diff options
Diffstat (limited to 'src/world.cpp')
-rw-r--r-- | src/world.cpp | 49 |
1 files changed, 32 insertions, 17 deletions
diff --git a/src/world.cpp b/src/world.cpp index c078726..3557121 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -18,13 +18,19 @@ bool worldInside = false; // True if player is inside a structure WEATHER weather = SUNNY; -const char *bgPaths[6]={ - "assets/bg.png", // Daytime background +const char *bgPaths[2][6]={ + {"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/bgWoodTile.png", + NULL, + NULL, + NULL, + NULL, + NULL} }; const float bgDraw[3][3]={ @@ -45,14 +51,11 @@ float worldGetYBase(World *w){ void World::setBackground(WORLD_BG_TYPE bgt){ switch(bgt){ - default: - bgTex = new Texturec(6,bgPaths[0], - bgPaths[1], - bgPaths[2], - bgPaths[3], - bgPaths[4], - bgPaths[5] - ); + case BG_FOREST: + bgTex = new Texturec(6,bgPaths[0]); + break; + case BG_WOODHOUSE: + bgTex = new Texturec(1,bgPaths[1]); break; } } @@ -92,11 +95,9 @@ void World::deleteEntities(void){ } World::~World(void){ - - if(behind){ + if(behind) delete behind; - } - + delete bgTex; delete[] star; delete[] line; @@ -768,7 +769,7 @@ void World::addMob(int t,float x,float y){ entity.push_back(mob.back()); } -void World::addMob(int t,float x,float y,void (*hey)()){ +void World::addMob(int t,float x,float y,void (*hey)(Mob *)){ mob.push_back(new Mob(t)); mob.back()->spawn(x,y); mob.back()->hey = hey; @@ -910,13 +911,27 @@ void IndoorWorld::generate(unsigned int width){ // Generates a flat area of wid void IndoorWorld::draw(Player *p){ int i,ie,v_offset; + glEnable(GL_TEXTURE_2D); + bgTex->bind(0); + glColor4ub(255,255,255,255); + glBegin(GL_QUADS); + for(i = x_start - SCREEN_WIDTH / 2;i < -x_start + SCREEN_WIDTH / 2; i += 1024){ + glTexCoord2i(1,1);glVertex2i(i ,0); + glTexCoord2i(0,1);glVertex2i(i+1024,0); + glTexCoord2i(0,0);glVertex2i(i+1024,1024); + glTexCoord2i(1,0);glVertex2i(i ,1024); + } + glEnd(); + glDisable(GL_TEXTURE_2D); + v_offset=(p->loc.x-x_start)/HLINE; // Calculate the player's offset in the array 'line' using the player's location 'vec' i=v_offset-SCREEN_WIDTH/2; // um if(i<0)i=0; // If the player is past the start of that world 'i' should start at the beginning // of the world ie=v_offset+SCREEN_WIDTH/2; // Set how many lines should be drawn (the drawing for loop loops from 'i' to 'ie') if(ie>lineCount)ie=lineCount; // If the player is past the end of that world 'ie' should contain the end of that world - glClearColor(.3,.1,0,0); + //glClearColor(.3,.1,0,0); + glBegin(GL_QUADS); for(i=i;i<ie-GEN_INC;i++){ // For lines in array 'line' from 'i' to 'ie' safeSetColor(150,100,50); |