More moving stuff around

git-svn-id: https://aklabs.dyndns.org/svn/aklabs/trunk/games/spaceshooter@52 eb184899-6090-47d4-a65b-558f62f6ea1c
This commit is contained in:
andrew
2010-07-29 01:46:34 +00:00
commit 6a0f35c88a
110 changed files with 24350 additions and 0 deletions

78
cpp/HUD.cpp Executable file
View File

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#include "HUD.h"
#include "Character.h"
#include <SDL_gfxPrimitives.h>
HUDDisplay::HUDDisplay()
{
this->target = NULL;
this->livesActor = NULL;
this->text = "";
}
void HUDDisplay::setText(std::string text)
{
this->text = text;
}
void HUDDisplay::setLivesActor(Actor *actor)
{
this->livesActor = actor;
}
void HUDDisplay::setTarget(Player *tgt)
{
this->target = tgt;
}
SDL_Surface *HUDDisplay::nextFrame()
{
if ( this->active == 1 ) {
return this->canvas;
} else {
return NULL;
}
}
void HUDDisplay::update(int logicOnly)
{
SDL_Surface *curFrame;
char scoreVal[64];
if ( this->active == 0 || logicOnly == 1 ) {
return;
}
memset((char *)&scoreVal, 0, 64);
sprintf((char *)&scoreVal, "%d", this->target->score);
SDL_SetColorKey(this->canvas, SDL_SRCCOLORKEY, SDL_MapRGB(this->canvas->format, 0, 0, 0));
SDL_FillRect(this->canvas, NULL, SDL_MapRGB(this->canvas->format, 0, 0, 0));
//stringColor(this->canvas, 10, 10, (char *)&scoreVal, SDL_MapRGB(this->canvas->format, 0xB8, 0x13, 0x26));
//std::cerr << "Player score is " << scoreVal << " (" << this->target->score << ")\n";
stringRGBA(this->canvas, 0, 0, this->text.c_str(), 255, 255, 255, 255);
stringRGBA(this->canvas, 0, 15, (char *)&scoreVal, 255, 0, 0, 255);
rectangleRGBA(this->canvas, 0, 29, 101, 51, 255, 0, 0, 255);
if ( target->health > 0 ) {
boxRGBA(this->canvas, 1, 30, 0 + (target->health), 50, 0x68, 0x10, 0x20, 255);
} else
boxRGBA(this->canvas, 1, 30, 0, 50, 0x68, 0x10, 0x20, 255);
if ( this->livesActor == NULL ) {
return;
}
curFrame = this->livesActor->nextFrame();
if ( curFrame == NULL ) {
return;
}
SDL_Rect destRect;
destRect.x = 0;
destRect.y = 60;
destRect.w = curFrame->w;
destRect.h = curFrame->h;
for ( int i = 0; i < this->target->lives ; i++ ) {
destRect.x = i*curFrame->w;
SDL_BlitSurface(curFrame, NULL, this->canvas, &destRect);
}
}