示例#1
0
void player::checkInventory(window &mainWindow)
{
	int j = 0;
	inventoryFlag = false;
	SDL_Event event;
	tile select;
	select.x = 0;
	select.y = 0;
	select.w = 32;
	select.h = 32;
	select.texture = load_image("../data/sprites/outline.bmp");
	timer fps;
	Uint32 windowColour = SDL_MapRGB(mainWindow.screen->format, 255, 255, 255);

	bool quit(false);
	while(!quit)
	{
		fps.start();
		while(SDL_PollEvent(&event))
		{
			mainWindow.handle_events(event);
			if(event.type == SDL_QUIT)
			{
				exit(0);
			}
		}

		Uint8 *keystates = SDL_GetKeyState(NULL);
		if(keystates[SDLK_q])
		{quit=true;}
		else if(keystates[SDLK_UP])
		{
			j -= SCREENHEIGHT/(SPRITEHEIGHT*2);
			select.y -= SPRITEHEIGHT*2;
			if(select.y<0){select.y+=SPRITEHEIGHT*2;
				j+=SCREENHEIGHT/(SPRITEHEIGHT*2);}
		}else if(keystates[SDLK_DOWN])
		{
			j += SCREENHEIGHT/(SPRITEHEIGHT*2);
			select.y += SPRITEHEIGHT*2;
			if(select.y+select.h>SCREENHEIGHT){select.y-=SPRITEHEIGHT*2;
				j-=SCREENHEIGHT/(SPRITEHEIGHT*2);}
		}else if(keystates[SDLK_RIGHT])
		{
			j += 1;
			select.x += SPRITEWIDTH*2;
			if(select.x+select.w>SCREENWIDTH){select.x-=SPRITEWIDTH*2; j-=1;}
		}else if(keystates[SDLK_LEFT])
		{
			j -= 1;
			select.x -= SPRITEWIDTH*2;
			if(select.x<0){select.x+=SPRITEWIDTH*2; j+=1;}
		}else if(keystates[SDLK_SPACE])
		{
			if(inventory[j]->type == itemType::weapon)
			{
				primaryWeapon = *reinterpret_cast<weapon*>(inventory[j]);
			}
		}

		SDL_FillRect(mainWindow.screen, NULL, windowColour);
		int itemX(0), itemY(0);
		for(unsigned int i=0;i<inventory.size();i++)
		{
			apply_surface(itemX, itemY, inventory[i]->texture[0],
				   	mainWindow.screen);
			if(itemX+inventory[i]->w+SPRITEWIDTH > SCREENWIDTH)
			{itemY += inventory[i]->w + SPRITEWIDTH; itemX = 0;}
			else{itemX += inventory[i]->w+SPRITEWIDTH;}
		}
		apply_surface(select.x, select.y, select.texture, mainWindow.screen);
		SDL_Flip(mainWindow.screen);

		if(fps.get_ticks() < 1000/12)
		{
			SDL_Delay((1000/12) - fps.get_ticks());
		}	
	}
}
示例#2
0
// container
//
bool container::list(window &mainWindow)
{
	int j = 0;
	SDL_Event event;
	timer fps;
	tile select;
	select.x = 0;
	select.y = 0;
	select.w = 32;
	select.h = 32;
	select.texture = load_image("../data/outline.bmp");
	bool quit(false);
	Uint32 windowColour = SDL_MapRGB(mainWindow.screen->format, 255,255,255);

	while(!quit)
	{
		fps.start();
		while(SDL_PollEvent(&event))
		{
			mainWindow.handle_events(event);
			if(event.type == SDL_QUIT)
			{
				quit = true;
			}
		}

		Uint8 *keystates = SDL_GetKeyState(NULL);
		if(keystates[SDLK_q])
		{quit = true;}
		else if(keystates[SDLK_UP])
		{
			select.y -= SPRITEHEIGHT*2;
			if(select.y<0){select.y+=SPRITEHEIGHT*2;}
		}else if(keystates[SDLK_DOWN])
		{
			select.y += SPRITEHEIGHT*2;
			if(select.y+select.h>SCREENHEIGHT){select.y-=SPRITEHEIGHT*2;}
		}else if(keystates[SDLK_RIGHT])
		{
			select.x += SPRITEWIDTH*2;
			if(select.x+select.w>SCREENWIDTH)
			{
				select.x -= SPRITEWIDTH*2;
				j += 1;
			}
		}else if(keystates[SDLK_LEFT])
		{
			select.x -= SPRITEWIDTH*2;
			if(select.x-select.w<0)
			{
				select.x += SPRITEWIDTH*2;
				j += 1;
			}
		}else if(keystates[SDLK_SPACE])
		{
		}

		SDL_FillRect(mainWindow.screen, NULL, windowColour);
		int itemX(0), itemY(0);
		for(unsigned int i=0;i<contents.size();i++)
		{
			apply_surface(itemX, itemY, contents[i]->texture[0],
					mainWindow.screen);
			if(itemX+contents[i]->w+SPRITEWIDTH > SCREENWIDTH)
			{
				itemY += contents[i]->w+SPRITEWIDTH > SCREENWIDTH;
				itemX = 0;
			}else
			{
				itemX += contents[i]->w+SPRITEWIDTH;
			}
		}
		apply_surface(select.x, select.y, select.texture, mainWindow.screen);
		SDL_Flip(mainWindow.screen);

		if(fps.get_ticks() < 1000/12)
		{
			SDL_Delay((1000/12) - fps.get_ticks());
		}
	}

	return true;
}