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@@ -10,7 +10,8 @@ void draw_game(Game_Data *data)
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}
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}
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void draw_title(Game_Data *data)
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void draw_title(Game_Data *data)
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{
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{
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-
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+ PrintMini(20, 28, "Press EXE to begin");
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+ drawDiagonals(data->cam, 6, data->line_transition);
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}
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}
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void draw_menu(Game_Data *data)
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void draw_menu(Game_Data *data)
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{
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{
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@@ -48,7 +49,7 @@ void drawPlayer(Camera *cam, int player_angle, int nb_lines, Line_Transition lin
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y[i] = (8. + cam->zoom)*sin(PI * (tmp_angle + cam->angle)/180.) + cam->cY;
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y[i] = (8. + cam->zoom)*sin(PI * (tmp_angle + cam->angle)/180.) + cam->cY;
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i++;
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i++;
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-
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+
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switch(line_transition.delta_nb_lines)
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switch(line_transition.delta_nb_lines)
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{
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{
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case 0:
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case 0:
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@@ -74,7 +75,6 @@ void drawPlayer(Camera *cam, int player_angle, int nb_lines, Line_Transition lin
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ML_polygone(x, y, nb_lines, BLACK);
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ML_polygone(x, y, nb_lines, BLACK);
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//draw the player. At such a low scale, it was impossible to draw a rotating triangle, so its a radius 1 circle instead.
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//draw the player. At such a low scale, it was impossible to draw a rotating triangle, so its a radius 1 circle instead.
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ML_filled_circle((9. + cam->zoom)*cos( PI*(player_angle + cam->angle)/180) + cam->cX, (9. + cam->zoom)*sin( PI*(player_angle+cam->angle)/180) + cam->cY, 1, BLACK);
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ML_filled_circle((9. + cam->zoom)*cos( PI*(player_angle + cam->angle)/180) + cam->cX, (9. + cam->zoom)*sin( PI*(player_angle+cam->angle)/180) + cam->cY, 1, BLACK);
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-
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}
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}
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//draws one of the three rotating lines
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//draws one of the three rotating lines
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@@ -104,8 +104,8 @@ void drawDiagonals(Camera cam, int nb_lines, Line_Transition line_transition)
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tmp_angle_rad = tmp_angle * PI / 180.0f;
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tmp_angle_rad = tmp_angle * PI / 180.0f;
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x1 = 9.0f * cos(tmp_angle_rad);
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x1 = 9.0f * cos(tmp_angle_rad);
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y1 = 9.0f * sin(tmp_angle_rad);
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y1 = 9.0f * sin(tmp_angle_rad);
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- x2 = 64.0f * cos(tmp_angle_rad);
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- y2 = 64.0f * sin(tmp_angle_rad);
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+ x2 = 128.0f * cos(tmp_angle_rad);
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+ y2 = 128.0f * sin(tmp_angle_rad);
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ML_line(x1 + cam.cX, y1 + cam.cY, x2 + cam.cX, y2 + cam.cY, BLACK);
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ML_line(x1 + cam.cX, y1 + cam.cY, x2 + cam.cX, y2 + cam.cY, BLACK);
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i++;
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i++;
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