예제 #1
0
void
TextObject::draw(DrawingContext& context)
{
  context.push_transform();
  context.set_translation(Vector(0, 0));
  if(fading > 0) {
    context.set_alpha((fadetime-fading) / fadetime);
  } else if(fading < 0) {
    context.set_alpha(-fading / fadetime);
  } else if(!visible) {
    context.pop_transform();
    return;
  }

  float width  = 500;
  float height = 70;
  Vector spos = pos + get_anchor_pos(Rectf(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT),
                                     width, height, anchor);

  context.draw_filled_rect(spos, Vector(width, height),
                           Color(0.6f, 0.7f, 0.8f, 0.5f), LAYER_GUI-50);
  if (centered) {
    context.draw_center_text(font, text, spos, LAYER_GUI-40, TextObject::default_color);
  } else {
    context.draw_text(font, text, spos + Vector(10, 10), ALIGN_LEFT, LAYER_GUI-40, TextObject::default_color);
  }

  context.pop_transform();
}
예제 #2
0
void
Background::draw(DrawingContext& context)
{
  if(image.get() == NULL)
    return;
    
  int w = (int) image->get_width();
  int h = (int) image->get_height();
  int sx = int(pos.x-context.get_translation().x * speed) % w - w;
  int sy = int(pos.y-context.get_translation().y * speed_y) % h - h;
  int center_image_py = int(pos.y-context.get_translation().y * speed_y);
  int bottom_image_py = int(pos.y-context.get_translation().y * speed_y) + h;
  context.push_transform();
  context.set_translation(Vector(0, 0));
  for(int x = sx; x < SCREEN_WIDTH; x += w) {
    for(int y = sy; y < SCREEN_HEIGHT; y += h) {
      if (image_top.get() != NULL && (y < center_image_py)) {
        context.draw_surface(image_top.get(), Vector(x, y), layer);
        continue;
      } 
      if (image_bottom.get() != NULL && (y >= bottom_image_py)) {
        context.draw_surface(image_bottom.get(), Vector(x, y), layer);
        continue;
      }
      context.draw_surface(image.get(), Vector(x, y), layer);
    }
  }
  context.pop_transform();
}
예제 #3
0
void
LevelTime::draw(DrawingContext& context)
{
  context.push_transform();
  context.set_translation(Vector(0, 0));

  if ((time_left > TIME_WARNING) || (int(game_time * 2.5) % 2)) {
    std::stringstream ss;
    ss << int(time_left);
    std::string time_text = ss.str();

    if (time_surface)
    {
      float all_width = static_cast<float>(time_surface->get_width()) + Resources::normal_font->get_text_width(time_text);
      context.color().draw_surface(time_surface,
                                   Vector((static_cast<float>(context.get_width()) - all_width) / 2.0f,
                                          BORDER_Y + 1),
                                   LAYER_FOREGROUND1);
      context.color().draw_text(Resources::normal_font, time_text,
                                Vector((static_cast<float>(context.get_width()) - all_width) / 2.0f + static_cast<float>(time_surface->get_width()),
                                       BORDER_Y),
                                ALIGN_LEFT, LAYER_FOREGROUND1, LevelTime::text_color);
    }
  }

  context.pop_transform();
}
예제 #4
0
void
Sector::draw(DrawingContext& context)
{
  context.set_ambient_color( ambient_light );
  context.push_transform();
  context.set_translation(camera->get_translation());

  for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
    GameObjectPtr& object = *i;
    if(!object->is_valid())
      continue;

    if (draw_solids_only)
    {
      TileMap* tm = dynamic_cast<TileMap*>(object.get());
      if (tm && !tm->is_solid())
        continue;
    }

    object->draw(context);
  }

  if(show_collrects) {
    Color color(1.0f, 0.0f, 0.0f, 0.75f);
    for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
      MovingObject* object = *i;
      const Rectf& rect = object->get_bbox();

      context.draw_filled_rect(rect, color, LAYER_FOREGROUND1 + 10);
    }
  }

  context.pop_transform();
}
예제 #5
0
void ParticleSystem::draw(DrawingContext& context)
{
  float scrollx = context.get_translation().x;
  float scrolly = context.get_translation().y;

  context.push_transform();
  context.set_translation(Vector(max_particle_size,max_particle_size));

  std::vector<Particle*>::iterator i;
  for(i = particles.begin(); i != particles.end(); ++i) {
    Particle* particle = *i;

    // remap x,y coordinates onto screencoordinates
    Vector pos;

    pos.x = fmodf(particle->pos.x - scrollx, virtual_width);
    if(pos.x < 0) pos.x += virtual_width;

    pos.y = fmodf(particle->pos.y - scrolly, virtual_height);
    if(pos.y < 0) pos.y += virtual_height;

    //if(pos.x > virtual_width) pos.x -= virtual_width;
    //if(pos.y > virtual_height) pos.y -= virtual_height;

    context.draw_surface(particle->texture, pos, particle->angle, Color(1.0f, 1.0f, 1.0f), Blend(), z_pos);
  }

  context.pop_transform();
}
예제 #6
0
void ParticleSystem::draw(DrawingContext& context)
{
  if(!enabled)
    return;

  float scrollx = context.get_translation().x;
  float scrolly = context.get_translation().y;

  context.push_transform();
  context.set_translation(Vector(max_particle_size,max_particle_size));

  for(const auto& particle : particles) {
    // remap x,y coordinates onto screencoordinates
    Vector pos;

    pos.x = fmodf(particle->pos.x - scrollx, virtual_width);
    if(pos.x < 0) pos.x += virtual_width;

    pos.y = fmodf(particle->pos.y - scrolly, virtual_height);
    if(pos.y < 0) pos.y += virtual_height;

    //if(pos.x > virtual_width) pos.x -= virtual_width;
    //if(pos.y > virtual_height) pos.y -= virtual_height;

    context.color().draw_surface(particle->texture, pos, particle->angle, Color(1.0f, 1.0f, 1.0f), Blend(), z_pos);
  }

  context.pop_transform();
}
예제 #7
0
void
Gradient::draw(DrawingContext& context)
{
  context.push_transform();
  context.set_translation(Vector(0, 0));
  context.draw_gradient(gradient_top, gradient_bottom, layer, gradient_direction);
  context.pop_transform();
}
예제 #8
0
void
TileMap::draw(DrawingContext& context)
{
  // skip draw if current opacity is 0.0
  if (current_alpha == 0.0) return;

  context.push_transform();
  if(draw_target != DrawingContext::NORMAL) {
    context.push_target();
    context.set_target(draw_target);
  }

  if(drawing_effect != 0) context.set_drawing_effect(drawing_effect);

  if (editor_active) {
    if(current_alpha != 1.0) {
      context.set_alpha(current_alpha);
    }
  } else {
    context.set_alpha(current_alpha/2);
  }

  /* Force the translation to be an integer so that the tiles appear sharper.
   * For consistency (i.e., to avoid 1-pixel gaps), this needs to be done even
   * for solid tilemaps that are guaranteed to have speed 1.
   * FIXME Force integer translation for all graphics, not just tilemaps. */
  float trans_x = roundf(context.get_translation().x);
  float trans_y = roundf(context.get_translation().y);
  context.set_translation(Vector(int(trans_x * speed_x),
                                 int(trans_y * speed_y)));

  Rectf draw_rect = Rectf(context.get_translation(),
        context.get_translation() + Vector(SCREEN_WIDTH, SCREEN_HEIGHT));
  Rect t_draw_rect = get_tiles_overlapping(draw_rect);
  Vector start = get_tile_position(t_draw_rect.left, t_draw_rect.top);

  Vector pos;
  int tx, ty;

  for(pos.x = start.x, tx = t_draw_rect.left; tx < t_draw_rect.right; pos.x += 32, ++tx) {
    for(pos.y = start.y, ty = t_draw_rect.top; ty < t_draw_rect.bottom; pos.y += 32, ++ty) {
      int index = ty*width + tx;
      assert (index >= 0);
      assert (index < (width * height));

      if (tiles[index] == 0) continue;
      const Tile* tile = tileset->get(tiles[index]);
      assert(tile != 0);
      tile->draw(context, pos, z_pos);
    } /* for (pos y) */
  } /* for (pos x) */

  if(draw_target != DrawingContext::NORMAL) {
    context.pop_target();
  }
  context.pop_transform();
}
void
SpecialRiser::draw(DrawingContext& context)
{
  context.push_transform();
  context.set_translation(
      context.get_translation() + Vector(0, -32 + offset));
  child->draw(context);
  context.pop_transform();
}
예제 #10
0
void
Climbable::draw(DrawingContext& context)
{
  if (climbed_by && !message.empty()) {
    context.push_transform();
    context.set_translation(Vector(0, 0));
    Vector pos = Vector(0, SCREEN_HEIGHT/2 - Resources::normal_font->get_height()/2);
    context.draw_center_text(Resources::normal_font, _(message), pos, LAYER_HUD, Climbable::text_color);
    context.pop_transform();
  }
}
예제 #11
0
void
Thunderstorm::draw(DrawingContext& context)
{
  if (!flash_display_timer.started()) return;

  float alpha = 0.33f;
  context.push_transform();
  context.set_translation(Vector(0, 0));
  context.draw_filled_rect(Vector(0, 0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT), Color(1, 1, 1, alpha), layer);
  context.pop_transform();

}
예제 #12
0
void
SecretAreaTrigger::draw(DrawingContext& context)
{
  if (message_timer.started()) {
    context.push_transform();
    context.set_translation(Vector(0, 0));
    Vector pos = Vector(0, SCREEN_HEIGHT/2 - Resources::normal_font->get_height()/2);
    context.draw_center_text(Resources::normal_font, message, pos, LAYER_HUD, SecretAreaTrigger::text_color);
    context.pop_transform();
  }
  if (message_timer.check()) {
    remove_me();
  }
}
예제 #13
0
void
Thunderstorm::draw(DrawingContext& context)
{
  if (!flash_display_timer.started()) return;

  float alpha = 0.33f;
  context.push_transform();
  context.set_translation(Vector(0, 0));
  context.color().draw_filled_rect(Vector(0, 0),
                                   Vector(static_cast<float>(context.get_width()),
                                          static_cast<float>(context.get_height())),
                                   Color(1, 1, 1, alpha), layer);
  context.pop_transform();

}
예제 #14
0
void
Climbable::draw(DrawingContext& context)
{
  if (climbed_by && !message.empty()) {
    context.push_transform();
    context.set_translation(Vector(0, 0));
    Vector pos = Vector(0, static_cast<float>(SCREEN_HEIGHT) / 2.0f - Resources::normal_font->get_height() / 2.0f);
    context.color().draw_center_text(Resources::normal_font, _(message), pos, LAYER_HUD, Climbable::text_color);
    context.pop_transform();
  }
  if (Editor::is_active()) {
    context.color().draw_filled_rect(bbox, Color(1.0f, 1.0f, 0.0f, 0.6f),
                             0.0f, LAYER_OBJECTS);
  }
}
예제 #15
0
파일: yeti.cpp 프로젝트: christ2go/supertux
void
Yeti::draw_hit_points(DrawingContext& context)
{
  if (hud_head)
  {
    context.push_transform();
    context.set_translation(Vector(0, 0));

    for (int i = 0; i < hit_points; ++i)
    {
      context.draw_surface(hud_head, Vector(BORDER_X + (i * hud_head->get_width()), BORDER_Y + 1), LAYER_FOREGROUND1);
    }

    context.pop_transform();
  }
}
void
PlayerStatus::draw(DrawingContext& context)
{
  context.push_transform();
  context.set_translation(Vector(0, 0));

  char str[60];
 
  int displayCoins = std::max(player_status->coins, 0);
  sprintf(str, "%d", displayCoins);
  const char* coinstext = _("COINS");
  context.draw_text(white_text, coinstext, Vector(SCREEN_WIDTH - white_text->get_text_width(coinstext) - gold_text->get_text_width(" 99999") - BORDER_X, BORDER_Y), LEFT_ALLIGN, LAYER_FOREGROUND1);
  context.draw_text(gold_text, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y), RIGHT_ALLIGN, LAYER_FOREGROUND1);

  context.pop_transform();
}
예제 #17
0
void
Gradient::draw(DrawingContext& context)
{
  if(gradient_direction != HORIZONTAL && gradient_direction != VERTICAL)
  {
      auto current_sector = Sector::current();
      auto camera_translation = current_sector->camera->get_translation();
      auto sector_width = current_sector->get_width();
      auto sector_height = current_sector->get_height();
      gradient_region = Rectf(-camera_translation.x, -camera_translation.y, sector_width, sector_height);
  }

  context.push_transform();
  context.set_translation(Vector(0, 0));
  context.draw_gradient(gradient_top, gradient_bottom, layer, gradient_direction, gradient_region);
  context.pop_transform();
}
예제 #18
0
void
PlayerStatus::draw(DrawingContext& context)
{
  int player_id = 0;

  if ((displayed_coins == DISPLAYED_COINS_UNSET) ||
      (std::abs(displayed_coins - coins) > 100)) {
    displayed_coins = coins;
    displayed_coins_frame = 0;
  }
  if (++displayed_coins_frame > 2) {
    displayed_coins_frame = 0;
    if (displayed_coins < coins) displayed_coins++;
    if (displayed_coins > coins) displayed_coins--;
  }
  displayed_coins = std::min(std::max(displayed_coins, 0), MAX_COINS);

  std::stringstream ss;
  ss << displayed_coins;
  std::string coins_text = ss.str();

  context.push_transform();
  context.set_translation(Vector(0, 0));

  if (coin_surface)
  {
    context.color().draw_surface(coin_surface,
                                 Vector(static_cast<float>(context.get_width()) - BORDER_X - static_cast<float>(coin_surface->get_width()) - Resources::fixed_font->get_text_width(coins_text),
                                        BORDER_Y + 1.0f + (Resources::fixed_font->get_text_height(coins_text) + 5) * static_cast<float>(player_id)),
                                   LAYER_HUD);
  }
  context.color().draw_text(Resources::fixed_font,
                            coins_text,
                            Vector(static_cast<float>(context.get_width()) - BORDER_X - Resources::fixed_font->get_text_width(coins_text),
                                   BORDER_Y + (Resources::fixed_font->get_text_height(coins_text) + 5.0f) * static_cast<float>(player_id)),
                            ALIGN_LEFT,
                            LAYER_HUD,
                            PlayerStatus::text_color);

  context.pop_transform();
}
예제 #19
0
void
FloatingImage::draw(DrawingContext& context)
{
  context.push_transform();
  context.set_translation(Vector(0, 0));

  if(fading > 0) {
    context.set_alpha((fadetime-fading) / fadetime);
  } else if(fading < 0) {
    context.set_alpha(-fading / fadetime);
  } else if(!visible) {
    context.pop_transform();
    return;
  }

  Vector spos = pos + get_anchor_pos(Rectf(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT),
                                     sprite->get_width(), sprite->get_height(), anchor);

  sprite->draw(context, spos, layer);

  context.pop_transform();
}
예제 #20
0
void
DisplayEffect::draw(DrawingContext& context)
{
  context.push_transform();
  context.set_translation(Vector(0, 0));

  if(black || screen_fade != NO_FADE) {
    float alpha;
    if(black) {
      alpha = 1.0f;
    } else {
      switch(screen_fade) {
        case FADE_IN:
          alpha = screen_fading / screen_fadetime;
          break;
        case FADE_OUT:
          alpha = (screen_fadetime - screen_fading) / screen_fadetime;
          break;
        default:
          alpha = 0;
          assert(false);
      }
    }
    context.draw_filled_rect(Vector(0, 0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
                             Color(0, 0, 0, alpha), LAYER_GUI-10);
  }

  if (borders) {
    context.draw_filled_rect(Vector(0, 0), Vector(SCREEN_WIDTH, border_size),
                             Color(0, 0, 0, 1.0f), LAYER_GUI-10);
    context.draw_filled_rect(Vector(0, SCREEN_HEIGHT - border_size), Vector(SCREEN_WIDTH, border_size),
                             Color(0, 0, 0, 1.0f), LAYER_GUI-10);
  }

  context.pop_transform();
}
예제 #21
0
void
TileMap::draw(DrawingContext& context)
{
  // skip draw if current opacity is 0.0
  if (current_alpha == 0.0) return;

  context.push_transform();
  if(draw_target != DrawingContext::NORMAL) {
    context.push_target();
    context.set_target(draw_target);
  }

  if(drawing_effect != 0) context.set_drawing_effect(drawing_effect);
  if(current_alpha != 1.0) context.set_alpha(current_alpha);

  /* Force the translation to be an integer so that the tiles appear sharper.
   * For consistency (i.e., to avoid 1-pixel gaps), this needs to be done even
   * for solid tilemaps that are guaranteed to have speed 1.
   * FIXME Force integer translation for all graphics, not just tilemaps. */
  float trans_x = roundf(context.get_translation().x);
  float trans_y = roundf(context.get_translation().y);
  context.set_translation(Vector(int(trans_x * speed_x),
                                 int(trans_y * speed_y)));

  Rectf draw_rect = Rectf(context.get_translation(),
        context.get_translation() + Vector(SCREEN_WIDTH, SCREEN_HEIGHT));
  Rect t_draw_rect = get_tiles_overlapping(draw_rect);

  // Make sure the tilemap is within draw view
  if (t_draw_rect.is_valid()) {
    Vector start = get_tile_position(t_draw_rect.left, t_draw_rect.top);

    Vector pos;
    int tx, ty;

    for(pos.x = start.x, tx = t_draw_rect.left; tx < t_draw_rect.right; pos.x += 32, ++tx) {
      for(pos.y = start.y, ty = t_draw_rect.top; ty < t_draw_rect.bottom; pos.y += 32, ++ty) {
        int index = ty*width + tx;
        assert (index >= 0);
        assert (index < (width * height));

        if (tiles[index] == 0) continue;
        const Tile* tile = tileset->get(tiles[index]);
        assert(tile != 0);

        tile->draw(context, pos, z_pos, current_tint);
      } /* for (pos y) */
    } /* for (pos x) */

    /* Make sure that tiles with images larger than 32x32 that overlap
     * the draw rect will be drawn, even if their tile position does
     * not fall within the draw rect. */
    static const int EXTENDING_TILES = 32;
    int ex_left = std::max(0, t_draw_rect.left-EXTENDING_TILES);
    int ex_top = std::max(0, t_draw_rect.top-EXTENDING_TILES);
    Vector ex_start = get_tile_position(ex_left, ex_top);

    for (pos.x = start.x, tx = t_draw_rect.left; tx < t_draw_rect.right; pos.x += 32, ++tx) {
      for (pos.y = ex_start.y, ty = ex_top; ty < t_draw_rect.top; pos.y += 32, ++ty) {
        int index = ty*width + tx;
        assert (index >= 0);
        assert (index < (width * height));

        if (tiles[index] == 0) continue;
        const Tile* tile = tileset->get(tiles[index]);
        assert(tile != 0);

        SurfacePtr image = tile->get_current_image();
        if (image) {
          int h = image->get_height();
          if (h <= 32) continue;

          if (pos.y + h > start.y)
            tile->draw(context, pos, z_pos, current_tint);
        }
      }
    }

    for (pos.x = ex_start.x, tx = ex_left; tx < t_draw_rect.right; pos.x += 32, ++tx) {
      for(pos.y = ex_start.y, ty = ex_top; ty < t_draw_rect.bottom; pos.y += 32, ++ty) {
        int index = ty*width + tx;
        assert (index >= 0);
        assert (index < (width * height));

        if (tiles[index] == 0) continue;
        const Tile* tile = tileset->get(tiles[index]);
        assert(tile != 0);

        SurfacePtr image = tile->get_current_image();
        if (image) {
          int w = image->get_width();
          int h = image->get_height();
          if (w <= 32 && h <= 32) continue;

          if (pos.x + w > start.x && pos.y + h > start.y)
            tile->draw(context, pos, z_pos, current_tint);
        }
      }
    }
  }

  if(draw_target != DrawingContext::NORMAL) {
    context.pop_target();
  }
  context.pop_transform();
}
예제 #22
0
void
TileMap::draw(DrawingContext& context)
{
  // skip draw if current opacity is 0.0
  if (m_current_alpha == 0.0f) return;

  context.push_transform();

  if (m_flip != NO_FLIP) context.set_flip(m_flip);

  if (m_editor_active) {
    if (m_current_alpha != 1.0f) {
      context.set_alpha(m_current_alpha);
    }
  } else {
    context.set_alpha(m_current_alpha/2);
  }

  const float trans_x = context.get_translation().x;
  const float trans_y = context.get_translation().y;
  const bool normal_speed = m_editor_active && Editor::is_active();
  context.set_translation(Vector(trans_x * (normal_speed ? 1.0f : m_speed_x),
                                 trans_y * (normal_speed ? 1.0f : m_speed_y)));

  Rectf draw_rect = context.get_cliprect();
  Rect t_draw_rect = get_tiles_overlapping(draw_rect);
  Vector start = get_tile_position(t_draw_rect.left, t_draw_rect.top);

  Vector pos;
  int tx, ty;

  std::unordered_map<SurfacePtr,
                     std::tuple<std::vector<Rectf>,
                                std::vector<Rectf>>> batches;

  for (pos.x = start.x, tx = t_draw_rect.left; tx < t_draw_rect.right; pos.x += 32, ++tx) {
    for (pos.y = start.y, ty = t_draw_rect.top; ty < t_draw_rect.bottom; pos.y += 32, ++ty) {
      int index = ty*m_width + tx;
      assert (index >= 0);
      assert (index < (m_width * m_height));

      if (m_tiles[index] == 0) continue;
      const Tile& tile = m_tileset->get(m_tiles[index]);

      if (g_debug.show_collision_rects) {
        tile.draw_debug(context.color(), pos, LAYER_FOREGROUND1);
      }

      const SurfacePtr& surface = Editor::is_active() ? tile.get_current_editor_surface() : tile.get_current_surface();
      if (surface) {
        std::get<0>(batches[surface]).emplace_back(surface->get_region());
        std::get<1>(batches[surface]).emplace_back(pos,
                                                   Sizef(static_cast<float>(surface->get_width()),
                                                         static_cast<float>(surface->get_height())));
      }
    }
  }

  Canvas& canvas = context.get_canvas(m_draw_target);

  for (auto& it : batches)
  {
    const SurfacePtr& surface = it.first;
    if (surface) {
      canvas.draw_surface_batch(surface,
                                std::move(std::get<0>(it.second)),
                                std::move(std::get<1>(it.second)),
                                m_current_tint, m_z_pos);
    }
  }

  context.pop_transform();
}