fix compiler warning

This commit is contained in:
Sebastian Krzyszkowiak 2012-05-07 20:17:35 +02:00
parent 4c8311d9fa
commit 5969971fbc

View file

@ -156,7 +156,7 @@ bool GenerateObstracles(struct Game *game, struct TM_Action *action, enum TM_Act
obst->speed = 0; obst->speed = 0;
obst->bitmap = &(game->level.obst_bmps.pie); obst->bitmap = &(game->level.obst_bmps.pie);
obst->callback = NULL; obst->callback = NULL;
obst->data = rand()%2; obst->data = (void*)(rand()%2);
if (rand()%100<=50) obst->callback=Obst_MoveUpDown; if (rand()%100<=50) obst->callback=Obst_MoveUpDown;
if (game->level.obstracles) { if (game->level.obstracles) {
game->level.obstracles->prev = obst; game->level.obstracles->prev = obst;
@ -195,20 +195,20 @@ bool Letter(struct Game *game, struct TM_Action *action, enum TM_ActionState sta
} }
void Level_Draw(struct Game *game) { void Level_Draw(struct Game *game) {
if (!al_get_sample_instance_playing(game->level.music) && (game->loadstate==GAMESTATE_LEVEL)) { if (!al_get_sample_instance_playing(game->level.music) && (game->loadstate==GAMESTATE_LEVEL)) {
al_set_sample_instance_playing(game->level.music, true); al_set_sample_instance_playing(game->level.music, true);
al_set_sample_instance_position(game->level.music, game->level.music_pos); al_set_sample_instance_position(game->level.music, game->level.music_pos);
} }
if (game->level.current_level!=1) Moonwalk_Draw(game); if (game->level.current_level!=1) Moonwalk_Draw(game);
else { else {
struct ALLEGRO_KEYBOARD_STATE keyboard; struct ALLEGRO_KEYBOARD_STATE keyboard;
al_get_keyboard_state(&keyboard); al_get_keyboard_state(&keyboard);
if (game->level.handle_input) { if (game->level.handle_input) {
if (al_key_down(&keyboard, ALLEGRO_KEY_UP)) { if (al_key_down(&keyboard, ALLEGRO_KEY_UP)) {
game->level.derpy_y -= tps(game, 60*0.005); game->level.derpy_y -= tps(game, 60*0.005);
/*PrintConsole(game, "Derpy Y position: %f", game->level.derpy_y);*/ /*PrintConsole(game, "Derpy Y position: %f", game->level.derpy_y);*/
} }
if (al_key_down(&keyboard, ALLEGRO_KEY_DOWN)) { if (al_key_down(&keyboard, ALLEGRO_KEY_DOWN)) {
game->level.derpy_y += tps(game, 60*0.005); game->level.derpy_y += tps(game, 60*0.005);
/*PrintConsole(game, "Derpy Y position: %f", game->level.derpy_y);*/ /*PrintConsole(game, "Derpy Y position: %f", game->level.derpy_y);*/
@ -220,14 +220,14 @@ void Level_Draw(struct Game *game) {
else if (game->level.derpy_y > 0.75) game->level.derpy_y=0.75; else if (game->level.derpy_y > 0.75) game->level.derpy_y=0.75;
} }
al_hold_bitmap_drawing(true); al_hold_bitmap_drawing(true);
al_draw_bitmap(game->level.clouds, (-game->level.cl_pos)*al_get_bitmap_width(game->level.clouds), 0, 0); al_draw_bitmap(game->level.clouds, (-game->level.cl_pos)*al_get_bitmap_width(game->level.clouds), 0, 0);
al_draw_bitmap(game->level.clouds, (1+(-game->level.cl_pos))*al_get_bitmap_width(game->level.clouds), 0, 0); al_draw_bitmap(game->level.clouds, (1+(-game->level.cl_pos))*al_get_bitmap_width(game->level.clouds), 0, 0);
al_draw_bitmap(game->level.background, (-game->level.bg_pos)*al_get_bitmap_width(game->level.background), 0, 0); al_draw_bitmap(game->level.background, (-game->level.bg_pos)*al_get_bitmap_width(game->level.background), 0, 0);
al_draw_bitmap(game->level.background, (1+(-game->level.bg_pos))*al_get_bitmap_width(game->level.background), 0, 0); al_draw_bitmap(game->level.background, (1+(-game->level.bg_pos))*al_get_bitmap_width(game->level.background), 0, 0);
al_draw_bitmap(game->level.stage, (-game->level.st_pos)*al_get_bitmap_width(game->level.stage), 0 ,0); al_draw_bitmap(game->level.stage, (-game->level.st_pos)*al_get_bitmap_width(game->level.stage), 0 ,0);
al_draw_bitmap(game->level.stage, (1+(-game->level.st_pos))*al_get_bitmap_width(game->level.stage), 0 ,0); al_draw_bitmap(game->level.stage, (1+(-game->level.st_pos))*al_get_bitmap_width(game->level.stage), 0 ,0);
int derpyx = game->level.derpy_x*al_get_display_width(game->display); int derpyx = game->level.derpy_x*al_get_display_width(game->display);
int derpyy = game->level.derpy_y*al_get_display_height(game->display); int derpyy = game->level.derpy_y*al_get_display_height(game->display);
int derpyw = al_get_bitmap_width(game->level.derpy); int derpyw = al_get_bitmap_width(game->level.derpy);
@ -263,7 +263,7 @@ void Level_Draw(struct Game *game) {
} }
} }
al_hold_bitmap_drawing(false); al_hold_bitmap_drawing(false);
al_set_target_bitmap(game->level.derpy); al_set_target_bitmap(game->level.derpy);
al_clear_to_color(al_map_rgba(0,0,0,0)); al_clear_to_color(al_map_rgba(0,0,0,0));
al_draw_bitmap_region(*(game->level.derpy_sheet),al_get_bitmap_width(game->level.derpy)*(game->level.sheet_pos%game->level.sheet_cols),al_get_bitmap_height(game->level.derpy)*(game->level.sheet_pos/game->level.sheet_cols),al_get_bitmap_width(game->level.derpy), al_get_bitmap_height(game->level.derpy),0,0,0); al_draw_bitmap_region(*(game->level.derpy_sheet),al_get_bitmap_width(game->level.derpy)*(game->level.sheet_pos%game->level.sheet_cols),al_get_bitmap_height(game->level.derpy)*(game->level.sheet_pos/game->level.sheet_cols),al_get_bitmap_width(game->level.derpy), al_get_bitmap_height(game->level.derpy),0,0,0);
@ -277,7 +277,7 @@ void Level_Draw(struct Game *game) {
} }
al_set_target_bitmap(al_get_backbuffer(game->display)); al_set_target_bitmap(al_get_backbuffer(game->display));
al_hold_bitmap_drawing(true); al_hold_bitmap_drawing(true);
al_draw_tinted_bitmap(game->level.derpy, al_map_rgba(255,255-colision*255,255-colision*255,255), derpyx, derpyy, 0); al_draw_tinted_bitmap(game->level.derpy, al_map_rgba(255,255-colision*255,255-colision*255,255), derpyx, derpyy, 0);
al_draw_bitmap(game->level.foreground, (-game->level.fg_pos)*al_get_bitmap_width(game->level.foreground), 0 ,0); al_draw_bitmap(game->level.foreground, (-game->level.fg_pos)*al_get_bitmap_width(game->level.foreground), 0 ,0);
@ -295,13 +295,13 @@ void Level_Draw(struct Game *game) {
game->level.cl_pos += tps(game, 60*0.00005); game->level.cl_pos += tps(game, 60*0.00005);
if (game->level.cl_pos >= 1) game->level.cl_pos=game->level.cl_pos-1; if (game->level.cl_pos >= 1) game->level.cl_pos=game->level.cl_pos-1;
al_hold_bitmap_drawing(false); al_hold_bitmap_drawing(false);
TM_Process(); TM_Process();
} }
} }
bool FadeIn(struct Game *game, struct TM_Action *action, enum TM_ActionState state) { bool FadeIn(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (!action->arguments) { if (!action->arguments) {
action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float))); action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float)));
action->arguments = TM_AddToArgs(action->arguments, (void*)al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display))); action->arguments = TM_AddToArgs(action->arguments, (void*)al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display)));
} }
@ -329,7 +329,7 @@ bool FadeIn(struct Game *game, struct TM_Action *action, enum TM_ActionState sta
} }
bool FadeOut(struct Game *game, struct TM_Action *action, enum TM_ActionState state) { bool FadeOut(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
if (!action->arguments) { if (!action->arguments) {
action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float))); action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float)));
action->arguments = TM_AddToArgs(action->arguments, (void*)al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display))); action->arguments = TM_AddToArgs(action->arguments, (void*)al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display)));
} }
@ -360,7 +360,7 @@ bool FadeOut(struct Game *game, struct TM_Action *action, enum TM_ActionState st
bool Welcome(struct Game *game, struct TM_Action *action, enum TM_ActionState state) { bool Welcome(struct Game *game, struct TM_Action *action, enum TM_ActionState state) {
float* tmp; bool* in; float* tmp; bool* in;
if (!action->arguments) { if (!action->arguments) {
action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float))); action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(float)));
action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(bool))); action->arguments = TM_AddToArgs(action->arguments, malloc(sizeof(bool)));
} }
@ -444,14 +444,14 @@ void Level_Load(struct Game *game) {
// wings disappear, deccelerate, fall down // wings disappear, deccelerate, fall down
// run // run
// show Fluttershy's house // show Fluttershy's house
// second part gameplay goes here // second part gameplay goes here
// //
// cutscene goes here // cutscene goes here
// //
*/ */
TM_AddAction(&PassLevel, NULL, "passlevel"); TM_AddAction(&PassLevel, NULL, "passlevel");
} }
} }