Files
commandergenius/project/jni/application/pachi/src/fx.h
2010-10-28 17:22:28 +03:00

184 lines
4.9 KiB
C

/*
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_y<P_h)
scanpos_y+=1;
else
{
scanpos_y=0;
respawned=1;
imove=0.01;
}
//borramos los scans recuperando el fondo que habia antes
}
void initfade_object(int x, int y, int object)
{
alphade=255;
object-=200;
fadeobject=SDL_CreateRGBSurface(SDL_SWSURFACE,R_tileside,R_tileside,16,0,0,0,0);
SDL_SetColorKey(fadeobject,SDL_SRCCOLORKEY,(fadeobject->format,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;
}
}