UIEngagement::UIEngagement( 
	Engagement* e, Display* d, World* w  
) : Actor( std::string("ui_engagement_bg"), d, w ){
	name = std::string("UIEngagement");
	eng = e;
	width = 32*4;
	height = 32*4;
	tex = display->get_empty_texture( width, height );
	att = world->get_character_by_id( eng->attacker->id );
	vic = world->get_character_by_id( eng->victim->id );

	leftoffset = 0;
	topoffset = 0;
	tex10h = display->get_text_height( 10 );
	tex20h = display->get_text_height( 20 );

	int ay = _getmin( vic->gety(), att->gety() ) * display->th + world->camy;
	int ah = (_getmax( vic->gety(), att->gety() ) + 1) * display->th + world->camy - ay;

	x = display->width/2 - width/2;
	y = display->height/2 - height/2;

	if( ay >= y && ay <= y + height ){
		y = offset_y_by_eng_position( ay, ah );
	} else if( ay + ah > y && ay + ah < y + height ){
		y = offset_y_by_eng_position( ay, ah );
	}

	draw_bg();
	draw_hp();
	draw_hpbars();
}
Exemple #2
0
void restore_room_after_quick_load() {
	int temp1 = curr_guard_color;
	int temp2 = next_level;
	reset_level_unused_fields(false);
	load_lev_spr(current_level);
	curr_guard_color = temp1;
	next_level = temp2;

	//need_full_redraw = 1;
	different_room = 1;
	next_room = drawn_room;
	load_room_links();
	//draw_level_first();
	//gen_palace_wall_colors();
	draw_game_frame(); // for falling
	//redraw_screen(1); // for room_L

	hitp_delta = guardhp_delta = 1; // force HP redraw
	draw_hp();
	loadkid_and_opp();
	// Get rid of "press button" message if kid was dead before quickload.
	text_time_total = text_time_remaining = 0;
	//next_sound = current_sound = -1;
	exit_room_timer = 0;
}
Exemple #3
0
void Building::draw(){
	draw_unit();
	draw_hp();
	draw_building();
}