Exemple #1
0
void GraphicsMap::Draw()
{
	ScreenGame->clear();
	// First draw the map objects onto the graphical map
	for (int x = 0; x < MapWidth; x++)
		for (int y = 0; y < MapHeight; y++)
			{
				if (FOVMap.map[x][y])
					DrawDisplayTile(x, y, ToDraw->GetMapCell(x,y)->GetTile(), ScreenGame);
				else
					DrawDisplayTile(x, y, DisplayTile(' ', TCODColor::black, TCODColor::black), ScreenGame);
			}

	// Draw the items to the graphical map
	for (unsigned int i = 0; i < (ToDraw->Items.size()); i++)
	{
		// Get the item from the map
		Item* itm = ToDraw->Items[i];
		// If it's in the FOV, draw it
		if (FOVMap.map[itm->GetX()][itm->GetY()])
			DrawDisplayTile(itm->GetX(), itm->GetY(), itm->GetTile(), ScreenGame);
		else
			DrawDisplayTile(itm->GetX(), itm->GetY(), DisplayTile(' ', TCODColor::black, TCODColor::black), ScreenGame);
	}
	
	// Draw the beings to the graphical map
	for (unsigned int i = 0; i < (ToDraw->Beings.size()); i++)
	{
		// Get the being from the map
		Being* b = ToDraw->Beings[i];
		if (FOVMap.map[b->GetX()][b->GetY()])
			DrawDisplayTile(b->GetX(), b->GetY(), b->GetTile(), ScreenGame);
		else
			DrawDisplayTile(b->GetX(), b->GetY(), DisplayTile(' ', TCODColor::black, TCODColor::black), ScreenGame);
	}
}
void GraphicsManager::Draw(EntityManager* entity_manager)
{
	// Check for new renderable entities TODO

	// Get all renderable components
	vector<IComponent*> renderable_components = entity_manager->GetAllComponentsOfType(COMP_RENDER);

	int i = 0;
	// Iterate through the object components
	for (vector<IComponent*>::iterator it = renderable_components.begin(); it != renderable_components.end(); ++it)
	{
		RenderComponent* renderableComponent = (RenderComponent*)(*it);
		SpriteDefinition spriteDef = GetSpriteDefinition(renderableComponent->_id);

		int x = renderableComponent->_position.x;
		int y = renderableComponent->_position.y;

		if (x < 0)
			x = 511 + x;
		if (y < 0)
			y = 255 + y;

			
		
		SetObject(i, (spriteDef.shape << 14) | ATTR0_Y(y) | ATTR0_8BPP | ATTR0_AFF,
			ATTR1_SIZE(spriteDef.size) | ATTR1_X(x) | ATTR1_AFF(0),
			ATTR2_PALBANK(0) | ATTR2_ID4(spriteDef.char_bb_identifier));
		
		ObjAffine* renderAffine = &( (ObjAffine*) ObjBuffer)[0];
	
	
		//float theta = (float)(++player.angleDegrees % 360) * (M_PI/180);
		float angle = (float)(renderableComponent->_angleDegrees % 360) * (M_PI / 180);
		renderAffine->pa = float2fx( cos(angle) );
		renderAffine->pb = float2fx( -sin(angle) );	
		renderAffine->pc = float2fx( sin(angle) );
		renderAffine->pd = float2fx( cos(angle) );
		
		++i;
	}
	UpdateObjects();

	// Get all background components
	vector<IComponent*> background_components = entity_manager->GetAllComponentsOfType(COMP_BACKGROUND);

	// Iterate through the background components
	for (vector<IComponent*>::iterator it = background_components.begin(); it != background_components.end(); ++it)
	{
		BackgroundComponent* backgroundComponent = (BackgroundComponent*)(*it);

		
		// Scroll background
		if (backgroundComponent->_background_id == BG_PIPES)
		{
			REG_BG1HOFS = backgroundComponent->_integer_position.x;
		}
		
		// Update tiles
		if (backgroundComponent->_background_id == BG_PIPES || backgroundComponent->_background_id == BG_SCORE)
		{
			
			for (int x = 0; x < 32; x++)
			{
				for (int y = 0; y < 32; y++)
				{
					DisplayTile(x, y, backgroundComponent->_tiles[x][y], backgroundComponent->_screen_bb);
				}
			}
		}
		
		if (backgroundComponent->_update_screen)
		{
			for (int x = 0; x < 32; x++)
			{
				for (int y = 0; y < 32; y++)
				{
					DisplayTile(x, y, backgroundComponent->_tiles[x][y], backgroundComponent->_screen_bb);
				}
			}
			backgroundComponent->_update_screen = false;
		}
	}

}