source: network-game/client/Client/GameRender.cpp@ 6ba31d2

Last change on this file since 6ba31d2 was 85da778, checked in by dportnoy <dmp1488@…>, 10 years ago

Convert the client to use the PlayerTeam enum

  • Property mode set to 100644
File size: 5.3 KB
Line 
1#include "GameRender.h"
2
3#include <cmath>
4#include <iostream>
5
6#include <allegro5/allegro_primitives.h>
7
8#include "../../common/Common.h"
9
10using namespace std;
11
12void GameRender::drawMap(WorldMap* gameMap)
13{
14 POSITION mapPos;
15 mapPos.x = 0;
16 mapPos.y = 0;
17 mapPos = mapToScreen(mapPos);
18
19 for (int x=0; x<gameMap->width; x++)
20 {
21 for (int y=0; y<gameMap->height; y++)
22 {
23 TerrainType terrain = gameMap->getElement(x, y);
24 StructureType structure = gameMap->getStructure(x, y);
25
26 switch(terrain) {
27 case TERRAIN_GRASS:
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, 255, 0));
29 break;
30 case TERRAIN_OCEAN:
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(0, 0, 255));
32 break;
33 case TERRAIN_ROCK:
34 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));
35 break;
36 case TERRAIN_NONE:
37 break;
38 }
39
40 switch(structure) {
41 case STRUCTURE_BLUE_FLAG:
42 al_draw_circle(x*25+12+mapPos.x, y*25+12+mapPos.y, 12, al_map_rgb(0, 0, 0), 3);
43 //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));
44 break;
45 case STRUCTURE_RED_FLAG:
46 al_draw_circle(x*25+12+mapPos.x, y*25+12+mapPos.y, 12, al_map_rgb(0, 0, 0), 3);
47 //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));
48 break;
49 case STRUCTURE_NONE:
50 break;
51 }
52 }
53 }
54
55 for (int x=0; x<gameMap->width; x++)
56 {
57 for (int y=0; y<gameMap->height; y++)
58 {
59 vector<WorldMap::Object> vctObjects = gameMap->getObjects(x, y);
60
61 vector<WorldMap::Object>::iterator it;
62 for(it = vctObjects.begin(); it != vctObjects.end(); it++) {
63 switch(it->type) {
64 case OBJECT_BLUE_FLAG:
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(0, 0, 255));
66 break;
67 case OBJECT_RED_FLAG:
68 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));
69 break;
70 case OBJECT_NONE:
71 break;
72 }
73 }
74 }
75 }
76}
77
78void GameRender::drawPlayers(map<unsigned int, Player*>& mapPlayers, ALLEGRO_FONT* font, unsigned int curPlayerId)
79{
80 map<unsigned int, Player*>::iterator it;
81
82 Player* p;
83 POSITION pos;
84 ALLEGRO_COLOR color;
85
86 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
87 {
88 p = it->second;
89
90 if (p->isDead)
91 continue;
92
93 pos = mapToScreen(p->pos.toInt());
94
95 if (p->getId() == curPlayerId)
96 al_draw_filled_circle(pos.x, pos.y, 14, al_map_rgb(0, 0, 0));
97
98 if (p->team == Player::TEAM_BLUE)
99 color = al_map_rgb(0, 0, 255);
100 else if (p->team == Player::TEAM_RED)
101 color = al_map_rgb(255, 0, 0);
102 else {
103 color = al_map_rgb(0, 0, 0);
104 cout << "Failed to determine player team when drawing player" << endl;
105 }
106
107 al_draw_filled_circle(pos.x, pos.y, 12, color);
108
109 // draw player class
110 int fontHeight = al_get_font_line_height(font);
111
112 string strClass;
113 switch (p->playerClass) {
114 case Player::CLASS_WARRIOR:
115 strClass = "W";
116 break;
117 case Player::CLASS_RANGER:
118 strClass = "R";
119 break;
120 case Player::CLASS_NONE:
121 strClass = "";
122 break;
123 }
124 al_draw_text(font, al_map_rgb(0, 0, 0), pos.x, pos.y-fontHeight/2, ALLEGRO_ALIGN_CENTRE, strClass.c_str());
125
126 // draw player health
127 al_draw_filled_rectangle(pos.x-12, pos.y-24, pos.x+12, pos.y-16, al_map_rgb(0, 0, 0));
128 if (p->maxHealth != 0)
129 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));
130
131 if (p->hasBlueFlag)
132 al_draw_filled_rectangle(pos.x+4, pos.y-18, pos.x+18, pos.y-4, al_map_rgb(0, 0, 255));
133 else if (p->hasRedFlag)
134 al_draw_filled_rectangle(pos.x+4, pos.y-18, pos.x+18, pos.y-4, al_map_rgb(255, 0, 0));
135 }
136}
137
138void GameRender::drawProjectiles(map<unsigned int, Projectile>& mapProjectiles, map<unsigned int, Player*>& mapPlayers)
139{
140 map<unsigned int, Projectile>::iterator it;
141 for (it = mapProjectiles.begin(); it != mapProjectiles.end(); it++)
142 {
143 Projectile proj = it->second;
144
145 FLOAT_POSITION target = mapPlayers[proj.target]->pos;
146 float angle = atan2(target.y-proj.pos.toFloat().y, target.x-proj.pos.toFloat().x);
147
148 POSITION start, end;
149 start.x = cos(angle)*15+proj.pos.x;
150 start.y = sin(angle)*15+proj.pos.y;
151 end.x = proj.pos.x;
152 end.y = proj.pos.y;
153
154 start = mapToScreen(start);
155 end = mapToScreen(end);
156
157 al_draw_line(start.x, start.y, end.x, end.y, al_map_rgb(0, 0, 0), 4);
158 }
159}
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