source: network-game/client/Client/GameRender.cpp@ 5c7f28d

Last change on this file since 5c7f28d was 5c7f28d, checked in by dportnoy <dmp1488@…>, 11 years ago

The global projectile map and related code is gone from main.cpp, the client processes LOGOUT messages about other players from STATE_GAME, and the map drawing code in GameRender uses switches instead of ifs

  • Property mode set to 100644
File size: 5.1 KB
Line 
1#include "GameRender.h"
2
3#include <allegro5/allegro_primitives.h>
4
5#include "../../common/Common.h"
6
7void GameRender::drawMap(WorldMap* gameMap)
8{
9 POSITION mapPos;
10 mapPos.x = 0;
11 mapPos.y = 0;
12 mapPos = mapToScreen(mapPos);
13
14 for (int x=0; x<gameMap->width; x++)
15 {
16 for (int y=0; y<gameMap->height; y++)
17 {
18 TerrainType terrain = gameMap->getElement(x, y);
19 StructureType structure = gameMap->getStructure(x, y);
20
21 switch(terrain) {
22 case TERRAIN_GRASS:
23 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));
24 break;
25 case TERRAIN_OCEAN:
26 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));
27 break;
28 case TERRAIN_ROCK:
29 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));
30 break;
31 case TERRAIN_NONE:
32 break;
33 }
34
35 switch(structure) {
36 case STRUCTURE_BLUE_FLAG:
37 al_draw_circle(x*25+12+mapPos.x, y*25+12+mapPos.y, 12, al_map_rgb(0, 0, 0), 3);
38 //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));
39 break;
40 case STRUCTURE_RED_FLAG:
41 al_draw_circle(x*25+12+mapPos.x, y*25+12+mapPos.y, 12, al_map_rgb(0, 0, 0), 3);
42 //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));
43 break;
44 case STRUCTURE_NONE:
45 break;
46 }
47 }
48 }
49
50 for (int x=0; x<gameMap->width; x++)
51 {
52 for (int y=0; y<gameMap->height; y++)
53 {
54 vector<WorldMap::Object> vctObjects = gameMap->getObjects(x, y);
55
56 vector<WorldMap::Object>::iterator it;
57 for(it = vctObjects.begin(); it != vctObjects.end(); it++) {
58 switch(it->type) {
59 case OBJECT_BLUE_FLAG:
60 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));
61 break;
62 case OBJECT_RED_FLAG:
63 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));
64 break;
65 }
66 }
67 }
68 }
69}
70
71void GameRender::drawPlayers(map<unsigned int, Player*>& mapPlayers, ALLEGRO_FONT* font, unsigned int curPlayerId)
72{
73 map<unsigned int, Player*>::iterator it;
74
75 Player* p;
76 POSITION pos;
77 ALLEGRO_COLOR color;
78
79 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
80 {
81 p = it->second;
82
83 if (p->isDead)
84 continue;
85
86 pos = mapToScreen(p->pos.toInt());
87
88 if (p->getId() == curPlayerId)
89 al_draw_filled_circle(pos.x, pos.y, 14, al_map_rgb(0, 0, 0));
90
91 if (p->team == 0)
92 color = al_map_rgb(0, 0, 255);
93 else if (p->team == 1)
94 color = al_map_rgb(255, 0, 0);
95
96 al_draw_filled_circle(pos.x, pos.y, 12, color);
97
98 // draw player class
99 int fontHeight = al_get_font_line_height(font);
100
101 string strClass;
102 switch (p->playerClass) {
103 case Player::CLASS_WARRIOR:
104 strClass = "W";
105 break;
106 case Player::CLASS_RANGER:
107 strClass = "R";
108 break;
109 case Player::CLASS_NONE:
110 strClass = "";
111 break;
112 default:
113 strClass = "";
114 break;
115 }
116 al_draw_text(font, al_map_rgb(0, 0, 0), pos.x, pos.y-fontHeight/2, ALLEGRO_ALIGN_CENTRE, strClass.c_str());
117
118 // draw player health
119 al_draw_filled_rectangle(pos.x-12, pos.y-24, pos.x+12, pos.y-16, al_map_rgb(0, 0, 0));
120 if (p->maxHealth != 0)
121 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));
122
123 if (p->hasBlueFlag)
124 al_draw_filled_rectangle(pos.x+4, pos.y-18, pos.x+18, pos.y-4, al_map_rgb(0, 0, 255));
125 else if (p->hasRedFlag)
126 al_draw_filled_rectangle(pos.x+4, pos.y-18, pos.x+18, pos.y-4, al_map_rgb(255, 0, 0));
127 }
128}
129
130void GameRender::drawProjectiles(map<unsigned int, Projectile>& mapProjectiles, map<unsigned int, Player*>& mapPlayers)
131{
132 map<unsigned int, Projectile>::iterator it;
133 for (it = mapProjectiles.begin(); it != mapProjectiles.end(); it++)
134 {
135 Projectile proj = it->second;
136
137 FLOAT_POSITION target = mapPlayers[proj.target]->pos;
138 float angle = atan2(target.y-proj.pos.toFloat().y, target.x-proj.pos.toFloat().x);
139
140 POSITION start, end;
141 start.x = cos(angle)*15+proj.pos.x;
142 start.y = sin(angle)*15+proj.pos.y;
143 end.x = proj.pos.x;
144 end.y = proj.pos.y;
145
146 start = mapToScreen(start);
147 end = mapToScreen(end);
148
149 al_draw_line(start.x, start.y, end.x, end.y, al_map_rgb(0, 0, 0), 4);
150 }
151}
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