예제 #1
0
void Objects::RenderBackground(SDL_Renderer* Renderer, SDL_Rect* camera, bool doorStatus, bool diverStatus, bool sawStatus, bool swordStatus)
{
	if(diverStatus)
	{
		frameCounter += frameSpeed;
		if(frameCounter > frameSwitch)
		{
			if(!killedDiver)
			{
				frameHose ++;
				frameDiver ++;
				frameCounterHose = 0;
				frameCounterDiver = 0;
				if(frameHose == endFrameHose)
				{
					killedDiver = true;
				}
			}
		}
	}
	ItemSheetTexture.Render(Renderer, this->diverHose.x - camera->x, this->diverHose.y - camera->y, &ObjectClips[frameHose]);
	ItemSheetTexture.Render(Renderer, this->diver.x - camera->x, this->diver.y - camera->y, &ObjectClips[frameDiver]);
	ItemSheetTexture.Render(Renderer, this->boat.x - camera->x, this->boat.y - camera->y, &ObjectClips[frameBoat]);
}
예제 #2
0
void Objects::RenderForeground(SDL_Renderer* Renderer, SDL_Rect* camera, bool doorStatus, bool diverStatus, bool sawStatus, bool swordStatus)
{
	if(!doorStatus)
	{
		ItemSheetTexture.Render(Renderer, this->door.x - camera->x, this->door.y - camera->y, &ObjectClips[OBJ_DOOR]);
	}
	else
	{
		ItemSheetTexture.Render(Renderer, this->door.x - camera->x, this->door.y - camera->y, &ObjectClips[OBJ_DOOR_OPEN]);
	}
	if(!sawStatus)
	{
		ItemSheetTexture.Render(Renderer, this->item_saw.x - camera->x, this->item_saw.y - camera->y, &ObjectClips[OBJ_SAW]);
	}
	if(!swordStatus)
	{
		ItemSheetTexture.Render(Renderer, this->item_sword.x - camera->x, this->item_sword.y - camera->y, &ObjectClips[OBJ_SWORD]);
	}
	ItemSheetTexture.Render(Renderer, this->plantSprite1.x - camera->x, this->plantSprite1.y - camera->y, &ObjectClips[OBJ_PLANT]);
	ItemSheetTexture.Render(Renderer, this->plantSprite2.x - camera->x, this->plantSprite2.y - camera->y, &ObjectClips[OBJ_PLANT]);
	ItemSheetTexture.Render(Renderer, this->fisherman.x - camera->x, this->fisherman.y - camera->y, &ObjectClips[OBJ_FISHINGROD]);
}