git repos / blockattack-game

commit 58cecf42

sago007 · 2016-12-09 20:35
58cecf42b98a01c16e2ab5768a5e21f36ce4cf17 patch · browse files
parent 9f4f860a6647abe0ad73d909fee19af9bafdcc38

Removed the local versions of mousex and mousey

Changed files

M source/code/main.cpp before
diff --git a/source/code/main.cpp b/source/code/main.cpp index edc0cab..5f7d60e 100644 --- a/source/code/main.cpp +++ b/source/code/main.cpp
@@ -1379,7 +1379,6 @@ int main(int argc, char* argv[]) {
int runGame(Gametype gametype, int level) {
- int mousex, mousey; //Mouse coordinates
globalData.theTopScoresEndless = Highscore("endless");
globalData.theTopScoresTimeTrial = Highscore("timetrial");
drawBalls = true;
@@ -1508,7 +1507,7 @@ int runGame(Gametype gametype, int level) {
SDL_Event event;
while ( SDL_PollEvent(&event) ) {
- UpdateMouseCoordinates(event, mousex, mousey);
+ UpdateMouseCoordinates(event, globalData.mousex, globalData.mousey);
if ( event.type == SDL_QUIT ) {
Config::getInstance()->setShuttingDown(5);
done = 1;
@@ -1779,25 +1778,26 @@ int runGame(Gametype gametype, int level) {
bMouseUp = false;
DrawBackground(globalData.screen);
- if (stageButtonStatus != SBdontShow && (mousex > theGame.GetTopX()+cordNextButton.x)
- &&(mousex < theGame.GetTopX()+cordNextButton.x+cordNextButton.xsize)
- &&(mousey > theGame.GetTopY()+cordNextButton.y)&&(mousey < theGame.GetTopY()+cordNextButton.y+cordNextButton.ysize)) {
+ if (stageButtonStatus != SBdontShow && (globalData.mousex > theGame.GetTopX()+cordNextButton.x)
+ && (globalData.mousex < theGame.GetTopX()+cordNextButton.x+cordNextButton.xsize)
+ && (globalData.mousey > theGame.GetTopY()+cordNextButton.y)
+ && (globalData.mousey < theGame.GetTopY()+cordNextButton.y+cordNextButton.ysize)) {
//Clicked the next button after a stage clear or puzzle
nextLevel(theGame, SDL_GetTicks());
}
- if (stageButtonStatus != SBdontShow && (mousex > theGame.GetTopX()+cordRetryButton .x)
- &&(mousex < theGame.GetTopX()+cordRetryButton.x+cordRetryButton.xsize)
- &&(mousey > theGame.GetTopY()+cordRetryButton.y)&&(mousey < theGame.GetTopY()+cordRetryButton.y+cordRetryButton.ysize)) {
+ if (stageButtonStatus != SBdontShow && (globalData.mousex > theGame.GetTopX()+cordRetryButton .x)
+ &&(globalData.mousex < theGame.GetTopX()+cordRetryButton.x+cordRetryButton.xsize)
+ &&(globalData.mousey > theGame.GetTopY()+cordRetryButton.y)
+ &&(globalData.mousey < theGame.GetTopY()+cordRetryButton.y+cordRetryButton.ysize)) {
//Clicked the retry button
retryLevel(theGame, SDL_GetTicks());
}
- if (mousex > globalData.xsize-bExitOffset && mousex < globalData.xsize-bExitOffset+bExitSize &&
- mousey > globalData.ysize-bExitOffset && mousey < globalData.ysize-bExitOffset+bExitSize) {
+ if (globalData.mousex > globalData.xsize-bExitOffset && globalData.mousex < globalData.xsize-bExitOffset+bExitSize &&
+ globalData.mousey > globalData.ysize-bExitOffset && globalData.mousey < globalData.ysize-bExitOffset+bExitSize) {
done = 1;
}
- //cout << "Mouse x: " << mousex << ", mouse y: " << mousey << "\n";
}
//Mouse button 2:
@@ -1920,7 +1920,7 @@ int runGame(Gametype gametype, int level) {
MoveBlockGameSdls(theGame, theGame2);
DrawEverything(globalData.xsize, globalData.ysize, &theGame, &theGame2);
//Draw the mouse:
- globalData.mouse.Draw(globalData.screen, SDL_GetTicks(), mousex, mousey);
+ globalData.mouse.Draw(globalData.screen, SDL_GetTicks(), globalData.mousex, globalData.mousey);
SDL_RenderPresent(globalData.screen);
if (mustWriteScreenshot) {
writeScreenShot();