Fixed most of GFX bugs in Pachi

This commit is contained in:
pelya
2010-10-28 17:22:28 +03:00
parent 7c1e6d0c62
commit e4cbc99367
8 changed files with 97 additions and 78 deletions

View File

@@ -6,50 +6,52 @@ SDL_Rect fadingpos; // posicion del objeto que esta desvaneciendose
SDL_Rect realfadingpos; // posicion del objeto que esta desvaneciendose en el area de juego
float fade_y;
float scanpos_y=R_gamearea_y - (P_h*P_h);
int scanpos_y=0;
void respawn() // rutina que hace reaparecer a Pachi
{
int scanspeed=1500;
SDL_Rect P_oldscansrect[P_h];
SDL_Rect P_scansrect[P_h];
SDL_Rect P_srcscan[P_h];
SDL_Rect P_scansrect;
SDL_Rect P_srcscan;
//imprimimos los scans
for(int a=P_h-1;a>=0;a--)
{
P_scansrect[a].x=int(mplayer[dificulty].x+R_gamearea_x);P_scansrect[a].w=mplayer[dificulty].w;P_scansrect[a].h=1;
P_scansrect[a].y=int(scanpos_y+(a*P_h));
P_srcscan[a].h=1;P_srcscan[a].w=mplayer[dificulty].w;P_srcscan[a].x=(mplayer[dificulty].w*(mplayer[dificulty].frame));P_srcscan[a].y=0+a;
P_oldscansrect[a]=P_scansrect[a];
SDL_BlitSurface(background,NULL,screen,NULL);
print_room();
if((P_scansrect[a].y<mplayer[dificulty].y+R_gamearea_y+P_h-(P_h-a))&&(P_scansrect[a].y>R_gamearea_y))
{
SDL_BlitSurface(player,&P_srcscan[a],screen,&P_scansrect[a]);
//SDL_UpdateRect(screen,P_scansrect[a].x,P_scansrect[a].y,P_scansrect[a].w,P_scansrect[a].h);
}
P_srcscan.h=1;
P_srcscan.y=P_h - scanpos_y;
P_srcscan.w=mplayer[dificulty].w;
P_srcscan.x=(mplayer[dificulty].w*(mplayer[dificulty].frame));
P_scansrect.x=mplayer[dificulty].start_x+R_gamearea_x;
P_scansrect.w=mplayer[dificulty].w;
P_scansrect.h=1;
for(int a=0;a<=R_gamearea_y + mplayer[dificulty].start_y + P_h - scanpos_y;a++)
{
P_scansrect.y=a;
SDL_BlitSurface(player,&P_srcscan,screen,&P_scansrect);
}
if(scanpos_y<mplayer[dificulty].y+P_h)
scanpos_y+=scanspeed*imove;
P_srcscan.h=scanpos_y;
P_srcscan.y=P_h - scanpos_y;
P_scansrect.h=scanpos_y;
P_scansrect.y=R_gamearea_y + mplayer[dificulty].start_y + P_h - scanpos_y;
SDL_BlitSurface(player,&P_srcscan,screen,&P_scansrect);
SDL_Flip(screen);
SDL_Delay(1);
if(scanpos_y<P_h)
scanpos_y+=1;
else
{
scanpos_y=R_gamearea_y - (P_h*P_h);
scanpos_y=0;
respawned=1;
imove=0.01;
SDL_Flip(screen);
}
//borramos los scans recuperando el fondo que habia antes
SDL_Rect bakscansrect[P_h];
for(int a=P_h-1;a>=0;a--)
{
bakscansrect[a]=P_oldscansrect[a];
P_oldscansrect[a].x-=R_gamearea_x;
P_oldscansrect[a].y-=R_gamearea_y;
SDL_BlitSurface(screenbak,&P_oldscansrect[a],screen,&bakscansrect[a]);
}
}
@@ -74,15 +76,15 @@ float fade_object(float alpha)
SDL_SetAlpha(fadeobject,SDL_SRCALPHA,fadealpha);
realfadingpos.x=R_gamearea_x+fadingpos.x;realfadingpos.y=R_gamearea_y+fadingpos.y;realfadingpos.w=fadingpos.w;realfadingpos.h=fadingpos.h;
SDL_BlitSurface(screenbak,&fadingpos,screen,&realfadingpos);
//SDL_BlitSurface(screenbak,&fadingpos,screen,&realfadingpos);
SDL_BlitSurface(fadeobject,NULL,screen,&realfadingpos);
//SDL_UpdateRect(screen,realfadingpos.x,realfadingpos.y,realfadingpos.w,realfadingpos.h+2);
if(fadealpha<5)
{
fadingobject=0;
SDL_BlitSurface(screenbak,&fadingpos,screen,&realfadingpos);
print_room();
SDL_Flip(screen);
//SDL_BlitSurface(screenbak,&fadingpos,screen,&realfadingpos);
//print_room();
//SDL_Flip(screen);
}
else
{
@@ -107,10 +109,10 @@ void screen_fx()
{
Mix_PlayChannel(7,storm,0);
blinkscreen(220,220,255,128);
load_room();
print_room();
}
}
//load_room();
//print_room();
}
}
}
}
@@ -137,7 +139,7 @@ void bright_obj(int bright_x, int bright_y)
objdstreal.y=bright_y*R_tileside+R_gamearea_y;
objdstreal.w=R_tileside;objdst.h=R_tileside;
SDL_BlitSurface(screenbak,&brdst,screen,&brdstreal);
//SDL_BlitSurface(screenbak,&brdst,screen,&brdstreal);
// SDL_BlitSurface(tiles,&objsrc,screen,&objdstreal);
SDL_BlitSurface(bright,&brsrc,screen,&brdstreal);
//SDL_UpdateRect(screen,brdstreal.x,brdstreal.y,brdstreal.w,brdstreal.h);
@@ -156,8 +158,8 @@ void show_arrow(int arrow, int show)
src.x=dst.x-R_gamearea_x;
if(show==1)
SDL_BlitSurface(left, NULL, screen, &dst);
else
SDL_BlitSurface(screenbak, &src, screen, &dst);
//else
//SDL_BlitSurface(screenbak, &src, screen, &dst);
//SDL_UpdateRect(screen, dst.x, dst.y, dst.w, dst.h);
break;
@@ -166,8 +168,8 @@ void show_arrow(int arrow, int show)
src.x=dst.x-R_gamearea_x;
if(show==1)
SDL_BlitSurface(right, NULL, screen, &dst);
else
SDL_BlitSurface(screenbak, &src, screen, &dst);
//else
//SDL_BlitSurface(screenbak, &src, screen, &dst);
//SDL_UpdateRect(screen, dst.x, dst.y, dst.w, dst.h);
break;