1 | #include "GameRender.h"
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2 |
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3 | #include <cmath>
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4 |
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5 | #include <allegro5/allegro_primitives.h>
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6 |
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7 | #include "../../common/Common.h"
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8 |
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9 | void GameRender::drawMap(WorldMap* gameMap)
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10 | {
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11 | POSITION mapPos;
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12 | mapPos.x = 0;
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13 | mapPos.y = 0;
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14 | mapPos = mapToScreen(mapPos);
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15 |
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16 | for (int x=0; x<gameMap->width; x++)
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17 | {
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18 | for (int y=0; y<gameMap->height; y++)
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19 | {
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20 | TerrainType terrain = gameMap->getElement(x, y);
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21 | StructureType structure = gameMap->getStructure(x, y);
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22 |
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23 | switch(terrain) {
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24 | case TERRAIN_GRASS:
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25 | 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));
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26 | break;
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27 | case TERRAIN_OCEAN:
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28 | 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));
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29 | break;
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30 | case TERRAIN_ROCK:
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31 | 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));
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32 | break;
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33 | case TERRAIN_NONE:
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34 | break;
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35 | }
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36 |
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37 | switch(structure) {
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38 | case STRUCTURE_BLUE_FLAG:
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39 | al_draw_circle(x*25+12+mapPos.x, y*25+12+mapPos.y, 12, al_map_rgb(0, 0, 0), 3);
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40 | //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));
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41 | break;
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42 | case STRUCTURE_RED_FLAG:
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43 | al_draw_circle(x*25+12+mapPos.x, y*25+12+mapPos.y, 12, al_map_rgb(0, 0, 0), 3);
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44 | //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));
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45 | break;
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46 | case STRUCTURE_NONE:
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47 | break;
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48 | }
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49 | }
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50 | }
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51 |
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52 | for (int x=0; x<gameMap->width; x++)
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53 | {
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54 | for (int y=0; y<gameMap->height; y++)
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55 | {
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56 | vector<WorldMap::Object> vctObjects = gameMap->getObjects(x, y);
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57 |
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58 | vector<WorldMap::Object>::iterator it;
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59 | for(it = vctObjects.begin(); it != vctObjects.end(); it++) {
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60 | switch(it->type) {
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61 | case OBJECT_BLUE_FLAG:
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62 | 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));
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63 | break;
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64 | case OBJECT_RED_FLAG:
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65 | 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));
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66 | break;
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67 | case OBJECT_NONE:
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68 | break;
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69 | }
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70 | }
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71 | }
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72 | }
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73 | }
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74 |
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75 | void GameRender::drawPlayers(map<unsigned int, Player*>& mapPlayers, ALLEGRO_FONT* font, unsigned int curPlayerId)
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76 | {
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77 | map<unsigned int, Player*>::iterator it;
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78 |
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79 | Player* p;
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80 | POSITION pos;
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81 | ALLEGRO_COLOR color;
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82 |
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83 | for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
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84 | {
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85 | p = it->second;
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86 |
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87 | if (p->isDead)
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88 | continue;
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89 |
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90 | pos = mapToScreen(p->pos.toInt());
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91 |
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92 | if (p->getId() == curPlayerId)
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93 | al_draw_filled_circle(pos.x, pos.y, 14, al_map_rgb(0, 0, 0));
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94 |
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95 | if (p->team == 0)
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96 | color = al_map_rgb(0, 0, 255);
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97 | else if (p->team == 1)
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98 | color = al_map_rgb(255, 0, 0);
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99 |
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100 | al_draw_filled_circle(pos.x, pos.y, 12, color);
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101 |
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102 | // draw player class
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103 | int fontHeight = al_get_font_line_height(font);
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104 |
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105 | string strClass;
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106 | switch (p->playerClass) {
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107 | case Player::CLASS_WARRIOR:
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108 | strClass = "W";
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109 | break;
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110 | case Player::CLASS_RANGER:
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111 | strClass = "R";
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112 | break;
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113 | case Player::CLASS_NONE:
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114 | strClass = "";
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115 | break;
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116 | }
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117 | al_draw_text(font, al_map_rgb(0, 0, 0), pos.x, pos.y-fontHeight/2, ALLEGRO_ALIGN_CENTRE, strClass.c_str());
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118 |
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119 | // draw player health
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120 | al_draw_filled_rectangle(pos.x-12, pos.y-24, pos.x+12, pos.y-16, al_map_rgb(0, 0, 0));
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121 | if (p->maxHealth != 0)
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122 | 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));
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123 |
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124 | if (p->hasBlueFlag)
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125 | al_draw_filled_rectangle(pos.x+4, pos.y-18, pos.x+18, pos.y-4, al_map_rgb(0, 0, 255));
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126 | else if (p->hasRedFlag)
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127 | al_draw_filled_rectangle(pos.x+4, pos.y-18, pos.x+18, pos.y-4, al_map_rgb(255, 0, 0));
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128 | }
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129 | }
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130 |
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131 | void GameRender::drawProjectiles(map<unsigned int, Projectile>& mapProjectiles, map<unsigned int, Player*>& mapPlayers)
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132 | {
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133 | map<unsigned int, Projectile>::iterator it;
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134 | for (it = mapProjectiles.begin(); it != mapProjectiles.end(); it++)
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135 | {
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136 | Projectile proj = it->second;
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137 |
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138 | FLOAT_POSITION target = mapPlayers[proj.target]->pos;
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139 | float angle = atan2(target.y-proj.pos.toFloat().y, target.x-proj.pos.toFloat().x);
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140 |
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141 | POSITION start, end;
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142 | start.x = cos(angle)*15+proj.pos.x;
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143 | start.y = sin(angle)*15+proj.pos.y;
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144 | end.x = proj.pos.x;
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145 | end.y = proj.pos.y;
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146 |
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147 | start = mapToScreen(start);
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148 | end = mapToScreen(end);
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149 |
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150 | al_draw_line(start.x, start.y, end.x, end.y, al_map_rgb(0, 0, 0), 4);
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151 | }
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152 | }
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