void BemGame::ProcessRightWindow() { GlFixed scale = engine->Tree()->Root()->XScale( 4 ); const GlFixed step = 0.03; KrColorTransform color; if ( rightDormant ) { --rightDormant; if ( rightDormant == 0 ) rightTarget = 0.3 + random.DRand( 1.2 ); } else { if ( scale < rightTarget ) { color.TintRed( 100 ); scale += step; if ( scale > rightTarget ) scale = rightTarget; } if ( scale > rightTarget ) { color.TintBlue( 100 ); scale -= step; if ( scale < rightTarget ) scale = rightTarget; } if ( scale == rightTarget ) rightDormant = 15; } KrMatrix2 matrix; matrix.Set( ( scale * -actor[0].sprite->X()).ToIntRound() + engine->ScreenBounds( 4 ).Width() / 2, ( scale * (-actor[0].sprite->Y() + 100) ).ToIntRound() + engine->ScreenBounds( 4 ).Height() / 2, scale, scale ); engine->Tree()->Root()->SetTransform( matrix, 4 ); engine->Tree()->Root()->SetColor( color, 4 ); }
void BemGame::DrawFrame() { AddText( engine ); int i; // The whole demo works because it takes exactly 12 ticks for a // Drone or Brain to walk one tile. So every 12 subticks // we calculate a new direction for the actor. subtick++; tick++; teleFrame++; if ( subtick == SUBTICK ) { subtick = 0; for ( i=0; i<numActors; i++ ) { ProcessMap( &actor[i] ); } } // calculate the tinting, from map 4.5,4.5 float rad = float( tick ) / 45.0; float fred = fabs( sin( rad*1.5 ) ) * 0.5; float fgreen = fabs( sin( rad*2.5 ) ) * 0.5; float fblue = fabs( sin( rad*3.5 ) ) * 0.5; float falpha = fabs( sin( rad ) ) * 0.3; KrColorTransform gizmoColor; gizmoColor.TintRed( U8( fred * 255.0 )); gizmoColor.TintGreen( U8( fgreen * 255.0 )); gizmoColor.TintBlue( U8( fblue * 255.0 )); gizmoColor.TintAlpha( U8( falpha * 255.0 )); gizmo->SetColor( gizmoColor ); // update all the actors. for( i=0; i<numActors; i++ ) { KrColorTransform actorColor; float d = DistanceFromCenter( &actor[i] ); if ( d < 3.0 ) { float fraction = 1.0 - d / 3.0; actorColor.TintRed( U8( fred * 255.0 * fraction )); actorColor.TintGreen( U8( fgreen * 255.0 * fraction )); actorColor.TintBlue( U8( fblue * 255.0 * fraction )); actorColor.TintAlpha( U8( falpha * 255.0 * fraction )); } actor[i].sprite->SetColor( actorColor ); actor[i].sprite->DoStep(); // In order to sort with the particles, sort with // the world Y. GlFixed wx, wy, wz, tx, ty; isoMath->ScreenToFlatTile( actor[i].sprite->X(), actor[i].sprite->Y(), 0, &tx, &ty ); isoMath->TileToWorld( tx, ty, 0, &wx, &wy, &wz ); actor[i].sprite->SetZDepth( -wy.v ); } // The teleport in and out special effect. Done "by hand" // counting frames with a switch. Looks cool and tests // the visibility stuff. if ( teleFrame > 9 && numActors > 0 ) { KrColorTransform cform; switch ( teleFrame ) { case 10: teleSprite = actor[ random.Rand( numActors ) ].sprite; cform.Brighten( 128 ); break; case 11: cform.Brighten( 200 ); cform.SetAlpha( 220 ); break; case 12: case 13: cform.Brighten( 255 ); cform.SetAlpha( 200 ); break; case 14: { GlFixed x, y; isoMath->ScreenToFlatTile( teleSprite->X(), teleSprite->Y(), 0, &x, &y ); AddParticles( x, y ); teleSprite->SetVisible( false ); } break; case 35: case 36: case 37: case 38: case 39: case 40: teleSprite->SetVisible( true ); cform.TintBlue( 240 - 30 * ( teleFrame - 35 ) ); cform.SetAlpha( 100 + 20 * ( teleFrame - 35 ) ); break; case 41: teleFrame = 0; break; default: break; } teleSprite->SetColor( cform ); } MoveParticles(); // Since the map coordinates only change if the subtick rolled // over, we only change the mini map every 12 frames. if ( subtick == 0 ) DrawMiniMap(); if ( UseWindows() ) ProcessRightWindow(); engine->Draw(); }