#include "GameRender.h" #include #include #include #include "../../common/Common.h" using namespace std; void GameRender::drawMap(WorldMap* gameMap) { POSITION mapPos; mapPos.x = 0; mapPos.y = 0; mapPos = mapToScreen(mapPos); for (int x=0; xwidth; x++) { for (int y=0; yheight; y++) { TerrainType terrain = gameMap->getElement(x, y); StructureType structure = gameMap->getStructure(x, y); switch(terrain) { case TERRAIN_GRASS: al_draw_filled_rectangle(x*25+mapPos.x, y*25+mapPos.y, x*25+25+mapPos.x, y*25+25+mapPos.y, al_map_rgb(0, 255, 0)); break; case TERRAIN_OCEAN: al_draw_filled_rectangle(x*25+mapPos.x, y*25+mapPos.y, x*25+25+mapPos.x, y*25+25+mapPos.y, al_map_rgb(0, 0, 255)); break; case TERRAIN_ROCK: al_draw_filled_rectangle(x*25+mapPos.x, y*25+mapPos.y, x*25+25+mapPos.x, y*25+25+mapPos.y, al_map_rgb(100, 100, 0)); break; case TERRAIN_NONE: break; } switch(structure) { case STRUCTURE_BLUE_FLAG: al_draw_circle(x*25+12+mapPos.x, y*25+12+mapPos.y, 12, al_map_rgb(0, 0, 0), 3); //al_draw_filled_rectangle(x*25+5+mapPos.x, y*25+5+mapPos.y, x*25+20+mapPos.x, y*25+20+mapPos.y, al_map_rgb(0, 0, 255)); break; case STRUCTURE_RED_FLAG: al_draw_circle(x*25+12+mapPos.x, y*25+12+mapPos.y, 12, al_map_rgb(0, 0, 0), 3); //al_draw_filled_rectangle(x*25+5+mapPos.x, y*25+5+mapPos.y, x*25+20+mapPos.x, y*25+20+mapPos.y, al_map_rgb(255, 0, 0)); break; case STRUCTURE_NONE: break; } } } for (int x=0; xwidth; x++) { for (int y=0; yheight; y++) { vector vctObjects = gameMap->getObjects(x, y); vector::iterator it; for(it = vctObjects.begin(); it != vctObjects.end(); it++) { switch(it->type) { case OBJECT_BLUE_FLAG: al_draw_filled_rectangle(it->pos.x-8+mapPos.x, it->pos.y-8+mapPos.y, it->pos.x+8+mapPos.x, it->pos.y+8+mapPos.y, al_map_rgb(0, 0, 255)); break; case OBJECT_RED_FLAG: al_draw_filled_rectangle(it->pos.x-8+mapPos.x, it->pos.y-8+mapPos.y, it->pos.x+8+mapPos.x, it->pos.y+8+mapPos.y, al_map_rgb(255, 0, 0)); break; case OBJECT_NONE: break; } } } } } void GameRender::drawPlayers(map& mapPlayers, ALLEGRO_FONT* font, unsigned int curPlayerId) { map::iterator it; Player* p; POSITION pos; ALLEGRO_COLOR color; for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) { p = it->second; if (p->isDead) continue; pos = mapToScreen(p->pos.toInt()); if (p->getId() == curPlayerId) al_draw_filled_circle(pos.x, pos.y, 14, al_map_rgb(0, 0, 0)); if (p->team == 0) color = al_map_rgb(0, 0, 255); else if (p->team == 1) color = al_map_rgb(255, 0, 0); else { color = al_map_rgb(0, 0, 0); cout << "Failed to determine player team when drawing player" << endl; } al_draw_filled_circle(pos.x, pos.y, 12, color); // draw player class int fontHeight = al_get_font_line_height(font); string strClass; switch (p->playerClass) { case Player::CLASS_WARRIOR: strClass = "W"; break; case Player::CLASS_RANGER: strClass = "R"; break; case Player::CLASS_NONE: strClass = ""; break; } al_draw_text(font, al_map_rgb(0, 0, 0), pos.x, pos.y-fontHeight/2, ALLEGRO_ALIGN_CENTRE, strClass.c_str()); // draw player health al_draw_filled_rectangle(pos.x-12, pos.y-24, pos.x+12, pos.y-16, al_map_rgb(0, 0, 0)); if (p->maxHealth != 0) al_draw_filled_rectangle(pos.x-11, pos.y-23, pos.x-11+(22*p->health)/p->maxHealth, pos.y-17, al_map_rgb(255, 0, 0)); if (p->hasBlueFlag) al_draw_filled_rectangle(pos.x+4, pos.y-18, pos.x+18, pos.y-4, al_map_rgb(0, 0, 255)); else if (p->hasRedFlag) al_draw_filled_rectangle(pos.x+4, pos.y-18, pos.x+18, pos.y-4, al_map_rgb(255, 0, 0)); } } void GameRender::drawProjectiles(map& mapProjectiles, map& mapPlayers) { map::iterator it; for (it = mapProjectiles.begin(); it != mapProjectiles.end(); it++) { Projectile proj = it->second; FLOAT_POSITION target = mapPlayers[proj.target]->pos; float angle = atan2(target.y-proj.pos.toFloat().y, target.x-proj.pos.toFloat().x); POSITION start, end; start.x = cos(angle)*15+proj.pos.x; start.y = sin(angle)*15+proj.pos.y; end.x = proj.pos.x; end.y = proj.pos.y; start = mapToScreen(start); end = mapToScreen(end); al_draw_line(start.x, start.y, end.x, end.y, al_map_rgb(0, 0, 0), 4); } }