Exemple #1
0
void CBitmapHanFont::renderText(SDL_Surface * surface, const std::string & data, const SDL_Color & color, const Point & pos) const
{
    int posX = pos.x;
    int posY = pos.y;

    SDL_LockSurface(surface);

    for(size_t i=0; i<data.size(); i += getCharacterSize(data[i]))
    {
        if (ui8(data[i]) < 0x80)
            renderCharacter(surface, getCharacterIndex(0xa3, data[i] + 0x80), color, posX, posY);
        else
            renderCharacter(surface, getCharacterIndex(data[i], data[i+1]), color, posX, posY);
    }
    SDL_UnlockSurface(surface);
}
Exemple #2
0
void ObjectRenderer::buildRenderList(GameObject* object, RenderList& outList) {
    // Right now specialized on each object type
    switch (object->type()) {
        case GameObject::Instance:
            renderInstance(static_cast<InstanceObject*>(object), outList);
            break;
        case GameObject::Character:
            renderCharacter(static_cast<CharacterObject*>(object), outList);
            break;
            ;
        case GameObject::Vehicle:
            renderVehicle(static_cast<VehicleObject*>(object), outList);
            break;
            ;
        case GameObject::Pickup:
            renderPickup(static_cast<PickupObject*>(object), outList);
            break;
        case GameObject::Projectile:
            renderProjectile(static_cast<ProjectileObject*>(object), outList);
            break;
        case GameObject::Cutscene:
            renderCutsceneObject(static_cast<CutsceneObject*>(object), outList);
            break;
        default:
            break;
    }
}
Exemple #3
0
void render()
{
    clearScreen();      // clears the current screen and draw from scratch
    renderMap();        // renders the map to the buffer first
    renderCharacter();  // renders the character into the buffer
    renderFramerate();  // renders debug information, frame rate, elapsed time, etc
    renderToScreen();   // dump the contents of the buffer to the screen, one frame worth of game
} 
/*This is the render loop
At this point, you should know exactly what to draw onto the screen, so just draw it!
To get an idea of the values for colours, look at console.h and the URL listed there*/
void render() {
    
	//Clears the current screen and draw from scratch.
	clearScreen();
    renderMap();
	renderShooter();
	renderCharacter(mummy.charDirection);
	renderBoxes();
	renderMonsters();
	renderMessages();

	//Dump the contents of the buffer to the screen. One frame worth of the game.
    renderToScreen();

}
void renderGame() {
	renderMap();                // renders the character into the buffer
	renderCharacter();          // renders the character into the buffer
    renderMonster();            // renders Ghost
    renderGuards();             // renders guards
	projectile();               // projectile function
    bomb();                     // bomb function
    Ultimate();                 // ultimate skills function
	if (fight == BATTLE){
        BossAttack();
        if (elapsedTime > bossFightTime){
            bossSpeed();                        // Seeding
            bossFightTime = elapsedTime + 30;   // map and boss pattern refreshes every 30 seconds
            for (int i = 0; i < MAP_HEIGHT; i++){
                for (int j = 0; j < MAP_WIDTH; j++){
                    printMap[i][j] = BossMap[i][j];
                }
            }
        }
	}
}
Exemple #6
0
void CBitmapFont::renderText(SDL_Surface * surface, const std::string & data, const SDL_Color & color, const Point & pos) const
{
    if (data.empty())
        return;

    assert(surface);

    int posX = pos.x;
    int posY = pos.y;

    // Should be used to detect incorrect text parsing. Disabled right now due to some old UI code (mostly pregame and battles)
    //assert(data[0] != '{');
    //assert(data[data.size()-1] != '}');

    SDL_LockSurface(surface);
    // for each symbol
    for(auto & elem : data)
    {
        renderCharacter(surface, chars[ui8(elem)], color, posX, posY);
    }
    SDL_UnlockSurface(surface);
}
Exemple #7
0
void renderGame()
{
    renderMap();        // renders the map to the buffer first
    renderCharacter();  // renders the character into the buffer
}