24 const int window_w = 1545;
25 const int window_h = 810;
46 int intSecondsCounted;
61 bool firstGamemode1 = 1;
62 bool firstGamemode2 = 1;
63 bool firstGamemode3 = 1;
64 bool firstGamemode4 = 1;
74 int specialButtonC = 0;
76 bool pressed0 =
false;
77 bool pressed1 =
false;
78 bool pressed2 =
false;
79 bool pressed3 =
false;
80 bool pressed4 =
false;
81 bool pressed5 =
false;
82 bool pressed6 =
false;
83 bool pressed7 =
false;
84 bool pressed8 =
false;
85 bool pressed9 =
false;
86 bool pressed10 =
false;
87 bool pressed11 =
false;
88 bool pressed12 =
false;
89 bool pressed20 =
false;
90 bool pressed21 =
false;
91 bool pressed22 =
false;
92 bool pressed23 =
false;
93 bool pressed24 =
false;
94 bool pressed25 =
false;
135 baseCard baseCards[6];
136 baseCard baseCards2[6];
183 fieldPos fPositions[40];
184 fieldPos fPositions2[40];
185 fieldPos notCardPos[6];
193 int counterCards = 1;
194 int counterCards2 = 49;
195 int counterCards3 = 48;
196 int counterNotCards3 = 56;
197 int player1Cards = 0;
198 int player2Cards = 0;
204 bool roundPlayed = 0;
205 bool card1Dragging = 0;
206 bool card2Dragging = 0;
207 bool card3Dragging = 0;
208 bool card4Dragging = 0;
209 bool card5Dragging = 0;
210 bool card1Dragging2 = 0;
211 bool card2Dragging2 = 0;
212 bool card3Dragging2 = 0;
213 bool card4Dragging2 = 0;
214 bool card5Dragging2 = 0;
void optionsMenu(sf::Window &newWindow)
void fourthGamemode(sf::Window &newWindow)
void menu(sf::Window &newWindow)
void setCardImages2(sf::Vector2i cursorpos)
bool checkPlacedCards(int jj)
void modes(sf::Window &newWindow)
bool getMousePos(float x, float y, int a, sf::Window &newWindow)
void placingNotCardsPos()
void update(sf::Window &newWindow)
void thirdGamemode(sf::Window &newWindow)
void setNotCardImages(sf::Vector2i cursorpos)
void winScreen(sf::Window &newWindow)
void secondGamemode(sf::Window &newWindow)
void setCardImages(sf::Vector2i cursorpos)
void firstGamemode(sf::Window &newWindow)
void setNotCardImages2(sf::Vector2i cursorpos)
void rulestab(sf::Window &newWindow)
Utility class that measures the elapsed time.
Cursor defines the appearance of a system cursor.
Defines a system event and its parameters.
Class for loading and manipulating character fonts.
Class for loading, manipulating and saving images.
Specialized shape representing a rectangle.
Window that can serve as a target for 2D drawing.
Drawable representation of a texture, with its own transformations, color, etc.
Graphical text that can be drawn to a render target.
Image living on the graphics card that can be used for drawing.
Utility template class for manipulating 2-dimensional vectors.
Window that serves as a target for OpenGL rendering.