aboutsummaryrefslogtreecommitdiffstats
path: root/main.cpp
diff options
context:
space:
mode:
authordrumsetmonkey <abelleisle@roadrunner.com>2015-10-29 09:17:43 -0400
committerdrumsetmonkey <abelleisle@roadrunner.com>2015-10-29 09:17:43 -0400
commit0e50f3c18c68e4c42546a52147e10cac1202b96f (patch)
tree3c0d9f1dce02d0aba44e36f4bd9dd216caa9c414 /main.cpp
parent0e5c78738efd5206ace1d000fd4160e223ba8597 (diff)
Made background painting dynamic, and made new tree backdrops
Diffstat (limited to 'main.cpp')
-rw-r--r--main.cpp107
1 files changed, 53 insertions, 54 deletions
diff --git a/main.cpp b/main.cpp
index faa2be4..c52528a 100644
--- a/main.cpp
+++ b/main.cpp
@@ -49,7 +49,7 @@ SDL_GLContext mainGLContext = NULL;
*
*/
-static GLuint bgImage, bgMtn, bgTreesFirst;
+static GLuint bgImage, bgMtn, bgTreesFront, bgTreesMid, bgTreesFar;
/*
* gameRunning
@@ -336,7 +336,7 @@ int main(int argc, char *argv[]){
glGetShaderiv(fragShader, GL_COMPILE_STATUS, &bufferln);
- if(bufferln == GL_TRUE){
+ if(bufferln == GL_FALSE){
std::cout << "Error compiling shader" << std::endl;
}
@@ -382,7 +382,9 @@ int main(int argc, char *argv[]){
bgImage= Texture::loadTexture("assets/bg.png");
bgMtn= Texture::loadTexture("assets/bgFarMountain.png");
- bgTreesFirst = Texture::loadTexture("assets/antree.png");
+ bgTreesFront = Texture::loadTexture("assets/bgFrontTree.png");
+ bgTreesMid = Texture::loadTexture("assets/bgMidTree.png");
+ bgTreesFar = Texture::loadTexture("assets/bgFarTree.png");
/*
* Load sprites used in the inventory menu. See src/inventory.cpp
@@ -541,8 +543,8 @@ void render(){
* If the camera will go off of the left or right of the screen we want to lock it so we can't
* see past the world render
*/
- if(player->loc.x - SCREEN_WIDTH/2 < SCREEN_WIDTH*-1.5)offset.x = ((SCREEN_WIDTH*-1.5) + SCREEN_WIDTH/2) + player->width/2;
- if(player->loc.x + SCREEN_WIDTH/2 > SCREEN_WIDTH*1.5)offset.x = ((SCREEN_WIDTH*1.5) - SCREEN_WIDTH/2) + player->width/2;
+ if(player->loc.x - SCREEN_WIDTH/2 < currentWorld->getTheWidth()*-0.5f)offset.x = ((currentWorld->getTheWidth()*-0.5f) + SCREEN_WIDTH/2) + player->width/2;
+ if(player->loc.x + SCREEN_WIDTH/2 > currentWorld->getTheWidth()*0.5f)offset.x = ((currentWorld->getTheWidth()*0.5f) - SCREEN_WIDTH/2) + player->width/2;
glMatrixMode(GL_PROJECTION); //set the matrix mode as projection so we can set the ortho size and the camera settings later on
glPushMatrix(); //push the matrix to the top of the matrix stack
glLoadIdentity(); //replace the entire matrix stack with the updated GL_PROJECTION mode
@@ -576,75 +578,58 @@ void render(){
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,bgImage);
-
glBegin(GL_QUADS);
- glTexCoord2i(0,1);glVertex2i(-SCREEN_WIDTH*2,0);
- glTexCoord2i(1,1);glVertex2i( SCREEN_WIDTH*2,0);
- glTexCoord2i(1,0);glVertex2i( SCREEN_WIDTH*2,SCREEN_HEIGHT);
- glTexCoord2i(0,0);glVertex2i(-SCREEN_WIDTH*2,SCREEN_HEIGHT);
+ glTexCoord2i(0,1);glVertex2i(-SCREEN_WIDTH*2+offset.x,0);
+ glTexCoord2i(1,1);glVertex2i( SCREEN_WIDTH*2+offset.x,0);
+ glTexCoord2i(1,0);glVertex2i( SCREEN_WIDTH*2+offset.x,SCREEN_HEIGHT);
+ glTexCoord2i(0,0);glVertex2i(-SCREEN_WIDTH*2+offset.x,SCREEN_HEIGHT);
glEnd();
int base = 40 - (int)worldGetYBase(currentWorld);
glBindTexture(GL_TEXTURE_2D, bgMtn);
-
- glColor4ub(150,150,150,220);
glBegin(GL_QUADS);
- glTexCoord2i(0,1);glVertex2i(-1920+offset.x*.85,base);
- glTexCoord2i(1,1);glVertex2i( offset.x*.85,base);
- glTexCoord2i(1,0);glVertex2i( offset.x*.85,base+1080);
- glTexCoord2i(0,0);glVertex2i(-1920+offset.x*.85,base+1080);
- glEnd();
glColor4ub(150,150,150,220);
- glBegin(GL_QUADS);
- glTexCoord2i(0,1);glVertex2i( offset.x*.85,base);
- glTexCoord2i(1,1);glVertex2i(1920+offset.x*.85,base);
- glTexCoord2i(1,0);glVertex2i(1920+offset.x*.85,base+1080);
- glTexCoord2i(0,0);glVertex2i( offset.x*.85,base+1080);
+ for(int i = 0; i <= currentWorld->getTheWidth()/1920; i++){
+ glTexCoord2i(0,1);glVertex2i((currentWorld->getTheWidth()*-0.5f)+(1920 * i)+offset.x*.85,base);
+ glTexCoord2i(1,1);glVertex2i((currentWorld->getTheWidth()*-0.5f)+(1920 * (i+1))+offset.x*.85,base);
+ glTexCoord2i(1,0);glVertex2i((currentWorld->getTheWidth()*-0.5f)+(1920 * (i+1))+offset.x*.85,base+1080);
+ glTexCoord2i(0,0);glVertex2i((currentWorld->getTheWidth()*-0.5f)+(1920 * i)+offset.x*.85,base+1080);
+ }
glEnd();
- glBindTexture(GL_TEXTURE_2D, bgTreesFirst);
- glPushMatrix();
- glColor4ub(100,100,100,240);
+ glBindTexture(GL_TEXTURE_2D, bgTreesFar);
glBegin(GL_QUADS);
- glTexCoord2i(0,1);glVertex2i(-1920+offset.x*.6,base);
- glTexCoord2i(1,1);glVertex2i( offset.x*.6,base);
- glTexCoord2i(1,0);glVertex2i( offset.x*.6,base+1080);
- glTexCoord2i(0,0);glVertex2i(-1920+offset.x*.6,base+1080);
- glEnd();
-
glColor4ub(100,100,100,240);
- glBegin(GL_QUADS);
- glTexCoord2i(0,1);glVertex2i( offset.x*.6,base);
- glTexCoord2i(1,1);glVertex2i(1920+offset.x*.6,base);
- glTexCoord2i(1,0);glVertex2i(1920+offset.x*.6,base+1080);
- glTexCoord2i(0,0);glVertex2i( offset.x*.6,base+1080);
+ for(int i = 0; i <= currentWorld->getTheWidth()/1920; i++){
+ glTexCoord2i(0,1);glVertex2i((currentWorld->getTheWidth()*-0.5f)+(1920 * i)+offset.x*.6,base);
+ glTexCoord2i(1,1);glVertex2i((currentWorld->getTheWidth()*-0.5f)+(1920 * (i+1))+offset.x*.6,base);
+ glTexCoord2i(1,0);glVertex2i((currentWorld->getTheWidth()*-0.5f)+(1920 * (i+1))+offset.x*.6,base+1080);
+ glTexCoord2i(0,0);glVertex2i((currentWorld->getTheWidth()*-0.5f)+(1920 * i)+offset.x*.6,base+1080);
+ }
glEnd();
- glPopMatrix();
- glColor4ub(150,150,150,250);
+ glBindTexture(GL_TEXTURE_2D, bgTreesMid);
glBegin(GL_QUADS);
- glTexCoord2i(0,1);glVertex2i(-1920+offset.x*.4,base);
- glTexCoord2i(1,1);glVertex2i( offset.x*.4,base);
- glTexCoord2i(1,0);glVertex2i( offset.x*.4,base+1080);
- glTexCoord2i(0,0);glVertex2i(-1920+offset.x*.4,base+1080);
- glEnd();
-
glColor4ub(150,150,150,250);
- glBegin(GL_QUADS);
- glTexCoord2i(0,1);glVertex2i( offset.x*.4,base);
- glTexCoord2i(1,1);glVertex2i(1920+offset.x*.4,base);
- glTexCoord2i(1,0);glVertex2i(1920+offset.x*.4,base+1080);
- glTexCoord2i(0,0);glVertex2i( offset.x*.4,base+1080);
+ for(int i = 0; i <= currentWorld->getTheWidth()/1920; i++){
+ glTexCoord2i(0,1);glVertex2i((currentWorld->getTheWidth()*-0.5f)+(1920 * i)+offset.x*.4,base);
+ glTexCoord2i(1,1);glVertex2i((currentWorld->getTheWidth()*-0.5f)+(1920 * (i+1))+offset.x*.4,base);
+ glTexCoord2i(1,0);glVertex2i((currentWorld->getTheWidth()*-0.5f)+(1920 * (i+1))+offset.x*.4,base+1080);
+ glTexCoord2i(0,0);glVertex2i((currentWorld->getTheWidth()*-0.5f)+(1920 * i)+offset.x*.4,base+1080);
+ }
glEnd();
- glColor4ub(255,255,255,255);
+ glBindTexture(GL_TEXTURE_2D, bgTreesFront);
glBegin(GL_QUADS);
- glTexCoord2i(0,1);glVertex2i(-960+offset.x*.25,base);
- glTexCoord2i(1,1);glVertex2i( 960+offset.x*.25,base);
- glTexCoord2i(1,0);glVertex2i( 960+offset.x*.25,base+1080);
- glTexCoord2i(0,0);glVertex2i(-960+offset.x*.25,base+1080);
+ glColor4ub(255,255,255,255);
+ for(int i = 0; i <= currentWorld->getTheWidth()/1920; i++){
+ glTexCoord2i(0,1);glVertex2i((currentWorld->getTheWidth()*-0.5f)+(1920 * i)+offset.x*.25,base);
+ glTexCoord2i(1,1);glVertex2i((currentWorld->getTheWidth()*-0.5f)+(1920 * (i+1))+offset.x*.25,base);
+ glTexCoord2i(1,0);glVertex2i((currentWorld->getTheWidth()*-0.5f)+(1920 * (i+1))+offset.x*.25,base+1080);
+ glTexCoord2i(0,0);glVertex2i((currentWorld->getTheWidth()*-0.5f)+(1920 * i)+offset.x*.25,base+1080);
+ }
glEnd();
glDisable(GL_TEXTURE_2D);
@@ -685,6 +670,20 @@ void render(){
debugY, // The player's y coordinate
player->qh.current.size() // Active quest count
);
+ if(ui::posFlag){
+ glBegin(GL_LINES);
+ glColor3ub(255,0,0);
+ glVertex2i(0,0);
+ glVertex2i(0,SCREEN_HEIGHT);
+
+ glColor3ub(255,255,255);
+ glVertex2i(player->loc.x + player->width/2,0);
+ glVertex2i(player->loc.x + player->width/2,SCREEN_HEIGHT);
+
+ glVertex2i(-SCREEN_WIDTH/2+offset.x,player->loc.y);
+ glVertex2i(SCREEN_WIDTH/2+offset.x, player->loc.y);
+ glEnd();
+ }
}