColStream(s_Cols, 8); m_pBall->Render(); IwGxSetColStream(NULL); // End drawing IwGxFlush(); IW_PROFILE_STOP(); // Swap buffers IwGxSwapBuffers(); }
int main() { IwGxInit(); IwGxSetColClear(0, 0, 0xff, 0xff); while (!s3eDeviceCheckQuitRequest() && !(s3eKeyboardGetState(s3eKeyEsc) & S3E_KEY_STATE_DOWN) && !(s3eKeyboardGetState(s3eKeyAbsBSK) & S3E_KEY_STATE_DOWN)) { IwGxClear(); IwGxPrintString(120, 150, "Hello, World!"); IwGxFlush(); IwGxSwapBuffers(); s3eDeviceYield(0); } IwGxTerminate(); return 0; }
void CEndGameState::Render() { IW_CALLSTACK("CEndGameState::Render"); IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F); GetWorld().Render(); IwGxLightingOff(); IwGxSetScreenSpaceOrg( &CIwSVec2::g_Zero ); CIwColour* cols = IW_GX_ALLOC(CIwColour, 4); memset(cols, 255, sizeof(CIwColour) * 4 ); if (GetWorld().GetUICar()->GetPosition() == 1 ) { CIwMaterial* mat = (CIwMaterial *)IwGetResManager()->GetGroupNamed("ui")->GetResNamed("youwin", IW_GX_RESTYPE_MATERIAL); IwGxSetMaterial(mat); } else { CIwMaterial* mat = (CIwMaterial *)IwGetResManager()->GetGroupNamed("ui")->GetResNamed("youlose", IW_GX_RESTYPE_MATERIAL); IwGxSetMaterial(mat); } const uint32 imageWidth = 128; const uint32 imageHeight = 32; CIwSVec2 XY( (int16)((IwGxGetScreenWidth()/2) - (imageWidth/2)), (int16)(IwGxGetScreenHeight()/4) ), dXY( (int16)imageWidth, (int16)imageHeight ); IwGxDrawRectScreenSpace(&XY, &dXY, cols); IwGxLightingOn(); IwGxFlush(); IwGxSwapBuffers(); #ifdef IW_DEBUG // Reset metrics for next frame IwGxMetricsReset(); #endif }
bool ExamplesMainUpdate() { s3eDeviceYield(0); s3eKeyboardUpdate(); s3ePointerUpdate(); int64 start = s3eTimerGetMs(); if (!ExampleUpdate() || ExampleCheckQuit()) { s3eDebugTracePrintf("ExampleUpdate returned false, exiting.."); return false; } // Clear the screen if (g_ClearScreen) IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F); ButtonsRender(); if (g_DrawCursor) CursorRender(); SoftkeysRender(); // User code render ExampleRender(); // Attempt frame rate while ((s3eTimerGetMs() - start) < MS_PER_FRAME) { int32 yield = (int32) (MS_PER_FRAME - (s3eTimerGetMs() - start)); if (yield<0) break; s3eDeviceYield(yield); } IwGxFlush(); IwGxSwapBuffers(); return true; }
bool MapViewUpdate() { // Clear the screen IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F); renderMap(); renderMapPlayer(); renderMapXpBar(); renderMapHealth(); Player* player = getGameState()->getPlayer(); IntroState introState = getGameState()->getIntroState(); if (lastLoses < player->getLoseCount() || lastWins < player->getWinCount()) { lastLoses = player->getLoseCount(); lastWins = player->getWinCount(); mapGhost2->setCentre(CIwFVec2(IwGxGetScreenWidth()*0.80f, IwGxGetScreenHeight()*0.70f)); mapGhost2->setNotice(false); if (introState == INTRO_DEFEND) { mapGhost2->moveGhost(CIwFVec2(IwGxGetScreenWidth()/2, IwGxGetScreenHeight()/2), arrivalCallback); } } if (introState == INTRO_ATTACK) { mapGhost->Update(); mapGhost->Render(); } mapGhost2->Update(); mapGhost2->Render(); IwGxFlush(); IwGxSwapBuffers(); return true; }
//----------------------------------------------------------------------------- void ExampleRender() { // Clear screen IwGxClear( IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F ); // Render text int sx = 10; int sy = 40; std::list<Request *>::const_iterator e = manager.get_queue().end(); std::list<Request *>::const_iterator i = manager.get_queue().begin(); int count = 0; for( ; i != e; i++ ) { char buf[1024]; const char *name = HTTPStatusName[(*i)->get_state()]; snprintf(buf, 1023, "%d) %s: %s/%d (%s)",count,(*i)->get_url().c_str(),name,(*i)->get_content_length(),(*i)->get_errmsg().c_str()); IwGxPrintString(sx, sy, buf, true); sy += 20; count++; } // Swap buffers IwGxFlush(); IwGxSwapBuffers(); }
bool CameraViewUpdate() { if (viewFightInitRequired()) initFightView(); bool ghostAvailable = getGameState()->getGhost() != NULL; // Clear the screen IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F); if (ghostAvailable && (!gameIsHalt() || getGameState()->getGhost()->isDead())) { updateGhost(); } renderCamera(); setupPlayer(); if (ghostAvailable) renderGhost(); playerAttackView->Render(); playerHit->Render(); manaBar->Render(); cameraDefend->Update(); cameraDefend->Render(); tutorialView->Render(); IwGxFlush(); IwGxSwapBuffers(); IwGxTickUpdate(); return true; }
void gameOver() { initMenu = false; if (g_Input.getSound()) g_Input.stopSong(); SplashInit(); SplashUpdate("go"); SplashRender(); IwGxLightingOn(); gameOverRender(); IwGxFlush(); IwGxSwapBuffers(); while(!s3eDeviceCheckQuitRequest()) { int64 start = s3eTimerGetMs(); while ((s3eTimerGetMs() - start) < MS_PER_FRAME) { int32 yield = (int32) (MS_PER_FRAME - (s3eTimerGetMs() - start)); if (yield<0) break; s3eDeviceYield(yield); } if (g_Input.getTouchCount() != 0) { int x = g_Input.getTouch(0)->x; int y = g_Input.getTouch(0)->y; if (x <= 380 && x >= 70 && y <= 730 && y >= 650) { g_Input.setCoins(0); g_Input.setLifes(5); corazon->setX(-400); for (int i=0; i<10; i++) { garras[i]->setX(-400); } maxiCoin->setX(-400); for (int j=0; j<20; j++) { miniCoins[j]->setX(-400); } for (int i=0; i<10; i++) { tnts[i]->setX(-400); } tank->setX(-600); chuletas->setX(-800); g_Input.part =1; g_Input.velAdvance = 10; chuletasStep = 2; tankStep = 2; g_Input.initTimer(); g_Input.setTotalTime(); g_Input.part = 1; g_Input.setVelocity(10000); //SplashShutDown(); //SplashInit(); if (g_Input.getSound()) g_Input.playSong(); SplashShutDown(); break; } else if (x <= 1215 && x >= 650 && y <= 730 && y >= 650) { g_Input.setCoins(0); g_Input.setLifes(5); corazon->setX(-400); for (int i=0; i<10; i++) { garras[i]->setX(-400); } maxiCoin->setX(-400); for (int j=0; j<20; j++) { miniCoins[j]->setX(-400); } for (int i=0; i<10; i++) { tnts[i]->setX(-400); } tank->setX(-600); chuletas->setX(-800); g_Input.part =1; g_Input.velAdvance = 10; chuletasStep = 2; tankStep = 2; g_Input.initTimer(); g_Input.setTotalTime(); g_Input.part = 1; g_Input.setVelocity(10000); //------------------------------------------ //------------------------------------------ /*spriteManager->removeSprite(corazon); delete corazon; for (int i=0; i<15; i++) { spriteManager->removeSprite(garras[i]); delete garras[i]; spriteManager->removeSprite(tnts[i]); delete tnts[i]; } for (int i=0; i<25; i++) { spriteManager->removeSprite(miniCoins[i]); delete miniCoins[i]; } delete tank; spriteManager->removeSprite(maxiCoin); delete maxiCoin; delete chuletas;*/ menuB = true; SplashShutDown(); break; } } } }
void Desktop::refresh() { IwGxFlush(); IwGxSwapBuffers(); s3eDeviceYield(duration); }