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-rw-r--r--src/ui.cpp12
-rw-r--r--src/world.cpp128
2 files changed, 93 insertions, 47 deletions
diff --git a/src/ui.cpp b/src/ui.cpp
index e6ee988..43706e7 100644
--- a/src/ui.cpp
+++ b/src/ui.cpp
@@ -52,7 +52,6 @@ static char dialogBoxText[512];
static char *dialogOptText[4];
static float dialogOptLoc[4][3];
static unsigned char dialogOptCount = 0;
-static bool dialogPassive = false;
static bool typeOutDone = true;
extern Menu* currentMenu;
@@ -114,6 +113,8 @@ namespace ui {
bool debug=false;
bool posFlag=false;
+ bool dialogPassive = false;
+
/*
* Dialog stuff that needs to be 'public'.
@@ -555,9 +556,10 @@ namespace ui {
if(dialogImportant){
setFontColor(255,255,255);
- if(fadeIntensity == 255){
+ if(fadeIntensity == 255 || dialogPassive){
setFontSize(24);
putStringCentered(offset.x,offset.y,rtext);
+ setFontSize(16);
}
}else{
@@ -602,7 +604,7 @@ namespace ui {
Mix_PlayChannel(1,dialogClick,0);
}
- }else if(!dialogImportant && !fadeIntensity){
+ }if(!fadeIntensity){
vec2 hub = {
(SCREEN_WIDTH/2+offset.x)-fontSize*10,
(offset.y+SCREEN_HEIGHT/2)-fontSize
@@ -1182,6 +1184,10 @@ DONE:
return;
}
switch(SDL_KEY){
+ case SDLK_w:
+ dialogPassive = true;
+ importantText("Welcome to Meme-Town");
+ break;
case SDLK_a:
left = false;
break;
diff --git a/src/world.cpp b/src/world.cpp
index 2012d32..d039bca 100644
--- a/src/world.cpp
+++ b/src/world.cpp
@@ -17,39 +17,25 @@ bool worldInside = false; // True if player is inside a structure
WEATHER weather = SUNNY;
-// 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/dirt.png"}, // Dirt
-// {"assets/bgWoodTile.png",
-// NULL,
-// NULL,
-// NULL,
-// NULL,
-// NULL}
-// };
-
-const std::string bgPaths[2][8]={
- {"bg.png", // Daytime background
- "bgn.png", // Nighttime background
- "bgFarMountain.png", // Furthest layer
- "forestTileBack.png", // Closer layer
- "forestTileMid.png", // Near layer
- "forestTileFront.png", // Closest layer
- "dirt.png", // Dirt
- "grass.png"}, // Grass
- {"bgWoodTile.png",
- "bgWoodTile.png",
- "bgWoodTile.png",
- "bgWoodTile.png",
- "bgWoodTile.png",
- "bgWoodTile.png",
- "bgWoodTile.png",
- "bgWoodTile.png"}
+
+const std::string bgPaths[2][9]={
+ {"bg.png", // Daytime background
+ "bgn.png", // Nighttime background
+ "bgFarMountain.png", // Furthest layer
+ "forestTileFar.png", // Furthest away Tree Layer
+ "forestTileBack.png", // Closer layer
+ "forestTileMid.png", // Near layer
+ "forestTileFront.png", // Closest layer
+ "dirt.png", // Dirt
+ "grass.png"}, // Grass
+ {"bgWoodTile.png",
+ "bgWoodTile.png",
+ "bgWoodTile.png",
+ "bgWoodTile.png",
+ "bgWoodTile.png",
+ "bgWoodTile.png",
+ "bgWoodTile.png",
+ "bgWoodTile.png"}
};
const std::string buildPaths[] = { "townhall.png",
@@ -61,10 +47,11 @@ const std::string buildPaths[] = { "townhall.png",
"lampPost1.png",
"brazzier.png"};
-const float bgDraw[3][3]={
+const float bgDraw[4][3]={
{100,240,.6 },
{150,250,.4 },
- {255,255,.25}
+ {200,255,.25},
+ {255,255,.1}
};
float worldGetYBase(World *w){
@@ -342,7 +329,7 @@ void World::update(Player *p,unsigned int delta){
if(e->type != STRUCTURET && e->canMove){
e->loc.x += e->vel.x * delta;
if(e->vel.x < 0)e->left = true;
- else if(e->vel.x > 0)e->left = false;
+ else if(e->vel.x > 0)e->left = false;
}
}
@@ -489,10 +476,10 @@ void World::draw(Player *p){
glEnd();
/*
- * Draw three layers of trees.
+ * Draw four layers of trees.
*/
- for(i = 0; i < 3; i++){
+ for(i = 0; i < 4; i++){
bgTex->bindNext();
safeSetColorA(bgDraw[i][0]-bgshade,bgDraw[i][0]-bgshade,bgDraw[i][0]-bgshade,bgDraw[i][1]);
@@ -590,8 +577,7 @@ void World::draw(Player *p){
}
for(auto &b : current->build){
b->draw();
- }
-
+ }
/*
* Draw the layer up until the grass portion, which is done later.
*/
@@ -735,7 +721,6 @@ void World::draw(Player *p){
o->loc.y-=(yoff-DRAW_Y_OFFSET);
}
}
-
/*
* If we're drawing the closest/last world, handle and draw the player.
@@ -955,6 +940,7 @@ void World::singleDetect(Entity *e){
}
void World::detect(Player *p){
+ //static std::thread villageThread;
World *hey = this;
/*
@@ -962,6 +948,9 @@ void World::detect(Player *p){
*/
singleDetect(p);
+ //villageLogic(this);
+ //villageThread = std::thread(villageLogic, this);
+
/*
* Handle all remaining entities in this world.
@@ -988,10 +977,38 @@ void World::detect(Player *p){
}
what++;
}what=0;
+ for(auto &b : build){
+ switch(b->bsubtype){
+ case FOUNTAIN:
+ for(int r = 0; r < (rand()%25)+10;r++){
+ addParticle( rand()%HLINE*3 + b->loc.x + b->width/2,
+ b->loc.y + b->height,
+ HLINE*1.25,
+ HLINE*1.25,
+ rand()%2 == 0?-(rand()%7)*.01:(rand()%7)*.01,
+ ((4+rand()%6)*.05),
+ {0,0,255},
+ 2500);
+
+ particles.back()->fountain = true;
+ }
+ break;
+ case FIRE_PIT:
+ for(int r = 0; r < (rand()%20)+10;r++){
+ addParticle(rand()%(int)(b->width/2) + b->loc.x+b->width/4, b->loc.y+3*HLINE, HLINE, HLINE, rand()%2 == 0?-(rand()%3)*.01:(rand()%3)*.01,((4+rand()%6)*.005), {255,0,0}, 400);
+ particles.back()->gravity = false;
+ particles.back()->behind = true;
+ }
+ break;
+ default: break;
+ }
+ }
+
/*if(hey->infront){
hey = hey->infront;
goto LOOOOP;
}*/
+ //villageThread.join();
}
void World::addStructure(BUILD_SUB sub, float x,float y, char *tex, const char *inside){
build.push_back(new Structures());
@@ -1135,7 +1152,7 @@ World *World::goWorldRight(Player *p){
if(toRight && p->loc.x + p->width > -x_start - HLINE * 15){
tmp = loadWorldFromXML(toRight);
- p->loc.x = tmp->x_start + HLINE * 10;
+ p->loc.x = tmp->x_start + (int)HLINE * 10;
p->loc.y = tmp->line[0].y;
return tmp;
@@ -1479,6 +1496,7 @@ extern World *currentWorld;
World *loadWorldFromXML(const char *path){
XMLDocument xml;
XMLElement *wxml;
+ XMLElement *vil;
World *tmp;
float spawnx;
@@ -1499,11 +1517,17 @@ World *loadWorldFromXML(const char *path){
xml.LoadFile(currentXML);
wxml = xml.FirstChildElement("World");
+ vil = xml.FirstChildElement("World")->FirstChildElement("village");
if(wxml){
wxml = wxml->FirstChildElement();
Indoor = false;
tmp = new World();
+ if(vil){
+ vil = vil->FirstChildElement();
+ //tmp->village.push_back(vil->Attribute("name"));
+
+ }
}else if((wxml = xml.FirstChildElement("IndoorWorld"))){
wxml = wxml->FirstChildElement();
Indoor = true;
@@ -1512,7 +1536,6 @@ World *loadWorldFromXML(const char *path){
while(wxml){
name = wxml->Name();
-
if(!strcmp(name,"link")){
if((ptr = wxml->Attribute("left")))
tmp->setToLeft(ptr);
@@ -1577,9 +1600,26 @@ World *loadWorldFromXML(const char *path){
tmp->addMob(MS_TRIGGER,wxml->FloatAttribute("x"),0,commonTriggerFunc);
tmp->mob.back()->heyid = wxml->Attribute("id");
}
-
+
wxml = wxml->NextSiblingElement();
}
+
+ while(vil){
+ name = vil->Name();
+ if(!strcmp(name,"structure")){
+ ptr = vil->Attribute("inside");
+ tmp->addStructure((BUILD_SUB)vil->UnsignedAttribute("type"),
+ vil->QueryFloatAttribute("x",&spawnx) != XML_NO_ERROR ?
+ getRand() % tmp->getTheWidth() / 2.0f :
+ spawnx,
+ 100,
+ (char*)vil->Attribute("texture"),
+ ptr);
+
+ //tmp->village.back().build.push_back(tmp->build.back());
+ }
+ vil = vil->NextSiblingElement();
+ }
std::ifstream dat (((std::string)currentXML + ".dat").c_str());
if(dat.good()){