Beispiel #1
0
void Game::InitialiseHadoken(CSprite* previous, bool isAI)
{
	Hadoken* temp = new Hadoken();
	temp->m_X = previous->m_X;
	temp->m_Y = previous->m_Y;
	temp->SetImage(g_pResources->getSettingsButton());
	temp->m_AnchorX = previous->m_AnchorX;
	temp->m_AnchorY = previous->m_AnchorY;
	// Fit player to Device size
	temp->m_ScaleX = (float)(ScreenWidth / 8) / temp->GetImage()->GetWidth();
	temp->m_ScaleY = temp->m_ScaleX;
	temp->setWidth(ScreenWidth / 8);
	projectiles[isAI].push_back(temp);

	CSprite* tempLine = new CSprite();
	tempLine->m_X = player[isAI]->m_X + (temp->getWidth() / 2);
	tempLine->m_Y = player[isAI]->m_Y;
	tempLine->m_AnchorX = 0.5;
	tempLine->m_AnchorY = (float)(isAI); /*1.0 for AI, 0.0 fir player*/
	tempLine->SetImage(g_pResources->getGreenImage());
	tempLine->m_ScaleX = (float)(ScreenWidth / 50) / lifeBars[isAI]->GetImage()->GetWidth();

	projectileLines[isAI].push_back(tempLine);
	AddChild(projectileLines[isAI].back());

	ResizeLine(tempLine, isAI, projectiles[isAI].back()->m_Y);

	//we add teh hadoken after to remove overlap
	AddChild(projectiles[isAI].back());
}
Beispiel #2
0
void MainMenu::Init()
{
    Scene::Init();
	// Create menu background
	int w = IwGxGetScreenWidth();
	int h = IwGxGetScreenHeight();

	if (w > h)
	{
		int temp = w;
		w = h;
		h = temp;
	}

	CSprite* background = new CSprite();
	background->m_X = (float)w / 2;
	background->m_Y = (float)h / 2;
	background->SetImage(g_pResources->getMenuBG());
	background->m_W = background->GetImage()->GetWidth();
	background->m_H = background->GetImage()->GetHeight();
	background->m_AnchorX = 0.5;
	background->m_AnchorY = 0.5;
	// Fit background to screen size
	background->m_ScaleX = (float)w / background->GetImage()->GetWidth();
	background->m_ScaleY = (float)h / background->GetImage()->GetHeight();
	AddChild(background);

	playButton = new CSprite();
	playButton->SetImage(g_pResources->getPlayButton());
	playButton->m_X = w / 2.0f;
	playButton->m_Y = h / 2.0f;
	playButton->m_W = playButton->GetImage()->GetWidth();
	playButton->m_H = playButton->GetImage()->GetHeight();
	playButton->m_AnchorX = 0.5f;
	playButton->m_AnchorY = 0.5f;
	playButton->m_ScaleX = (float)(w * 0.4) / playButton->GetImage()->GetWidth();
	playButton->m_ScaleY = playButton->m_ScaleX;
	AddChild(playButton);


	// Create pause menu sprite (docked to top of screen)
	optionsSprite = new CSprite();
	optionsSprite->SetImage(g_pResources->getSettingsButton());
	optionsSprite->m_X = (int)IwGxGetDeviceWidth() * 0.9;
	optionsSprite->m_Y = (int)IwGxGetDeviceHeight() * 0.9;
	optionsSprite->m_W = optionsSprite->GetImage()->GetWidth();
	optionsSprite->m_H = optionsSprite->GetImage()->GetHeight();
	optionsSprite->m_AnchorX = 0.5;
	optionsSprite->m_ScaleX = (float)(IwGxGetDeviceWidth() * 0.13) / optionsSprite->GetImage()->GetWidth();
	optionsSprite->m_ScaleY = optionsSprite->m_ScaleX;
	AddChild(optionsSprite);


	// Start menu music
	//Audio::PlayMusic("audio/frontend.mp3");
}
Beispiel #3
0
void MainMenu::Init()
{
    Scene::Init();

    Game* game = (Game*)g_pSceneManager->Find("game");

    // Create menu background
    CSprite* background = new CSprite();
    background->m_X = (float)IwGxGetScreenWidth() / 2;
    background->m_Y = (float)IwGxGetScreenHeight() / 2;
    background->SetImage(g_pResources->getMenuBG());
    background->m_W = background->GetImage()->GetWidth();
    background->m_H = background->GetImage()->GetHeight();
    background->m_AnchorX = 0.5;
    background->m_AnchorY = 0.5;
    // Fit background to screen size
    background->m_ScaleX = (float)IwGxGetScreenWidth() / background->GetImage()->GetWidth();
    background->m_ScaleY = (float)IwGxGetScreenHeight() / background->GetImage()->GetHeight();
    AddChild(background);

    // Create Start Game button
    float y_pos = (float)IwGxGetScreenHeight() * 0.66f;
    playButton = new CSprite();
    playButton->SetImage(g_pResources->getPlacard());
    playButton->m_X = IwGxGetScreenWidth() / 2.0f;
    playButton->m_Y = y_pos;
    playButton->m_W = playButton->GetImage()->GetWidth();
    playButton->m_H = playButton->GetImage()->GetHeight();
    playButton->m_AnchorX = 0.5f;
    playButton->m_AnchorY = 0.5f;
    playButton->m_ScaleX = game->getGraphicsScale() * 1.5f;
    playButton->m_ScaleY = game->getGraphicsScale() * 1.5f;
    AddChild(playButton);

    // Create Start Game button text
    playText = new CSprite();
    playText->SetImage(g_pResources->getPlayButton());
    playText->m_X = (float)IwGxGetScreenWidth() / 2;
    playText->m_Y = y_pos;
    playText->m_W = playText->GetImage()->GetWidth();
    playText->m_H = playText->GetImage()->GetHeight();
    playText->m_AnchorX = 0.5f;
    playText->m_AnchorY = 0.5f;
    playText->m_ScaleX = game->getGraphicsScale();
    playText->m_ScaleY = game->getGraphicsScale();
    AddChild(playText);

    // Start menu music
    Audio::PlayMusic("audio/frontend.mp3");

}
void PauseMenu::Init()
{
	Game* game = (Game*)g_pSceneManager->Find("game");
	add = false;
	int width = IwGxGetScreenWidth();
	int height = IwGxGetScreenHeight();
	// Create menu background
	CSprite* background = new CSprite();
	background->m_X = (float) width / 2;
	background->m_Y = (float) height / 2;
	background->SetImage(g_pResources->getGameBGB());
	background->m_AnchorX = 0.5;
	background->m_AnchorY = 0.5;
	// Fit background to screen size
	background->m_ScaleX = (float)width / background->GetImage()->GetWidth();
	background->m_ScaleY = (float)height / background->GetImage()->GetHeight();
	AddChild(background);

	shown = false;

	// Create New  Game button
	infoButton = new CSprite();
	infoButton->SetImage(g_pResources->getInfoButton());
	infoButton->m_X = (float)(width * 0.15) + (width / (1.5 * 2));
	infoButton->m_Y = (float)height / 50;
	infoButton->m_W = infoButton->GetImage()->GetWidth();
	infoButton->m_H = infoButton->GetImage()->GetHeight();
	infoButton->m_AnchorX = 0.5f;
	infoButton->m_AnchorY = 0;
	infoButton->m_ScaleX = (float)width / infoButton->GetImage()->GetWidth() / 1.5;
	infoButton->m_ScaleY = infoButton->m_ScaleX;
	AddChild(infoButton);



	// Create New  Game button
	infoText = new CSprite();
	infoText->SetImage(g_pResources->getInfoText());
	infoText->m_X = (float)(width * 0.15) + ((width / (1.4 * 2)));
	infoText->m_W = infoText->GetImage()->GetWidth();
	infoText->m_H = infoText->GetImage()->GetHeight();
	infoText->m_AnchorX = 0.5f;
	infoText->m_AnchorY = 0.5f;
	infoText->m_ScaleX = (float)(width / infoText->GetImage()->GetWidth()) / 1.4;
	infoText->m_ScaleY = infoText->m_ScaleX;
	infoText->m_Y = (float)(infoText->GetImage()->GetHeight() * infoText->m_ScaleX)/ 2 + (height / 6);
	AddChild(infoText);
}
Beispiel #5
0
void EventsScene::Init()
{
    Scene::Init();

    // Create menu background
    CSprite* background = new CSprite();
    background->m_X = (float)IwGxGetScreenWidth() / 2;
    background->m_Y = (float)IwGxGetScreenHeight() / 2;
    background->SetImage(g_pResources->getbackground());
    background->m_W = background->GetImage()->GetWidth();
    background->m_H = background->GetImage()->GetHeight();
    background->m_AnchorX = 0.5;
    background->m_AnchorY = 0.5;
    // Fit background to screen size
    background->m_ScaleX = (float)IwGxGetScreenWidth() / background->GetImage()->GetWidth();
    background->m_ScaleY = (float)IwGxGetScreenHeight() / background->GetImage()->GetHeight();
    AddChild(background);
	hasFeed = false;
}
Beispiel #6
0
// Initialise the games user interface
void Game::initUI()
{
	CSprite* background = new CSprite();
	background->m_X = (float)(ScreenWidth / 2);
	background->m_Y = (float)(ScreenHeight / 2);
	background->SetImage(g_pResources->getMenuBG());
	background->m_AnchorX = 0.5f;
	background->m_AnchorY = 0.5f;
	// Fit background to Device size
	background->m_ScaleX = (float)(ScreenWidth) / background->GetImage()->GetWidth();
	background->m_ScaleY = (float)ScreenHeight / background->GetImage()->GetHeight();
	AddChild(background);

	CSprite* FloorSprite = new CSprite();
	FloorSprite->m_X = (float)(background->m_X / 4);
	FloorSprite->m_Y = (float)(ScreenHeight / 2);
	FloorSprite->SetImage(g_pResources->getFloorImage());
	FloorSprite->m_AnchorX = 0.5f;
	FloorSprite->m_AnchorY = 0.5f;
	// Fit FloorSprite to Device size
	FloorSprite->m_ScaleX = (float)(ScreenWidth / 4) / FloorSprite->GetImage()->GetWidth();
	FloorSprite->m_ScaleY = (float)ScreenHeight / FloorSprite->GetImage()->GetHeight();
	AddChild(FloorSprite);

	player = new Fighter*[2];
	lifeBars = new CSprite*[2];

	CreateFighter(PLAYER_ONE, (float)(ScreenHeight / 3));
	CreateFighter(PLAYER_TWO, (float)(player[PLAYER_ONE]->m_Y * 2));
	CreateLifeBar(PLAYER_ONE, 0);
	CreateLifeBar(PLAYER_TWO, ScreenHeight);


	//2 special buttons
	buttons = new CSprite*[NUM_BUTTONS + 2];

	int i;
	for (i = 0; i < NUM_BUTTONS; i++)
	{
		CreateButton(i, FloorSprite->m_X, (float)(ScreenHeight / 5) * (i + 1));
	}

	CreateButton(i, FloorSprite->m_X + (ScreenWidth / 8), buttons[i - 2]->m_Y + (float)(ScreenHeight / 8));

	i++;

	CreateButton(i, buttons[i - 1]->m_X, buttons[i - 2]->m_Y + (float)(ScreenHeight / 8));

	//flip the first button as it is the same as the second
	buttons[0]->m_Angle += 180.0f;

	float fontScale = (float)IwGxGetScreenWidth() / FONT_DESIGN_WIDTH;
	float actualFontHeight = FONT_HEIGHT * fontScale;

	MessageLabel = new CLabel();
	MessageLabel->m_X = IwGxGetDisplayWidth() / 2;
	MessageLabel->m_Y = ScreenHeight / 2;
	MessageLabel->m_W = FONT_DESIGN_WIDTH;
	MessageLabel->m_H = actualFontHeight;
	MessageLabel->m_AlignHor = IW_2D_FONT_ALIGN_LEFT;
	MessageLabel->m_AlignVer = IW_2D_FONT_ALIGN_TOP;
	MessageLabel->m_Font = g_pResources->getFont();
	MessageLabel->m_ScaleX = fontScale;
	MessageLabel->m_ScaleY = fontScale;
	MessageLabel->m_Angle = 270.0f;
	AddChild(MessageLabel);
	MessageLabel->m_Alpha = 0.0f;
}
Beispiel #7
0
void PauseMenu::Init()
{
    Game* game = (Game*)g_pSceneManager->Find("game");

    // Create menu background
    CSprite* background = new CSprite();
    background->m_X = (float)IwGxGetScreenWidth() / 2;
    background->m_Y = (float)IwGxGetScreenHeight() / 2;
    background->SetImage(g_pResources->getMenuBG());
    background->m_AnchorX = 0.5;
    background->m_AnchorY = 0.5;
    // Fit background to screen size
    background->m_ScaleX = (float)IwGxGetScreenWidth() / background->GetImage()->GetWidth();
    background->m_ScaleY = (float)IwGxGetScreenHeight() / background->GetImage()->GetHeight();
    AddChild(background);

    // Create Continue Game button
    continueGameButton = new CSprite();
    continueGameButton->SetImage(g_pResources->getMenuButton());
    int button_height = (int)(continueGameButton->GetImage()->GetHeight() * game->getGraphicsScale());
    int y_pos = button_height * 2;
    continueGameButton->m_X = (float)IwGxGetScreenWidth() / 2;
    continueGameButton->m_Y = (float)y_pos;
    continueGameButton->m_AnchorX = 0.5f;
    continueGameButton->m_AnchorY = 0;
    continueGameButton->m_ScaleX = game->getGraphicsScale();
    continueGameButton->m_ScaleY = game->getGraphicsScale();
    AddChild(continueGameButton);

    // Create Continue Game button text
    CLabel* label = new CLabel();
    label->m_X = continueGameButton->m_W / 2;
    label->m_Y = continueGameButton->m_H / 2;
    label->m_W = continueGameButton->m_W;
    label->m_H = continueGameButton->m_H;
    label->m_AnchorX = 0.5f;
    label->m_AnchorY = 0.5f;
    label->m_ScaleX = game->getFontScale() / game->getGraphicsScale();  // Compound scaling factors as label ie child of button
    label->m_ScaleY = label->m_ScaleX;
    label->m_AlignHor = IW_2D_FONT_ALIGN_CENTRE;
    label->m_AlignVer = IW_2D_FONT_ALIGN_CENTRE;
    label->m_Font = g_pResources->getFont();
    label->m_Text = "Continue",
    label->m_Color = CColor(0xff, 0xff, 0xff, 0xff);
    continueGameButton->AddChild(label);
    y_pos += button_height;

    // Create New  Game button
    newGameButton = new CSprite();
    newGameButton->SetImage(g_pResources->getMenuButton());
    newGameButton->m_X = (float)IwGxGetScreenWidth() / 2;
    newGameButton->m_Y = (float)y_pos;
    newGameButton->m_W = newGameButton->GetImage()->GetWidth();
    newGameButton->m_H = newGameButton->GetImage()->GetHeight();
    newGameButton->m_AnchorX = 0.5f;
    newGameButton->m_AnchorY = 0;
    newGameButton->m_ScaleX = game->getGraphicsScale();
    newGameButton->m_ScaleY = game->getGraphicsScale();
    AddChild(newGameButton);

    // Create Continue Game button text
    label = new CLabel();
    label->m_X = newGameButton->m_W / 2;
    label->m_Y = newGameButton->m_H / 2;
    label->m_W = newGameButton->m_W;
    label->m_H = newGameButton->m_H;
    label->m_AnchorX = 0.5f;
    label->m_AnchorY = 0.5f;
    label->m_ScaleX = game->getFontScale() / game->getGraphicsScale();  // Compound scaling factors as label ie child of button
    label->m_ScaleY = label->m_ScaleX;
    label->m_AlignHor = IW_2D_FONT_ALIGN_CENTRE;
    label->m_AlignVer = IW_2D_FONT_ALIGN_CENTRE;
    label->m_Font = g_pResources->getFont();
    label->m_Text = "New Game",
    label->m_Color = CColor(0xff, 0xff, 0xff, 0xff);
    newGameButton->AddChild(label);
    y_pos += button_height;

    /*if (g_pAds->IsEnabled())
    {
        // Create NoAds button
        noAdsButton = new CSprite();
        noAdsButton->SetImage(g_pResources->getMenuButton());
        noAdsButton->m_X = (float)IwGxGetScreenWidth() / 2;
        noAdsButton->m_Y = (float)y_pos;
        noAdsButton->m_W = noAdsButton->GetImage()->GetWidth();
        noAdsButton->m_H = noAdsButton->GetImage()->GetHeight();
        noAdsButton->m_AnchorX = 0.5f;
        noAdsButton->m_AnchorY = 0;
        noAdsButton->m_ScaleX = game->getGraphicsScale();
        noAdsButton->m_ScaleY = game->getGraphicsScale();
        AddChild(noAdsButton);

        // Create Continue Game button text
        label = new CLabel();
        label->m_X = noAdsButton->m_W / 2;
        label->m_Y = noAdsButton->m_H / 2;
        label->m_W = noAdsButton->m_W;
        label->m_H = noAdsButton->m_H;
        label->m_AnchorX = 0.5f;
        label->m_AnchorY = 0.5f;
        label->m_ScaleX = game->getFontScale() / game->getGraphicsScale();  // Compound scaling factors as label ie child of button
        label->m_ScaleY = label->m_ScaleX;
        label->m_AlignHor = IW_2D_FONT_ALIGN_CENTRE;
        label->m_AlignVer = IW_2D_FONT_ALIGN_CENTRE;
        label->m_Font = g_pResources->getFont();
        label->m_Text = "Remove Ads",
        label->m_Color = CColor(0xff, 0xff, 0xff, 0xff);
        noAdsButton->AddChild(label);
    }*/
}
Beispiel #8
0
// Initialise the games user interface
void Game::initUI()
{
    // Create background
    CSprite* background = new CSprite();
    background->m_X = (float)IwGxGetScreenWidth() / 2;
    background->m_Y = (float)IwGxGetScreenHeight() / 2;
    background->SetImage(g_pResources->getGameBG());
    background->m_W = background->GetImage()->GetWidth();
    background->m_H = background->GetImage()->GetHeight();
    background->m_AnchorX = 0.5;
    background->m_AnchorY = 0.5;
    // Fit background to screen size
    background->m_ScaleX = (float)IwGxGetScreenWidth() / background->GetImage()->GetWidth();
    background->m_ScaleY = (float)IwGxGetScreenHeight() / background->GetImage()->GetHeight();
    AddChild(background);

    // Create grid background sprite
    gridSprite = new CSprite();
    gridSprite->m_X = 0;
    gridSprite->m_Y = IwGxGetScreenHeight() - g_pResources->getGrid()->GetHeight() * graphicsScale;
    gridSprite->m_ScaleX = graphicsScale;
    gridSprite->m_ScaleY = graphicsScale;
    gridSprite->SetImage(g_pResources->getGrid());
    AddChild(gridSprite);

    // Create left placard
    leftPlacard = new CSprite();
    leftPlacard->SetImage(g_pResources->getPlacard());
    leftPlacard->m_X = 0;
    leftPlacard->m_Y = (float)uiYPosition;
    leftPlacard->m_ScaleX = graphicsScale;
    leftPlacard->m_ScaleY = graphicsScale;
    AddChild(leftPlacard);

    // Create right placard
    rightPlacard = new CSprite();
    rightPlacard->SetImage(g_pResources->getPlacard());
    rightPlacard->m_X = (float)IwGxGetScreenWidth() - rightPlacard->GetImage()->GetWidth() * graphicsScale;
    rightPlacard->m_Y = (float)uiYPosition;
    rightPlacard->m_ScaleX = graphicsScale;
    rightPlacard->m_ScaleY = graphicsScale;
    AddChild(rightPlacard);

    // Create score label text
    scoreLabelText = new CLabel();
    scoreLabelText->m_X = 30 * fontScale;
    scoreLabelText->m_Y = uiYPosition + 10 * fontScale;
    scoreLabelText->m_W = FONT_DESIGN_WIDTH;
    scoreLabelText->m_H = actualFontHeight;
    scoreLabelText->m_Text = "Score:";
    scoreLabelText->m_AlignHor = IW_2D_FONT_ALIGN_LEFT;
    scoreLabelText->m_AlignVer = IW_2D_FONT_ALIGN_TOP;
    scoreLabelText->m_Font = g_pResources->getFont();
    scoreLabelText->m_ScaleX = fontScale;
    scoreLabelText->m_ScaleY = fontScale;
    scoreLabelText->m_Color = CColor(0xff, 0xff, 0x30, 0xff);
    AddChild(scoreLabelText);

    // Create score label (displays actual score)
    scoreLabel = new CLabel();
    scoreLabel->m_X = 80 * fontScale;
    scoreLabel->m_Y = uiYPosition + 10 * fontScale;
    scoreLabel->m_W = FONT_DESIGN_WIDTH;
    scoreLabel->m_H = actualFontHeight;
    scoreLabel->m_Text = "0";
    scoreLabel->m_AlignHor = IW_2D_FONT_ALIGN_LEFT;
    scoreLabel->m_AlignVer = IW_2D_FONT_ALIGN_TOP;
    scoreLabel->m_Font = g_pResources->getFont();
    scoreLabel->m_ScaleX = fontScale;
    scoreLabel->m_ScaleY = fontScale;
    AddChild(scoreLabel);

    // Create target score label text
    targetScoreLabelText = new CLabel();
    targetScoreLabelText->m_X = 30 * fontScale;
    targetScoreLabelText->m_Y = uiYPosition + 30 * fontScale;
    targetScoreLabelText->m_W = FONT_DESIGN_WIDTH;
    targetScoreLabelText->m_H = actualFontHeight;
    targetScoreLabelText->m_Text = "Target:";
    targetScoreLabelText->m_AlignHor = IW_2D_FONT_ALIGN_LEFT;
    targetScoreLabelText->m_AlignVer = IW_2D_FONT_ALIGN_TOP;
    targetScoreLabelText->m_Font = g_pResources->getFont();
    targetScoreLabelText->m_ScaleX = fontScale;
    targetScoreLabelText->m_ScaleY = fontScale;
    targetScoreLabelText->m_Color = CColor(0xff, 0xff, 0x30, 0xff);
    AddChild(targetScoreLabelText);

    //- Create target score label (displays target score)
    targetScoreLabel = new CLabel();
    targetScoreLabel->m_X = 80 * fontScale;
    targetScoreLabel->m_Y = uiYPosition + 30 * fontScale;
    targetScoreLabel->m_W = FONT_DESIGN_WIDTH;
    targetScoreLabel->m_H = actualFontHeight;
    targetScoreLabel->m_Text = "0";
    targetScoreLabel->m_AlignHor = IW_2D_FONT_ALIGN_LEFT;
    targetScoreLabel->m_AlignVer = IW_2D_FONT_ALIGN_TOP;
    targetScoreLabel->m_Font = g_pResources->getFont();
    targetScoreLabel->m_ScaleX = fontScale;
    targetScoreLabel->m_ScaleY = fontScale;
    AddChild(targetScoreLabel);

    // Create round label text
    roundLabelText = new CLabel();
    roundLabelText->m_X = IwGxGetScreenWidth() - 100 * fontScale;
    roundLabelText->m_Y = uiYPosition + 10 * fontScale;
    roundLabelText->m_W = FONT_DESIGN_WIDTH;
    roundLabelText->m_H = actualFontHeight;
    roundLabelText->m_Text = "Round:";
    roundLabelText->m_AlignHor = IW_2D_FONT_ALIGN_LEFT;
    roundLabelText->m_AlignVer = IW_2D_FONT_ALIGN_TOP;
    roundLabelText->m_Font = g_pResources->getFont();
    roundLabelText->m_ScaleX = fontScale;
    roundLabelText->m_ScaleY = fontScale;
    roundLabelText->m_Color = CColor(0xff, 0xff, 0x30, 0xff);
    AddChild(roundLabelText);

    // Create round label
    roundLabel = new CLabel();
    roundLabel->m_X = -30 * fontScale;
    roundLabel->m_Y = uiYPosition + 10 * fontScale;
    roundLabel->m_W = FONT_DESIGN_WIDTH;
    roundLabel->m_H = actualFontHeight;
    roundLabel->m_Text = "0";
    roundLabel->m_AlignHor = IW_2D_FONT_ALIGN_RIGHT;
    roundLabel->m_AlignVer = IW_2D_FONT_ALIGN_TOP;
    roundLabel->m_Font = g_pResources->getFont();
    roundLabel->m_ScaleX = fontScale;
    roundLabel->m_ScaleY = fontScale;
    AddChild(roundLabel);

    // Create timer label text
    timerLabelText = new CLabel();
    timerLabelText->m_X = IwGxGetScreenWidth() - 100 * fontScale;
    timerLabelText->m_Y = uiYPosition + 30 * fontScale;
    timerLabelText->m_W = FONT_DESIGN_WIDTH;
    timerLabelText->m_H = actualFontHeight;
    timerLabelText->m_Text = "Time:";
    timerLabelText->m_AlignHor = IW_2D_FONT_ALIGN_LEFT;
    timerLabelText->m_AlignVer = IW_2D_FONT_ALIGN_TOP;
    timerLabelText->m_Font = g_pResources->getFont();
    timerLabelText->m_ScaleX = fontScale;
    timerLabelText->m_ScaleY = fontScale;
    timerLabelText->m_Color = CColor(0xff, 0xff, 0x30, 0xff);
    AddChild(timerLabelText);

    // Create timer label
    timerLabel = new CLabel();
    timerLabel->m_X = -30 * fontScale;
    timerLabel->m_Y = uiYPosition + 30 * fontScale;
    timerLabel->m_W = FONT_DESIGN_WIDTH;
    timerLabel->m_H = actualFontHeight;
    timerLabel->m_Text = "0";
    timerLabel->m_AlignHor = IW_2D_FONT_ALIGN_RIGHT;
    timerLabel->m_AlignVer = IW_2D_FONT_ALIGN_TOP;
    timerLabel->m_Font = g_pResources->getFont();
    timerLabel->m_ScaleX = fontScale;
    timerLabel->m_ScaleY = fontScale;
    AddChild(timerLabel);

    // Create pause menu sprite (docked to top of screen)
    pauseSprite = new CSprite();
    pauseSprite->SetImage(g_pResources->getPauseIcon());
    pauseSprite->m_X = (float)IwGxGetScreenWidth() / 2;
    pauseSprite->m_Y = 0;
    pauseSprite->m_W = pauseSprite->GetImage()->GetWidth();
    pauseSprite->m_H = pauseSprite->GetImage()->GetHeight();
    pauseSprite->m_AnchorX = 0.5;
    pauseSprite->m_ScaleX = graphicsScale;
    pauseSprite->m_ScaleY = graphicsScale;
    AddChild(pauseSprite);

    // Create target gem sprite
    targetGemSprite = new CSprite();
    targetGemSprite->SetAtlas(g_pResources->getGemAtlas(0));
    targetGemSprite->SetAnimDuration(2);
    targetGemSprite->m_X = (float)IwGxGetScreenWidth() / 2;
    targetGemSprite->m_Y = 0;
    targetGemSprite->m_AnchorX = 0.5;
    targetGemSprite->m_ScaleX = graphicsScale;
    targetGemSprite->m_ScaleY = graphicsScale;
    targetGemSprite->m_IsVisible = false;
    AddChild(targetGemSprite);
}
Beispiel #9
0
void Streamer::Init()
{
    
    //Game* game = (Game*)g_pSceneManager->Find("game");
	initAudio("128.198.85.100", 8000);
	s3eDeviceRegister(S3E_DEVICE_EXIT, &exitCB, 0);
    
    facebook = new CSprite();
    facebook->SetImage(g_pResources->getFacebook());
    facebook->m_X = (float)IwGxGetScreenWidth() / 1.4;
    facebook->m_Y = (float)IwGxGetScreenHeight() / 16;
    facebook->m_W = facebook->GetImage()->GetWidth();
    facebook->m_H = facebook->GetImage()->GetHeight();
    facebook->m_AnchorX = 0.5;
    facebook->m_AnchorY = 0.5;
    facebook->m_ScaleX = (float)IwGxGetScreenWidth() / facebook->GetImage()->GetWidth() / 8;
    facebook->m_ScaleY = (float)IwGxGetScreenHeight() / facebook->GetImage()->GetHeight() / 12;
    
    twitter = new CSprite();
    twitter->SetImage(g_pResources->getTwitter());
    twitter->m_X = (float)IwGxGetScreenWidth() / 1.1;
    twitter->m_Y = (float)IwGxGetScreenHeight() / 16;
    twitter->m_W = twitter->GetImage()->GetWidth();
    twitter->m_H = twitter->GetImage()->GetHeight();
    twitter->m_AnchorX = 0.5;
    twitter->m_AnchorY = 0.5;
    twitter->m_ScaleX = (float)IwGxGetScreenWidth() / twitter->GetImage()->GetWidth() / 8;
    twitter->m_ScaleY = (float)IwGxGetScreenHeight() / twitter->GetImage()->GetHeight() / 12;

    // Create menu background
    header = new CSprite();
    header->SetImage(g_pResources->getHeader());
    header->m_X = (float)IwGxGetScreenWidth() / 3;
    header->m_Y = (float)IwGxGetScreenHeight() / 17;
    header->m_W = header->GetImage()->GetWidth();
    header->m_H = header->GetImage()->GetHeight();
    header->m_AnchorX = 0.5;
    header->m_AnchorY = 0.5;
    // Fit background to screen size
    header->m_ScaleX = (float)IwGxGetScreenWidth() / header->GetImage()->GetWidth() / 1.5;
    header->m_ScaleY = (float)IwGxGetScreenHeight() / header->GetImage()->GetHeight() / 5;
    
    // Create menu background
    CSprite* whiteBanner = new CSprite();
    whiteBanner->SetImage(g_pResources->getWhiteBanner());
    whiteBanner->m_X = (float)IwGxGetScreenWidth() / 2;
    whiteBanner->m_Y = (float)IwGxGetScreenHeight() / 17;
    
    whiteBanner->m_W = whiteBanner->GetImage()->GetWidth();
    whiteBanner->m_H = whiteBanner->GetImage()->GetHeight();
    whiteBanner->m_AnchorX = 0.5;
    whiteBanner->m_AnchorY = 0.5;
    // Fit background to screen size
    whiteBanner->m_ScaleX = (float)IwGxGetScreenWidth() / whiteBanner->GetImage()->GetWidth() / 1;
    whiteBanner->m_ScaleY = (float)IwGxGetScreenHeight() / whiteBanner->GetImage()->GetHeight() / 5;
    
    // Create menu background
    playWrapper = new CSprite();
    playWrapper->SetImage(g_pResources->getPlayWrapper());
    playWrapper->m_X = (float)IwGxGetScreenWidth() / 2;
    playWrapper->m_Y = (float)IwGxGetScreenHeight() / 1.09;
    playWrapper->m_W = playWrapper->GetImage()->GetWidth();
    playWrapper->m_H = playWrapper->GetImage()->GetHeight();
    playWrapper->m_AnchorX = 0.5;
    playWrapper->m_AnchorY = 0.5;
    //playWrapper->m_Alpha = 0.9;
    // Fit background to screen size
    playWrapper->m_ScaleX = (float)IwGxGetScreenWidth() / playWrapper->GetImage()->GetWidth() / 1;
    playWrapper->m_ScaleY = (float)IwGxGetScreenHeight() / playWrapper->GetImage()->GetHeight() / 6;

    playButton = new CSprite();
    playButton->SetImage(g_pResources->getPlayButton());
    playButton->m_X = (float)IwGxGetScreenWidth() / 2;
    playButton->m_Y = (float)IwGxGetScreenHeight() / 1.13;
    //buttonTop = (float)IwGxGetScreenHeight() / 1.14 - (playButton->GetImage()->GetHeight() / 8);
    playButton->m_W = playButton->GetImage()->GetWidth();
    playButton->m_H = playButton->GetImage()->GetHeight();
    playButton->m_AnchorX = 0.5;
    playButton->m_AnchorY = 0.5;
    // Fit background to screen size
    playButton->m_ScaleX = (float)IwGxGetScreenWidth() / playButton->GetImage()->GetWidth() / 3.2;
    playButton->m_ScaleY = (float)IwGxGetScreenHeight() / playButton->GetImage()->GetHeight() / 4.5;
    
    //buttonTop = ((float)IwGxGetScreenHeight() / 1.14) - (playButton->GetImage()->GetHeight() / 3.7);
    
    stopButton = new CSprite();
    stopButton->SetImage(g_pResources->getStopButton());
    stopButton->m_X = (float)IwGxGetScreenWidth() / 2;
    stopButton->m_Y = (float)IwGxGetScreenHeight() / 1.13;
    stopButton->m_W = stopButton->GetImage()->GetWidth();
    stopButton->m_H = stopButton->GetImage()->GetHeight();
    stopButton->m_AnchorX = 0.5;
    stopButton->m_AnchorY = 0.5;
    // Fit background to screen size
    stopButton->m_ScaleX = (float)IwGxGetScreenWidth() / stopButton->GetImage()->GetWidth() / 3.2;
    stopButton->m_ScaleY = (float)IwGxGetScreenHeight() / stopButton->GetImage()->GetHeight() / 4.5;
    
    banner = new CSprite();
    banner->SetImage(g_pResources->getGreyBanner());
    banner->m_X = (float)IwGxGetScreenWidth() / 2;
    banner->m_Y = (float)IwGxGetScreenHeight() /6;
    banner->m_W = banner->GetImage()->GetWidth();
    banner->m_H = banner->GetImage()->GetHeight();
    banner->m_AnchorX = 0.5;
    banner->m_AnchorY = 0.5;
    // Fit background to screen size
    banner->m_ScaleX = (float)IwGxGetScreenWidth() / banner->GetImage()->GetWidth() / 1;
    banner->m_ScaleY = (float)IwGxGetScreenHeight() / banner->GetImage()->GetHeight() / 8;
    
    buttonTop = IwGxGetScreenHeight() / 4;
    
    labelLeft = new CLabel();
	labelLeft->m_Font = g_pResources->getBannerFontSmall();
	labelLeft->m_Text = "Cal.";
    labelLeft->m_Y = IwGxGetDisplayHeight() / 6.5;
    labelLeft->m_W = IwGxGetDisplayWidth() / 2;
    labelLeft->m_ScaleX = 1.0;
    labelLeft->m_AlignHor = IW_2D_FONT_ALIGN_LEFT;
    labelLeft->m_X += 10;
    labelLeft->m_Color = CColor(114, 114, 114, 0xff);
    
    labelRight = new CLabel();
	labelRight->m_Font = g_pResources->getBannerFontSmall();
	labelRight->m_Text = "Events";
    labelRight->m_Y = IwGxGetDisplayHeight() / 6.5;
    labelRight->m_W = IwGxGetDisplayWidth() / 2;
    labelRight->m_AlignHor = IW_2D_FONT_ALIGN_RIGHT;
    labelRight->m_X += (IwGxGetDisplayWidth() / 2.0) -10;
    labelRight->m_Color = CColor(114, 114, 114, 0xff);
    
    labelMain = new CLabel();
	labelMain->m_Font = g_pResources->getBannerFontLarge();
	labelMain->m_Text = "News";
    labelMain->m_Y = IwGxGetDisplayHeight() / 7.5;
    labelMain->m_W = IwGxGetDisplayWidth();
    labelMain->m_AlignHor = IW_2D_FONT_ALIGN_CENTRE;
    
    AddChild(banner);
    AddChild(whiteBanner);
    AddChild(header);
    AddChild(labelRight);
    AddChild(labelLeft);
    AddChild(playWrapper);
    AddChild(playButton);
    AddChild(stopButton);
    AddChild(labelMain);
    AddChild(facebook);
    AddChild(twitter);
    
    stopButton->m_X = IwGxGetScreenWidth() * 2.0;
    currentPage = 0;
    
    
}
Beispiel #10
0
Tenant::Tenant(int* roomx, int* roomy, aux::type t) : id(newID++)
{
	room_x = *roomx;
	room_y = *roomy;

	CSprite* s = new CSprite;
	CSprite* b = new CSprite;
	CAtlas*	a = new CAtlas;

	stress = 100;
	damage = 0;
	
	type = t;

	neighbors.upleft_x = room_x - 1;
	neighbors.upleft_y = room_y + 1;
	neighbors.up_x = room_x;
	neighbors.up_y = room_y + 1;
	neighbors.upright_x = room_x + 1;
	neighbors.upright_y = room_y + 1;
	neighbors.right_x = room_x + 1;
	neighbors.right_y = room_y;
	neighbors.downright_x = room_x + 1;
	neighbors.downright_y = room_y - 1;
	neighbors.down_x = room_x;
	neighbors.down_y = room_y - 1;
	neighbors.downleft_x = room_x - 1;
	neighbors.downleft_y = room_y - 1;
	neighbors.left_x = room_x - 1;
	neighbors.left_y = room_y;

	//criar barra de stress
	stressBar = new CSprite;
	stressBar->SetImage(g_pResources->getStressBar0());
	stressBar->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (stressBar->GetImage()->GetWidth() / 2));
	stressBar->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (4 + stressBar->GetImage()->GetHeight());

	stressLabel = new CLabel();
	stressLabel->m_W = stressBar->m_W;
	stressLabel->m_H = stressBar->m_H;
	stressLabel->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (stressBar->GetImage()->GetWidth() / 2));;
	stressLabel->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (4 + stressBar->GetImage()->GetHeight());;
	stressLabel->m_Text = "100/100";
	stressLabel->m_AlignHor = IW_2D_FONT_ALIGN_CENTRE;
	stressLabel->m_AlignVer = IW_2D_FONT_ALIGN_CENTRE;
	stressLabel->m_Font = g_pResources->getFont();
	stressLabel->m_Color = CColor(0, 0, 0, 255);

	switch (t)
	{
		using namespace aux;

			case MODEL: // se for o personagem model, carregue os sprites, e stats desse personagem
			behavior.upleft = VOID; // VOID = 0, TRUE = +hp, FALSE = -hp
			behavior.up = VOID;
			behavior.upright = VOID;
			behavior.right = TRUE;
			behavior.downright = VOID;
			behavior.down = FALSE;
			behavior.downleft = VOID;
			behavior.left = TRUE;
			
			s->SetImage(g_pResources->getModel());
			b->SetImage(g_pResources->getModelSet());

			s->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (s->GetImage()->GetWidth() / 2));
			s->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (24 + s->GetImage()->GetHeight());

			b->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (b->GetImage()->GetWidth() / 2));
			b->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (b->GetImage()->GetHeight());
			
			sprite = s;
			behavior_set = b;
			break;
		case SINGER:

			behavior.upleft = VOID; // VOID = 0, TRUE = +hp, FALSE = -hp
			behavior.up = TRUE;
			behavior.upright = VOID;
			behavior.right = TRUE;
			behavior.downright = VOID;
			behavior.down = TRUE;
			behavior.downleft = VOID;
			behavior.left = TRUE;

			s->SetImage(g_pResources->getSinger());
			b->SetImage(g_pResources->getSingerSet());

			s->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (s->GetImage()->GetWidth() / 2));
			s->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (24 + s->GetImage()->GetHeight());

			b->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (b->GetImage()->GetWidth() / 2));
			b->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (b->GetImage()->GetHeight());

			sprite = s;
			behavior_set = b;
			break;

		case MUCHALUCHA:

			behavior.upleft = VOID; // VOID = 0, TRUE = +hp, FALSE = -hp
			behavior.up = FALSE;
			behavior.upright = VOID;
			behavior.right = FALSE;
			behavior.downright = VOID;
			behavior.down = FALSE;
			behavior.downleft = VOID;
			behavior.left = FALSE;

			s->SetImage(g_pResources->getMuchaLucha());
			b->SetImage(g_pResources->getMuchaLuchaSet());

			s->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (s->GetImage()->GetWidth() / 2));
			s->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (24 + s->GetImage()->GetHeight());

			b->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (b->GetImage()->GetWidth() / 2));
			b->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (b->GetImage()->GetHeight());

			sprite = s;
			behavior_set = b;
			break;
			
			case BOLEIRO:

			behavior.upleft = FALSE; // VOID = 0, TRUE = +hp, FALSE = -hp
			behavior.up = VOID;
			behavior.upright = FALSE;
			behavior.right = VOID;
			behavior.downright = FALSE;
			behavior.down = VOID;
			behavior.downleft = FALSE;
			behavior.left = VOID;

			s->SetImage(g_pResources->getBoleiro());
			b->SetImage(g_pResources->getBoleiroSet());

			s->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (s->GetImage()->GetWidth() / 2));
			s->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (24 + s->GetImage()->GetHeight());

			b->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (b->GetImage()->GetWidth() / 2));
			b->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (b->GetImage()->GetHeight());

			sprite = s;
			behavior_set = b;
			break;

		case JUMPMAN:

			behavior.upleft = VOID; // VOID = 0, TRUE = +hp, FALSE = -hp
			behavior.up = TRUE;
			behavior.upright = VOID;
			behavior.right = VOID;
			behavior.downright = VOID;
			behavior.down = FALSE;
			behavior.downleft = VOID;
			behavior.left = VOID;

			s->SetImage(g_pResources->getJumpMan());
			b->SetImage(g_pResources->getJumpManSet());

			s->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (s->GetImage()->GetWidth() / 2));
			s->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (24 + s->GetImage()->GetHeight());

			b->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (b->GetImage()->GetWidth() / 2));
			b->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (b->GetImage()->GetHeight());

			sprite = s;
			behavior_set = b;
			break;

		case FLORIST:

			behavior.upleft = TRUE; // VOID = 0, TRUE = +hp, FALSE = -hp
			behavior.up = TRUE;
			behavior.upright = TRUE;
			behavior.right = TRUE;
			behavior.downright = TRUE;
			behavior.down = TRUE;
			behavior.downleft = TRUE;
			behavior.left = TRUE;

			s->SetImage(g_pResources->getFlorist());
			b->SetImage(g_pResources->getFloristSet());

			s->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (s->GetImage()->GetWidth() / 2));
			s->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (24 + s->GetImage()->GetHeight());

			b->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (b->GetImage()->GetWidth() / 2));
			b->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (b->GetImage()->GetHeight());

			sprite = s;
			behavior_set = b;
			break;

		case DOG:

			behavior.upleft = VOID; // VOID = 0, TRUE = +hp, FALSE = -hp
			behavior.up = VOID;
			behavior.upright = VOID;
			behavior.right = FALSE;
			behavior.downright = VOID;
			behavior.down = VOID;
			behavior.downleft = VOID;
			behavior.left = VOID;

			s->SetImage(g_pResources->getDog());
			b->SetImage(g_pResources->getDogSet());

			s->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (s->GetImage()->GetWidth() / 2));
			s->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (24 + s->GetImage()->GetHeight());

			b->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (b->GetImage()->GetWidth() / 2));
			b->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (b->GetImage()->GetHeight());

			sprite = s;
			behavior_set = b;
			break;

		case CAT:

			behavior.upleft = VOID; // VOID = 0, TRUE = +hp, FALSE = -hp
			behavior.up = VOID;
			behavior.upright = VOID;
			behavior.right = VOID;
			behavior.downright = VOID;
			behavior.down = VOID;
			behavior.downleft = VOID;
			behavior.left = FALSE;

			s->SetImage(g_pResources->getCat());
			b->SetImage(g_pResources->getCatSet());

			s->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (s->GetImage()->GetWidth() / 2));
			s->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (24 + s->GetImage()->GetHeight());

			b->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (b->GetImage()->GetWidth() / 2));
			b->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (b->GetImage()->GetHeight());

			sprite = s;
			behavior_set = b;
			break;

		case LATINO:

			behavior.upleft = FALSE; // VOID = 0, TRUE = +hp, FALSE = -hp
			behavior.up = FALSE;
			behavior.upright = FALSE;
			behavior.right = FALSE;
			behavior.downright = FALSE;
			behavior.down = FALSE;
			behavior.downleft = FALSE;
			behavior.left = FALSE;

			s->SetImage(g_pResources->getLatino());
			b->SetImage(g_pResources->getLatinoSet());

			s->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (s->GetImage()->GetWidth() / 2));
			s->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (24 + s->GetImage()->GetHeight());

			b->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (b->GetImage()->GetWidth() / 2));
			b->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (b->GetImage()->GetHeight());

			sprite = s;
			behavior_set = b;
			break;

		case BOSSKID:

			behavior.upleft = FALSE; // VOID = 0, TRUE = +hp, FALSE = -hp
			behavior.up = FALSE;
			behavior.upright = FALSE;
			behavior.right = VOID;
			behavior.downright = FALSE;
			behavior.down = FALSE;
			behavior.downleft = FALSE;
			behavior.left = VOID;

			s->SetImage(g_pResources->getBosskid());
			b->SetImage(g_pResources->getBosskidSet());

			s->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (s->GetImage()->GetWidth() / 2));
			s->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (24 + s->GetImage()->GetHeight());

			b->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (b->GetImage()->GetWidth() / 2));
			b->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (b->GetImage()->GetHeight());

			sprite = s;
			behavior_set = b;
			break;

		case PROPRIETOR:

			behavior.upleft = VOID;	
			behavior.up = VOID;
			behavior.upright = VOID;
			behavior.right = VOID;
			behavior.downright = VOID;
			behavior.down = VOID;
			behavior.downleft = VOID;
			behavior.left = VOID;
			

			s->SetImage(g_pResources->getProprietor());
			s->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (s->GetImage()->GetWidth() / 2));
			s->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (g_pResources->getAp()->GetHeight()/2 + s->GetImage()->GetHeight()/2);

			b->SetImage(g_pResources->getBosskidSet());
			b->m_X = (room_x * g_pResources->getAp()->GetWidth()) + ((g_pResources->getAp()->GetWidth() / 2) - (b->GetImage()->GetWidth() / 2));
			b->m_Y = Iw2DGetSurfaceHeight() - (room_y * g_pResources->getAp()->GetHeight()) - (b->GetImage()->GetHeight());
			
			sprite = s;
			behavior_set = b;
			break;

		default:
		break;

	}


}