Exemplo n.º 1
0
void RenderMap()
{ char *src;
  //char rs[2];

  curlayer=0;
  src=rstring;

  /*
  rs[1]=0; // aen
  for (; *src; ++src)
  {
    rs[0]=*src;
    BlitLayer(atoi(rs) -1);
  }
  */
  while (*src)
  {
    switch (*src)
    {
      case '1': BlitLayer(0); break;
      case '2': BlitLayer(1); break;
      case '3': BlitLayer(2); break;
      case '4': BlitLayer(3); break;
      case '5': BlitLayer(4); break;
      case '6': BlitLayer(5); break;
    }
    src++;
  }

  if (!curlayer) memset(screen+5648,0,84480);
  if (layertoggle[6]) DrawObstructions();
  if (layertoggle[7]) DrawZones();
  if (layertoggle[8]) DrawEntities();
  if (shifted) DrawSelection();
}
Exemplo n.º 2
0
/*calls all of the draw functions for everything*/
void Draw_ALL()
{
  DrawSelectionRings();
  DrawEntities();
  DrawAllParticles();
  DrawMessages();
  DrawMouse();
}
Exemplo n.º 3
0
/**
*@brief Draws the main game in inventory
*/
int StateInventory()
{
		SDL_RenderClear(GetRenderer());	
		SDL_SetRenderTarget(GetRenderer(),game->mainSceneTexture);
		SDL_RenderClear(GetRenderer());
		SDL_SetRenderTarget(GetRenderer(),NULL);
		DrawMap(1,0,0,game->mainSceneTexture);
		DrawMap(2,0,0,game->mainSceneTexture);
		DrawMap(3,0,0,game->mainSceneTexture);
		DrawMap(0,0,0,game->mainSceneTexture);
		SetCamera(*game->camera,hotBox);
		DrawEntities();
		DrawMainScene();
		DrawSpecialLayer(map);
		DrawInventory(playerData->inventory);
		NextFrame();
		return 0;
}
Exemplo n.º 4
0
/**
*@brief Draws the main game
*/
int StateGame()
{
		SDL_RenderClear(GetRenderer());	
		SDL_SetRenderTarget(GetRenderer(),game->mainSceneTexture);
		SDL_RenderClear(GetRenderer());
		SDL_SetRenderTarget(GetRenderer(),NULL);
		DrawMap(1,game->camera->x,game->camera->y,game->mainSceneTexture);
		DrawMap(2,game->camera->x,game->camera->y,game->mainSceneTexture);
		DrawMap(3,game->camera->x,game->camera->y,game->mainSceneTexture);
		DrawMap(0,0,0,game->mainSceneTexture);
		ThinkEntities();
		UpdateMap();
		UpdateEntities();
		DrawEntities();
		DrawMainScene();
		DrawSpecialLayer(map);
		UpdateGUI();
		SetCamera(*game->camera,hotBox);
		if(playerEnt->room->script != NULL)
			RunScript(playerEnt->room->script);
		NextFrame();
	return 0;
}
Exemplo n.º 5
0
void CMapView::Render(const RECT& r)
{
    char *s;
    char renderstring[50];
    int  laycount=0;
    
    strcpy(renderstring,pMap->GetRString().c_str());
    
    s=renderstring;
    
    pGraph->Clear();
    
    if (xwin<0) xwin=0;
    if (ywin<0) ywin=0;
    
    while (*s!='\0')
    {
        switch (*s)
        {
        case '1':
        case '2':
        case '3':
        case '4':
        case '5':
        case '6': 
            RenderLayer(*s-'1',laycount!=0?true:false,r);
            laycount++;
            break;
        }
        s++;
    }
    
    DrawObstructions(r);
    DrawZones(r);
    DrawEntities(r);
    DrawSelection(r);
}