From: drumsetmonkey Date: Fri, 4 Dec 2015 14:20:36 +0000 (-0500) Subject: Fixed white outline around textures :) X-Git-Url: https://code.bitgloo.com/?a=commitdiff_plain;h=58ed33ed617396b4b4780d5b419392ae65d20e08;p=clyne%2Fgamedev.git Fixed white outline around textures :) --- 58ed33ed617396b4b4780d5b419392ae65d20e08 diff --cc assets/house1.png index 2022992,2022992..ce97a81 Binary files differ diff --cc assets/items/SWORD_WOOD.png index a6d3af3,0000000..479eba9 mode 100644,000000..100644 Binary files differ diff --cc assets/player.png index cfc327c,8881980..3977092 Binary files differ diff --cc assets/player1.png index 8204252,33e68f2..edf8bf8 Binary files differ diff --cc assets/player2.png index 63f4c08,20e679b..cfd955f Binary files differ diff --cc main.cpp index 11fc181,2203465..1fb5cb1 --- a/main.cpp +++ b/main.cpp @@@ -212,8 -212,10 +212,9 @@@ static unsigned int fadeIntensity = 0 * MAIN ************************************************************************ *******************************************************************************/ -int main(int argc, char *argv[]){ - *argv = (char *)argc; +int main(/*int argc, char *argv[]*/){ ++ //*argv = (char *)argc; gameRunning=false; - /*! * (Attempt to) Initialize SDL libraries so that we can use SDL facilities and eventually * make openGL calls. Exit if there was an error. diff --cc src/entities.cpp index b1a0c09,729bcdd..f812919 --- a/src/entities.cpp +++ b/src/entities.cpp @@@ -205,7 -205,7 +205,7 @@@ void Entity::draw(void){ //draws the e if(type == PLAYERT){ static int texState = 0; static bool up = true; -- if(loops % (int)((float)5 / (float)speed) == 0){ ++ if(loops % (int)((float)2 / (float)speed) == 0){ if(up){ texState+=1; if(texState==2)up=false; diff --cc src/inventory.cpp index e6433bb,310a6b5..7d3bc6d --- a/src/inventory.cpp +++ b/src/inventory.cpp @@@ -148,7 -140,7 +148,7 @@@ void Inventory::draw(void) curCoord[a].y += float((dfp[a]) * sin(angle*PI/180)); r.end = curCoord[a]; -- glColor4f(0.0f, 0.0f, 0.0f, ((float)dfp[a]/(float)range)*0.4f); ++ glColor4f(1.0f, 1.0f, 1.0f, ((float)dfp[a]/(float)range)*0.4f); glBegin(GL_QUADS); glVertex2i(r.end.x-(itemWide/2), r.end.y-(itemWide/2)); glVertex2i(r.end.x-(itemWide/2)+itemWide, r.end.y-(itemWide/2)); @@@ -161,16 -153,16 +161,30 @@@ glBindTexture(GL_TEXTURE_2D, itemtex[inv[a].id]); glColor4f(1.0f, 1.0f, 1.0f, ((float)dfp[a]/(float)range)*0.8f); glBegin(GL_QUADS); -- glTexCoord2i(0,1);glVertex2i(r.end.x-(itemWide/2), r.end.y-(itemWide/2)); -- glTexCoord2i(1,1);glVertex2i(r.end.x-(itemWide/2)+itemWide, r.end.y-(itemWide/2)); -- glTexCoord2i(1,0);glVertex2i(r.end.x-(itemWide/2)+itemWide, r.end.y-(itemWide/2)+itemWide); -- glTexCoord2i(0,0);glVertex2i(r.end.x-(itemWide/2), r.end.y-(itemWide/2)+itemWide); -- glEnd(); ++ if(item[inv[a].id].height > item[inv[a].id].width){ ++ glTexCoord2i(0,1);glVertex2i(r.end.x-((itemWide/2)*((float)item[inv[a].id].width/(float)item[inv[a].id].height)), r.end.y-(itemWide/2)); ++ glTexCoord2i(1,1);glVertex2i(r.end.x+((itemWide/2)*((float)item[inv[a].id].width/(float)item[inv[a].id].height)), r.end.y-(itemWide/2)); ++ glTexCoord2i(1,0);glVertex2i(r.end.x+((itemWide/2)*((float)item[inv[a].id].width/(float)item[inv[a].id].height)), r.end.y+(itemWide/2)); ++ glTexCoord2i(0,0);glVertex2i(r.end.x-((itemWide/2)*((float)item[inv[a].id].width/(float)item[inv[a].id].height)), r.end.y+(itemWide/2)); ++ }else{ ++ glTexCoord2i(0,1);glVertex2i(r.end.x-(itemWide/2), r.end.y-(itemWide/2)*((float)item[inv[a].id].height/(float)item[inv[a].id].width)); ++ glTexCoord2i(1,1);glVertex2i(r.end.x+(itemWide/2), r.end.y-(itemWide/2)*((float)item[inv[a].id].height/(float)item[inv[a].id].width)); ++ glTexCoord2i(1,0);glVertex2i(r.end.x+(itemWide/2), r.end.y+(itemWide/2)*((float)item[inv[a].id].height/(float)item[inv[a].id].width)); ++ glTexCoord2i(0,0);glVertex2i(r.end.x-(itemWide/2), r.end.y+(itemWide/2)*((float)item[inv[a].id].height/(float)item[inv[a].id].width)); ++ } glEnd(); glDisable(GL_TEXTURE_2D); ui::putText(r.end.x-(itemWide/2),r.end.y-(itemWide*.9),"%s",item[inv[a].id].name); ui::putText(r.end.x-(itemWide/2)+(itemWide*.85),r.end.y-(itemWide/2),"%d",inv[a].count); } a++; ++ if(sel==a){ ++ glBegin(GL_LINES); ++ glColor4f(1.0f, 0.0f, 0.0f, 0.0f); ++ glVertex2i(r.start.x,r.start.y); ++ glColor4f(1.0f, 0.0f, 0.0f, 0.8f); ++ glVertex2i(r.end.x+20, r.end.y-20); ++ glEnd(); ++ } } }else if(invHover){ static unsigned int highlight = 0; diff --cc src/ui.cpp index 6f5bdbe,9e03f97..c0b5004 --- a/src/ui.cpp +++ b/src/ui.cpp @@@ -511,20 -508,24 +513,24 @@@ namespace ui } /* - * Lists all of the quests the player has + * Lists all of the quests the player is currently taking. */ - hub.y-=fontSize*1.15; - - putString(hub.x,hub.y,"Current Quests:"); - - for(auto &c : player->qh.current){ - hub.y-=fontSize*1.15; - putString(hub.x,hub.y,c->title); + if(player->inv->invOpen){ - hub.y = player->loc.y + fontSize * 10; ++ hub.y = player->loc.y + fontSize * 8; + hub.x = player->loc.x; + + putStringCentered(hub.x,hub.y,"Current Quests:"); + + for(auto &c : player->qh.current){ + hub.y -= fontSize * 1.15; + putString(hub.x,hub.y,c->title); + } } + + } void handleEvents(void){ - static bool left=false,right=false; static vec2 premouse={0,0}; static int heyOhLetsGo = 0; unsigned char i; @@@ -568,108 -570,128 +575,130 @@@ DONE KEYDOWN */ case SDL_KEYDOWN: - if(SDL_KEY==SDLK_ESCAPE)gameRunning=false; // Exit the game with ESC - if(!dialogBoxExists&&!fadeEnable){ - if(SDL_KEY==SDLK_a){ // Move left - left=true; - player->vel.x=-.15; - player->left = true; - player->right = false; - currentWorld=currentWorld->goWorldLeft(player); - } - if(SDL_KEY==SDLK_d){ // Move right - right=true; - player->vel.x=.15; - player->right = true; - player->left = false; - currentWorld=currentWorld->goWorldRight(player); - } - if(SDL_KEY==SDLK_s && player->ground==2){ - player->ground=false; - player->loc.y-=HLINE*1.5; - } - if(SDL_KEY==SDLK_w){ - if(inBattle){ - currentWorld=((Arena *)currentWorld)->exitArena(player); - }else currentWorld=currentWorld->goInsideStructure(player); - } - if(SDL_KEY==SDLK_SPACE){ // Jump - if(player->ground){ - player->vel.y=.4; - player->loc.y+=HLINE*2; - player->ground=false; - } - } - World *tmp; - if(SDL_KEY==SDLK_i){ - tmp=currentWorld; - currentWorld=currentWorld->goWorldBack(player); // Go back a layer if possible - if(tmp!=currentWorld){ - currentWorld->detect(player); - player->vel.y=.2; - player->loc.y+=HLINE*5; - player->ground=false; - } - } - if(SDL_KEY==SDLK_k){ - tmp=currentWorld; - currentWorld=currentWorld->goWorldFront(player); // Go forward a layer if possible - if(tmp!=currentWorld){ - player->loc.y=0; - currentWorld->behind->detect(player); - player->vel.y=.2; - player->ground=false; - } - } - - if(SDL_KEY==SDLK_LSHIFT)player->speed = debug?4:3; // Sprint - if(SDL_KEY==SDLK_LCTRL)player->speed = .5; - } - if(SDL_KEY==SDLK_p)toggleBlack(); - if(SDL_KEY==SDLK_F3)debug^=true; - if(((SDL_KEY==SDLK_b) & (SDL_KEY==SDLK_F3)))posFlag^=true; - if(SDL_KEY==SDLK_e){ - edown=true; - if(heyOhLetsGo == 0){ - heyOhLetsGo = loops; - player->inv->mouseSel = false; - } - if(loops - heyOhLetsGo >= 2 && !(player->inv->invOpen) && !(player->inv->selected)){ - player->inv->invHover=true; - //heyOhLetsGo = 0; + if(!dialogBoxExists&&!fadeEnable){ + switch(SDL_KEY){ + case SDLK_ESCAPE: + gameRunning=false; + break; + case SDLK_a: + player->vel.x=-.15; + player->left = true; + player->right = false; + currentWorld=currentWorld->goWorldLeft(player); + break; + case SDLK_d: + player->vel.x=.15; + player->right = true; + player->left = false; + currentWorld=currentWorld->goWorldRight(player); + break; + case SDLK_s: + if(player->ground == 2){ + player->ground=false; + player->loc.y-=HLINE*1.5; + } + break; + case SDLK_w: + if(inBattle) + currentWorld=((Arena *)currentWorld)->exitArena(player); + else currentWorld=currentWorld->goInsideStructure(player); + break; + case SDLK_SPACE: + if(player->ground){ + player->vel.y=.4; + player->loc.y+=HLINE*2; + player->ground=false; + } + break; + case SDLK_i: + tmp=currentWorld; + currentWorld=currentWorld->goWorldBack(player); // Go back a layer if possible + if(tmp!=currentWorld){ + currentWorld->detect(player); + player->vel.y=.2; + player->loc.y+=HLINE*5; + player->ground=false; + } + break; + case SDLK_k: + tmp=currentWorld; + currentWorld=currentWorld->goWorldFront(player); // Go forward a layer if possible + if(tmp!=currentWorld){ + player->loc.y=0; + currentWorld->behind->detect(player); + player->vel.y=.2; + player->ground=false; + } + break; + case SDLK_LSHIFT: + player->speed = debug ? 4 : 3; + break; + case SDLK_LCTRL: + player->speed = .5; + break; + case SDLK_p: + toggleBlack(); + break; + case SDLK_F3: + debug ^= true; + break; + case SDLK_b: + if(debug)posFlag ^= true; + break; + case SDLK_e: ++ edown=true; + if(!heyOhLetsGo){ + heyOhLetsGo = loops; + player->inv->mouseSel = false; + } + if(loops - heyOhLetsGo >= 2 && !(player->inv->invOpen) && !(player->inv->selected)) + player->inv->invHover=true; + break; + default: + break; } } break; /* - KEYUP - */ + * KEYUP + */ + case SDL_KEYUP: - if(SDL_KEY==SDLK_a){left=false;}// Stop the player if movement keys are released - if(SDL_KEY==SDLK_d){right=false;} - if(!left&&!right)player->vel.x=0; - if(SDL_KEY==SDLK_LSHIFT)player->speed = 1; - if(SDL_KEY==SDLK_LCTRL)player->speed = 1; - if(SDL_KEY==SDLK_h)player->health-=5; - if(SDL_KEY==SDLK_f)player->light ^= true; - if(SDL_KEY==SDLK_e){ + switch(SDL_KEY){ + case SDLK_a: + player->left = false; + break; + case SDLK_d: + player->right = false; + break; + case SDLK_LSHIFT: + case SDLK_LCTRL: + player->speed = 1; + break; + case SDLK_e: + edown=false; if(player->inv->invHover){ player->inv->invHover = false; - heyOhLetsGo = 0; }else{ - if(player->inv->selected == false){ - player->inv->invOpening ^= true; - player->inv->mouseSel = false; - heyOhLetsGo = 0; - }else{ - player->inv->selected = false; - player->inv->mouseSel = false; - heyOhLetsGo = 0; - } + if(!player->inv->selected)player->inv->invOpening ^= true; + else player->inv->selected = false; + player->inv->mouseSel = false; } + heyOhLetsGo = 0; + break; + case SDLK_LEFT: + if(player->inv->sel)player->inv->sel--; + break; + case SDLK_RIGHT: + player->inv->sel++; + break; + default: + break; } - if(SDL_KEY==SDLK_RIGHT){player->inv->sel+=1;} - if(SDL_KEY==SDLK_LEFT){if(player->inv->sel!=0)player->inv->sel-=1;} + + if(!player->left&&!player->right) + player->vel.x=0; + break; default: break;