31 if (max_points < 0) max_points = -max_points;
33 score_test_str <<
'0';
35 }
while (max_points != 0);
36 score_test_str <<
" points";
56 score_str << player->
points <<
" point";
57 if (player->
points != 1) score_str <<
"s";
61 this->
penguin_sprite = tileset.penguin_sprites[idx % WXSIZEOF(tileset.penguin_sprites)];
86 :
wxWindow(parent, id), info_box(parent) {
void paint_penguin_window(wxDC &dc)
wxStaticBoxSizer * root_hbox
const wxBitmap & get_penguin_sprite() const
PlayerInfoBox(wxWindow *parent, wxWindowID id, int max_points)
void update_data(Game *game, int idx, const wxString &name)
PlayerPenguinWindow * penguin_window
wxStaticText * score_text
virtual wxSize DoGetBestSize() const override
PlayerPenguinWindow(PlayerInfoBox *parent, wxWindowID id)
void on_paint(wxPaintEvent &event)
A wxStaticBox with just the border and no label.
virtual bool IsOk() const
void SetPen(const wxPen &pen)
void DrawLine(wxCoord x1, wxCoord y1, wxCoord x2, wxCoord y2)
void GetSize(wxCoord *width, wxCoord *height) const
void DrawBitmap(const wxBitmap &bitmap, wxCoord x, wxCoord y, bool useMask=false)
void Bind(const EventTag &eventType, Functor functor, int id=wxID_ANY, int lastId=wxID_ANY, wxObject *userData=NULL)
wxPoint GetBottomLeft() const
wxPoint GetPosition() const
wxPoint GetBottomRight() const
wxPoint GetTopRight() const
wxPoint GetTopLeft() const
wxRect & Deflate(wxCoord dx, wxCoord dy)
wxSizerItem * Add(wxWindow *window, const wxSizerFlags &flags)
virtual void SetLabel(const wxString &label)
wxSize FromPhys(const wxSize &sz) const
virtual void Refresh(bool eraseBackground=true, const wxRect *rect=NULL)
virtual bool SetFont(const wxFont &font)
Player * game_get_player(const Game *self, int idx)
Returns a pointer to the player at the given index. Fails if the index isn't within the bounds of the...
The core of the unified game logic library, contains the Game struct.
@ GAME_PHASE_MOVEMENT
Set by movement_begin.
const wxSize wxDefaultSize
const wxPoint wxDefaultPosition
wxAppDerivedClass & wxGetApp()
bool any_valid_player_move_exists(const Game *game, int player_idx)
Movement phase functions.
#define wxST_NO_AUTORESIZE
The central struct of the application, holds the game data and settings.
GamePhase phase
The current state of the state machine, initially set to GAME_PHASE_NONE. Use game_set_phase for sett...
int current_player_index
A negative value means that there is no current player selected. Use game_set_current_player for sett...
Holds the data of the players of the Game.
int points
The score of the player, i.e. the number of collected fish.