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