void drawCrossPlayer(GContext* ctx, GPoint center) { graphics_context_set_stroke_color(ctx, COLOR_FOREGROUND); graphics_draw_line_wide(ctx, GPoint(center.x-12, center.y-12), GPoint(center.x+12, center.y+12)); graphics_draw_line_wide(ctx, GPoint(center.x-12, center.y+12), GPoint(center.x+12, center.y-12)); }
void drawWinLine(GContext* ctx, GPoint leftmostPoint, GPoint rightmostPoint) { // Note: The point names are there for a reason. :) // TODO: Make it work either way. // Make the ends of the line extend past the edges of the board. if (leftmostPoint.x != rightmostPoint.x) { // It's not a vertical line so adjust the X axis. leftmostPoint.x -= 18; rightmostPoint.x += 18; } if (leftmostPoint.y != rightmostPoint.y) { // It's not a horizontal line so adjust the Y axis. if (leftmostPoint.y < rightmostPoint.y) { leftmostPoint.y -= 18; rightmostPoint.y += 18; } else { leftmostPoint.y += 18; rightmostPoint.y -= 18; } } graphics_draw_line_wide(ctx, leftmostPoint, rightmostPoint); }
void board_layer_update_callback(Layer *layer, GContext* ctx) { graphics_context_set_stroke_color(ctx, COLOR_FOREGROUND); // Horizontal line graphics_draw_line_wide(ctx, GPoint(10, 89), GPoint(130, 89)); draw_circle(ctx, GPoint(10, 10)); }