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player_view.h
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#ifndef __PLAYER_VIEW_H__
#define __PLAYER_VIEW_H__
#include <allegro.h>
#include "player_info.h"
#include "physics.h"
struct player_view {
int xborder,yborder;
int bordersize;
int x,y;
int w,h;
struct player_info *player;
BITMAP *back_map_buffer;
};
int init_player_view(struct player_view *pv, int x, int y, int w, int h,struct player_info *player);
void clean_player_view(struct player_view *pv);
void draw_basic_player_view(struct player_view *v,int nbviews,BITMAP *src_map,PALETTE commonpalette);
void rotate_sprite(struct player_view * v);
void display_rotate_sprite_in_all_view(struct player_view * v, struct player_view allviews[], int nbviews);
void gestion_tir(struct vaisseau_data *v, struct player_view *views, int nbviews,BITMAP *src_map);
void put_big_pixel(BITMAP *bmp, int x, int y, int color);
int test_place_tir(struct vaisseau_data *v);
int test_place_backtir(struct vaisseau_data *v);
void draw_explosion(struct player_info *allpi, struct player_view *views, struct platform_data * plats, int nombre_vaisseau, int nbviews);
void mega_collision_test(struct player_info *allpi, struct player_view *views, struct vaisseau_data *vaisseaux, struct level_data *currentlevel, int nbplayers, int nombre_vaisseau);
void init_debris(struct vaisseau_data *v);
void test_collision_debris(struct vaisseau_data *v, BITMAP *src_map);
void plot_debris(struct vaisseau_data *v, struct player_view *views,const physics_constants& physics,int nbviews);
void draw_debris(struct player_info *allpi, struct player_view *views,const physics_constants& physics, int nbviews, int nombre_vaisseau, BITMAP *src_map);
void gestion_minimap(struct vaisseau_data *vaisseaux, struct level_data *currentlevel, int nbplayers, int largeur, int hauteur);
int test_place_dca_tir(struct dca_data *dca);
void gestion_dca(struct dca_data *dca, struct vaisseau_data *v, struct player_view *views, int nbviews, BITMAP *src_map);
void warp_zone(struct vaisseau_data *v, int nbplayers);
#endif