Esempio n. 1
0
/*
================================================================================

Game::Draw

    Gets called once per frame to draw the current snapshot of the game.

================================================================================
*/
void Game::Draw()
{
    // clear the screen
    SDL_SetRenderDrawColor(mRenderer, 0, 0, 0, 255);
    SDL_RenderClear(mRenderer);
	
	if (mBackground)
	{
		Render(mBackground->GetRenderable(), &mBackground->GetRect(), SDL_FLIP_NONE);
	}
	if (mForeground)
	{
		//Render(mForeground->GetRenderable(), &mForeground->GetRect(), SDL_FLIP_NONE);
	}
	if (mFlagPole)
	{
		Render(mFlagPole->GetRenderable(), &mFlagPole->GetRect(), SDL_FLIP_NONE);
	}

    //
    // draw the grid
    //
    if (mGrid)
	{
        int tileWidth = mGrid->TileWidth();
        int tileHeight = mGrid->TileHeight();
        GG::Rect tileRect(0, 0, tileWidth, tileHeight);
        for (int y = 0; y < mGrid->NumRows(); y++)
		{
            for (int x = 0; x < mGrid->NumCols(); x++)
			{
                const GG::Renderable* renderable = mGrid->GetTile(y, x)->GetRenderable();
                if (renderable)
				{
                    Render(renderable, &tileRect, SDL_FLIP_NONE);
                }
                tileRect.x += tileWidth;
            }
            tileRect.y += tileHeight;
            tileRect.x = 0;
        }
    }

	// Draw the collision rectangles
	if (rectVisible)
	{
		SDL_SetRenderDrawColor(mRenderer, 255, 0, 0, 255);
		SDL_RenderFillRect(mRenderer, &mRobot->GetBottomTileRect());
		SDL_SetRenderDrawColor(mRenderer, 150, 0, 0, 255);
		SDL_RenderFillRect(mRenderer, &mRobot->GetTopTileRect());
		SDL_SetRenderDrawColor(mRenderer, 255, 255, 0, 255);
		SDL_RenderFillRect(mRenderer, &mRobot->GetCollisonRect());
		for (auto coinIt = mCoins.begin(); coinIt != mCoins.end(); ++coinIt)
		{
			Coin* coin = *coinIt;
			SDL_RenderFillRect(mRenderer, &coin->GetRect());
		}
		for (auto crawlerIt = mCrawlers.begin(); crawlerIt != mCrawlers.end(); ++crawlerIt)
		{
			Crawler* crawler = *crawlerIt;
			SDL_RenderFillRect(mRenderer, &crawler->GetCollisionRect());
		}
		for (auto meteorIt = mMeteors.begin(); meteorIt != mMeteors.end(); ++meteorIt)
		{
			Meteor* meteor = *meteorIt;
			SDL_RenderFillRect(mRenderer, &meteor->GetRect());
		}
		SDL_SetRenderDrawColor(mRenderer, 0, 0, 255, 255);
		for (auto crawlerIt = mCrawlers.begin(); crawlerIt != mCrawlers.end(); ++crawlerIt)
		{
			Crawler* crawler = *crawlerIt;
			SDL_RenderFillRect(mRenderer, &crawler->GetTileRect());
		}
	}

	//
    // draw the robot
    //
	if (mRobot)
	{
		Render(mRobot->GetRenderable(), &mRobot->GetRect(), mRobot->GetDirection()?SDL_FLIP_HORIZONTAL:SDL_FLIP_NONE);
	}

	//
    // draw the coins
    //
	std::list<Coin*>::iterator coinIt = mCoins.begin();
    for ( ; coinIt != mCoins.end(); ++coinIt)
	{
        Coin* coin = *coinIt;
        Render(coin->GetRenderable(), &coin->GetRect(), SDL_FLIP_NONE);
    }

	//
    // draw the mushrooms
    //
	std::list<Layer*>::iterator mushIter = mMushrooms.begin();
    for ( ; mushIter != mMushrooms.end(); ++mushIter)
	{
        Layer* mushroom = *mushIter;
        Render(mushroom->GetRenderable(), &mushroom->GetRect(), SDL_FLIP_NONE);
    }

	//
    // draw the crawlers
    //
    for (auto crawlerIt = mCrawlers.begin(); crawlerIt != mCrawlers.end(); ++crawlerIt)
	{
        Crawler* crawler = *crawlerIt;
		if (crawler->GetDirection() == 1)
		{
			Render(crawler->GetRenderable(), &crawler->GetRect(), SDL_FLIP_HORIZONTAL);
		}
		else
		{
			Render(crawler->GetRenderable(), &crawler->GetRect(), SDL_FLIP_NONE);
		}
    }

    //
    // draw the explosions
    //
    std::list<Explosion*>::iterator it = mExplosions.begin();
    for ( ; it != mExplosions.end(); ++it)
	{
        Explosion* boom = *it;
        Render(boom->GetRenderable(), &boom->GetRect(), SDL_FLIP_NONE);
    }

	//
    // draw the meteors
    //
    std::list<Meteor*>::iterator metIt = mMeteors.begin();
    for ( ; metIt != mMeteors.end(); ++metIt)
	{
        Meteor* meteor = *metIt;
        Render(meteor->GetRenderable(), &meteor->GetRect(), SDL_FLIP_NONE);
    }

	// Draw the points label
	if (mPointsLabel)
	{
		Render(mPointsLabel->GetRenderable(), &mPointsLabel->GetRect(), SDL_FLIP_NONE);
	}

	// Draw the lives label
	if (mLivesLabel)
	{
		Render(mLivesLabel->GetRenderable(), &mLivesLabel->GetRect(), SDL_FLIP_NONE);
	}

    // display everything we just drew
    SDL_RenderPresent(mRenderer);
}