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-rw-r--r--src/world.cpp25
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.