void Draw::World(GLvoid) { dotsRemaining = 0; if(levelCom) LoadWorld(); glPushMatrix(); glTranslatef(-50.0f,0.0f,-50.0f); for(unsigned int i = 0; i < worldLayout.size(); i++) { switch(worldLayout[i]) { case 'T': Top(i); break; case 'B': Bottom(i); break; case 'L': Left(i); break; case 'R': Right(i); break; case 'U': case 'D': Corner(i); break; case 'Z': Dots(i); break; case 'X': SpawnLoc.xp = lctn[i].x; SpawnLoc.zp = lctn[i].t; SpawnLoc.yp = 1.1f; break; case 'G': //GZone(i); break; case 'Y': //Teleport(i); break; case 'W': //TPWalls(i); break; case 'S': Start(i); break; } } if(levelStr) Ghosts(); glPopMatrix(); }
int Draw::GetNativeY(int y) const { Size sz = GetNativeDpi(); return Dots() && sz.cx != 600 ? iscale(y, sz.cy, 600) : y; }
Size Draw::GetPixelsPerInch() const { return IsNative() ? GetNativeDpi() : Dots() ? Size(600, 600) : Size(96, 96); }
int Draw::GetNativeX(int x) const { Size sz = GetNativeDpi(); return Dots() && sz.cx != 600 ? iscale(x, sz.cx, 600) : x; }
Size Draw::GetNativeDpi() const { return Dots() ? Size(600, 600) : Size(96, 96); }