Some fixes to LBreakout2

This commit is contained in:
pelya
2010-09-16 17:23:34 +03:00
parent 71fbff7e6b
commit 54eb8bbb4a
14 changed files with 52 additions and 18 deletions

View File

@@ -165,14 +165,16 @@ static void client_brick_grow( int x, int y, int id )
px = x * BRICK_WIDTH;
py = y * BRICK_HEIGHT;
if (isReplace)
brick_draw( offscreen, x, y, 0 );
brick_draw( stk_display, x, y, 0 );
else
brick_draw_complex( x, y, px, py );
/*
stk_surface_blit( offscreen, px, py,
BRICK_WIDTH + shadow_size,
BRICK_HEIGHT + shadow_size,
stk_display, px, py );
stk_display_store_drect();
*/
}
}
@@ -190,13 +192,15 @@ Draw all bricks to offscreen surface.
void bricks_draw()
{
int i, j;
/*
if ( offscreen == 0 ) return;
stk_surface_clip( offscreen, 0, 0, stk_display->w - BRICK_WIDTH, stk_display->h );
*/
for ( j = 1; j < MAP_HEIGHT - 1; j++ )
for ( i = 1; i < MAP_WIDTH - 1; i++ )
if ( game->bricks[i][j].id >= 0 )
brick_draw( offscreen, i, j, 1 );
stk_surface_clip( offscreen, 0,0,0,0 );
brick_draw( stk_display, i, j, 1 );
//stk_surface_clip( offscreen, 0,0,0,0 );
}
/*
====================================================================
@@ -330,13 +334,15 @@ void client_handle_brick_hit( BrickHit *hit )
/* redraw all bricks (leaving shadows in transparent frame parts) */
void client_redraw_all_bricks()
{
stk_surface_blit( bkgnd, BRICK_WIDTH, BRICK_HEIGHT,
stk_display->w - BRICK_WIDTH*2,stk_display->h - BRICK_HEIGHT,
offscreen, BRICK_WIDTH, BRICK_HEIGHT );
stk_surface_blit( bkgnd, 0, 0,
stk_display->w,stk_display->h,
stk_display, 0, 0 );
bricks_draw();
/*
stk_surface_blit( offscreen, BRICK_WIDTH, BRICK_HEIGHT,
stk_display->w - BRICK_WIDTH*2,stk_display->h - BRICK_HEIGHT,
stk_display, BRICK_WIDTH, BRICK_HEIGHT );
// stk_display_update( STK_UPDATE_ALL );
stk_display_store_drect();
*/
}