/* Rutina de efectos especiales */ SDL_Surface *fadeobject; 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; int scanpos_y=0; void respawn() // rutina que hace reaparecer a Pachi { int scanspeed=1500; SDL_Rect P_scansrect; SDL_Rect P_srcscan; //imprimimos los scans SDL_BlitSurface(background,NULL,screen,NULL); print_room(); 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); } 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_yformat,0,255,0)); SDL_Rect objectsrc; objectsrc.w=R_tileside;objectsrc.h=R_tileside; objectsrc.y=R_tileside*10;objectsrc.x=R_tileside*object; SDL_BlitSurface(tiles,&objectsrc,fadeobject,NULL); fadingpos.x=x*R_tileside;fadingpos.y=y*R_tileside; fadingpos.w=R_tileside;fadingpos.h=R_tileside; fade_y=fadingpos.y; } float fade_object(float alpha) { int fadealpha = int(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(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); } else { alpha-=500*imove; fade_y-=150*imove; if(fade_y<32) fade_y+=150*imove; fadingpos.y=int(fade_y); } return(alpha); } void screen_fx() { Mix_Volume(7,128); if(seconds==15 || seconds==45) { if(stage<6) // en el cementerio { if(int(oldsec-1)==int(seconds)) { Mix_PlayChannel(7,storm,0); blinkscreen(220,220,255,128); //load_room(); //print_room(); } } } } void bright_obj(int bright_x, int bright_y) { SDL_Rect brsrc; brsrc.x=(brightframe*40); brsrc.y=0;brsrc.w=40;brsrc.h=40; SDL_Rect brdst; brdst.x=bright_x*R_tileside-4;brdst.y=bright_y*R_tileside-4;brdst.w=40;brdst.h=40; SDL_Rect brdstreal; brdstreal.x=bright_x*R_tileside-4+R_gamearea_x;brdstreal.y=bright_y*R_tileside-4+R_gamearea_y;brdstreal.w=40;brdstreal.h=40; SDL_Rect objsrc; objsrc.w=R_tileside;objsrc.w=R_tileside; objsrc.x=(mroom.data[bright_x][bright_y] - (int(mroom.data[bright_x][bright_y]/20) * 20))*R_tileside; objsrc.y=(int(mroom.data[bright_x][bright_y]/20) * R_tileside); SDL_Rect objdst; objdst.x=bright_x*R_tileside; objdst.y=bright_y*R_tileside; objdst.w=R_tileside;objdst.h=R_tileside; SDL_Rect objdstreal; objdstreal.x=bright_x*R_tileside+R_gamearea_x; 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(tiles,&objsrc,screen,&objdstreal); SDL_BlitSurface(bright,&brsrc,screen,&brdstreal); //SDL_UpdateRect(screen,brdstreal.x,brdstreal.y,brdstreal.w,brdstreal.h); } void show_arrow(int arrow, int show) { SDL_Rect dst; dst.w=150; dst.h=30;dst.y=R_gamearea_y+1; SDL_Rect src; src.w=dst.w; src.h=dst.h; src.y=dst.y - R_gamearea_y; switch(arrow) { case arrow_left: dst.x=R_gamearea_x+1; src.x=dst.x-R_gamearea_x; if(show==1) SDL_BlitSurface(left, NULL, screen, &dst); //else //SDL_BlitSurface(screenbak, &src, screen, &dst); //SDL_UpdateRect(screen, dst.x, dst.y, dst.w, dst.h); break; case arrow_right: dst.x=R_gamearea_x+(R_maxtiles_h*R_tileside)-(10+dst.w); src.x=dst.x-R_gamearea_x; if(show==1) SDL_BlitSurface(right, NULL, screen, &dst); //else //SDL_BlitSurface(screenbak, &src, screen, &dst); //SDL_UpdateRect(screen, dst.x, dst.y, dst.w, dst.h); break; case arrow_up: //fprintf(stderr,"up"); break; case arrow_down: //fprintf(stderr,"down"); break; } }