diff options
Diffstat (limited to 'src/world.cpp')
-rw-r--r-- | src/world.cpp | 25 |
1 files changed, 16 insertions, 9 deletions
diff --git a/src/world.cpp b/src/world.cpp index b964c9a..9a2b6d3 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]); @@ -549,20 +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; @@ -570,6 +576,7 @@ LOOP2: } } glEnd(); + glDisable(GL_TEXTURE_2D); /* * Draw grass on every line. |