本文整理汇总了C++中clear_bitmap函数的典型用法代码示例。如果您正苦于以下问题:C++ clear_bitmap函数的具体用法?C++ clear_bitmap怎么用?C++ clear_bitmap使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了clear_bitmap函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: select_language
/* Pops a dialog asking for language. Returns -1 if no object was selected.
* Else returns zero and writes in string the ID of the selected language.
*/
void select_language(void)
{
int f = -1;
const char *lang = "en"; /* default language */
set_palette(desktop_palette);
clear_bitmap(virtual_screen);
stretch_virtual_screen();
_retrieve_available_languages();
if (!_num_available_languages) {
//alert("No languages", "to choose from!", "Will use english", "Oh", 0, 'o', 0);
goto finish;
}
while ((f = virtual_do_dialog(_select_lang_dialog, 0)) < 0);
lang = _available_languages[_select_lang_dialog[0].d1*2];
finish:
TRACE("select_language: '%s'\n", lang);
set_config_string("system", "language", lang);
reload_config_texts(0);
text_mode(-1);
_free_available_languages();
clear_bitmap(virtual_screen);
stretch_virtual_screen();
}
开发者ID:gradha,项目名称:multitet,代码行数:31,代码来源:langsel.c
示例2: start_video_effect
void
start_video_effect (enum video_effect_type type, int duration)
{
ALLEGRO_BITMAP *screen = mr.cell[0][0].screen;
video_effect.type = type;
video_effect.duration = duration;
clear_bitmap (effect_buffer, BLACK);
clear_bitmap (black_screen, BLACK);
draw_bitmap (screen, effect_buffer, 0, 0, 0);
al_start_timer (video_timer);
}
开发者ID:oitofelix,项目名称:mininim,代码行数:12,代码来源:video.c
示例3: atirar
void atirar(){
tiro.vida = 0; // Quando tempo ele ficara na tela? // Posicao do tiro (eixo X)
tiro.py = ynave[e]; // Posicao do tiro (eixo Y)
int local1 = ((ini * 125) + 15) + 30; // Define a posição inicial da colisão
int local2 = (local1 + 125) - 50; // Define a posição final da colisão
int i = 0;
if (e == 0){
tiro.px = xnave[e] + 90;
}
else {
if (e == 1){
tiro.px = xnave[e] + 150;
}
else {
if (e == 2){
tiro.px = xnave[e] + 60;
}
}
}
while (tiro.vida <= 19){
blit(buffer, screen, 0,0,0,0,1280,720); //Limpa a tela
clear_bitmap(buffer); //Limpa a tela
draw_sprite(buffer, background[back], 0, 0); //Coloca a imagem na tela
draw_sprite(screen, nave[e], xnave[e],ynave[e]); //Põe a nave na tela
if (tiro.py > yini + 125){
circlefill(buffer, tiro.px, tiro.py, 5, makecol(255, 0, 0));
draw_sprite(screen, inimigo[p], xini, yini); //Põe a nave na tela
}
tiro.py -= 20; //Velocidade em Y (deslocamento do tiro)
tiro.vida += 1; //Contador do "While"
if (tiro.py <= 105){
if ((tiro.px >= local1 ) && (tiro.px <= local2 )){
colisao();
tiro.vida = 25;
}
else{
inimigos();
c += 1;
}
}
if (c == 3){
draw_sprite(screen, inimigo[p], xini,yini); //Põe os inimigos na tela
perdeu();
}
}
blit(buffer, screen, 0,0,0,0,1280,720); //Limpa a tela
clear_bitmap(buffer); //Limpa a tela
draw_sprite(buffer, background[back], 0, 0); //Coloca a imagem na tela
draw_sprite(screen, nave[e], xnave[e],ynave[e]); //Põe a nave na tela
}
开发者ID:emersonsbarros,项目名称:espaco-x,代码行数:53,代码来源:Game1.c
示例4: perdeu
void perdeu(){
clock_t tempo;
float FPS = 15.0;
tempo = clock();
explosao(xnave[e] - 40, ynave[e] - 30);
blit(buffer, screen, 0,0,0,0,1280,720); //Limpa a tela
clear_bitmap(buffer); //Limpa a tela
draw_sprite(buffer, background[back], 0, 0); //Coloca a imagem na tela
draw_sprite(screen, inimigo[p], 15,yini); //Põe a nave na tela
loser();
while (!key[KEY_ENTER]){
textout(screen, font, "Voce perdeu! Tecle 'Enter' para comecar novamente", 450,350, makecol(255,0,0 ) );
char txt[15]; sprintf(txt,"x + %d = %d", b, a); //Inicializa o texto
char txt2[15]; sprintf(txt2,"Score = %d", score); //Inicializa o texto
textout(screen,font,txt,5,5,makecol(255,0,0)); //Exibe o texto
textout(screen,font,txt2,5,20,makecol(255,0,0)); //Exibe o texto
if ( (double)(clock() - tempo) >= 1000/FPS ) {
if (p == 10){
p++;
}
else {
if (p == 11){
p++;
}
else {
if (p == 12){
p++;
}
else {
if (p == 13){
p = 10;
}
}
}
}
blit(buffer, screen, 0,0,0,0,1280,720); //Limpa a tela
clear_bitmap(buffer); //Limpa a tela
draw_sprite(buffer, background[back], 0, 0); //Coloca a imagem na tela
draw_sprite(screen, inimigo[p], 15,yini); //Põe a nave na tela
tempo = clock();
}
}
c = 0;
yini = 40.0;
score = 0;
nivel = 1.0;
back = 0;
}
开发者ID:emersonsbarros,项目名称:espaco-x,代码行数:52,代码来源:Game1.c
示例5: render_heartbeat
void render_heartbeat()
{
frame_delay = 40;
// how to sequence frames using case statement
switch (frame%10)
{
case 0: render_character(3); break;
case 1: clear_bitmap(); break;
case 2: render_character(3); break;
case 3: clear_bitmap(); break;
}
}
开发者ID:Teachinthehouse,项目名称:TinyMatrix,代码行数:14,代码来源:TinyMatrix.c
示例6: explosao2
void explosao2(){
expl();
clock_t tempo;
float FPS = 15.0;
tempo = clock();
int i = 0;
int x = -50.0;
int y = yini - 50.0;
int k = 0;
float l = 140.0;
int m = 0;
int q = 0;
bomba[0] = load_bitmap("c1.bmp", NULL);
bomba[1] = load_bitmap("c2.bmp", NULL);
bomba[2] = load_bitmap("c3.bmp", NULL);
bomba[3] = load_bitmap("c4.bmp", NULL);
bomba[4] = load_bitmap("c5.bmp", NULL);
bomba[5] = load_bitmap("c6.bmp", NULL);
bomba[6] = load_bitmap("c7.bmp", NULL);
bomba[7] = load_bitmap("c8.bmp", NULL);
bomba[8] = load_bitmap("c9.bmp", NULL);
bomba[9] = load_bitmap("c10.bmp", NULL);
bomba[10] = load_bitmap("c11.bmp", NULL);
blit(buffer, screen, 0,0,0,0,1280,720); //Limpa a tela
clear_bitmap(buffer); //Limpa a tela
draw_sprite(buffer, background[back], 0, 0); //Coloca a imagem na tela
draw_sprite(screen, inimigo[p], 15,yini); //Põe a nave na tela
while(m < 10){
if ( (double)(clock() - tempo) >= 1000/FPS ) {
blit(buffer, screen, 0,0,0,0,1280,720); //Limpa a tela
clear_bitmap(buffer); //Limpa a tela
draw_sprite(buffer, background[back], 0, 0); //Coloca a imagem na tela
draw_sprite(screen, bomba[m], -50, y);
draw_sprite(screen, bomba[m], 75, y);
draw_sprite(screen, bomba[m], 200, y);
draw_sprite(screen, bomba[m], 325, y);
draw_sprite(screen, bomba[m], 450, y);
draw_sprite(screen, bomba[m], 575, y);
draw_sprite(screen, bomba[m], 700, y);
draw_sprite(screen, bomba[m], 825, y);
draw_sprite(screen, bomba[m], 950, y);
draw_sprite(screen, bomba[m], 1075, y);
draw_sprite(screen, nave[e], xnave[e],ynave[e]); //Põe a nave na tela
m++;
tempo = clock();
}
}
}
开发者ID:emersonsbarros,项目名称:espaco-x,代码行数:50,代码来源:Game1.c
示例7: init_video
void
init_video (void)
{
if (! al_init_image_addon ())
error (-1, 0, "%s (void): failed to initialize image addon",
__func__);
al_set_new_display_flags (al_get_new_display_flags ()
| (display_mode < 0 ? ALLEGRO_WINDOWED : ALLEGRO_FULLSCREEN)
| ALLEGRO_RESIZABLE
| ALLEGRO_GENERATE_EXPOSE_EVENTS);
display_width = display_width ? display_width : DISPLAY_WIDTH;
display_height = display_height ? display_height : DISPLAY_HEIGHT;
if (display_mode >= 0) {
ALLEGRO_DISPLAY_MODE d;
get_display_mode (display_mode, &d);
display_width = d.width;
display_height = d.height;
al_set_new_display_refresh_rate (d.refresh_rate);
al_set_new_display_flags (al_get_new_display_flags ()
& ~ALLEGRO_FULLSCREEN_WINDOW);
}
al_set_new_display_option (ALLEGRO_SINGLE_BUFFER, 1, ALLEGRO_SUGGEST);
display = al_create_display (display_width, display_height);
if (! display) error (-1, 0, "%s (void): failed to initialize display", __func__);
set_target_backbuffer (display);
al_set_new_bitmap_flags (ALLEGRO_VIDEO_BITMAP);
al_set_window_title (display, WINDOW_TITLE);
icon = load_bitmap (ICON);
al_set_display_icon (display, icon);
cutscene = true;
if (mr.fit_w == 0 && mr.fit_h == 0) {
mr.fit_w = 2;
mr.fit_h = 2;
}
set_multi_room (1, 1);
effect_buffer = create_bitmap (CUTSCENE_WIDTH, CUTSCENE_HEIGHT);
black_screen = create_bitmap (CUTSCENE_WIDTH, CUTSCENE_HEIGHT);
uscreen = create_bitmap (CUTSCENE_WIDTH, CUTSCENE_HEIGHT);
iscreen = create_bitmap (display_width, display_height);
clear_bitmap (uscreen, TRANSPARENT_COLOR);
video_timer = create_timer (1.0 / EFFECT_HZ);
al_init_font_addon ();
builtin_font = al_create_builtin_font ();
if (! builtin_font)
error (-1, 0, "%s (void): cannot create builtin font", __func__);
if (! al_init_primitives_addon ())
error (-1, 0, "%s (void): failed to initialize primitives addon",
__func__);
}
开发者ID:oitofelix,项目名称:mininim,代码行数:60,代码来源:video.c
示例8: render_fire
void render_fire()
{
int r;
frame_delay = 40;
clear_bitmap();
// another modulus based particle system
// fire body
r = (frame+0)%3; bitmap[0][6-r] = 1;
r = (frame+1)%2; bitmap[1][6-r] = 1;
r = (frame+0)%2; bitmap[2][6-r] = 1;
r = (frame+1)%2; bitmap[3][6-r] = 1;
r = (frame+1)%3; bitmap[4][6-r] = 1;
r = (frame+1)%5; bitmap[1][6-r] = 1;
r = (frame+0)%3; bitmap[2][6-r] = 1;
r = (frame+2)%5; bitmap[3][6-r] = 1;
r = (frame+4)%4; bitmap[0][6-r] = 1;
r = (frame+1)%4; bitmap[1][6-r] = 1;
r = (frame+0)%4; bitmap[2][6-r] = 1;
r = (frame+3)%4; bitmap[3][6-r] = 1;
r = (frame+2)%4; bitmap[4][6-r] = 1;
// sparks
r = (frame+0)%19; if (r<COLS) bitmap[0][6-r] = 1;
r = (frame+0)%6; if (r<COLS) bitmap[1][6-r] = 1;
r = (frame+0)%7; if (r<COLS) bitmap[2][6-r] = 1;
r = (frame+2)%6; if (r<COLS) bitmap[3][6-r] = 1;
r = (frame+0)%17; if (r<COLS) bitmap[4][6-r] = 1;
}
开发者ID:edwinm,项目名称:TinyMatrix,代码行数:34,代码来源:TinyMatrix.c
示例9: main
int main( void )
{
int depth; /* represents color depth */
/* first, set up Allegro and the graphics mode */
allegro_init(); /* initialize Allegro */
install_keyboard(); /* install the keyboard for Allegro to use */
depth = desktop_color_depth(); /* find out what color depth is on our computer */
if (depth == 0)
depth = 32;
set_color_depth( depth ); /* set the color depth to depth used by our computer */
set_gfx_mode( GFX_AUTODETECT_WINDOWED, 640, 480, 0, 0 ); /* set graphics mode */
ball = load_bitmap( "ball.bmp", NULL ); /* load the ball bitmap */
buffer = create_bitmap( SCREEN_W, SCREEN_H ); /* create buffer */
ball_x = SCREEN_W / 2; /* give the ball its initial x-coordinate */
ball_y = SCREEN_H / 2; /* give the ball its initial y-coordinate */
srand( time( NULL ) ); /* seed the random function ... */
direction = rand() % 4; /* and then make a random initial direction */
while ( !key[KEY_ESC] ) /* until the escape key is pressed ... */
{
moveBall(); /* move the ball */
/* now, perform double buffering */
clear_to_color( buffer, makecol( 255, 255, 255 ) );
blit( ball, buffer, 0, 0, ball_x, ball_y, ball->w, ball->h );
blit( buffer, screen, 0, 0, 0, 0, buffer->w, buffer->h );
clear_bitmap( buffer );
} /* end while */
destroy_bitmap( ball ); /* destroy the ball bitmap */
destroy_bitmap( buffer ); /* destroy the buffer bitmap */
return 0;
} /* end function main */
开发者ID:AlterTiton,项目名称:bcit-courses,代码行数:35,代码来源:fig15_07.c
示例10: release_inode
//**************release_inode***********
void release_inode(iptr inode_ptr)
{
superblock* super = (superblock*)&superblk_cache;
clear_bitmap(&inode_bm_cache, inode_ptr);
super->free_inode_count++;
flush_metadata();
}
开发者ID:claytondus,项目名称:cdnwsh,代码行数:8,代码来源:fs.c
示例11: release_block
//**************release_block***********
void release_block(iptr blockid)
{
superblock* super = (superblock*)&superblk_cache;
clear_bitmap(&block_bm_cache, blockid);
super->free_block_count++;
flush_metadata();
}
开发者ID:claytondus,项目名称:cdnwsh,代码行数:8,代码来源:fs.c
示例12: render_game
void render_game()
{
clear_bitmap(backbuffer);
// TODO: *** draw stuff here
game->render(backbuffer);
}
开发者ID:RichardMarks,项目名称:islandadventure,代码行数:7,代码来源:main.cpp
示例13: assert
void PlaceItDrawer::drawStructureIdAtCell(cBuildingListItem *itemToPlace, int cell) {
assert(itemToPlace);
assert(cell >= 0);
int structureId = itemToPlace->getBuildId();
int iDrawX = map->mouse_draw_x();
int iDrawY = map->mouse_draw_y();
if (structureId == SLAB1) {
draw_trans_sprite(bmp_screen, (BITMAP *) gfxdata[PLACE_SLAB1].dat, iDrawX, iDrawY);
} else if (structureId == SLAB4) {
draw_trans_sprite(bmp_screen, (BITMAP *) gfxdata[PLACE_SLAB4].dat, iDrawX, iDrawY);
} else if (structureId == WALL) {
draw_trans_sprite(bmp_screen, (BITMAP *) gfxdata[PLACE_WALL].dat, iDrawX, iDrawY);
} else {
BITMAP *temp;
temp = create_bitmap(structures[structureId].bmp_width, structures[structureId].bmp_height);
clear_bitmap(temp);
blit(structures[structureId].bmp, temp, 0, 0, 0, 0, structures[structureId].bmp_width, structures[structureId].bmp_height);
draw_trans_sprite(bmp_screen, temp, iDrawX, iDrawY);
destroy_bitmap(temp);
}
}
开发者ID:pdl,项目名称:Dune-II---The-Maker,代码行数:28,代码来源:PlaceItDrawer.cpp
示例14: do_fli_black
/* do_fli_black:
* Processes an FLI BLACK chunk
*/
static void do_fli_black(void)
{
clear_bitmap(fli_bitmap);
fli_bmp_dirty_from = 0;
fli_bmp_dirty_to = fli_bitmap->h-1;
}
开发者ID:zeromus,项目名称:ZeldaClassic,代码行数:10,代码来源:fli.c
示例15: next
static void next(void)
{
textprintf_centre_ex(screen, font, SCREEN_W / 2,
SCREEN_H - text_height(font), -1, -1, "Press a key to continue");
readkey();
clear_bitmap(screen);
}
开发者ID:AntonLanghoff,项目名称:whitecatlib,代码行数:7,代码来源:expackf.c
示例16: main
int main()
{
allegro_init();
install_keyboard();
set_color_depth(16);
set_gfx_mode(GFX_AUTODETECT,640,480,0,0);
ball=load_bitmap("ball.bmp",NULL);
buffer=create_bitmap(SCREEN_W,SCREEN_H);
ball_x=SCREEN_W/2;
ball_y=SCREEN_H/2;
srand(time(NULL));
direction= rand()%4;
while(!key[KEY_ESC])
{
moveball();
clear_to_color(screen,makecol(256,256,256));
blit(ball,buffer,0,0,ball_x,ball_y,ball->w,ball->h);
blit(buffer,screen,0,0,0,0,buffer->w,buffer->h);
clear_bitmap(buffer);
}
destroy_bitmap(ball);
destroy_bitmap(buffer);
return(0);
}
开发者ID:abhaysood,项目名称:Projects,代码行数:26,代码来源:bounce_buffer.c
示例17: clear_bitmap
/**
* Draw the amount of squares a structure would take. The X and Y coordinates are the top
* left coordinates of an icon.
*
* @param structureId
* @param x
* @param y
*/
void cBuildingListDrawer::drawStructureSize(int structureId, int x, int y) {
// figure out size
int iW=structures[structureId].bmp_width/32;
int iH=structures[structureId].bmp_height/32;
int iTile = GRID_1X1;
if (iW == 2 && iH == 2) {
iTile = GRID_2X2;
}
if (iW == 3 && iH == 2) {
iTile = GRID_3X2;
}
if (iW == 3 && iH == 3) {
iTile = GRID_3X3;
}
BITMAP *temp=create_bitmap(19,19);
clear_bitmap(temp);
set_trans_blender(0, 0, 0, 192);
draw_trans_sprite(temp, bmp_screen, x + 43, y + 20);
draw_sprite(temp, (BITMAP *)gfxinter[GRID_0X0].dat, 0, 0);
draw_trans_sprite(bmp_screen, temp, x + 43, y + 20);
draw_sprite(bmp_screen, (BITMAP *)gfxinter[iTile].dat, x + 43, y + 20);
destroy_bitmap(temp);
}
开发者ID:thebohemian,项目名称:dune2themaker-fossfriendly,代码行数:41,代码来源:cBuildingListDrawer.cpp
示例18: countdown
/*
Nom : countodwn
Fonction : fait apparaître un compte à rebourd à l'écran
Entrées : tableau d'images, le wallpaper et le buffer
Sorties :
Date de dernière modification : 14/03
Nature de la dernière modification : création
Version : 1.0
*/
void countdown(BITMAP* img[BMP_NB],t_game* level)
{
BITMAP* buffer = create_bitmap(WIDTH,HEIGHT);
int i,j;
blit(level->back,img[7],0,0,0,0,WIDTH,HEIGHT);
masked_blit(level->fore,img[7],0,0,0,0,WIDTH,HEIGHT);
masked_blit(img[57],img[7],0,0,0,100,WIDTH,HEIGHT);
if (level->level == 1 || level->level == 2) masked_blit(img[66],img[7],0,0,13,593,img[66]->w,img[66]->h); //storm
if (level->level == 1 || level->level == 2) masked_blit(img[64],img[7],0,0,130,593,img[64]->w,img[64]->h); //cyclope
if (level->level == 1) masked_blit(img[65],img[7],0,0,252,595,img[65]->w,img[65]->h); //green lantern
if (level->level == 2) masked_blit(img[63],img[7],0,0,252,595,img[63]->w,img[63]->h); //captain america
for(i = 3; i >= 0; i--)
{
for(j = 0; j < 48; j++)
{
blit(img[7],buffer,0,0,0,0,1000,700);
masked_stretch_blit(img[i], buffer, 0, 0, img[i]->w, img[i]->h, (WIDTH-(img[i]->w-(10*j)))/2, (HEIGHT-(img[i]->h-(17*j)))/2, img[i]->w-(10*j), img[i]->h-(17*j));
blit(buffer,screen,0,0,0,0,1000,700);
rest(20);
clear_bitmap(buffer);
}
rest(700);
}
destroy_bitmap(buffer);
}
开发者ID:MallocGab,项目名称:Ece-prits-Heroes-Calling,代码行数:37,代码来源:option.c
示例19: main
int main(){
declarevalues();
allegro_init();
install_keyboard();
install_mouse();
set_color_depth(32);
set_gfx_mode(GFX_AUTODETECT_WINDOWED, Screen.getwidth(), Screen.getheight(), 0, 0);
buffer = create_bitmap(Screen.getwidth(), Screen.getheight());
Loadproperties();
while (!key[KEY_ESC]) // Here is the game loop.
{
declarearray();
create_world();
circlefill(buffer, mouse_x, mouse_y, 5, makecol(255, 0, 0));
textprintf_ex(buffer, font, 10, 10, makecol(255, 100, 200), -1, "%s", testchar.testname.c_str() );
blit(buffer, screen, 0, 0, 0, 0, Screen.getwidth(), Screen.getheight());
clear_bitmap(buffer);
}
return 0;
}
开发者ID:itgsod-erik-rosto,项目名称:rpg_game,代码行数:35,代码来源:main.cpp
示例20: escolha
void escolha(){
int i = 0;
nave[0] = load_bitmap("nave1.bmp", NULL); //A Nave recebe a imagem
nave[1] = load_bitmap("nave2.bmp", NULL); //A Nave recebe a imagem
nave[2] = load_bitmap("nave3.bmp", NULL); //A Nave recebe a imagem
while(!key[KEY_ENTER]){
blit(buffer, screen, 0,0,0,0,1280,720); //Limpa a tela
clear_bitmap(buffer); //Limpa a tela
draw_sprite(buffer, background[back], 0, 0); //Coloca a imagem na tela
draw_sprite(screen, nave[i], xnave[i],250); //Põe a nave na tela
textout(screen, font, "Use as teclas para a 'Direita', 'Esquerda' e 'Enter' para escolher.", 380,500, makecol(255,0,0 ) );
readkey();
if (key[KEY_RIGHT]){
if (i < 2){
i++;
draw_sprite(screen, nave[i], xnave[i],250); //Põe a nave na tela
}
}
if (key[KEY_LEFT]){
if (i > 0){
i--;
draw_sprite(screen, nave[i], xnave[i],250); //Põe a nave na tela
}
}
e = i;
}
escnave();
}
开发者ID:emersonsbarros,项目名称:espaco-x,代码行数:30,代码来源:Game1.c
注:本文中的clear_bitmap函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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