Exemple #1
0
void Draw::World(GLvoid)
{
	dotsRemaining = 0;
	if(levelCom)
		LoadWorld();
	glPushMatrix();
	glTranslatef(-50.0f,0.0f,-50.0f);
	for(unsigned int i = 0; i < worldLayout.size(); i++) {
		switch(worldLayout[i]) {
			case 'T':
				Top(i);
				break;
			case 'B':
				Bottom(i);
				break;
			case 'L':
				Left(i);
				break;
			case 'R':
				Right(i);
				break;
			case 'U':
			case 'D':
				Corner(i);
				break;
			case 'Z':
				Dots(i);
				break;
			case 'X':
				SpawnLoc.xp = lctn[i].x;
				SpawnLoc.zp = lctn[i].t;
				SpawnLoc.yp = 1.1f;
				break;
			case 'G':
				//GZone(i);
				break;
			case 'Y':
				//Teleport(i);
				break;
			case 'W':
				//TPWalls(i);
				break;
			case 'S':
				Start(i);
				break;
		}
	}
	if(levelStr)
		Ghosts();
	glPopMatrix();
}
Exemple #2
0
int Draw::GetNativeY(int y) const
{
	Size sz = GetNativeDpi();
	return Dots() && sz.cx != 600 ? iscale(y, sz.cy, 600) : y;
}
Exemple #3
0
Size Draw::GetPixelsPerInch() const
{
	return IsNative() ? GetNativeDpi() : Dots() ? Size(600, 600) : Size(96, 96);
}
Exemple #4
0
int Draw::GetNativeX(int x) const
{
	Size sz = GetNativeDpi();
	return Dots() && sz.cx != 600 ? iscale(x, sz.cx, 600) : x;
}
Exemple #5
0
Size Draw::GetNativeDpi() const { return Dots() ? Size(600, 600) : Size(96, 96); }