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authordrumsetmonkey <abelleisle@roadrunner.com>2015-12-16 07:35:55 -0500
committerdrumsetmonkey <abelleisle@roadrunner.com>2015-12-16 07:35:55 -0500
commit983602c87add7161cc82311e690e066f96493c31 (patch)
tree3c4f3bb9eb440e6d78360291138c68c7faa86388 /src
parentbf82dd59140d32f4eb265ae69a44784b5fda116a (diff)
parent2286361ea87b42e73ec2f544265c5fd5e1b5713b (diff)
Stuff
Diffstat (limited to 'src')
-rw-r--r--src/common.cpp10
-rw-r--r--src/entities.cpp3
-rw-r--r--src/gameplay.cpp1
-rw-r--r--src/inventory.cpp5
-rw-r--r--src/ui.cpp6
-rw-r--r--src/world.cpp34
6 files changed, 41 insertions, 18 deletions
diff --git a/src/common.cpp b/src/common.cpp
index a8a964e..7449a35 100644
--- a/src/common.cpp
+++ b/src/common.cpp
@@ -1,7 +1,15 @@
#include <common.h>
#include <cstdio>
+#include <chrono>
-#define DEBUG
+#ifndef __WIN32__
+
+unsigned int millis(void){
+ std::chrono::system_clock::time_point now=std::chrono::system_clock::now();
+ return std::chrono::duration_cast<std::chrono::milliseconds>(now.time_since_epoch()).count();
+}
+
+#endif // __WIN32__
void DEBUG_prints(const char* file, int line, const char *s,...){
va_list args;
diff --git a/src/entities.cpp b/src/entities.cpp
index 3b8b52b..0df6b17 100644
--- a/src/entities.cpp
+++ b/src/entities.cpp
@@ -83,7 +83,8 @@ Player::Player(){ //sets all of the player specific traits on object creation
subtype = 0;
health = maxHealth = 100;
speed = 1;
- tex = new Texturec(3, "assets/player1.png", "assets/player.png", "assets/player2.png");
+ //tex = new Texturec(3, "assets/player1.png", "assets/player.png", "assets/player2.png");
+ tex = new Texturec(3, "assets/maybeplayer.png", "assets/maybeplayer.png", "assets/maybeplayer.png");
inv = new Inventory(PLAYER_INV_SIZE);
}
Player::~Player(){
diff --git a/src/gameplay.cpp b/src/gameplay.cpp
index 6b62465..284bd78 100644
--- a/src/gameplay.cpp
+++ b/src/gameplay.cpp
@@ -141,6 +141,7 @@ void initEverything(void){
currentWorld = worldSpawnHill1;
+ worldSpawnHill2->addStructure(STRUCTURET,HOUSE,(rand()%120*HLINE),100,worldSpawnHill1,worldSpawnHill2);
worldSpawnHill2->addStructure(STRUCTURET,HOUSE,(rand()%120*HLINE),100,worldSpawnHill1,worldSpawnHill2);
player = new Player();
diff --git a/src/inventory.cpp b/src/inventory.cpp
index 5ae97b4..52ae02c 100644
--- a/src/inventory.cpp
+++ b/src/inventory.cpp
@@ -299,10 +299,10 @@ void itemDraw(Player *p,ITEM_ID id,ITEM_TYPE type){
glBindTexture(GL_TEXTURE_2D,itemtex[id]);
glColor4ub(255,255,255,255);
glBegin(GL_QUADS);
- glTexCoord2i(0,1);glVertex2f(itemLoc.x, itemLoc.y);
+ glTexCoord2i(0,1);glVertex2f(itemLoc.x, itemLoc.y);
glTexCoord2i(1,1);glVertex2f(itemLoc.x+item[id].width,itemLoc.y);
glTexCoord2i(1,0);glVertex2f(itemLoc.x+item[id].width,itemLoc.y+item[id].height);
- glTexCoord2i(0,0);glVertex2f(itemLoc.x, itemLoc.y+item[id].height);
+ glTexCoord2i(0,0);glVertex2f(itemLoc.x, itemLoc.y+item[id].height);
glEnd();
glDisable(GL_TEXTURE_2D);
glTranslatef(player->loc.x*2,0,0);
@@ -341,6 +341,7 @@ int Inventory::useItem(void){
}
break;
default:
+ //hangle++;
break;
}
}
diff --git a/src/ui.cpp b/src/ui.cpp
index 11bc195..08f503f 100644
--- a/src/ui.cpp
+++ b/src/ui.cpp
@@ -464,6 +464,12 @@ namespace ui {
}while(fadeIntensity < 255);
fadeIntensity = 255;
}
+ void waitForNothing(unsigned int ms){
+ unsigned int target = millis() + ms;
+ do{
+ mainLoop();
+ }while(millis() < target);
+ }
void importantText(const char *text,...){
va_list textArgs;
diff --git a/src/world.cpp b/src/world.cpp
index d26b0fb..1e205d1 100644
--- a/src/world.cpp
+++ b/src/world.cpp
@@ -17,13 +17,14 @@ bool worldInside = false; // True if player is inside a structure
WEATHER weather = SUNNY;
-const char *bgPaths[2][6]={
+const char *bgPaths[2][7]={
{"assets/bg.png", // Daytime background
"assets/bgn.png", // Nighttime background
"assets/bgFarMountain.png", // Furthest layer
"assets/forestTileBack.png", // Closer layer
"assets/forestTileMid.png", // Near layer
- "assets/forestTileFront.png"}, // Closest layer
+ "assets/forestTileFront.png", // Closest layer
+ "assets/dirt.png"}, // Dirt
{"assets/bgWoodTile.png",
NULL,
NULL,
@@ -51,7 +52,7 @@ float worldGetYBase(World *w){
void World::setBackground(WORLD_BG_TYPE bgt){
switch(bgt){
case BG_FOREST:
- bgTex = new Texturec(6,bgPaths[0]);
+ bgTex = new Texturec(7,bgPaths[0]);
break;
case BG_WOODHOUSE:
bgTex = new Texturec(1,bgPaths[1]);
@@ -344,13 +345,12 @@ void World::setBGM(const char *path){
}
}
-void World::bgmPlay(World *prev){
- if(!prev || strcmp(bgm,prev->bgm)){
+void World::bgmPlay(World *prev){
+ if(prev && strcmp(bgm,prev->bgm)){
+ Mix_FadeOutMusic(800);
Mix_VolumeMusic(50);
Mix_PlayMusic(bgmObj,-1); // Loop infinitely
- }/*else{
- Mix_FadeOutMusic(800);
- }*/
+ }
}
int worldShade = 0;
@@ -550,20 +550,25 @@ LOOP2:
*/
bool hey=false;
+ glEnable(GL_TEXTURE_2D);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //for the s direction
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); //for the t direction
+ bgTex->bindNext();
glBegin(GL_QUADS);
for(i=is;i<(unsigned)ie-GEN_INC;i++){
cline[i].y+=(yoff-DRAW_Y_OFFSET); // Add the y offset
if(!cline[i].y){
cline[i].y=base;
hey=true;
- safeSetColor(cline[i].color-100+shade,cline[i].color-150+shade,cline[i].color-200+shade);
+ //safeSetColor(cline[i].color-100+shade,cline[i].color-150+shade,cline[i].color-200+shade);
}else{
- safeSetColor(cline[i].color+shade,cline[i].color-50+shade,cline[i].color-100+shade); // Set the shaded dirt color
+ //safeSetColor(cline[i].color+shade,cline[i].color-50+shade,cline[i].color-100+shade); // Set the shaded dirt color
}
- glVertex2i(cx_start+i*HLINE ,cline[i].y-GRASS_HEIGHT);
- glVertex2i(cx_start+i*HLINE+HLINE,cline[i].y-GRASS_HEIGHT);
- glVertex2i(cx_start+i*HLINE+HLINE,0);
- glVertex2i(cx_start+i*HLINE ,0);
+ glColor4ub(255,255,255,255);
+ glTexCoord2i(0,1);glVertex2i(cx_start+i*HLINE ,cline[i].y-GRASS_HEIGHT);
+ glTexCoord2i(1,1);glVertex2i(cx_start+i*HLINE+HLINE,cline[i].y-GRASS_HEIGHT);
+ glTexCoord2i(1,0);glVertex2i(cx_start+i*HLINE+HLINE,0);
+ glTexCoord2i(0,0);glVertex2i(cx_start+i*HLINE ,0);
cline[i].y-=(yoff-DRAW_Y_OFFSET); // Restore the line's y value
if(hey){
hey=false;
@@ -571,6 +576,7 @@ LOOP2:
}
}
glEnd();
+ glDisable(GL_TEXTURE_2D);
/*
* Draw grass on every line.