void SiegeTank::blitToScreen() {
    SDL_Surface* pUnitGraphic = graphic[currentZoomlevel];
    int imageW1 = pUnitGraphic->w/numImagesX;
    int x1 = screenborder->world2screenX(realX);
    int y1 = screenborder->world2screenY(realY);

    SDL_Rect source1 = { drawnAngle * imageW1, 0, imageW1, pUnitGraphic->h };
    SDL_Rect dest1 = { x1 - imageW1/2, y1 - pUnitGraphic->h/2, imageW1, pUnitGraphic->h };

    SDL_BlitSurface(pUnitGraphic, &source1, screen, &dest1);

    const Coord siegeTankTurretOffset[] =   {   Coord(8, -12),
                                                Coord(0, -20),
                                                Coord(0, -20),
                                                Coord(-4, -20),
                                                Coord(-8, -12),
                                                Coord(-8, -4),
                                                Coord(-4, -12),
                                                Coord(8, -4)
                                            };

    SDL_Surface* pTurretGraphic = turretGraphic[currentZoomlevel];
    int imageW2 = pTurretGraphic->w/NUM_ANGLES;
    int x2 = screenborder->world2screenX(realX + siegeTankTurretOffset[drawnTurretAngle].x);
    int y2 = screenborder->world2screenY(realY + siegeTankTurretOffset[drawnTurretAngle].y);

    SDL_Rect source2 = { drawnTurretAngle * imageW2, 0, imageW2, pTurretGraphic->h };
    SDL_Rect dest2 = { x2 - imageW2/2, y2 - pTurretGraphic->h/2, imageW2, pTurretGraphic->h };

    SDL_BlitSurface(pTurretGraphic, &source2, screen, &dest2);

    if(isBadlyDamaged()) {
        drawSmoke(x1, y1);
    }
}
Beispiel #2
0
void UnitBase::blitToScreen() {

    SDL_Surface* pUnitGraphic = graphic[currentZoomlevel];
    int imageW = pUnitGraphic->w/numImagesX;
    int imageH = pUnitGraphic->h/numImagesY;
    int x = screenborder->world2screenX(realX);
    int y = screenborder->world2screenY(realY);

    SDL_Rect source = { drawnAngle * imageW, drawnFrame * imageH, imageW, imageH };
    SDL_Rect dest = { x - imageW/2, y - imageH/2, imageW, imageH };

    SDL_BlitSurface(pUnitGraphic, &source, screen, &dest);

    if(isBadlyDamaged()) {
        drawSmoke(x, y);
    }
}
void SiegeTankClass::blitToScreen()
{
	SDL_Rect dest, source;
	dest.x = getDrawnX();
	dest.y = getDrawnY();
	dest.w = source.w = imageW;
	dest.h = source.h = imageH;
	source.y = 0;

    source.x = drawnAngle*imageW;

    SDL_BlitSurface(graphic, &source, screen, &dest);	//blit base
    source.x = drawnTurretAngle*source.w;
    source.y = 0;
    dest.x = getDrawnX() + TurretOffset[drawnTurretAngle].x;
    dest.y = getDrawnY() + TurretOffset[drawnTurretAngle].y;
    SDL_BlitSurface(turretGraphic, &source, screen, &dest);	//blit turret
    if(isBadlyDamaged())
        drawSmoke(screenborder->world2screenX(realX), screenborder->world2screenY(realY));
}