Files
commandergenius/project/jni/application/alienblaster/shieldGlow.cpp

63 lines
2.1 KiB
C++

/***************************************************************************
alienBlaster
Copyright (C) 2004
Paul Grathwohl, Arne Hormann, Daniel Kuehn, Soenke Schwardt
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2, or (at your option)
any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
***************************************************************************/
#include "shieldGlow.h"
#include "surfaceDB.h"
ShieldGlow::ShieldGlow( ShipTypes shipType ) {
switch ( shipType ) {
case LIGHT_FIGHTER:
{
spriteShieldGlow = surfaceDB.loadSurface( FN_LIGHT_FIGHTER_SHIELD_DAMAGED, true );
break;
}
case HEAVY_FIGHTER:
{
spriteShieldGlow = surfaceDB.loadSurface( FN_HEAVY_FIGHTER_SHIELD_DAMAGED, true );
break;
}
}
nrFrames = spriteShieldGlow->w / spriteShieldGlow->h;
timePerFrame = RACER_SHIELD_DAMAGE_LIFETIME / nrFrames;
frameWidth = spriteShieldGlow->w / nrFrames;
halfFrameWidth = frameWidth / 2;
halfFrameHeight = spriteShieldGlow->h / 2;
}
ShieldGlow::~ShieldGlow() {}
void ShieldGlow::draw( SdlCompat_AcceleratedSurface *screen, Vector2D pos, int time ) {
if ( time < 0 || RACER_SHIELD_DAMAGE_LIFETIME < time ) return;
int actFrame = time / timePerFrame;
SDL_Rect src, dest;
src.x = actFrame*frameWidth;
src.y = 0;
src.w = frameWidth;
src.h = spriteShieldGlow->h;
dest.x = lroundf(pos.getX()) - halfFrameWidth;
dest.y = lroundf(pos.getY()) - halfFrameHeight;
dest.w = frameWidth;
dest.h = spriteShieldGlow->h;
SDL_BlitSurface( spriteShieldGlow, &src, screen, &dest );
}