void classMap::draw_dynamic_backgrounds()
{
	//std::cout << "classMap::draw_dynamic_backgrounds stage_number: " << stage_number << ", map_number: " << number << ", bg.r: " << game_data.stages[stage_number].maps[number].background_color.r << ", bg.g: " << game_data.stages[stage_number].maps[number].background_color.g << ", bg.b: " << game_data.stages[stage_number].maps[number].background_color.b << std::endl;
	graphLib.clear_surface_area(0, 0, mapSurface.width, mapSurface.height, game_data.stages[stage_number].maps[number].background_color.r, game_data.stages[stage_number].maps[number].background_color.g, game_data.stages[stage_number].maps[number].background_color.b, graphLib.gameScreen);
	if (bg1_surface.width > 0 && game_data.stages[stage_number].maps[number].backgrounds[0].speed != 0) {
		int repeat_n = RES_W/bg1_surface.width+1;
		if (repeat_n <= 2) {
			repeat_n = 3;
		}
		for (int i=-1; i<repeat_n; i++) {
			graphLib.copyArea(st_position(bg1_scroll+i*bg1_surface.width, game_data.stages[stage_number].maps[number].backgrounds[0].adjust_y), &bg1_surface, &graphLib.gameScreen);
		}
	}
	if (bg2_surface.width > 0 && game_data.stages[stage_number].maps[number].backgrounds[1].speed != 0) {
		int repeat_n = RES_W/bg2_surface.width+1;
		if (repeat_n <= 2) {
			repeat_n = 3;
		}
		//std::cout << "classmap::loadMap - showing bg2 as DYNAMIC - repeat_n: " << repeat_n << std::endl;
		for (int i=-1; i<repeat_n; i++) {
			//int pos_x = bg2_scroll+i*bg2_surface.width;
			//std::cout << "classMap::draw_dynamic_backgrounds - draw bg2 YES - bg2_scroll: " << bg2_scroll << ", pos_x: " << (bg2_scroll+i*bg2_surface.width) << ", width: " << bg2_surface.width << std::endl;
			graphLib.copyArea(st_position(bg2_scroll+i*bg2_surface.width, game_data.stages[stage_number].maps[number].backgrounds[1].adjust_y), &bg2_surface, &graphLib.gameScreen);
		}
	}
}
// ********************************************************************************************** //
//                                                                                                //
// ********************************************************************************************** //
void classMap::drawMap()
{

	if (bg1_surface.width > 0 && game_data.stages[stage_number].maps[number].backgrounds[0].speed == 0.0) {
		for (int i=0; i<mapSurface.width/bg1_surface.width+1; i++) {
			graphLib.copyArea(st_position(i*bg1_surface.width, game_data.stages[stage_number].maps[number].backgrounds[0].adjust_y), &bg1_surface, &mapSurface);
		}
		bg1_surface.freeGraphic();
	}
	if (bg2_surface.width > 0 && game_data.stages[stage_number].maps[number].backgrounds[1].speed == 0.0) {
		std::cout << "classmap::loadMap - showing bg2 as static" << std::endl;
		for (int i=0; i<mapSurface.width/bg2_surface.width+1; i++) {
			graphLib.copyArea(st_position(i*bg2_surface.width, game_data.stages[stage_number].maps[number].backgrounds[1].adjust_y), &bg2_surface, &mapSurface);
		}
		bg2_surface.freeGraphic();
	}
	struct st_position pos_origin;
	struct st_position pos_destiny;
	for (int i=0; i<MAP_W; i++) {
		for (int j=0; j<MAP_H; j++) {
			// level 1
			pos_origin.x = map_tiles.tiles[i][j].tile1.x;
			pos_origin.y = map_tiles.tiles[i][j].tile1.y;
			pos_destiny.x = i*TILESIZE;
			pos_destiny.y = j*TILESIZE;
			graphLib.placeTile(pos_origin, pos_destiny, &mapSurface);
			// level 2
			pos_origin.x = map_tiles.tiles[i][j].tile2.x;
			pos_origin.y = map_tiles.tiles[i][j].tile2.y;
			graphLib.placeTile(pos_origin, pos_destiny, &mapSurface);
		}
	}
}
Beispiel #3
0
void class_config::set_player_ref(classPlayer* set_player_ref)
{
	player_ref = set_player_ref;
	if (_player_surface.width == 0) {
		graphLib.initSurface(st_size(player_ref->get_char_frame(ANIM_DIRECTION_RIGHT, ANIM_TYPE_ATTACK, 0)->width, player_ref->get_char_frame(ANIM_DIRECTION_RIGHT, ANIM_TYPE_ATTACK, 0)->height), &_player_surface);
		graphLib.copyArea(st_position(0, 0), player_ref->get_char_frame(ANIM_DIRECTION_RIGHT, ANIM_TYPE_ATTACK, 0), &_player_surface);
	}
}
Beispiel #4
0
bool dialogs::show_leave_game_dialog() const
{
    bool res = false;
    bool repeat_menu = true;
    int picked_n = -1;

    timer.pause();

    std::cout << ">>>>>>> show_leave_game_dialog::START" << std::endl;

    graphicsLib_gSurface bgCopy;
    graphLib.initSurface(st_size(RES_W, RES_H), &bgCopy);
    graphLib.copyArea(st_position(0, 0), &graphLib.gameScreen, &bgCopy);

    graphLib.show_dialog(0, false);
    st_position dialog_pos = graphLib.get_dialog_pos();
    graphLib.draw_text(dialog_pos.x+30, dialog_pos.y+16, "QUIT GAME?");
    std::vector<std::string> item_list;
    item_list.push_back("YES");
    item_list.push_back("NO");
    option_picker main_picker(false, st_position(dialog_pos.x+40, dialog_pos.y+16+11), item_list, false);
    draw_lib.update_screen();
    while (repeat_menu == true) {
        picked_n = main_picker.pick();
        std::cout << "picked_n: " << picked_n << std::endl;
        if (picked_n == 0) {
            res = true;
            repeat_menu = false;
        } else if (picked_n == 1) {
            res = false;
            repeat_menu = false;
        } else {
            main_picker.draw();
        }
    }
    input.clean();
    input.waitTime(200);
    graphLib.copyArea(st_position(0, 0), &bgCopy, &graphLib.gameScreen);
    draw_lib.update_screen();
    timer.unpause();

    std::cout << ">>>>>>> show_leave_game_dialog::END" << std::endl;

    return res;
}
void draw::show_boss_intro_sprites(short boss_id, bool show_fall)
{
    UNUSED(show_fall);
    unsigned int intro_frames_n = 0;
    //int intro_frames_rollback = 0;
    st_position boss_pos(20, -37);
    st_position sprite_size;
    graphicsLib_gSurface bgCopy, boss_graphics;


    std::string graph_filename = FILEPATH + "data/images/sprites/enemies/" + std::string(game_data.game_npcs[boss_id].graphic_filename);
    sprite_size.x = game_data.game_npcs[boss_id].frame_size.width;
    sprite_size.y = game_data.game_npcs[boss_id].frame_size.height;
    graphLib.surfaceFromFile(graph_filename.c_str(), &boss_graphics);

    graphLib.initSurface(st_size(RES_W, RES_H), &bgCopy);
    graph_filename = FILEPATH + "data/images/backgrounds/stage_boss_intro.png";
    graphLib.surfaceFromFile(graph_filename.c_str(), &bgCopy);
    st_position bg_pos(0, (RES_H/2)-(bgCopy.height/2));
    graphLib.copyArea(bg_pos, &bgCopy, &graphLib.gameScreen);

    update_screen();

    int sprite_pos_y = RES_H/2 - sprite_size.y/2;

    for (int i=0; i<ANIM_FRAMES_COUNT; i++) {
        if (game_data.game_npcs[boss_id].sprites[ANIM_TYPE_INTRO][i].used == true) {
            intro_frames_n++;
        }
    }

    // fall into position
    while (boss_pos.y < sprite_pos_y) {
        boss_pos.y += 4;
        graphLib.copyArea(bg_pos, &bgCopy, &graphLib.gameScreen);
        graphLib.copyArea(st_rectangle(0, 0, sprite_size.x, sprite_size.y), st_position(boss_pos.x, boss_pos.y), &boss_graphics, &graphLib.gameScreen);
        graphLib.wait_and_update_screen(5);
    }
    graphLib.wait_and_update_screen(500);


    // show intro sprites
    if (intro_frames_n > 1) {
        for (int i=0; i<ANIM_FRAMES_COUNT; i++) {
            if (game_data.game_npcs[boss_id].sprites[ANIM_TYPE_INTRO][i].used == true) {
                //std::cout << "i: " << i << ", used: " << game_data.game_npcs[boss_id].sprites[ANIM_TYPE_INTRO][i].used << ", duration: " << game_data.game_npcs[boss_id].sprites[ANIM_TYPE_INTRO][i].duration << std::endl;
                graphLib.copyArea(bg_pos, &bgCopy, &graphLib.gameScreen);
                graphLib.copyArea(st_rectangle(sprite_size.x * game_data.game_npcs[boss_id].sprites[ANIM_TYPE_INTRO][i].sprite_graphic_pos_x, 0, sprite_size.x, sprite_size.y), st_position(boss_pos.x, boss_pos.y), &boss_graphics, &graphLib.gameScreen);
                graphLib.wait_and_update_screen(game_data.game_npcs[boss_id].sprites[ANIM_TYPE_INTRO][i].duration);
            }
        }
    } else { // just frow first sprite
        graphLib.copyArea(bg_pos, &bgCopy, &graphLib.gameScreen);
        graphLib.copyArea(st_rectangle(0, 0, sprite_size.x, sprite_size.y), st_position(boss_pos.x, boss_pos.y), &boss_graphics, &graphLib.gameScreen);
        graphLib.wait_and_update_screen(200);
    }
}
void draw::show_credits()
{
    int line_n=0;
    unsigned int scrolled=0;
    int posY = -RES_H;
    st_rectangle dest;
    graphicsLib_gSurface credits_surface;

    graphLib.initSurface(st_size(RES_W, RES_H+12), &credits_surface);
    graphLib.blank_surface(credits_surface);
    graphLib.blank_screen();


    // add the initial lines to screen
    create_credits_text(credits_surface);

    update_screen();

    // scroll the lines
    while (scrolled < (credits_list.size()*12)+RES_H/2+46) {
        graphLib.copyArea(st_rectangle(0, posY, RES_W, RES_H), st_position(0, 0), &credits_surface, &graphLib.gameScreen);
        update_screen();
        timer.delay(60);
        posY++;
        scrolled++;
        if (posY > 12) {
            graphLib.copyArea(st_rectangle(0, posY, credits_surface.width, RES_H), st_position(0, 0), &credits_surface, &credits_surface);
            // scroll the lines
            dest.x = 0;
            dest.y = RES_H;
            dest.w = RES_W;
            dest.h = 12;
            graphLib.blank_area(dest.x, dest.y, dest.w, dest.h, credits_surface);
            draw_credit_line(credits_surface, line_n+21);
            posY = 0;
            line_n++;
        }
    }
    update_screen();
}
Beispiel #7
0
void class_config::change_player_frame_color()
{
	short int selected_weapon = convert_menu_pos_to_weapon_n(ingame_menu_pos);
    CURRENT_FILE_FORMAT::file_weapon_colors colors = player_ref->get_weapon_colors(selected_weapon);

	if (colors.color1.r != -1) {
        graphLib.change_surface_color(0, colors.color1, &_player_surface);
	}
	if (colors.color2.r != -1) {
        graphLib.change_surface_color(1, colors.color2, &_player_surface);
	}
	if (colors.color3.r != -1) {
        graphLib.change_surface_color(2, colors.color3, &_player_surface);
	}
	graphLib.copyArea(st_position(26, 190), &_player_surface, &graphLib.gameScreen);
}
void draw::show_ready()
{
    st_position dest_pos((RES_W/2)-26, (RES_H/2)-6);
    graphLib.copyArea(dest_pos, &ready_message, &graphLib.gameScreen);
    graphLib.updateScreen();
}