Пример #1
0
//Returns images
AniPos SimpleAnimator::image(double frame)
{
    if((frame < 0) || (frame >= m_framesCount))
        return AniPos(m_pos1, m_pos2);
    else
        return AniPos(frame / m_framesCount, frame / m_framesCount + 1.0 / m_framesCount);
}
Пример #2
0
void AdvNpcAnimator::createAnimationFrames()
{
    frames.clear();

    for(int i = 0; (m_frameHeight * i < m_spriteHeight); i++)
        frames.push_back(AniPos((m_frameHeight * i) / m_spriteHeight, (m_frameHeight * i + m_frameHeight) / m_spriteHeight));
}
Пример #3
0
void LVL_Background::draw(float x, float y, float w, float h)
{
    GlRenderer::renderRect(0, 0, w, h, color.r, color.g, color.b, 1.0);

    if(isNoImage) return; //draw BG if is set

    double sHeight = box.height();
    double sWidth = box.width();

    int imgPos_X;
    int imgPos_Y;

    if(setup.repeat_h>0)
    {
        imgPos_X = (int)round((box.left()-x)/setup.repeat_h) % (int)round(txData1.w);
    }
    else
    {
        if(txData1.w < w) //If image height less than screen
            imgPos_X = 0;
        else

        if( sWidth > (double)txData1.w )
        {
            imgPos_X =
                    (box.left()-x)
                    /
                    (
                        (sWidth - w)/
                        (txData1.w - w)
                    );
        }
        else
        {
            imgPos_X = box.left()-x;
        }
    }


    //     tmpstr = bgset.value("repeat-v", "NR").toString();
    //   if(tmpstr=="NR") //Without repeat, parallax is proportional to section height
    //      sbg.repead_v = 0;
    //    else if(tmpstr=="ZR") //Static: without repeat and without parallax
    //       sbg.repead_v = 1;
    //   else if(tmpstr=="RP") //paralax with coefficient x2
    //    sbg.repead_v = 2;
    //   else if(tmpstr=="RZ") //repeat without parallax
    //          sbg.repead_v = 3;
    //    else sbg.repead_v = 0;

    switch(setup.repead_v)
    {
        case 2: //Repeat vertical with paralax coefficient =2
            imgPos_Y = (setup.attached==1)?
                    (int)round((box.top()-y)/2) % (int)round(txData1.h):
                    (int)round((box.bottom()+h-y)/2) % (int)round(txData1.h);
            break;
        case 1: //Zero Repeat
            imgPos_Y = (setup.attached==1) ? box.top()-y : (box.bottom()-y-txData1.h);
            break;
        case 0: //Proportional repeat
        default:

            if(txData1.h < h) //If image height less than screen
                imgPos_Y = (setup.attached==1) ? 0 : (h-txData1.h);
            else

            if( sHeight > (double)txData1.h )
                imgPos_Y =
                        (box.top()-y)
                        /
                        (
                            (sHeight - h)/
                            (txData1.h - h)
                        );
            else if(sHeight == (double)txData1.h)
                imgPos_Y = box.top()-y;
            else
                imgPos_Y = (setup.attached==1) ? box.top()-y : (box.bottom()-y-txData1.h);
            break;
    }

    AniPos ani_x(0,1);

    if(isAnimated) //Get current animated frame
        ani_x = ConfigManager::Animator_BG[animator_ID].image();
    int lenght=0;
    int lenght_v=0;
    //for Tiled repeats
    int verticalRepeats=1;

    if(bgType==tiled)
    {
        verticalRepeats=0;
        lenght_v -= txData1.h;
        imgPos_Y -= txData1.h * ( (setup.attached==0)? -1 : 1 );
        while(lenght_v <= h*2  ||  (lenght_v <=txData1.h*2))
        {
            verticalRepeats++;
            lenght_v += txData1.h;
        }
    }

    int draw_x = imgPos_X;
    while(verticalRepeats > 0)
    {
        draw_x = imgPos_X;
        lenght = 0;
        while((lenght <= w*2) || (lenght <=txData1.w*2))
        {
            int magicRepeat=1;
            if(isMagic)
            {
                magicRepeat = strips.size();
            }
            else
            {
                backgrndG.setRect(draw_x, imgPos_Y, txData1.w, txData1.h);
            }

            int drawedHeight=0;
            float d_top    = ani_x.first;
            float d_bottom = ani_x.second;
            for(int mg=0; mg < magicRepeat;mg++)
            {
                if(isMagic)
                {
                    draw_x = (int)round((box.left()-x)/strips[mg].repeat_h) % (int)round(txData1.w);
                    draw_x += lenght;
                    backgrndG.setRect(draw_x, imgPos_Y+drawedHeight, txData1.w, strips[mg].height);
                    drawedHeight += strips[mg].height;
                    d_top = strips[mg].top;
                    d_bottom = strips[mg].bottom;
                }

                GlRenderer::renderTexture(&txData1,
                                          backgrndG.left(),
                                          backgrndG.top(),
                                          backgrndG.width(), backgrndG.height(),
                                          d_top, d_bottom);
            }
            lenght += txData1.w;
            draw_x += txData1.w;
        }

        verticalRepeats--;
        if(verticalRepeats>0)
        {
            imgPos_Y += txData1.h * ( (setup.attached==0)? -1 : 1 );
        }
    }

    if(bgType==double_row)
    {
        ani_x = AniPos(0,1);

        if(setup.second_attached==0) // over first
            imgPos_Y = box.bottom()-y-txData1.h - txData2.h;
        else
        if(setup.second_attached==1) //bottom
            imgPos_Y = box.bottom()-y - txData2.h;
            else
        if(setup.second_attached==2) //top
            imgPos_Y = 0; //pCamera->s_bottom-y-txData1.h - txData2.h;

        int imgPos_X = (int)round((box.left()-x)/setup.second_repeat_h) % (int)round(txData2.w);

        lenght = 0;
        while((lenght <= w*2) || (lenght <=txData1.w*2))
        {
            backgrndG.setRect(imgPos_X, imgPos_Y, txData2.w, txData2.h);
            GlRenderer::renderTexture(&txData2,
                                      backgrndG.left(),
                                      backgrndG.top(),
                                      backgrndG.width(), backgrndG.height(),
                                      ani_x.first, ani_x.second);
            lenght += txData2.w;
            imgPos_X += txData2.w;
        }
    }
}
Пример #4
0
AniPos AdvNpcAnimator::wholeImage()
{
    return AniPos(0, 1);
}
void LVL_Background::draw(float x, float y)
{
    if(setup && pCamera) //draw BG if is set
    {
        double sHeight = fabs(pCamera->s_top-pCamera->s_bottom);
        double sWidth = fabs(pCamera->s_left-pCamera->s_right);

        int imgPos_X;
        int imgPos_Y;

        if(setup->repeat_h>0)
        {
            imgPos_X = (int)round((pCamera->s_left-x)/setup->repeat_h) % (int)round(txData1.w);
        }
        else
        {
            if(txData1.w < PGE_Window::Width) //If image height less than screen
                imgPos_X = 0;
            else

            if( sWidth > (double)txData1.w )
            {
                imgPos_X =
                        (pCamera->s_left-x)
                        /
                        (
                            (sWidth - PGE_Window::Width)/
                            (txData1.w - PGE_Window::Width)
                        );
            }
            else
            {
                imgPos_X = pCamera->s_left-x;
            }
        }


        //     tmpstr = bgset.value("repeat-v", "NR").toString();
        //   if(tmpstr=="NR") //Without repeat, parallax is proportional to section height
        //      sbg.repead_v = 0;
        //    else if(tmpstr=="ZR") //Static: without repeat and without parallax
        //       sbg.repead_v = 1;
        //   else if(tmpstr=="RP") //paralax with coefficient x2
        //    sbg.repead_v = 2;
        //   else if(tmpstr=="RZ") //repeat without parallax
        //          sbg.repead_v = 3;
        //    else sbg.repead_v = 0;

        switch(setup->repead_v)
        {
            case 2: //Repeat vertical with paralax coefficient =2
                imgPos_Y = (setup->attached==1)?
                        (int)round((pCamera->s_top-y)/2) % (int)round(txData1.h):
                        (int)round((pCamera->s_bottom+pCamera->h()-y)/2) % (int)round(txData1.h);
                break;
            case 1: //Zero Repeat
                imgPos_Y = (setup->attached==1) ? pCamera->s_top-y : (pCamera->s_bottom-y-txData1.h);
                break;
            case 0: //Proportional repeat
            default:

                if(txData1.h < PGE_Window::Height) //If image height less than screen
                    imgPos_Y = (setup->attached==1) ? 0 : (PGE_Window::Height-txData1.h);
                else

                if( sHeight > (double)txData1.h )
                    imgPos_Y =
                            (pCamera->s_top-y)
                            /
                            (
                                (sHeight - PGE_Window::Height)/
                                (txData1.h - PGE_Window::Height)
                            );
                else if(sHeight == (double)txData1.h)
                    imgPos_Y = pCamera->s_top-y;
                else
                    imgPos_Y = (setup->attached==1) ? pCamera->s_top-y : (pCamera->s_bottom-y-txData1.h);
                break;
        }

        //((setup->attached==1)? pCamera->s_top-y : pCamera->s_bottom)

        //fabs(pCamera->s_top-pCamera->s_bottom)
        //txData1.h
        //PGE_Window::Height
        //pos_y

        QRectF backgrndG;
        //draw!


        AniPos ani_x(0,1);

        if(isAnimated) //Get current animated frame
            ani_x = ConfigManager::Animator_BG[animator_ID].image();
        int lenght=0;
        int lenght_v=0;
        //for Tiled repeats
        int verticalRepeats=1;

        if(bgType==tiled)
        {
            verticalRepeats=0;
            lenght_v -= txData1.h;
            imgPos_Y -= txData1.h * ( (setup->attached==0)? -1 : 1 );
            while(lenght_v <= PGE_Window::Height*2  ||  (lenght_v <=txData1.h*2))
            {
                verticalRepeats++;
                lenght_v += txData1.h;
            }
        }

        int draw_x = imgPos_X;
        while(verticalRepeats > 0)
        {
            draw_x = imgPos_X;
            lenght = 0;
            while((lenght <= PGE_Window::Width*2) || (lenght <=txData1.w*2))
            {
                int magicRepeat=1;
                if(isMagic)
                {
                    magicRepeat = strips.size();
                }
                else
                {
                    backgrndG = QRectF(QPointF(draw_x, imgPos_Y), QPointF(draw_x+txData1.w, imgPos_Y+txData1.h) );
                }

                int drawedHeight=0;
                float d_top    = ani_x.first;
                float d_bottom = ani_x.second;
                for(int mg=0; mg < magicRepeat;mg++)
                {
                    if(isMagic)
                    {
                        draw_x = (int)round((pCamera->s_left-x)/strips[mg].repeat_h) % (int)round(txData1.w);
                        draw_x += lenght;
                        backgrndG = QRectF(QPointF(draw_x, imgPos_Y+drawedHeight),
                                           QPointF(draw_x+txData1.w, imgPos_Y+drawedHeight+
                                                                                           strips[mg].height) );
                        drawedHeight += strips[mg].height;
                        d_top = strips[mg].top;
                        d_bottom = strips[mg].bottom;
                    }
                    glColor4f( 1.f, 1.f, 1.f, 1.f);
                    glEnable(GL_TEXTURE_2D);
                    glBindTexture( GL_TEXTURE_2D, txData1.texture );
                    glBegin( GL_QUADS );
                        glTexCoord2f( 0, d_top );
                        glVertex2f( backgrndG.left(), backgrndG.top());

                        glTexCoord2f( 1, d_top );
                        glVertex2f(  backgrndG.right(), backgrndG.top());

                        glTexCoord2f( 1, d_bottom );
                        glVertex2f(  backgrndG.right(),  backgrndG.bottom());

                        glTexCoord2f( 0, d_bottom );
                        glVertex2f( backgrndG.left(),  backgrndG.bottom());

                    glEnd();
                }
                lenght += txData1.w;
                draw_x += txData1.w;
            }

            verticalRepeats--;
            if(verticalRepeats>0)
            {
                imgPos_Y += txData1.h * ( (setup->attached==0)? -1 : 1 );
            }
        }



        if(bgType==double_row)
        {
            ani_x = AniPos(0,1);

            if(setup->second_attached==0) // over first
                imgPos_Y = pCamera->s_bottom-y-txData1.h - txData2.h;
            else
            if(setup->second_attached==1) //bottom
                imgPos_Y = pCamera->s_bottom-y - txData2.h;
                else
            if(setup->second_attached==2) //top
                imgPos_Y = 0; //pCamera->s_bottom-y-txData1.h - txData2.h;

            int imgPos_X = (int)round((pCamera->s_left-x)/setup->second_repeat_h) % (int)round(txData2.w);

            lenght = 0;
            while((lenght <= PGE_Window::Width*2) || (lenght <=txData1.w*2))
            {
                backgrndG = QRectF(QPointF(imgPos_X, imgPos_Y), QPointF(imgPos_X+txData2.w, imgPos_Y+txData2.h) );
                glColor4f( 1.f, 1.f, 1.f, 1.f);
                glEnable(GL_TEXTURE_2D);
                glBindTexture( GL_TEXTURE_2D, txData2.texture );
                glBegin( GL_QUADS );
                    glTexCoord2f( 0, ani_x.first );
                    glVertex2f( backgrndG.left(), backgrndG.top());

                    glTexCoord2f( 1, ani_x.first );
                    glVertex2f(  backgrndG.right(), backgrndG.top());

                    glTexCoord2f( 1, ani_x.second );
                    glVertex2f(  backgrndG.right(),  backgrndG.bottom());

                    glTexCoord2f( 0, ani_x.second );
                    glVertex2f( backgrndG.left(),  backgrndG.bottom());

                glEnd();
                lenght += txData2.w;
                imgPos_X += txData2.w;
            }
        }

    }
}