void Scene::renderDbg( Graphics2D& g , Vec2f const& pos , int index ) { bool isEven = mLevel.isEvenLayer( index ); Vec2f cPos = mLevel.calcCellCenterPos( index ); g.setBrush( ColorKey3( 0 , 0 , 255 ) ); g.drawCircle( pos + cPos , int( g_BubbleRadius - 10) ); g.setBrush( ColorKey3( 255 , 255 , 0 ) ); for( int i = 0 ; i < NUM_LINK_DIR ; ++i ) { int linkIdx = mLevel.getLinkCellIndex( index , LinkDir(i) , isEven ); //BubbleCell& linkCell = mLevel.getCell( linkIdx ); Vec2f cPos = mLevel.calcCellCenterPos( linkIdx ); g.drawCircle( pos + cPos , int( g_BubbleRadius -10) ); } //g.setBrush( ColorKey3( 255 , 0 , 0 ) ); //for( int i = 0 ; i < mLevel.mNumFallCell ; ++i ) //{ // Vec2f cPos = mLevel.calcCellCenterPos( mLevel.mIndexFallCell[i] ); // g.drawCircle( pos + cPos , g_BubbleRadius - 5 ); //} }
void RenderUtility::setBrush( Graphics2D& g , int color , int type ) { g.setBrush( getColorBrush( color , type ) ); }