void class_config::draw_ingame_menu() { ingame_menu_pos = convert_stage_n_to_menu_pos(player_ref->get_selected_weapon()); graphLib.draw_weapon_menu_bg(player_ref->get_current_hp(), player_ref->get_char_frame(ANIM_DIRECTION_RIGHT, ANIM_TYPE_ATTACK, 0)); graphLib.draw_weapon_icon(convert_menu_pos_to_weapon_n(ingame_menu_pos), ingame_menu_pos, true); graphLib.draw_weapon_cursor(ingame_menu_pos, player_ref->get_weapon_value(convert_menu_pos_to_weapon_n(ingame_menu_pos)), player_ref->get_number()); }
bool class_config::execute_ingame_menu() { st_position old_pos; if (input.p1_input[BTN_START] == 1) { input.clean(); input.waitTime(300); // leaving menu, removes pause if (ingame_menu_active == true) { timer.unpause(); } ingame_menu_active = !ingame_menu_active; if (ingame_menu_active) { timer.pause(); generate_weapons_matrix(); draw_ingame_menu(); } else { // change player color/weapon if (ingame_menu_pos.y != 6) { player_ref->set_weapon(convert_menu_pos_to_weapon_n(ingame_menu_pos)); } else { // use item use_tank(ingame_menu_pos.x); ingame_menu_active = !ingame_menu_active; // keep itself inside the menu generate_weapons_matrix(); draw_ingame_menu(); } } } if (ingame_menu_active) { old_pos.x = ingame_menu_pos.x; old_pos.y = ingame_menu_pos.y; if (input.p1_input[BTN_UP] == 1) { move_cursor(0, -1); } else if (input.p1_input[BTN_DOWN] == 1) { move_cursor(0, 1); } else if (input.p1_input[BTN_LEFT] == 1) { move_cursor(-1, 0); } else if (input.p1_input[BTN_RIGHT] == 1) { move_cursor(1, 0); } else if (input.p1_input[BTN_R] == 1) { if (gameControl.show_config(game_save.stages[gameControl.currentStage]) == true) { // player picked "leave stage" option ingame_menu_active = false; timer.unpause(); return true; } draw_ingame_menu(); } if (old_pos.x != ingame_menu_pos.x || old_pos.y != ingame_menu_pos.y) { //std::cout << ">> old_pos.y: " << old_pos.y << ", ingame_menu_pos.y: " << ingame_menu_pos.y << std::endl; if (old_pos.y != 6) { graphLib.draw_weapon_cursor(old_pos, player_ref->get_weapon_value(convert_menu_pos_to_weapon_n(old_pos)), -1); graphLib.draw_weapon_icon(convert_menu_pos_to_weapon_n(old_pos), old_pos, false); } else { graphLib.erase_menu_item(old_pos.x); } if (ingame_menu_pos.y != 6) { graphLib.draw_weapon_cursor(ingame_menu_pos, player_ref->get_weapon_value(convert_menu_pos_to_weapon_n(ingame_menu_pos)), player_ref->get_number()); graphLib.draw_weapon_icon(convert_menu_pos_to_weapon_n(ingame_menu_pos), ingame_menu_pos, true); change_player_frame_color(); } else { graphLib.draw_menu_item(ingame_menu_pos.x); } } input.clean(); input.waitTime(MENU_CHANGE_DELAY); } return ingame_menu_active; }
void class_config::use_tank(int tank_type) { int n = 0; // check tank number if (tank_type == TANK_ENERGY && game_save.items.energy_tanks == 0) { return; } if (tank_type == TANK_WEAPON && game_save.items.weapon_tanks == 0) { return; } if (tank_type == TANK_SPECIAL && game_save.items.special_tanks == 0) { return; } // no need for tank usage if (tank_type == TANK_ENERGY && player_ref->get_hp().current == player_ref->get_hp().total) { return; } if (tank_type == TANK_ENERGY || tank_type == TANK_SPECIAL) { while (player_ref->get_hp().current < player_ref->get_hp().total) { player_ref->set_current_hp(1); if (n == 0 || n % 6 == 0) { soundManager.play_sfx(SFX_GOT_ENERGY); } n++; //graphLib.draw_horizontal_hp_bar(WPN_COLUMN_Y, 2, player_ref->get_hp().current); graphLib.draw_weapon_cursor(st_position(0, 0), player_ref->get_hp().current, -1); draw_lib.update_screen(); input.waitTime(50); } } if (tank_type == TANK_SPECIAL || tank_type == TANK_WEAPON) { st_position weapon_pos(0, 0); for (int i=0; i<WEAPON_COUNT; i++) { n = 0; short unsigned int value = player_ref->get_weapon_value(i); if (value < player_ref->get_hp().total) { while (value < player_ref->get_hp().total) { value++; player_ref->set_weapon_value(i, value); if (n == 0 || n % 6 == 0) { soundManager.play_sfx(SFX_GOT_ENERGY); } n++; graphLib.draw_weapon_cursor(weapon_pos, player_ref->get_weapon_value(i), -1); draw_lib.update_screen(); input.waitTime(50); } } weapon_pos.y = weapon_pos.y+1; if (weapon_pos.y > 5) { weapon_pos.y = 1; weapon_pos.x = 1; } } } // consume tank if (tank_type == TANK_ENERGY) { game_save.items.energy_tanks--; } if (tank_type == TANK_WEAPON) { game_save.items.weapon_tanks--; } if (tank_type == TANK_SPECIAL) { game_save.items.special_tanks--; } }