void game::draw_explosion( const tripoint &p, const int r, const nc_color &col ) { if( test_mode ) { return; // avoid segfault from null tilecontext in tests } if( !use_tiles ) { draw_explosion_curses( *this, p, r, col ); return; } if( !is_radius_visible( p, r ) ) { return; } explosion_animation anim; const bool visible = is_radius_visible( p, r ); for( int i = 1; i <= r; i++ ) { tilecontext->init_explosion( p, i ); // TODO: not xpos ypos? if( visible ) { anim.progress(); } } if( r > 0 ) { tilecontext->void_explosion(); } }
void game::draw_explosion( const tripoint &p, int const r, nc_color const col ) { if (!use_tiles) { draw_explosion_curses(*this, p, r, col); return; } for (int i = 1; i <= r; i++) { tilecontext->init_explosion( p, i ); // TODO not xpos ypos? wrefresh(w_terrain); draw_animation_delay(EXPLOSION_MULTIPLIER); } if (r > 0) { tilecontext->void_explosion(); } }
void game::draw_explosion( const tripoint &p, int const r, nc_color const col ) { draw_explosion_curses(*this, p, r, col); }
void game::draw_explosion( const tripoint &p, const int r, const nc_color &col ) { draw_explosion_curses( *this, p, r, col ); }