sulix: Oh dear god, my eyes, my eyes
Preliminary Round 1 starts at 6:00pm tonight... for anyone who actually reads this.
[SZM]
#include "game.h"
#include <stdarg.h>
#include "game.h"
#include <stdarg.h>
#ifdef BUILD_GRAPHICS
if (graphicsEnabled && (!Graphics::Initialised()))
#ifdef BUILD_GRAPHICS
if (graphicsEnabled && (!Graphics::Initialised()))
- Graphics::Initialise("Stratego", theBoard.Width()*32, theBoard.Height()*32);
+ {
+ string s = "Stratego: ";
+ s += string(redPath);
+ s += " ";
+ s += string(bluePath);
+ Graphics::Initialise(s.c_str(), theBoard.Width()*GRID_SIZE, theBoard.Height()*GRID_SIZE);
+ }
#ifdef BUILD_GRAPHICS
if (graphicsEnabled && (!Graphics::Initialised()))
#ifdef BUILD_GRAPHICS
if (graphicsEnabled && (!Graphics::Initialised()))
- Graphics::Initialise("Stratego", theBoard.Width()*32, theBoard.Height()*32);
+ {
+ string s = "Stratego: (file) ";
+ s += string(fromFile);
+ Graphics::Initialise(s.c_str(), theBoard.Width()*GRID_SIZE, theBoard.Height()*GRID_SIZE);
+ }
#endif //BUILD_GRAPHICS
input = fopen(fromFile, "r");
#endif //BUILD_GRAPHICS
input = fopen(fromFile, "r");
#include <SDL/SDL.h>
#include <SDL/SDL_opengl.h>
#include <SDL/SDL.h>
#include <SDL/SDL_opengl.h>
+#define GRID_SIZE 64.0
+
typedef SDL_Surface Screen;
typedef SDL_Rect Rectangle;
typedef short unsigned int SUint;
typedef SDL_Surface Screen;
typedef SDL_Rect Rectangle;
typedef short unsigned int SUint;
}
Graphics::ClearScreen();
}
Graphics::ClearScreen();
+ float scale = (float)(Piece::textures[(int)(Piece::NOTHING)].width()) / (float)(GRID_SIZE);
for (int y=0; y < height; ++y)
{
for (int x=0; x < width; ++x)
for (int y=0; y < height; ++y)
{
for (int x=0; x < width; ++x)
|| (piece->beenRevealed && showRevealed))
{
//Display the piece
|| (piece->beenRevealed && showRevealed))
{
//Display the piece
- Piece::textures[(int)(piece->type)].DrawColour(x*32,y*32,0,1, Piece::GetGraphicsColour(piece->colour));
+
+ Piece::textures[(int)(piece->type)].DrawColour(x*GRID_SIZE*scale,y*GRID_SIZE*scale,0,scale, Piece::GetGraphicsColour(piece->colour));
switch (piece->colour)
{
case Piece::RED:
switch (piece->colour)
{
case Piece::RED:
- Piece::textures[(int)(Piece::NOTHING)].DrawColour(x*32,y*32,0,1, Piece::GetGraphicsColour(piece->colour));
+ Piece::textures[(int)(Piece::NOTHING)].DrawColour(x*GRID_SIZE*scale,y*GRID_SIZE*scale,0,scale, Piece::GetGraphicsColour(piece->colour));
- Piece::textures[(int)(Piece::NOTHING)].DrawColour(x*32,y*32,0,1, Piece::GetGraphicsColour(piece->colour));
+ Piece::textures[(int)(Piece::NOTHING)].DrawColour(x*GRID_SIZE*scale,y*GRID_SIZE*scale,0,scale, Piece::GetGraphicsColour(piece->colour));
- Piece::textures[(int)(Piece::BOULDER)].DrawColour(x*32,y*32,0,1, Piece::GetGraphicsColour(piece->colour));
+ Piece::textures[(int)(Piece::BOULDER)].DrawColour(x*GRID_SIZE*scale,y*GRID_SIZE*scale,0,scale, Piece::GetGraphicsColour(piece->colour));
- Piece::textures[(int)(Piece::BOULDER)].DrawColour(x*32,y*32,0,1, Piece::GetGraphicsColour(piece->colour));
+ Piece::textures[(int)(Piece::BOULDER)].DrawColour(x*GRID_SIZE*scale,y*GRID_SIZE*scale,0,scale, Piece::GetGraphicsColour(piece->colour));