Esempio n. 1
0
void FairyControlPanel::changeControlPanel(FairyHero* selectHero){
	if(selectHero == NULL && controlType != 1){
		playAni();
		initButton();
	}else if(selectHero != NULL && controlType != 2){
		playAni();
		initHero(selectHero);
	}
}
Esempio n. 2
0
void draw(cursorType* cur, playField* pf, SDL_Surface* screen)
{
  int x,y;
  listItem* t; //general purpose, reusable
  psysSet_t ps;

  SDL_BlitSurface(graphics.boardImg , NULL, screen, &(setting()->bgPos) );

  for(x=0;x<NUMTILES;x++)
  {
    playAni(graphics.tileAni[x]);
  }

  //Draw static bricks
  for(y=0; y < FIELDSIZE; y++)
  {
    for(x=0; x < FIELDSIZE; x++)
    {
      //Bricks-Walls
      if(pf->board[x][y] && pf->board[x][y]->type != RESERVED)
      {
        //We treat walls/glue/oneways/switches/evilbricks/copybricks and rembricks as walls (they will have the walltile defined)
        if( isWall(pf, x, y) )
        {
          drawSprite(screen, graphics.walls[pf->board[x][y]->wall], pf->board[x][y]->pxx, pf->board[x][y]->pxy);
        }

        if( pf->board[x][y]->type != STDWALL && graphics.tiles[pf->board[x][y]->type-1])
        {
          //We draw the animated extra-tiles if they exist.
          if(graphics.tileAni[pf->board[x][y]->type-1])
          {
            if( !isSwitch( pf->board[x][y] ) )
            {
              drawAni(screen, graphics.tileAni[pf->board[x][y]->type-1], pf->board[x][y]->pxx-5, pf->board[x][y]->pxy-5);
            } else {
              //We only end here when it's a switch
              if( (pf->board[x][y]->type==SWON)?pf->board[x][y]->isActive:!pf->board[x][y]->isActive)
              {
                drawAni(screen, graphics.tileAni[SWON-1], pf->board[x][y]->pxx-5, pf->board[x][y]->pxy-5);
              } else {
                drawAni(screen, graphics.tileAni[SWOFF-1], pf->board[x][y]->pxx-5, pf->board[x][y]->pxy-5);
              }
            }
          //Fall back to the static non-moving tiles if no animation is found.
          } else {
            if( !isSwitch( pf->board[x][y] ) )
            {
              drawSprite(screen, graphics.tiles[pf->board[x][y]->type-1], pf->board[x][y]->pxx, pf->board[x][y]->pxy);
            } else {
              if( (pf->board[x][y]->type==SWON)?pf->board[x][y]->isActive:!pf->board[x][y]->isActive)
              {
                drawSprite(screen, graphics.tiles[SWON-1], pf->board[x][y]->pxx, pf->board[x][y]->pxy);
              } else {
                drawSprite(screen, graphics.tiles[SWOFF-1], pf->board[x][y]->pxx, pf->board[x][y]->pxy);
              }
            }
          }
        } // not a wall.
      } //Not a reserved brick.
      /*else if( pf->board[x][y] && pf->board[x][y]->type == RESERVED )
      {
        drawSprite(screen, graphics.tiles[RESERVED-1], x*brickSize+boardOffsetX, y*brickSize+boardOffsetY);
      }*/
    }
  } //xy loop

  //Draw moving bricks
  t=pf->movingList;
  brickType* b;
  while( (t = t->next) )
  {
    b=(brickType*)t->data;

    if(graphics.tileAni[b->type-1])
    {
      drawAni(screen, graphics.tileAni[b->type-1], b->pxx-5, b->pxy-5);
    } else {
      drawSprite(screen, graphics.tiles[b->type-1], b->pxx, b->pxy);
    }
  }

  //Particle systems that are between bricks and die animantion
  runParticlesLayer(screen, PSYS_LAYER_UNDERDEATHANIM);


  //Draw dying bricks, animation?
  t=pf->removeList;

  while( (t = t->next) )
  {
    b=(brickType*)t->data;
    //Draw base brick if time enough left
    if(b->tl > (pf->levelInfo->brick_die_ticks/2))
    {
      if(graphics.tileAni[b->type-1])
      {
        drawAni(screen, graphics.tileAni[b->type-1], b->pxx-5, b->pxy-5);
      } else {
        drawSprite(screen, graphics.tiles[b->type-1], b->pxx, b->pxy);
      }
    }


    int explFrame = 16*(pf->levelInfo->brick_die_ticks-b->tl)/pf->levelInfo->brick_die_ticks;

    drawAniFrame(screen, graphics.brickExpl[b->type-1], b->pxx-5, b->pxy-5,explFrame);

    //Spawn particles for brick death
    if(explFrame==8 && pf->levelInfo->brickDieParticles)
    {
      ps.layer=pf->levelInfo->brickDieParticles;
      ps.x=b->pxx;
      ps.y=b->pxy;
      ps.vel=50;
      ps.life=750;
      ps.lifeVar=1000;
      ps.gravity=0;
      ps.bounce=0;
      ps.srcImg=graphics.tiles[b->type-1]->img;
      ps.srcRect=graphics.tiles[b->type-1]->clip;
      spawnParticleSystem(&ps);
    }

  }

  //Teleport overlay
  t = pf->levelInfo->teleList;
  telePort_t* tp;
  while( (t=t->next) )
  {
    tp = (telePort_t*)t->data;

    if(graphics.tileAni[TELESRC-1])
    {
      drawAni(screen, graphics.tileAni[TELESRC-1], boardOffsetX+20*tp->sx-5, boardOffsetY+20*tp->sy-5);
    } else {
      drawSprite(screen, graphics.tiles[TELESRC-1], boardOffsetX+20*tp->sx, boardOffsetY+20*tp->sy);
    }


    //if cursor is on it, draw the path too
    if(cur->x == tp->sx && cur->y == tp->sy)
    {
      drawTelePath( screen, tp, 1 );
    }
  }

  //Particles
  runParticles(screen);

  //Cursor
  updateCursor(cur);
  if(!cur->lock)
    drawSprite(screen, graphics.curSpr[0], cur->px, cur->py);
  else
    drawSprite(screen, graphics.curSpr[1], cur->px, cur->py);


  if(graphics.curSpr[0] && cur->moving )
  {
    ps.layer=PSYS_LAYER_TOP;
    ps.x=cur->px;
    ps.y=cur->py;
    ps.vel=50;
    ps.life=100;
    ps.lifeVar=100;
    ps.gravity=0;
    ps.srcImg=graphics.curSpr[0]->img;
    ps.srcRect=graphics.curSpr[0]->clip;

    spawnParticleSystem(&ps);
  }

}