コード例 #1
0
void TileOverlay::Draw(Region viewport, std::vector< TileOverlay*> &overlays)
{
	Video* vid = core->GetVideoDriver();
	Region vp = vid->GetViewport();

	// if the video's viewport is partially outside of the map, bump it back
	BumpViewport(viewport, vp);
	// determine which tiles are visible
	int sx = vp.x / 64;
	int sy = vp.y / 64;
	int dx = ( vp.x + vp.w + 63 ) / 64;
	int dy = ( vp.y + vp.h + 63 ) / 64;

	for (int y = sy; y < dy && y < h; y++) {
		for (int x = sx; x < dx && x < w; x++) {
			Tile* tile = tiles[( y* w ) + x];

			//draw door tiles if there are any
			Animation* anim = tile->anim[tile->tileIndex];
			if (!anim && tile->tileIndex) {
				anim = tile->anim[0];
			}
			vid->BlitTile( anim->NextFrame(), 0, viewport.x + ( x * 64 ),
				viewport.y + ( y * 64 ), &viewport, false );
			if (!tile->om || tile->tileIndex) {
				continue;
			}

			//draw overlay tiles, they should be half transparent
			int mask = 2;
			for (size_t z = 1;z<overlays.size();z++) {
				TileOverlay * ov = overlays[z];
				if (ov && ov->count > 0) {
					Tile *ovtile = ov->tiles[0]; //allow only 1x1 tiles now
					if (tile->om & mask) {
						if (RedrawTile) {
							vid->BlitTile( ovtile->anim[0]->NextFrame(),
						                   tile->anim[0]->NextFrame(),
							               viewport.x + ( x * 64 ),
							               viewport.y + ( y * 64 ),
							               &viewport, false );
						} else {
							Sprite2D* mask = 0;
							if (tile->anim[1])
								mask = tile->anim[1]->NextFrame();
							vid->BlitTile( ovtile->anim[0]->NextFrame(),
						                   mask,
							               viewport.x + ( x * 64 ),
							               viewport.y + ( y * 64 ),
							               &viewport, true );
						}
					}
				}
				mask<<=1;
			}
		}
	}
}
コード例 #2
0
ファイル: Sprite.cpp プロジェクト: KreXor/cpp-gameEngine
void Sprite::NextFrame()
{
	Animation* temp;
	temp = pAnimations->GetAnimation( current_behaviour );
	temp->NextFrame();
}