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VVVVVV/mobile_version/src/dwgraphicsclass.as

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package{
import starling.display.*;
import starling.events.*;
import starling.textures.*;
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import flash.geom.*;
import flash.net.*;
import starling.core.*;
import starling.text.BitmapFont;
import starling.text.TextField;
import starling.utils.AssetManager;
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import flash.display.Bitmap;
import flash.display.BitmapData;
public class dwgraphicsclass {
public var screenwidth:int = 320;
public var screenheight:int = 240;
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public var BUTTON_BLANK:int = 0;
public var BUTTON_MENU:int = 1;
public var BUTTON_BACK:int = 2;
public var BUTTON_TALK:int = 3;
public var BUTTON_USE:int = 4;
public var BUTTON_TELEPORT:int = 5;
public var BUTTON_GAMECENTER:int = 6;
public var BUTTON_CONTROLS:int = 7;
public var BUTTON_DPAD:int = 8;
public function init(_stage:Stage):void {
starstage = _stage;
starstage.touchable = false;
backbuffer = new RenderTexture(screenwidth, screenheight, false);
frontbuffer_meshbatch = new MeshBatch();
towerbufferforeground_meshbatch = new MeshBatch();
towerbufferbackground_meshbatch = new MeshBatch();
warpzonevertical_meshbatch = new MeshBatch();
warpzonehorizontal_meshbatch = new MeshBatch();
towerbufferstatic_meshbatch = new MeshBatch();
menubuffer = new RenderTexture(screenwidth, screenheight, false);
menubuffer_image = new Image(menubuffer);
menubuffer_image.touchable = false;
menubuffer_image.textureSmoothing = TextureSmoothing.NONE;
screenmenubuffer = new RenderTexture(screenwidth, screenheight, false);
screenmenubuffer_image = new Image(screenmenubuffer);
screenmenubuffer_image.touchable = false;
screenmenubuffer_image.textureSmoothing = TextureSmoothing.NONE;
screen = new Image(backbuffer);
screen.touchable = false;
screen.textureSmoothing = TextureSmoothing.BILINEAR;
smallscreen = new Image(backbuffer);
smallscreen.touchable = false;
smallscreen.textureSmoothing = TextureSmoothing.NONE;
starstage.addChild(screen);
tquad = new Quad(1, 1, RGB(255, 255, 255));
ttf = new TextField(320, 120, "");
ttf.touchable = false;
ttf.format.font = "c64";
ttf.format.color = 0xFFFFFF;
ttf.format.size = BitmapFont.NATIVE_SIZE;
ttf.format.horizontalAlign = "left";
ttf.format.verticalAlign = "top";
tposition = new Matrix();
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//We initialise a few things
updatebackground = true;
tiles_rect=new Rectangle(0,0,8,8);
sprites_rect=new Rectangle(0,0,32,32);
bfont_rect=new Rectangle(0,0,8,8);
bfontmask_rect=new Rectangle(0,0,9,9);
bg_rect = new Rectangle(0, 0, 320, 240);
footerrect = new Rectangle(0, 230, 320, 10);
prect = new Rectangle(0, 0, 4, 4);
line_rect = new Rectangle();
tl = new Point(0, 0); tpoint = new Point(0, 0); trect = new Rectangle();
ct = new ColorTransform(0, 0, 0, 1, 255, 255, 255, 1); //Set to white
madpoint = new Point;
madrect = new Rectangle;
trinketcolset = false;
showcutscenebars = false;
cutscenebarspos = 0;
flipmode = false; setflipmode = false;
flipmatrix.scale(1, -1);
flipmatrix.translate(0, 240);
flipfontmatrix.scale(1, -1); flipfontmatrix.translate(0, 8);
flipfontmatrix2.scale(1, -1); flipfontmatrix2.translate(0, 9);
//Android optimisations
var tbg:Array = [0x19090A, 0x190C0A, 0x190F0A, 0x191309, 0x191609, 0x191909,
0x171909, 0x151909, 0x131909, 0x111909, 0x0F1909, 0x0E190C,
0x0D190F, 0x0B1813, 0x0A1816, 0x091819, 0x0A1519, 0x0C1219,
0x0E0F19, 0x100C19, 0x110919, 0x130919, 0x140919, 0x160919,
0x170919, 0x190919, 0x190916, 0x190913, 0x190910, 0x19090D];
for (i = 0; i < tbg.length; i++){
tower_bgcol.push(tbg[i]);
}
tbg = [0x0A0304, 0x0A0504, 0x0A0604, 0x0A0703, 0x0A0803, 0x0A0A03,
0x090A03, 0x080A03, 0x070A03, 0x070A03, 0x060A03, 0x050A05,
0x050A06, 0x040907, 0x040908, 0x03090A, 0x04080A, 0x05070A,
0x05060A, 0x06040A, 0x07030A, 0x07030A, 0x08030A, 0x08030A,
0x09030A, 0x0A030A, 0x0A0309, 0x0A0307, 0x0A0306, 0x0A0305];
for (i = 0; i < tbg.length; i++){
tower_bgdarkcol.push(tbg[i]);
}
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//Background inits
for (i = 0; i < 50; i++) {
var s:Rectangle = new Rectangle(Math.random() * 320, Math.random() * 240, 2, 2);
var s2:int = 4+(Math.random()*4);
stars.push(s); starsspeed.push(s2);
var bb:Rectangle;
var bvx:int = 0; var bvy:int = 0;
if(Math.random()*100 > 50){
bvx = 9 - (Math.random() * 19); if (bvx > -6 && bvx < 6) bvx = 6;
bvx = bvx * 1.5;
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bb = new Rectangle(Math.random() * 320, Math.random() * 240, 32, 12);
}else {
bvy = 9 - (Math.random() * 19); if (bvy > -6 && bvy < 6) bvy = 6;
bvy = bvy * 1.5;
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bb = new Rectangle(Math.random() * 320, Math.random() * 240, 12, 32);
}
var bint:Number = 0.5 + ((Math.random() * 100) / 200);
backboxes.push(bb);
backboxvx.push(bvx); backboxvy.push(bvy);
backboxint.push(bint);
}
backboxrect = new Rectangle();
backoffset = 0; backgrounddrawn = false;
warpskip = 0;
warpfcol = 0x000000; warpbcol = 0x000000;
warprect = new Rectangle(0, 0, 0, 0);
spcol = 0; spcoldel = 0;
crewframe = 0; crewframedelay = 4;
menuoffset = 0; resumegamemode = false;
//Textboxes!
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for (i = 0; i < 30; i++) {
var t:textboxclass = new textboxclass;
textbox.push(t);
}
ntextbox = 0;
//Fading stuff
for (i = 0; i < 15; i++) {
fadebars.push(0);
}
fadeamount = 0;
fademode = 0;
//var devicexres:int = int(Capabilities.screenResolutionX);
//var deviceyres:int = int(Capabilities.screenResolutionY);
//updatescreen(starstage.stageWidth, starstage.stageHeight);
//Starling.current.showStats = true;
}
public function initbuttonstuff():void {
button_image_width.push(0); button_image_height.push(0);
button_image_width.push(0); button_image_height.push(0);
button_image_width.push(0); button_image_height.push(0);
button_image_width.push(0); button_image_height.push(0);
button_image.push(new Image(button_texture[0]));
button_image.push(new Image(button_texture[1]));
button_image.push(new Image(button_texture[2]));
button_image.push(new Image(button_texture[3]));
button_image[0].touchable = false; button_image[0].textureSmoothing = TextureSmoothing.NONE;
button_image[1].touchable = false; button_image[1].textureSmoothing = TextureSmoothing.NONE;
button_image[2].touchable = false; button_image[2].textureSmoothing = TextureSmoothing.NONE;
button_image[3].touchable = false; button_image[3].textureSmoothing = TextureSmoothing.NONE;
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for (i = 0; i < 10; i++) {
buttonlerp.push(int(0));
buttonstate.push(int(0));
currentbuttontype.push(int(-1));
newbuttontype.push(int(-1));
buttonframe.push(int(-1));
}
buttonactive.push(false);
buttonactive.push(false);
buttonactive.push(false);
buttonactive.push(false);
buttonhighlight.push(0); buttonhighlight.push(0); buttonhighlight.push(0); buttonhighlight.push(0);
buttonpos.push(new Point(0, 0)); buttonpos.push(new Point(0, 0));
buttonpos.push(new Point(0, 0)); buttonpos.push(new Point(0, 0));
//So, 0-4 are buffers that can be overwritten. 5+ contains graphics for each button.
initbuttonpositions();
drawonscreenbutton(0, -1);
drawonscreenbutton(1, -1);
drawonscreenbutton(2, -1);
drawonscreenbutton(3, -1);
starstage.addChild(button_image[0]);
starstage.addChild(button_image[1]);
starstage.addChild(button_image[2]);
starstage.addChild(button_image[3]);
buttonsready = true;
}
public function updatescreen(w:int, h:int):void {
starstage.stageWidth = w;
starstage.stageHeight = h;
Starling.current.viewPort = new Rectangle(0, 0, w, h);
// set rectangle dimensions for viewPort:
var stretchscalex:Number = w / screenwidth;
var stretchscaley:Number = h / screenheight;
screensizemultiplier = Math.min(stretchscalex, stretchscaley);
//Never mess with starling's viewport for VVVVVV - instead, mess with the
//screen image
screen.width = screenwidth * screensizemultiplier;
screen.height = screenheight * screensizemultiplier;
screen.x = (w / 2) - (screenwidth * screensizemultiplier / 2);
}
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public function initbuttonpositions():void {
devicex = device.xres;
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devicey = device.yres;
buttonsize = devicey / (32 / 3);
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buttonyspacing = buttonsize / 3;
buttonxspacing = (buttonsize * 3) / 3;
button_image[0].width = (buttonsize * 46) / 15; button_image[0].height = buttonsize;
button_image[1].width = (buttonsize * 46) / 15; button_image[1].height = buttonsize;
button_image[2].width = (buttonsize * 5) / 3; button_image[2].height = (buttonsize * 5) / 3;
button_image[3].width = (buttonsize * 5) / 3; button_image[3].height = (buttonsize * 5) / 3;
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button_image_width[0] = int(button_image[0].width);
button_image_width[1] = int(button_image[1].width);
button_image_width[2] = int(button_image[2].width);
button_image_width[3] = int(button_image[3].width);
button_image_height[0] = int(button_image[0].height);
button_image_height[1] = int(button_image[1].height);
button_image_height[2] = int(button_image[2].height);
button_image_height[3] = int(button_image[3].height);
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buttonydiff = button_image_height[2] / 2;
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button_image[0].x = devicex + 1;
button_image[0].y = 0;
buttonpos[0].setTo(button_image[0].x, button_image[0].y);
button_image[1].x = 0;
button_image[1].y = 0;
buttonpos[1].setTo(button_image[1].x, button_image[1].y);
button_image[2].x = (buttonxspacing / 2);
button_image[2].y = devicey - buttonsize-buttonyspacing - buttonydiff;
buttonpos[2].setTo(button_image[2].x, button_image[2].y);
button_image[3].x = (buttonxspacing/2) + buttonsize + buttonxspacing ;
button_image[3].y = devicey - buttonsize-buttonyspacing;
buttonpos[3].setTo(button_image[3].x, button_image[3].y);
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}
public function mobile_changebutton(t:int):void {
if (newbuttontype[0] != t) {
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if (currentbuttontype[0] != t) {
newbuttontype[0] = t;
buttonstate[0] = 1;
}
}
}
public function mobile_changeleftbutton(t:int):void {
if (newbuttontype[1] != t) {
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if (currentbuttontype[1] != t) {
newbuttontype[1] = t;
buttonstate[1] = 1;
}
}
}
public function mobile_hidearrows():void {
if (newbuttontype[2] != BUTTON_BLANK) {
if (currentbuttontype[2] != BUTTON_BLANK) {
newbuttontype[2] = BUTTON_BLANK;
buttonstate[2] = 1;
}
}
}
public function mobile_showarrows(t:int):void {
if (t == 2) {
if (newbuttontype[2] != BUTTON_DPAD) {
if (currentbuttontype[2] != BUTTON_DPAD) {
newbuttontype[2] = BUTTON_DPAD;
buttonstate[2] = 1;
}
}
}
}
public function drawbutton(game:gameclass, help:helpclass):void {
//Called every frame, this function controls what buttons appear and when,
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//and lerps them in and out in a nice way.
//buttonstate[0]:
// 0 - Normal, slide in if not in
// 1 - Sliding out, change to new button state
for (i = 0; i < 3; i++){
switch(buttonstate[i]) {
case 0:
if (buttonlerp[i] > 60) {
buttonlerp[i] = 60;
}
if (buttonlerp[i] > 0) {
buttonlerp[i] -= 20;
if (buttonlerp[i] < 0) {
buttonlerp[i] = 0;
}
}
break;
case 1:
if (buttonlerp[i] < 100) {
buttonlerp[i] += 20;
}
if (buttonlerp[i] >= 60) buttonlerp[i] = 100;
if (buttonlerp[i] >= 100) {
buttonlerp[i] = 100;
buttonstate[i] = 0;
currentbuttontype[i] = newbuttontype[i];
newbuttontype[i] = -1;
}
break;
}
}
switch(currentbuttontype[2]) {
case BUTTON_BLANK:
changebuttonframe(2, -1);
changebuttonframe(3, -1);
break;
case BUTTON_DPAD:
changebuttonframe(2, 11);
changebuttonframe(3, 12);
if (game.press_left) {
changebuttonpos(2, (buttonxspacing/2), devicey - buttonsize-buttonyspacing - buttonydiff+10);
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}else{
changebuttonpos(2, (buttonxspacing/2), devicey - buttonsize-buttonyspacing - buttonydiff);
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}
if (game.press_right) {
changebuttonpos(3, (buttonxspacing/2) + buttonsize + buttonxspacing, devicey - buttonsize-buttonyspacing - buttonydiff+10);
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}else{
changebuttonpos(3, (buttonxspacing/2) + buttonsize + buttonxspacing, devicey - buttonsize-buttonyspacing - buttonydiff);
}
break;
}
switch(currentbuttontype[1]) {
case BUTTON_BLANK:
//Blank
changebuttonframe(1, -1);
changebuttonpos(1, 0 - ((button_image_width[1] * (buttonlerp[1])) / 100), 0);
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break;
case BUTTON_CONTROLS:
//Controls button
if (game.menupage >= 30) {
changebuttonframe(1, 9);
}else{
changebuttonframe(1, 8);
}
if (flipmode) {
changebuttonpos(1, 0 - ((button_image_width[1] * (buttonlerp[1])) / 100), devicey - buttonyspacing - button_image_height[1]);
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}else {
changebuttonpos(1, 0 - ((button_image_width[1] * (buttonlerp[1])) / 100), buttonyspacing);
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}
break;
case BUTTON_GAMECENTER:
changebuttonframe(1, 10);
changebuttonpos(1, 0 - ((button_image_width[1] * (buttonlerp[1])) / 100), 5);
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break;
}
switch(currentbuttontype[0]) {
case BUTTON_BLANK:
//Blank
changebuttonframe(0, -1);
changebuttonpos(0, devicex - ((button_image_width[0] * (100-buttonlerp[0])) / 100), 0);
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break;
case BUTTON_MENU:
//Menu button
changebuttonframe(0, 0);
changebuttonpos(0, devicex - ((button_image_width[0] * (100-buttonlerp[0])) / 100), 0);
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break;
case BUTTON_BACK:
//Back button
changebuttonframe(0, 1);
if (flipmode) {
changebuttonpos(0, devicex - ((button_image_width[0] * (100 - buttonlerp[0])) / 100), devicey - buttonyspacing - button_image_height[0]);
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}else{
changebuttonpos(0, devicex - ((button_image_width[0] * (100 - buttonlerp[0])) / 100), buttonyspacing);
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}
break;
case BUTTON_USE:
//Use button
if (help.slowsine % 16 > 8) {
changebuttonframe(0, 4);
}else {
changebuttonframe(0, 5);
}
changebuttonpos(0, devicex - ((button_image_width[0] * (100-buttonlerp[0])) / 100), buttonyspacing);
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break;
case BUTTON_TALK:
//Talk button
if (help.slowsine % 16 > 8) {
changebuttonframe(0, 2);
}else {
changebuttonframe(0, 3);
}
changebuttonpos(0, devicex - ((button_image_width[0] * (100-buttonlerp[0])) / 100), buttonyspacing);
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break;
case BUTTON_TELEPORT:
//Teleport button
if (help.slowsine % 16 > 8) {
changebuttonframe(0, 6);
}else {
changebuttonframe(0, 7);
}
changebuttonpos(0, devicex - ((button_image_width[0] * (100-buttonlerp[0])) / 100), buttonyspacing);
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break;
}
}
public function addbutton(imgname:String):void {
var sourcetexture:Texture = starlingassets.getTexture(imgname);
var tmpimage:Image = new Image(sourcetexture);
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var newtexture:RenderTexture = new RenderTexture(int(tmpimage.texture.width), int(tmpimage.texture.height));
newtexture.draw(tmpimage);
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sourcetexture.dispose();
tmpimage.dispose();
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button_texture.push(newtexture);
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}
public function drawonscreenbutton(t:int, t2:int):void {
//Draw button t with frame t2
if (t2 == -1) {
button_texture[t].clear();
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}
if (buttonframe[t] != t2) {
buttonframe[t] = t2;
button_texture[t].clear();
var tempimg:Image = new Image(button_texture[4 + t2]);
button_texture[t].draw(tempimg);
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}
}
public function changebuttonframe(t:int, t2:int):void {
//Draw button t with frame t2
if (buttonframe[t] != t2) {
buttonframe[t] = t2;
if (t2 == -1) {
button_texture[t].clear();
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}else{
button_texture[t].clear();
var tempimg:Image = new Image(button_texture[4 + t2]);
button_texture[t].draw(tempimg);
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}
}
}
public function changebuttonpos(t:int, xp:int, yp:int):void {
button_image[t].x = xp;
button_image[t].y = yp;
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}
public function changebuttonxpos(t:int, xp:int):void {
button_image[t].x = xp;
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}
public function showarrows():void {
if (buttonactive[0] == false) {
buttonhighlight[0] = 120;
buttonactive[0] = true;
starstage.addChild(button_image[0]);
starstage.addChild(button_image[1]);
starstage.addChild(button_image[2]);
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}
}
public function hidearrows():void {
if (buttonactive[0] == true) {
buttonactive[0] = false;
starstage.removeChild(button_image[0]);
starstage.removeChild(button_image[1]);
starstage.removeChild(button_image[2]);
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}
}
public function drawspritesetcol(x:int, y:int, t:int, c:int, help:helpclass):void {
setcol(c, help);
sprites[t].color = ct.color;
tposition.identity();
tposition.translate(x, y);
backbuffer.draw(sprites[t], tposition);
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}
public function makeentcolourarray():void {
var sourcetexture:Texture = starlingassets.getTexture("entcolours");
for (var j:int = 0; j < 60; j++) {
for (var i:int = 0; i < 12; i++) {
var tiletex:Texture = Texture.fromTexture(sourcetexture, new Rectangle(i * 8, j * 8, 8, 8));
var t:Image = new Image(tiletex);
t.textureSmoothing = TextureSmoothing.NONE;
t.touchable = false;
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entcolours.push(t);
}
}
}
public function maketilearray():void {
var sourcetexture:Texture = starlingassets.getTexture("tiles");
for (var j:int = 0; j < 30; j++) {
for (var i:int = 0; i < 40; i++) {
var tiletex:Texture = Texture.fromTexture(sourcetexture, new Rectangle(i * 8, j * 8, 8, 8));
var tile:Image = new Image(tiletex);
tile.textureSmoothing = TextureSmoothing.NONE;
tile.touchable = false;
tiles.push(tile);
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}
}
}
public function maketile2array():void {
var sourcetexture:Texture = starlingassets.getTexture("tiles2");
for (var j:int = 0; j < 30; j++) {
for (var i:int = 0; i < 40; i++) {
var tiletex:Texture = Texture.fromTexture(sourcetexture, new Rectangle(i * 8, j * 8, 8, 8));
var tile:Image = new Image(tiletex);
tile.textureSmoothing = TextureSmoothing.NONE;
tile.touchable = false;
tiles2.push(tile);
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}
}
}
public function maketile3array():void {
var sourcetexture:Texture = starlingassets.getTexture("tiles3");
for (var j:int = 0; j < 30; j++) {
for (var i:int = 0; i < 30; i++) {
var tiletex:Texture = Texture.fromTexture(sourcetexture, new Rectangle(i * 8, j * 8, 8, 8));
var tile:Image = new Image(tiletex);
tile.textureSmoothing = TextureSmoothing.NONE;
tile.touchable = false;
tiles3.push(tile);
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}
}
}
public function makespritearray():void {
var sourcetexture:Texture = starlingassets.getTexture("sprites");
for (var j:int = 0; j < 16; j++) {
for (var i:int = 0; i < 12; i++) {
var tiletex:Texture = Texture.fromTexture(sourcetexture, new Rectangle(i * 32, j * 32, 32, 32));
var t:Image = new Image(tiletex);
t.textureSmoothing = TextureSmoothing.NONE;
t.touchable = false;
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sprites.push(t);
}
}
//Sprites also need to load flash bitmapdatas, which are used for pixel perfect hittests
var b:Bitmap = new img_bitmapsprites();
var buffer:BitmapData = b.bitmapData;
for (j = 0; j < 16; j++) {
for (i = 0; i < 12; i++) {
var tb:BitmapData = new BitmapData(32, 32, true, 0x000000);
var temprect:Rectangle = new Rectangle(i * 32, j * 32, 32, 32);
tb.copyPixels(buffer, temprect, tl);
sprites_bitmap.push(tb);
}
}
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}
public function makeflipspritearray():void {
var sourcetexture:Texture = starlingassets.getTexture("flipsprites");
for (var j:int = 0; j < 16; j++) {
for (var i:int = 0; i < 12; i++) {
var tiletex:Texture = Texture.fromTexture(sourcetexture, new Rectangle(i * 32, j * 32, 32, 32));
var t:Image = new Image(tiletex);
t.textureSmoothing = TextureSmoothing.NONE;
t.touchable = false;
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flipsprites.push(t);
}
}
//Sprites also need to load flash bitmapdatas, which are used for pixel perfect hittests
var b:Bitmap = new img_bitmapflipsprites();
var buffer:BitmapData = b.bitmapData;
for (j = 0; j < 16; j++) {
for (i = 0; i < 12; i++) {
var tb:BitmapData = new BitmapData(32, 32, true, 0x000000);
var temprect:Rectangle = new Rectangle(i * 32, j * 32, 32, 32);
tb.copyPixels(buffer, temprect, tl);
flipsprites_bitmap.push(tb);
}
}
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}
public function maketelearray():void {
var sourcetexture:Texture = starlingassets.getTexture("teleporter");
for (var i:int = 0; i < 10; i++) {
var tiletex:Texture = Texture.fromTexture(sourcetexture, new Rectangle(i * 96, j * 96, 96, 96));
var t:Image = new Image(tiletex);
t.textureSmoothing = TextureSmoothing.NONE;
t.touchable = false;
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tele.push(t);
}
}
public function drawmobilebutton(game:gameclass, xp:int, yp:int, wp:int, hp:int, t:String, cr:int, cg:int, cb:int, xoff:int = -8, yoff:int = -10):void {
xp = xp + xoff;
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yp = yp + yoff;
drawfillrect(xp + 4, yp + 4, wp, hp, cr * 0.25, cg * 0.25, cb * 0.25);
drawfillrect(xp, yp, wp, hp, cr, cg, cb);
drawfillrect(xp + 2, yp + 2, wp - 4, hp - 4, cr * 0.75, cg * 0.75, cb * 0.75);
xp = xp + (wp / 2) - (t.length * 4);
print(xp, yp + 9, t, 255, 255, 255);
}
public function drawmenu(game:gameclass, cr:int, cg:int, cb:int, help:helpclass, division:int = 30):void {
if (game.mobilemenu) {
for (i = 0; i < game.nummenuoptions; i++) {
/*
if (i == game.currentmenuoption) {
//Draw it highlighted
if (game.menuoptionsactive[i]) {
tempstring = game.menuoptions[i]; tempstring = "[ " + tempstring.toUpperCase() + " ]";
print(110 + (i * division) - 16 +game.menuxoff, 140 + (i * 12) +game.menuyoff, tempstring, cr, cg, cb);
}else {
tempstring = game.menuoptions[i]; tempstring = "[ " + tempstring + " ]";
//Draw it in gray
print(110 + (i * division) - 16 +game.menuxoff, 140 + (i * 12)+game.menuyoff, tempstring, 128, 128, 128);
}
}else {
*/
//Draw it normally
if (game.menuoptionslayout[i] == 0) {
//Normal Buttons
if (game.menuoptionsactive[i]) {
drawfillrect(160 - 70 + 4, 140 + (i * b_gap) + game.menuyoff - 6 + 4, 140, b_size, cr*0.25, cg*0.25, cb*0.25);
drawfillrect(160 - 70, 140 + (i * b_gap) + game.menuyoff - 6, 140, b_size, cr, cg, cb);
drawfillrect(160 - 70 + 2, 140 + (i * b_gap) + game.menuyoff - 6 + 2, 140 - 4, b_size - 4, cr*0.75, cg*0.75, cb*0.75);
print(110 + (i * division) +game.menuxoff, 140 + (i * b_gap) + game.menuyoff+3, game.menuoptions[i], 255, 255, 255, true);
}else {
drawfillrect(160 - 70 + 4, 140 + (i * b_gap) + game.menuyoff - 6 + 4, 140, b_size, 128*0.25, 128*0.25, 128*0.25);
drawfillrect(160 - 70, 140 + (i * b_gap) + game.menuyoff - 6, 140, b_size, 128, 128, 128);
drawfillrect(160 - 70 + 2, 140 + (i * b_gap) + game.menuyoff - 6 + 2, 140 - 4, b_size - 4, 128*0.75, 128*0.75, 128*0.75);
print(110 + (i * division) +game.menuxoff, 140 + (i * b_gap) + game.menuyoff+3, "LOCKED", 255, 255, 255, true);
}
}else if (game.menuoptionslayout[i] == 1) {
//Super big button for main menu play
drawfillrect(160 - 70 + 4, 140 + (i * b_gap) -10+ game.menuyoff - 6 + 4, 140, b_size*2, cr*0.25, cg*0.25, cb*0.25);
drawfillrect(160 - 70, 140 + (i * b_gap)-10 + game.menuyoff - 6, 140, b_size*2, cr, cg, cb);
drawfillrect(160 - 70 + 2, 140 + (i * b_gap)-10 + game.menuyoff - 6 + 2, 140 - 4, (b_size*2) - 4, cr*0.75, cg*0.75, cb*0.75);
bigprint(110 + (i * division) +game.menuxoff, 140 + (i * b_gap) -10 + game.menuyoff + 10, game.menuoptions[i], 255, 255, 255, true);
}else if (game.menuoptionslayout[i] == 2) {
//Main menu: Player levels and super gravitron
if (game.menuoptionsactive[i]) {
drawfillrect(160 - 70 + 4, 140 + (i * b_gap)+20 + game.menuyoff - 6 + 4, 140, b_size, cr*0.25, cg*0.25, cb*0.25);
drawfillrect(160 - 70, 140 + (i * b_gap)+20 + game.menuyoff - 6, 140, b_size, cr, cg, cb);
drawfillrect(160 - 70 + 2, 140 + (i * b_gap) +20+ game.menuyoff - 6 + 2, 140 - 4, b_size - 4, cr*0.75, cg*0.75, cb*0.75);
print(110 + (i * division) +game.menuxoff, 140 + (i * b_gap) + 20 + game.menuyoff+3, game.menuoptions[i], 255, 255, 255, true);
}else {
drawfillrect(160 - 70 + 4, 140 + (i * b_gap)+20 + game.menuyoff - 6 + 4, 140, 20, 128*0.25, 128*0.25, 128*0.25);
drawfillrect(160 - 70, 140 + (i * b_gap)+20 + game.menuyoff - 6, 140, 20, 128, 128, 128);
drawfillrect(160 - 70 + 2, 140 + (i * b_gap) +20+ game.menuyoff - 6 + 2, 140 - 4, 20 - 4, 128*0.75, 128*0.75, 128*0.75);
print(110 + (i * division) +game.menuxoff, 140 + (i * b_gap) + 20 + game.menuyoff+3, "LOCKED", 255, 255, 255, true);
}
}else if (game.menuoptionslayout[i] == 3) {
//Back Button
drawfillrect(-4, 230 - 6 + 4, 70, b_size, cr*0.10, cg*0.10, cb*0.10);
drawfillrect(-8, 230 - 6, 70, b_size, cr*0.5, cg*0.5, cb*0.5);
drawfillrect(-8+2, 230 - 6 + 2, 70 - 4, b_size - 4, cr*0.4, cg*0.4, cb*0.4);
print(8, 230, game.menuoptions[i], 196, 196, 196);
}else if (game.menuoptionslayout[i] == 4) {
//Normal Buttons except wider for longer text
if (game.menuoptionsactive[i]) {
drawfillrect(160 - 90 + 4, 140 + (i * b_gap) + game.menuyoff - 6 + 4, 180, b_size, cr*0.25, cg*0.25, cb*0.25);
drawfillrect(160 - 90, 140 + (i * b_gap) + game.menuyoff - 6, 180, b_size, cr, cg, cb);
drawfillrect(160 - 90 + 2, 140 + (i * b_gap) + game.menuyoff - 6 + 2, 180 - 4, b_size - 4, cr*0.75, cg*0.75, cb*0.75);
print(110 + (i * division) +game.menuxoff, 140 + (i * b_gap) + game.menuyoff+3, game.menuoptions[i], 255, 255, 255, true);
}else {
drawfillrect(160 - 90 + 4, 140 + (i * b_gap) + game.menuyoff - 6 + 4, 180, b_size, 128*0.25, 128*0.25, 128*0.25);
drawfillrect(160 - 90, 140 + (i * b_gap) + game.menuyoff - 6, 180, b_size, 128, 128, 128);
drawfillrect(160 - 90 + 2, 140 + (i * b_gap) + game.menuyoff - 6 + 2, 180 - 4, b_size - 4, 128*0.75, 128*0.75, 128*0.75);
print(110 + (i * division) +game.menuxoff, 140 + (i * b_gap) + game.menuyoff+3, "LOCKED", 255, 255, 255, true);
}
}else if (game.menuoptionslayout[i] == 5) {
//Time trial button, left
if (game.menuoptionsactive[i]) {
drawfillrect(10, 140 + (i * 68) -10+ game.menuyoff - 6 + 4, 140, 40, cr*0.25, cg*0.25, cb*0.25);
drawfillrect(10, 140 + (i * 68)-10 + game.menuyoff - 6, 140, 40, cr, cg, cb);
drawfillrect(12, 140 + (i * 68)-10 + game.menuyoff - 6 + 2, 140 - 4, 40 - 4, cr*0.75, cg*0.75, cb*0.75);
print(18, 140 + (i * 68) -10 + game.menuyoff + 20, game.menuoptions[i], 255, 255, 255);
if (game.besttimes[i] == -1) {
print( 18, 140 + (i * 68) -10 + game.menuyoff + 3, "Not attempted", 196, 196, 196, false);
}else {
print( 18, 140 + (i * 68) -10 + game.menuyoff + 3, game.timetstring(game.besttimes[i], help), 196, 196, 196);
print( 18+72, 140 + (i * 68) -10 + game.menuyoff + 3, "Rank: ", 196, 196, 196);
switch(game.bestrank[i]) {
case 0: print( 18+116, 140 + (i * 68) -10 + game.menuyoff + 3, "B", 255, 255, 255); break;
case 1: print( 18+116, 140 + (i * 68) -10 + game.menuyoff + 3, "A", 255, 255, 255); break;
case 2: print( 18+116, 140 + (i * 68) -10 + game.menuyoff + 3, "S", 255, 255, 255); break;
case 3: print( 18+116, 140 + (i * 68) -10 + game.menuyoff + 3, "V", 255, 255, 255); break;
}
}
}else {
drawfillrect(10, 140 + (i * 68) -10+ game.menuyoff - 6 + 4, 140, 40, 128*0.25, 128*0.25, 128*0.25);
drawfillrect(10, 140 + (i * 68)-10 + game.menuyoff - 6, 140, 40, 128, 128, 128);
drawfillrect(12, 140 + (i * 68)-10 + game.menuyoff - 6 + 2, 140 - 4, 40 - 4, 128*0.75, 128*0.75, 128*0.75);
print( 18, 140 + (i * 68) -10 + game.menuyoff + 12, "Locked...", 255, 255, 255, false);
}
}else if (game.menuoptionslayout[i] == 6) {
//Time trial button, right
if (game.menuoptionsactive[i]) {
drawfillrect(170, 140 + ((i-3) * 68) -10+ game.menuyoff - 6 + 4, 140, 40, cr*0.25, cg*0.25, cb*0.25);
drawfillrect(170, 140 + ((i-3) * 68)-10 + game.menuyoff - 6, 140, 40, cr, cg, cb);
drawfillrect(172, 140 + ((i-3) * 68)-10 + game.menuyoff - 6 + 2, 140 - 4, 40 - 4, cr*0.75, cg*0.75, cb*0.75);
print(178, 140 + ((i - 3) * 68) -10 + game.menuyoff + 20, game.menuoptions[i], 255, 255, 255);
if (game.besttimes[i] == -1) {
print( 178, 140 + ((i - 3) * 68) -10 + game.menuyoff + 3, "Not attempted", 196, 196, 196, false);
}else {
print( 178, 140 + ((i - 3) * 68) -10 + game.menuyoff + 3, game.timetstring(game.besttimes[i], help), 196, 196, 196);
print( 178+72, 140 + ((i - 3) * 68) -10 + game.menuyoff + 3, "Rank: ", 196, 196, 196);
switch(game.bestrank[i]) {
case 0: print( 178+116, 140 + ((i - 3) * 68) -10 + game.menuyoff + 3, "B", 255, 255, 255); break;
case 1: print( 178+116, 140 + ((i - 3) * 68) -10 + game.menuyoff + 3, "A", 255, 255, 255); break;
case 2: print( 178+116, 140 + ((i - 3) * 68) -10 + game.menuyoff + 3, "S", 255, 255, 255); break;
case 3: print( 178+116, 140 + ((i - 3) * 68) -10 + game.menuyoff + 3, "V", 255, 255, 255); break;
}
}
}else {
drawfillrect(170, 140 + ((i-3) * 68) -10+ game.menuyoff - 6 + 4, 140, 40, 128*0.25, 128*0.25, 128*0.25);
drawfillrect(170, 140 + ((i-3) * 68)-10 + game.menuyoff - 6, 140, 40, 128, 128, 128);
drawfillrect(172, 140 + ((i - 3) * 68) - 10 + game.menuyoff - 6 + 2, 140 - 4, 40 - 4, 128 * 0.75, 128 * 0.75, 128 * 0.75);
print( 178, 140 + ((i - 3) * 68) -10 + game.menuyoff + 12, "Locked...", 255, 255, 255, false);
}
}else if (game.menuoptionslayout[i] == 7) {
//Options button on the main menu - don't draw anything, just have a detection zone
}else if (game.menuoptionslayout[i] == 8) {
//credits button on the main menu - don't draw anything, just have a detection zone
}else if (game.menuoptionslayout[i] == 9) {
//For unlocking and relocking things
if (game.menuoptionsactive[i]) {
drawfillrect(160 - 90 + 4, 140 + (i * b_gap) + game.menuyoff - 6 + 4, 180, b_size, cr*0.25, cg*0.25, cb*0.25);
drawfillrect(160 - 90, 140 + (i * b_gap) + game.menuyoff - 6, 180, b_size, cr, cg, cb);
drawfillrect(160 - 90 + 2, 140 + (i * b_gap) + game.menuyoff - 6 + 2, 180 - 4, b_size - 4, cr*0.75, cg*0.75, cb*0.75);
print(110 + (i * division) +game.menuxoff, 140 + (i * b_gap) + game.menuyoff+3, game.menuoptions[i], 255, 255, 255, true);
}else {
print(110 + (i * division) +game.menuxoff, 140 + (i * b_gap) + game.menuyoff+3, game.menuoptions_alt[i], 255, 255, 255, true);
}
}else if (game.menuoptionslayout[i] == 10) {
//Player level menu next page button
if (game.menuoptionsactive[i]) {
drawfillrect(160 - 70 + 4, 240 - b_gap + 4, 140, b_size, cr*0.25, cg*0.25, cb*0.25);
drawfillrect(160 - 70, 240 - b_gap, 140, b_size, cr, cg, cb);
drawfillrect(160 - 70 + 2, 240 - b_gap + 2, 140 - 4, b_size - 4, cr*0.75, cg*0.75, cb*0.75);
print(110 + (i * division) +game.menuxoff, 240 - b_gap+3+6, game.menuoptions[i], 255, 255, 255, true);
}else {
drawfillrect(160 - 70 + 4, 240 - b_gap + 4, 140, 20, 128*0.25, 128*0.25, 128*0.25);
drawfillrect(160 - 70, 240 - b_gap, 140, 20, 128, 128, 128);
drawfillrect(160 - 70 + 2, 240 - b_gap + 2, 140 - 4, 20 - 4, 128*0.75, 128*0.75, 128*0.75);
print(110 + (i * division) +game.menuxoff, 240 - b_gap +3+6, "LOCKED", 255, 255, 255, true);
}
}else if (game.menuoptionslayout[i] == 11) {
//Player level
drawfillrect(160 - 140 + 4, 140 + (i * 65) -10+ game.menuyoff - 6 + 4, 280, (b_size*2)+5, cr*0.25, cg*0.25, cb*0.25);
drawfillrect(160 - 140, 140 + (i * 65)-10 + game.menuyoff - 6, 280, (b_size*2)+5, cr, cg, cb);
drawfillrect(160 - 140 + 2, 140 + (i * 65)-10 + game.menuyoff - 6 + 2, 280 - 4, (b_size*2) - 4+5, cr*0.75, cg*0.75, cb*0.75);
print(120, 140 + (i * 65) -10 + game.menuyoff, editor.ListOfMetaData[int(game.menuoptions[i])].title, 255, 255, 255);
print(120, 140 + (i * 65) -10 + game.menuyoff + 10, editor.ListOfMetaData[int(game.menuoptions[i])].creator, 196, 196, 196);
print(120, 140 + (i * 65) -10 + game.menuyoff + 35+3, "spikyness: ", 196, 196, 196);
for (var tiii:int = 0; tiii < editor.playerlevel_spikyness[int(game.menuoptions[i])]; tiii++){
drawtile(120 + (8 * 11)+(8*tiii), 140 + (i * 65) -10 + game.menuyoff + 35+3, 8);
}
if (int(game.menuoptions_alt[i]) == 3) {
drawsprite(280-20, 140 + (i * 65) -10 + game.menuyoff + 30-3, 188, 255, 255, 255);
drawsprite(280, 140 + (i * 65) -10 + game.menuyoff + 30, 184, 255, 255, 255);
}else if (int(game.menuoptions_alt[i]) == 1) {
drawsprite(280, 140 + (i * 65) -10 + game.menuyoff + 30, 184, 255, 255, 255);
}
drawplayerlevelimage(int(game.menuoptions[i]), 160 - 140 + 4+2, 140 + (i * 65) -10 + game.menuyoff - 6 + 4+2);
}else if (game.menuoptionslayout[i] == 12) {
//more games button on the main menu - don't draw anything, just have a detection zone
}
}
}else {
for (i = 0; i < game.nummenuoptions; i++) {
if (i == game.currentmenuoption) {
//Draw it highlighted
if (game.menuoptionsactive[i]) {
tempstring = game.menuoptions[i]; tempstring = "[ " + tempstring.toUpperCase() + " ]";
print(110 + (i * division) - 16 +game.menuxoff, 140 + (i * 12) +game.menuyoff, tempstring, cr, cg, cb);
}else {
tempstring = game.menuoptions[i]; tempstring = "[ " + tempstring + " ]";
//Draw it in gray
print(110 + (i * division) - 16 +game.menuxoff, 140 + (i * 12)+game.menuyoff, tempstring, 128, 128, 128);
}
}else {
//Draw it normally
if (game.menuoptionsactive[i]) {
print(110 + (i * division) +game.menuxoff, 140 + (i * 12)+game.menuyoff, game.menuoptions[i], cr, cg, cb);
}else {
//Draw it in gray
print(110 + (i * division) +game.menuxoff, 140 + (i * 12)+game.menuyoff, game.menuoptions[i], 128, 128, 128);
}
}
}
}
}
public function drawlevelmenu(game:gameclass, cr:int, cg:int, cb:int, division:int = 30):void {
trace("dwgfx.drawlevelmenu() is not implemented yet");
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}
//Fade functions
public function processfade():void {
if (fademode > 1) {
if (fademode == 2) {
//prepare fade out
for (i = 0; i < 15; i++) {
fadebars[i] = -int(Math.random() * 12) * 8;
}
fadeamount = 0;
fademode = 3;
}else if (fademode == 3) {
fadeamount += 24;
if (fadeamount > 416) {
fademode = 1; //faded
}
}else if (fademode == 4) {
//prepare fade in
for (i = 0; i < 15; i++) {
fadebars[i] = 320 + int(Math.random() * 12) * 8;
}
fadeamount = 416;
fademode = 5;
}else if (fademode == 5) {
fadeamount -= 24;
if (fadeamount <= 0) {
fademode = 0; //normal
}
}
}
}
public function drawfade():void {
if (fademode == 1) {
cls(0x000000);
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}else if(fademode==3){
for (i = 0; i < 15; i++) {
drawfillrect(fadebars[i], i * 16, fadeamount, 16, 0, 0, 0);
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}
}else if(fademode==5){
for (i = 0; i < 15; i++) {
drawfillrect(fadebars[i]-fadeamount, i * 16, 500, 16, 0, 0, 0);
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}
}
}
public function setwarprect(a:int, b:int, c:int, d:int):void {
warprect.x = a; warprect.y = b;
warprect.width = c; warprect.height = d;
}
public function createtextbox(t:String, xp:int, yp:int, r:int = 255, g:int = 255, b:int = 255):void {
if(ntextbox == 0) {
//If there are no active textboxes, Z=0;
m = 0; ntextbox++;
}else {
/*i = 0; m = -1;
while (i < ntextbox) {
if (!textbox[i].active) { m = i; i = ntextbox;}
i++;
}
if (m == -1) {m = ntextbox; ntextbox++;}
*/
m = ntextbox; ntextbox++;
}
if (m < 20) {
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textbox[m].clear();
textbox[m].line[0] = t;
textbox[m].xp = xp;
if (xp == -1) textbox[m].xp = 160 - (((t.length / 2) + 1) * 8);
textbox[m].yp = yp;
textbox[m].initcol(r, g, b);
textbox[m].resize();
}
}
public function textboxcleanup():void {
i = ntextbox - 1; while (i >= 0 && !textbox[i].active) { ntextbox--; i--; }
}
public function textboxcenter():void {
textbox[m].centerx(); textbox[m].centery();
}
public function textboxcenterx():void {
textbox[m].centerx();
}
public function textboxwidth():int {
return textbox[m].w;
}
public function textboxmove(xo:int, yo:int):void {
textbox[m].xp += xo; textbox[m].yp += yo;
}
public function textboxmoveto(xo:int):void {
textbox[m].xp = xo;
}
public function textboxcentery():void {
textbox[m].centery();
}
public function textboxadjust():void {
textbox[m].adjust();
}
public function addline(t:String):void {
textbox[m].addline(t);
}
public function textboxtimer(t:int):void {
textbox[m].timer=t;
}
public function textboxremove():void {
//Remove all textboxes
for (i = 0; i < ntextbox; i++) {
textbox[i].remove();
}
}
public function textboxremovefast():void {
//Remove all textboxes
for (i = 0; i < ntextbox; i++) {
textbox[i].removefast();
}
}
public function textboxactive():void {
//Remove all but the most recent textbox
for (i = 0; i < ntextbox; i++) {
if (m != i) textbox[i].remove();
}
}
public function setmadrect(x:int, y:int, w:int, h:int):void {
madrect.x = x; madrect.y = y; madrect.width = w; madrect.height = h;
}
public function drawtextbox(x:int, y:int, w:int, h:int, r:int, g:int, b:int):void {
//given these parameters, draw a textbox
drawfillrect(x, y, w * 8, h * 8, r / 6, g / 6, b / 6);
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drawcoloredtile(x, y, 40, r, g, b);
drawcoloredtile(x + (w*8) - 8, y, 42, r, g, b);
drawcoloredtile(x, y + (h*8) - 8, 45, r, g, b);
drawcoloredtile(x + (w*8) - 8, y + (h*8) - 8, 47, r, g, b);
for (k = 0; k < w-2; k++) {
drawcoloredtile(x + 8 + (k * 8), y, 41, r, g, b);
drawcoloredtile(x + 8 + (k * 8), y + (h * 8) - 8, 46, r, g, b);
}
for (k = 0; k < h-2; k++) {
drawcoloredtile(x, y + 8 + (k * 8), 43, r, g, b);
drawcoloredtile(x + (w * 8) - 8, y + 8 + (k * 8), 44, r, g, b);
}
}
public function drawpixeltextbox(x:int, y:int, w:int, h:int, w2:int, h2:int, r:int, g:int, b:int, xo:int = 0, yo:int = 0):void {
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//given these parameters, draw a textbox with a pixel width
drawfillrect(x, y, w, h, r / 6, g / 6, b / 6);
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for (k = 0; k < w2-2; k++) {
drawcoloredtile(x + 8-xo + (k * 8), y, 41, r, g, b);
drawcoloredtile(x + 8-xo + (k * 8), y + (h) - 8, 46, r, g, b);
}
for (k = 0; k < h2-2; k++) {
drawcoloredtile(x, y + 8-yo + (k * 8), 43, r, g, b);
drawcoloredtile(x + (w) - 8, y + 8-yo + (k * 8), 44, r, g, b);
}
drawcoloredtile(x, y, 40, r, g, b);
drawcoloredtile(x + (w) - 8, y, 42, r, g, b);
drawcoloredtile(x, y + (h) - 8, 45, r, g, b);
drawcoloredtile(x + (w) - 8, y + (h) - 8, 47, r, g, b);
}
public function drawcustompixeltextbox(x:int, y:int, w:int, h:int, w2:int, h2:int, r:int, g:int, b:int, xo:int = 0, yo:int = 0):void {
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//given these parameters, draw a textbox with a pixel width
drawfillrect(x, y, w, h, r / 6, g / 6, b / 6);
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for (k = 0; k < w2-2; k++){
drawcoloredtile(x + 8-xo + (k * 8), y, 41, r, g, b);
drawcoloredtile(x + 8-xo + (k * 8), y + (h) - 8, 46, r, g, b);
}
drawcoloredtile(x + (w) - 16, y, 41, r, g, b);
drawcoloredtile(x + (w) - 16, y + (h) - 8, 46, r, g, b);
drawcoloredtile(x + (w) - 24, y, 41, r, g, b);
drawcoloredtile(x + (w) - 24, y + (h) - 8, 46, r, g, b);
for (k = 0; k < h2-2; k++){
drawcoloredtile(x, y + 8-yo + (k * 8), 43, r, g, b);
drawcoloredtile(x + (w) - 8, y + 8-yo + (k * 8), 44, r, g, b);
}
drawcoloredtile(x, y + (h) - 16, 43, r, g, b);
drawcoloredtile(x + (w) - 8, y + (h) - 16, 44, r, g, b);
drawcoloredtile(x, y + (h) - 24, 43, r, g, b);
drawcoloredtile(x + (w) - 8, y + (h) - 24, 44, r, g, b);
drawcoloredtile(x, y, 40, r, g, b);
drawcoloredtile(x + (w) - 8, y, 42, r, g, b);
drawcoloredtile(x, y + (h) - 8, 45, r, g, b);
drawcoloredtile(x + (w) - 8, y + (h) - 8, 47, r, g, b);
}
public var subtex:Texture;
public var subimage:Image;
public function drawpartimage(t:Texture, xp:int, yp:int, wp:int, hp:int):void {
// Acquire SubTexture and build an Image from it.
trect.x = 0;
trect.y = 0;
trect.width = wp;
trect.height = hp;
if (subtex == null) {
subtex = Texture.fromTexture(t, trect);
subimage = new Image(subtex); // alloc. avoidable with pooling?
subimage.touchable = false;
subimage.textureSmoothing = TextureSmoothing.NONE;
tposition.identity();
tposition.translate(xp, yp);
backbuffer.draw(subimage, tposition);
return;
}else {
//dispose of the old one
//No memory leaks, but this is throwing away a texture every call, which might
//get expensive? Ideally you'd reuse an image here if it hasn't changed.
//Or, maybe easier, make a function that grabs the chunk we need and keeps it somewhere
//else, hardcoding around the problem. Let's see if this is a problem in practice, though.
subtex.dispose();
subimage.dispose();
subtex = Texture.fromTexture(t, trect);
subimage = new Image(subtex);
subimage.touchable = false;
subimage.textureSmoothing = TextureSmoothing.NONE;
tposition.identity();
tposition.translate(xp, yp);
backbuffer.draw(subimage, tposition);
return;
}
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}
public function cutscenebars():void {
if (showcutscenebars) {
cutscenebarspos += 25;
if (cutscenebarspos >= 360) cutscenebarspos = 360;
drawfillrect(0, 0, cutscenebarspos, 16, 0, 0, 0);
drawfillrect(360 - cutscenebarspos, 224, cutscenebarspos, 16, 0, 0, 0);
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}else {
//disappearing
if (cutscenebarspos > 0) {
cutscenebarspos -= 25;
//draw
drawfillrect(0, 0, cutscenebarspos, 16, 0, 0, 0);
drawfillrect(360 - cutscenebarspos, 224, cutscenebarspos, 16, 0, 0, 0);
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}
}
}
//For android: this function draws textboxes to a buffer first, where they're later copied to the screen
//buffer is a 320x500 image. X coordinates aren't changed, but y coordinates are
public var textbox_ybuffer:int;
public var textbox_ybufferheight:int = 0;
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public function drawgui(help:helpclass):void {
textboxcleanup();
//Draw all the textboxes to the screen
for (i = 0; i<ntextbox; i++) {
//This routine also updates the textboxs
textbox[i].update();
if (textbox[i].active) {
if (textbox[i].r == 0 && textbox[i].g == 0 && textbox[i].b == 0) {
if(flipmode){
for (j = 0; j < textbox[i].numlines; j++) {
print(textbox[i].xp + 8, textbox[i].yp + (textbox[i].numlines*8) - (j * 8), textbox[i].line[j], 196, 196, 255 - help.glow);
}
}else {
for (j = 0; j < textbox[i].numlines; j++) {
print(textbox[i].xp + 8, textbox[i].yp + 8 + (j * 8), textbox[i].line[j], 196, 196, 255 - help.glow);
}
}
}else {
drawfillrect(textbox[i].textrect.x, textbox[i].textrect.y, textbox[i].textrect.width, textbox[i].textrect.height, textbox[i].r/6, textbox[i].g/6, textbox[i].b / 6);
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drawcoloredtile(textbox[i].xp, textbox[i].yp, 40, textbox[i].r, textbox[i].g, textbox[i].b);
drawcoloredtile(textbox[i].xp+textbox[i].w-8, textbox[i].yp, 42, textbox[i].r, textbox[i].g, textbox[i].b);
drawcoloredtile(textbox[i].xp, textbox[i].yp+textbox[i].h-8, 45, textbox[i].r, textbox[i].g, textbox[i].b);
drawcoloredtile(textbox[i].xp+textbox[i].w-8, textbox[i].yp+textbox[i].h-8, 47, textbox[i].r, textbox[i].g, textbox[i].b);
for (k = 0; k < textbox[i].lw; k++) {
drawcoloredtile(textbox[i].xp + 8 + (k * 8), textbox[i].yp, 41, textbox[i].r, textbox[i].g, textbox[i].b);
drawcoloredtile(textbox[i].xp + 8 + (k * 8), textbox[i].yp+textbox[i].h-8, 46, textbox[i].r, textbox[i].g, textbox[i].b);
}
for (k = 0; k < textbox[i].numlines; k++) {
drawcoloredtile(textbox[i].xp, textbox[i].yp + 8 + (k * 8), 43, textbox[i].r, textbox[i].g, textbox[i].b);
drawcoloredtile(textbox[i].xp + textbox[i].w-8, textbox[i].yp + 8 + (k * 8), 44, textbox[i].r, textbox[i].g, textbox[i].b);
}
if(flipmode){
for (j = 0; j < textbox[i].numlines; j++) {
print(textbox[i].xp + 8, textbox[i].yp + (textbox[i].numlines*8) - (j * 8), textbox[i].line[j], textbox[i].r, textbox[i].g, textbox[i].b);
}
}else {
for (j = 0; j < textbox[i].numlines; j++) {
print(textbox[i].xp + 8, textbox[i].yp +8 + (j * 8), textbox[i].line[j], textbox[i].r, textbox[i].g, textbox[i].b);
}
}
}
if ((textbox[i].yp == 12 || textbox[i].yp == 180) && textbox[i].r == 165) {
if (flipmode) { drawimage(5, 0, 180, true);
}else{ drawimage(0, 0, 12, true); }
}else if ((textbox[i].yp == 12 || textbox[i].yp == 180) && textbox[i].g == 165) {
if (flipmode) { drawimage(6, 0, 180, true);
}else{ drawimage(4, 0, 12, true); }
}
if (flipmode) {
if (textbox[i].r == 175 && textbox[i].g == 175) {
//purple guy
drawsprite(80 - 6, 64 + 48 + 4, 6, 220- help.glow/4 - (Math.random()*20), 120- help.glow/4, 210 - help.glow/4);
}else if (textbox[i].r == 175 && textbox[i].b == 175) {
//red guy
drawsprite(80 - 6, 64 + 48+ 4, 6, 255 - help.glow/8, 70 - help.glow/4, 70 - help.glow / 4);
}else if (textbox[i].r == 175) {
//green guy
drawsprite(80 - 6, 64 + 48 + 4, 6, 120 - help.glow / 4 - (Math.random() * 20), 220 - help.glow / 4, 120 - help.glow / 4);
}else if (textbox[i].g == 175) {
//yellow guy
drawsprite(80 - 6, 64 + 48+ 4, 6, 220- help.glow/4 - (Math.random()*20), 210 - help.glow/4, 120- help.glow/4);
}else if (textbox[i].b == 175) {
//blue guy
drawsprite(80 - 6, 64 + 48+ 4, 6, 75, 75, 255- help.glow/4 - (Math.random()*20));
}
}else{
if (textbox[i].r == 175 && textbox[i].g == 175) {
//purple guy
drawsprite(80 - 6, 64 + 32 + 4, 0, 220- help.glow/4 - (Math.random()*20), 120- help.glow/4, 210 - help.glow/4);
}else if (textbox[i].r == 175 && textbox[i].b == 175) {
//red guy
drawsprite(80 - 6, 64 + 32 + 4, 0, 255 - help.glow/8, 70 - help.glow/4, 70 - help.glow / 4);
}else if (textbox[i].r == 175) {
//green guy
drawsprite(80 - 6, 64 + 32 + 4, 0, 120 - help.glow / 4 - (Math.random() * 20), 220 - help.glow / 4, 120 - help.glow / 4);
}else if (textbox[i].g == 175) {
//yellow guy
drawsprite(80 - 6, 64 + 32 + 4, 0, 220- help.glow/4 - (Math.random()*20), 210 - help.glow/4, 120- help.glow/4);
}else if (textbox[i].b == 175) {
//blue guy
drawsprite(80 - 6, 64 + 32 + 4, 0, 75, 75, 255- help.glow/4 - (Math.random()*20));
}
}
}
}
}
public function RGBA(red:Number,green:Number,blue:Number):Number{
return (blue | (green << 8) | (red << 16)) + 0xFF000000;
}
public function RGB(red:Number,green:Number,blue:Number):Number{
return (blue | (green << 8) | (red << 16))
}
public function RGBf(red:Number, green:Number, blue:Number):Number {
red = (red+128) / 3; green = (green+128) / 3; blue = (blue+128) / 3;
return (blue | (green << 8) | (red << 16))
}
public function addmobileimage(imgname:String):void {
var sourcetexture:Texture = starlingassets.getTexture(imgname);
var t:Image = new Image(sourcetexture);
t.touchable = false;
t.textureSmoothing = TextureSmoothing.NONE;
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mobileimages.push(t);
}
public function addimage(imgname:String):void {
var sourcetexture:Texture = starlingassets.getTexture(imgname);
var t:Image = new Image(sourcetexture);
t.touchable = false;
t.textureSmoothing = TextureSmoothing.NONE;
images.push(t);
}
public function addimage_rendertexture(imgname:String):void {
customminimap = starlingassets.getTexture(imgname) as RenderTexture;
var t:Image = new Image(customminimap);
t.touchable = false;
t.textureSmoothing = TextureSmoothing.NONE;
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images.push(t);
}
public function addplayerlevelimage(imgname:String):void {
var sourcetexture:Texture = starlingassets.getTexture(imgname);
var t:Image = new Image(sourcetexture);
t.touchable = false;
t.textureSmoothing = TextureSmoothing.NONE;
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playerlevelimages.push(t);
}
public function addbackground(imgname:String):void {
//Don't think this is actually used in VVVVVV
var sourcetexture:Texture = starlingassets.getTexture(imgname);
var t:Image = new Image(sourcetexture);
t.touchable = false;
t.textureSmoothing = TextureSmoothing.NONE;
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backgrounds.push(t);
}
public var towerx_pix:int;
public var towery_pix:int;
public var tower_bgcol:Vector.<int> = new Vector.<int>;
public var tower_bgdarkcol:Vector.<int> = new Vector.<int>;
public var lasttowercolstate:int = -1;
public var lasttowercolstate_front:int = -1;
public var maptdrawfront:Boolean = true;
public var forcetowerupdate:int = 10;
public var forcefronttowerupdate:int = 10;
public var towerfront_lastypos:int = 0;
public var tower_lastypos:int = 0;
public var forcewarpzonehorizontalupdate:int = 2;
public var forcewarpzoneverticalupdate:int = 1;
public var forcetowerstaticupdate:int = 1;
public function forcescreenupdates():void {
if (forcetowerupdate < 3) forcetowerupdate = 3;
if (forcefronttowerupdate < 3) forcefronttowerupdate = 3;
if (forcetowerstaticupdate < 3) forcetowerstaticupdate = 3;
if (forcewarpzoneverticalupdate < 1) forcewarpzoneverticalupdate = 1;
if (forcewarpzonehorizontalupdate < 1) forcewarpzonehorizontalupdate = 1;
}
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public function drawtowerbackground(map:mapclass):void {
if (map.bypos < 0) {
map.bypos += 120 * 8;
forcetowerupdate += 5;
}
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if (map.scrolldir == 1) {
if (map.tdrawback || lasttowercolstate != map.colstate || forcetowerupdate > 0) {
//Draw the whole thing; needed for every colour cycle!
towerbufferbackground_meshbatch.y = 0;
tower_lastypos = map.bypos;
towerbufferbackground_meshbatch.clear();
//Draw the whole thing; needed for every colour cycle!
for (j = 0; j < 40; j++) {
for (i = 0; i < 40; i++) {
temp = map.tower.backat(i, j, map.bypos);
drawtowertile3(i * 8, (j * 8) - (map.bypos % 8), temp, map.colstate);
}
}
backbuffer.draw(towerbufferbackground_meshbatch);
map.tdrawback = false;
lasttowercolstate = map.colstate;
if (forcetowerupdate > 0) forcetowerupdate--;
}else {
//just scroll down a bit
towerbufferbackground_meshbatch.y = -int(map.bypos - tower_lastypos);
backbuffer.draw(towerbufferbackground_meshbatch);
if (towerbufferbackground_meshbatch.y < -80) {
towerbufferbackground_meshbatch.y = 0;
map.tdrawback = true;
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}
}
}else{
if (map.tdrawback || lasttowercolstate != map.colstate || forcetowerupdate > 0) {
//Draw the whole thing; needed for every colour cycle!
towerbufferbackground_meshbatch.y = 0;
tower_lastypos = map.bypos;
towerbufferbackground_meshbatch.clear();
//Draw the whole thing; needed for every colour cycle!
for (j = -10; j < 30; j++) {
for (i = 0; i < 40; i++) {
temp = map.tower.backat(i, j, map.bypos);
drawtowertile3(i * 8, (j * 8) - (map.bypos % 8), temp, map.colstate);
}
}
backbuffer.draw(towerbufferbackground_meshbatch);
map.tdrawback = false;
lasttowercolstate = map.colstate;
if (forcetowerupdate > 0) forcetowerupdate--;
}else {
//just scroll down a bit
towerbufferbackground_meshbatch.y = -int(map.bypos - tower_lastypos);
backbuffer.draw(towerbufferbackground_meshbatch);
if (towerbufferbackground_meshbatch.y > 80) {
towerbufferbackground_meshbatch.y = 0;
map.tdrawback = true;
}
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}
}
}
public function drawtowerbackgroundsolo(map:mapclass):void {
if (map.bypos < 0) {
map.bypos += 120 * 8;
forcetowerupdate += 5;
}
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if (map.scrolldir == 1) map.tdrawback = true;
if (map.tdrawback || lasttowercolstate != map.colstate || forcetowerupdate > 0) {
//Draw the whole thing; needed for every colour cycle!
towerbufferbackground_meshbatch.y = 0;
tower_lastypos = map.bypos;
towerbufferbackground_meshbatch.clear();
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//Draw the whole thing; needed for every colour cycle!
for (j = -10; j < 31; j++) {
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for (i = 0; i < 40; i++) {
temp = map.tower.backat(i, j, map.bypos);
drawtowertile3(i * 8, (j * 8) - (map.bypos % 8), temp, map.colstate);
}
}
backbuffer.draw(towerbufferbackground_meshbatch);
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map.tdrawback = false;
lasttowercolstate = map.colstate;
if (forcetowerupdate > 0) forcetowerupdate--;
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}else {
//just scroll down a bit
towerbufferbackground_meshbatch.y = -int(map.bypos - tower_lastypos);
backbuffer.draw(towerbufferbackground_meshbatch);
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if (towerbufferbackground_meshbatch.y > 80) {
towerbufferbackground_meshbatch.y = 0;
map.tdrawback = true;
}
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}
}
public function drawtowermap(game:gameclass, map:mapclass):void {
if (game.deathseq > 0) { forcefronttowerupdate = 20; }
if (map.scrolldir == 1) {
if (maptdrawfront || lasttowercolstate_front != map.colstate || forcefronttowerupdate > 0) {
towerbufferforeground_meshbatch.y = 0;
towerfront_lastypos = map.ypos;
towerbufferforeground_meshbatch.clear();
for (j = 0; j < 40; j++) {
for (i = 0; i < 40; i++) {
temp = map.tower.at(i, j, map.ypos);
if (temp > 0) drawtile3_batch(i * 8, (j * 8) - (map.ypos % 8), temp, map.colstate);
}
}
backbuffer.draw(towerbufferforeground_meshbatch);
maptdrawfront = false;
lasttowercolstate_front = map.colstate;
if (forcefronttowerupdate > 0) forcefronttowerupdate--;
}else {
//just scroll down a bit
towerbufferforeground_meshbatch.y = -int(map.ypos - towerfront_lastypos);
backbuffer.draw(towerbufferforeground_meshbatch);
if (towerbufferforeground_meshbatch.y < -80) {
towerbufferforeground_meshbatch.y = 0;
maptdrawfront = true;
}
}
}else{
if (maptdrawfront || lasttowercolstate_front != map.colstate || forcefronttowerupdate > 0) {
towerbufferforeground_meshbatch.y = 0;
towerfront_lastypos = map.ypos;
towerbufferforeground_meshbatch.clear();
for (j = -10; j < 30; j++) {
for (i = 0; i < 40; i++) {
temp = map.tower.at(i, j, map.ypos);
if (temp > 0) drawtile3_batch(i * 8, (j * 8) - (map.ypos % 8), temp, map.colstate);
}
}
backbuffer.draw(towerbufferforeground_meshbatch);
maptdrawfront = false;
lasttowercolstate_front = map.colstate;
if (forcefronttowerupdate > 0) forcefronttowerupdate--;
}else {
//just scroll down a bit
towerbufferforeground_meshbatch.y = -int(map.ypos - towerfront_lastypos);
backbuffer.draw(towerbufferforeground_meshbatch);
if (towerbufferforeground_meshbatch.y > 80) {
towerbufferforeground_meshbatch.y = 0;
maptdrawfront = true;
}
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}
}
}
public function drawtowermap_nobackground(map:mapclass):void {
towerbufferforeground_meshbatch.clear();
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for (j = 0; j < 30; j++) {
for (i = 0; i < 40; i++) {
temp = map.tower.at(i, j, map.ypos);
if (temp > 0 && temp<28) drawtile3_batch(i * 8, (j * 8) - (map.ypos % 8), temp, map.colstate);
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}
}
backbuffer.draw(towerbufferforeground_meshbatch);
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}
public function drawtowerspikes(map:mapclass):void {
for (i = 0; i < 40; i++) {
drawtile3(i * 8, -8 + map.spikeleveltop, 9, map.colstate);
drawtile3(i * 8, 230 - map.spikelevelbottom, 8, map.colstate);
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}
}
public function drawtowerentities(map:mapclass, obj:entityclass, help:helpclass):void {
//Update line colours!
if (linedelay <= 0) {
linestate++;
if (linestate >= 10) linestate = 0;
linedelay = 2;
}else {
linedelay--;
}
var j:int, k:int;
for (var i:int = 0; i < obj.nentity; i++) {
if (!obj.entities[i].invis && obj.entities[i].active) {
if (obj.entities[i].size == 0) { // Sprites
tposition.identity();
tposition.translate(obj.entities[i].xp, obj.entities[i].yp - map.ypos);
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setcol(obj.entities[i].colour, help);
sprites[obj.entities[i].drawframe].color = ct.color;
backbuffer.draw(sprites[obj.entities[i].drawframe], tposition);
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//screenwrapping!
if (!map.minitowermode) {
if ( map.ypos >= 500 && map.ypos <= 5000) { //The "wrapping" area of the tower
if (tpoint.x < 0) {
tposition.identity();
tposition.translate(obj.entities[i].xp + 320, obj.entities[i].yp - map.ypos);
backbuffer.draw(sprites[obj.entities[i].drawframe], tposition);
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}
if (tpoint.x > 300) {
tposition.identity();
tposition.translate(obj.entities[i].xp - 320, obj.entities[i].yp - map.ypos);
backbuffer.draw(sprites[obj.entities[i].drawframe], tposition);
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}
}
}
}else if (obj.entities[i].size == 1) { // Tiles
tposition.identity();
tposition.translate(obj.entities[i].xp, obj.entities[i].yp - map.ypos);
backbuffer.draw(tiles[obj.entities[i].drawframe], tposition);
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}else if (obj.entities[i].size == 2) { // Special: Moving platform, 4 tiles
tposition.identity();
tposition.translate(obj.entities[i].xp, obj.entities[i].yp - map.ypos);
backbuffer.draw(tiles[obj.entities[i].drawframe], tposition);
tposition.identity();
tposition.translate(obj.entities[i].xp + 8, obj.entities[i].yp - map.ypos);
backbuffer.draw(tiles[obj.entities[i].drawframe], tposition);
tposition.identity();
tposition.translate(obj.entities[i].xp + 16, obj.entities[i].yp - map.ypos);
backbuffer.draw(tiles[obj.entities[i].drawframe], tposition);
tposition.identity();
tposition.translate(obj.entities[i].xp + 24, obj.entities[i].yp - map.ypos);
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}else if (obj.entities[i].size == 3) { // Big chunky pixels!
prect.x = obj.entities[i].xp; prect.y = obj.entities[i].yp-map.ypos;
//A seperate index of colours, for simplicity
if (obj.entities[i].colour == 1) {
drawfillrect(prect.x, prect.y, prect.width, prect.height, 196 - (Math.random() * 64), 10, 10);
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}else if (obj.entities[i].colour == 2) {
drawfillrect(prect.x, prect.y, prect.width, prect.height, 160- help.glow/2 - (Math.random()*20), 200- help.glow/2, 220 - help.glow);
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}
}else if (obj.entities[i].size == 4) { // Small pickups
drawhuetile(obj.entities[i].xp, obj.entities[i].yp-map.ypos, obj.entities[i].tile, obj.entities[i].colour);
}else if (obj.entities[i].size == 5) { //Horizontal Line
line_rect.x = obj.entities[i].xp; line_rect.y = obj.entities[i].yp-map.ypos;
line_rect.width = obj.entities[i].w; line_rect.height = 1;
drawgravityline(i, obj);
}else if (obj.entities[i].size == 6) { //Vertical Line
line_rect.x = obj.entities[i].xp; line_rect.y = obj.entities[i].yp-map.ypos;
line_rect.width = 1; line_rect.height = obj.entities[i].h;
drawgravityline(i, obj);
}
}
}
}
public function drawbackground(t:int, map:mapclass):void {
switch(t) {
case 1:
//Starfield
drawfillrect(0, 0, 320, 240, 0, 0, 0);
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for (i = 0; i < 50; i++) {
if (starsspeed[i] <= 6) {
drawfillrect(stars[i].x, stars[i].y, stars[i].width, stars[i].height, 34, 34, 34);
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}else {
drawfillrect(stars[i].x, stars[i].y, stars[i].width, stars[i].height, 85, 85, 85);
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}
stars[i].x -= starsspeed[i];
if (stars[i].x < -10) {
stars[i].x += 340;
stars[i].y = Math.random() * 240;
starsspeed[i] = 4 + (Math.random()*4);
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}
}
break;
case 2:
//Lab
i = 0;
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switch(rcol) {
//Akward ordering to match tileset
case 0: bcol2 = RGB(0, 16*backboxint[i], 16*backboxint[i]); break; //Cyan
case 1: bcol2 = RGB(16*backboxint[i], 0, 0); break; //Red
case 2: bcol2 = RGB(16*backboxint[i], 0, 16*backboxint[i]); break; //Purple
case 3: bcol2 = RGB(0, 0, 16*backboxint[i]); break; //Blue
case 4: bcol2 = RGB(16*backboxint[i], 16*backboxint[i], 0); break; //Yellow
case 5: bcol2 = RGB(0, 16 * backboxint[i], 0); break; //Green
case 6:
//crazy case
spcoldel--;
if (spcoldel <= 0) {
spcoldel = 15;
spcol++;
if (spcol >= 12) spcol = 0;
}
switch(spcol) {
case 0: bcol2 = RGB(0, 16 * backboxint[i], 16 * backboxint[i]); break; //Cyan
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case 1: bcol2 = RGB(0, (spcoldel+1)*backboxint[i], 16*backboxint[i]); break; //Cyan
case 2: bcol2 = RGB(0, 0, 16*backboxint[i]); break; //Blue
case 3: bcol2 = RGB((16-spcoldel)*backboxint[i], 0, 16*backboxint[i]); break; //Blue
case 4: bcol2 = RGB(16*backboxint[i], 0, 16*backboxint[i]); break; //Purple
case 5: bcol2 = RGB(16*backboxint[i], 0, (spcoldel+1)*backboxint[i]); break; //Purple
case 6: bcol2 = RGB(16*backboxint[i], 0, 0); break; //Red
case 7: bcol2 = RGB(16*backboxint[i], (16-spcoldel)*backboxint[i], 0); break; //Red
case 8: bcol2 = RGB(16*backboxint[i], 16*backboxint[i], 0); break; //Yellow
case 9: bcol2 = RGB((spcoldel+1)*backboxint[i], 16*backboxint[i], 0); break; //Yellow
case 10: bcol2 = RGB(0, 16 * backboxint[i], 0); break; //Green
case 11: bcol2 = RGB(0, 16 * backboxint[i], (16-spcoldel)*backboxint[i]); break; //Green
}
break;
}
cls(bcol2);
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for (i = 0; i < 18; i++) {
switch(rcol) {
//Akward ordering to match tileset
case 0: bcol = RGB(16, 128*backboxint[i], 128*backboxint[i]); break; //Cyan
case 1: bcol = RGB(128*backboxint[i], 16, 16); break; //Red
case 2: bcol = RGB(128*backboxint[i], 16, 128*backboxint[i]); break; //Purple
case 3: bcol = RGB(16, 16, 128*backboxint[i]); break; //Blue
case 4: bcol = RGB(128*backboxint[i], 128*backboxint[i], 16); break; //Yellow
case 5: bcol = RGB(16, 128 * backboxint[i], 16); break; //Green
case 6:
//crazy case
switch(spcol) {
case 0: bcol = RGB(16, 128*backboxint[i], 128*backboxint[i]); break; //Cyan
case 1: bcol = RGB(16, ((spcoldel+1)*8)*backboxint[i], 128*backboxint[i]); break; //Cyan
case 2: bcol = RGB(16, 16, 128*backboxint[i]); break; //Blue
case 3: bcol = RGB((128-(spcoldel*8))*backboxint[i], 16, 128*backboxint[i]); break; //Blue
case 4: bcol = RGB(128*backboxint[i], 16, 128*backboxint[i]); break; //Purple
case 5: bcol = RGB(128*backboxint[i], 16, ((spcoldel+1)*8)*backboxint[i]); break; //Purple
case 6: bcol = RGB(128*backboxint[i], 16, 16); break; //Red
case 7: bcol = RGB(128*backboxint[i], (128-(spcoldel*8))*backboxint[i], 16); break; //Red
case 8: bcol = RGB(128*backboxint[i], 128*backboxint[i], 16); break; //Yellow
case 9: bcol = RGB(((spcoldel+1)*8)*backboxint[i], 128*backboxint[i], 16); break; //Yellow
case 10: bcol = RGB(16, 128 * backboxint[i], 16); break; //Green
case 11: bcol = RGB(16, 128 * backboxint[i], (128-(spcoldel*8))*backboxint[i]); break; //Green
}
break;
}
drawfillrect(backboxes[i].x, backboxes[i].y, backboxes[i].width, backboxes[i].height, bcol);
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backboxrect.x = backboxes[i].x + 1; backboxrect.y = backboxes[i].y + 1;
backboxrect.width = backboxes[i].width - 2; backboxrect.height = backboxes[i].height - 2;
drawfillrect(backboxrect.x, backboxrect.y, backboxrect.width, backboxrect.height, bcol2);
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backboxes[i].x += backboxvx[i];
backboxes[i].y += backboxvy[i];
if (backboxes[i].x < -40) { backboxes[i].x = 320; backboxes[i].y = Math.random() * 240; }
if (backboxes[i].x > 320) { backboxes[i].x = -32; backboxes[i].y = Math.random() * 240; }
if (backboxes[i].y < -40) { backboxes[i].y = 240; backboxes[i].x = Math.random() * 320; }
if (backboxes[i].y > 260) { backboxes[i].y = -32; backboxes[i].x = Math.random() * 320; }
}
break;
case 3: //Warp zone (horizontal)
backoffset += 3; if (backoffset >= 16) backoffset -= 16;
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if (forcewarpzonehorizontalupdate > 0) {
warpzonehorizontal_meshbatch.x = 0;
warpzonehorizontal_meshbatch.clear();
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for (j = 0; j < 15; j++) {
for (i = -1; i < 21; i++) {
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temp = 680 + (rcol * 3);
tposition.identity(); tposition.translate(int((i * 16) - backoffset), int(j * 16));
warpzonehorizontal_meshbatch.addMesh(tiles2[temp+40], tposition);
tposition.identity(); tposition.translate(int((i * 16) - backoffset + 8), int((j * 16)));
warpzonehorizontal_meshbatch.addMesh(tiles2[temp + 41], tposition);
tposition.identity(); tposition.translate(int((i * 16) - backoffset), int((j * 16) + 8));
warpzonehorizontal_meshbatch.addMesh(tiles2[temp + 80], tposition);
tposition.identity(); tposition.translate(int((i * 16) - backoffset + 8), int((j * 16) + 8));
warpzonehorizontal_meshbatch.addMesh(tiles2[temp + 81], tposition);
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}
}
backbuffer.draw(warpzonehorizontal_meshbatch);
forcewarpzonehorizontalupdate--;
}else {
warpzonehorizontal_meshbatch.x = backoffset;
backbuffer.draw(warpzonehorizontal_meshbatch);
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}
break;
case 4: //Warp zone (vertical)
backoffset += 3;
if (backoffset >= 16) backoffset -= 16;
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if (forcewarpzoneverticalupdate > 0) {
warpzonevertical_meshbatch.y = 0;
warpzonevertical_meshbatch.clear();
for (j = -1; j < 16; j++) {
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for (i = 0; i < 21; i++) {
temp = 760 + (rcol * 3);
tposition.identity(); tposition.translate(int((i * 16)), int((j * 16) - backoffset));
warpzonevertical_meshbatch.addMesh(tiles2[temp+40], tposition);
tposition.identity(); tposition.translate(int((i * 16) + 8), int((j * 16) - backoffset));
warpzonevertical_meshbatch.addMesh(tiles2[temp + 41], tposition);
tposition.identity(); tposition.translate(int((i * 16)), int((j * 16) - backoffset + 8));
warpzonevertical_meshbatch.addMesh(tiles2[temp + 80], tposition);
tposition.identity(); tposition.translate(int((i * 16) + 8), int((j * 16) - backoffset + 8));
warpzonevertical_meshbatch.addMesh(tiles2[temp + 81], tposition);
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}
}
backbuffer.draw(warpzonevertical_meshbatch);
forcewarpzoneverticalupdate--;
}else {
warpzonevertical_meshbatch.y = backoffset;
backbuffer.draw(warpzonevertical_meshbatch);
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}
//backbuffer.copyPixels(towerbuffer, towerbuffer.rect, tl);
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break;
case 5:
//Warp zone, central
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switch(rcol) {
//Akward ordering to match tileset
case 0: warpbcol = 0x0A100E; warpfcol = 0x102221; break; //Cyan
case 1: warpbcol = 0x11090B; warpfcol = 0x221011; break; //Red
case 2: warpbcol = 0x0F0A10; warpfcol = 0x221022; break; //Purple
case 3: warpbcol = 0x0A0B10; warpfcol = 0x101022; break; //Blue
case 4: warpbcol = 0x100D0A; warpfcol = 0x221E10; break; //Yellow
case 5: warpbcol = 0x0D100A; warpfcol = 0x142210; break; //Green
case 6: warpbcol = 0x0A0A0A; warpfcol = 0x121212; break; //Gray
}
backoffset += 1;
if (backoffset >= 16) {
backoffset -= 16;
warpskip = (warpskip + 1) % 2;
}
for (i = 10; i >= 0; i--) {
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temp = (i << 4) + backoffset;
setwarprect(160 - temp, 120 - temp, temp * 2, temp * 2);
if (i % 2 == warpskip) {
drawfillrect(warprect.x, warprect.y, warprect.width, warprect.height, warpbcol);
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}else {
drawfillrect(warprect.x, warprect.y, warprect.width, warprect.height, warpfcol);
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}
}
break;
case 6:
//Final Starfield
cls(0x000000);
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for (i = 0; i < 50; i++) {
if (starsspeed[i] <= 8) {
drawfillrect(stars[i].x, stars[i].y, stars[i].width, stars[i].height, 0x222222);
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}else {
drawfillrect(stars[i].x, stars[i].y, stars[i].width, stars[i].height, 0x555555);
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}
stars[i].y -= starsspeed[i];
if (stars[i].y < -10) {
stars[i].y += 260;
stars[i].x = Math.random() * 320;
starsspeed[i] = 5+(Math.random()*5);
}
}
break;
case 7:
//Static, unscrolling section of the tower
if (forcetowerstaticupdate > 0) {
towerbufferstatic_meshbatch.clear();
for (j = 0; j < 30; j++) {
for (i = 0; i < 40; i++) {
tposition.identity();
tposition.translate(int(i * 8), int(j * 8));
towerbufferstatic_meshbatch.addMesh(tiles3[map.tower.backat(i, j, 200) + (15 * 30)], tposition);
}
}
backbuffer.draw(towerbufferstatic_meshbatch);
forcetowerstaticupdate--;
}else {
backbuffer.draw(towerbufferstatic_meshbatch);
}
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break;
case 8:
//Static, unscrolling section of the tower
if (forcetowerstaticupdate > 0) {
towerbufferstatic_meshbatch.clear();
for (j = 0; j < 30; j++) {
for (i = 0; i < 40; i++) {
tposition.identity();
tposition.translate(int(i * 8), int(j * 8));
towerbufferstatic_meshbatch.addMesh(tiles3[map.tower.backat(i, j, 200) + (15 * 10)], tposition);
}
}
backbuffer.draw(towerbufferstatic_meshbatch);
forcetowerstaticupdate--;
}else {
backbuffer.draw(towerbufferstatic_meshbatch);
}
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break;
case 9:
//Static, unscrolling section of the tower
if (forcetowerstaticupdate > 0) {
towerbufferstatic_meshbatch.clear();
for (j = 0; j < 30; j++) {
for (i = 0; i < 40; i++) {
tposition.identity();
tposition.translate(int(i * 8), int(j * 8));
towerbufferstatic_meshbatch.addMesh(tiles3[map.tower.backat(i, j, 600)], tposition);
}
}
backbuffer.draw(towerbufferstatic_meshbatch);
forcetowerstaticupdate--;
}else {
backbuffer.draw(towerbufferstatic_meshbatch);
}
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break;
default:
drawfillrect(0, 0, 320, 240, 0, 0, 0);
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break;
}
}
public function textbox_drawimage(t:int, xp:int, yp:int, cent:Boolean=false):void {
trace("dwgfx.textbox_drawimage() is not implemented yet");
}
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public function drawimage(t:int, xp:int, yp:int, cent:Boolean=false):void {
if (cent) {
tposition.identity();
tposition.translate(160 - int(images[t].width / 2), yp);
backbuffer.draw(images[t], tposition);
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}else {
tposition.identity();
tposition.translate(xp, yp);
backbuffer.draw(images[t], tposition);
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}
}
public function drawmobileimage(t:int, xp:int, yp:int, cent:Boolean=false):void {
if (cent) {
tposition.identity();
tposition.translate(160 - int(mobileimages[t].width / 2), yp);
backbuffer.draw(mobileimages[t], tposition);
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}else {
tposition.identity();
tposition.translate(xp, yp);
backbuffer.draw(mobileimages[t], tposition);
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}
}
public function drawmobilehands(t:int, xp:int, yp:int):void {
tposition.identity();
tposition.translate(xp, yp);
backbuffer.draw(mobileimages[t], tposition);
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}
public function drawplayerlevelimage(t:int, xp:int, yp:int):void {
tposition.identity();
tposition.translate(xp, yp);
backbuffer.draw(playerlevelimages[t], tposition);
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}
public function drawimagecol(t:int, xp:int, yp:int, r:int, g:int, b:int, cent:Boolean = false):void {
if (cent) {
tposition.identity();
tposition.translate(160 - int(images[t].width / 2), yp);
images[t].color = RGB(r, g, b);
backbuffer.draw(images[t], tposition);
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}else {
tposition.identity();
tposition.translate(xp, yp);
images[t].color = RGB(r, g, b);
backbuffer.draw(images[t], tposition);
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}
}
public function crewcolour(t:int):int {
//given crewmate t, return colour in setcol
if (t == 0) return 0;
if (t == 1) return 20;
if (t == 2) return 14;
if (t == 3) return 15;
if (t == 4) return 13;
if (t == 5) return 16;
return 0;
}
public function setcol(t:int, help:helpclass):void {
//Setup predefinied colours as per our zany palette
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switch(t) {
//Player Normal
case 0: ct.color = RGB(160- help.glow/2 - (Math.random()*20), 200- help.glow/2, 220 - help.glow); break;
//Player Hurt
case 1: ct.color = RGB(196 - (Math.random() * 64), 10, 10); break;
//Enemies and stuff
case 2: ct.color = RGB(225-(help.glow/2), 75, 30); break;
case 3: //Trinket
if (!trinketcolset) {
trinketr = 200 - (Math.random() * 64);
trinketg = 200 - (Math.random() * 128);
trinketb = 164 + (Math.random() * 60);
trinketcolset = true;
}
ct.color = RGB(trinketr, trinketg, trinketb);
break;
case 4: //Inactive savepoint
temp = (help.glow/2) + (Math.random() * 8);
ct.color = RGB(80 + temp, 80 + temp, 80 + temp);
break;
case 5: //Active savepoint
ct.color = RGB(164+(Math.random()*64),164+(Math.random()*64), 255-(Math.random()*64))
break;
case 6: //Enemy : Red
ct.color = RGB(250 - help.glow/2, 60- help.glow/2, 60 - help.glow/2);
break;
case 7: //Enemy : Green
ct.color = RGB(100 - help.glow/2 - (Math.random()*30), 250 - help.glow/2, 100 - help.glow/2 - (Math.random()*30));
break;
case 8: //Enemy : Purple
ct.color = RGB(250 - help.glow/2, 20, 128 - help.glow/2 + (Math.random()*30));
break;
case 9: //Enemy : Yellow
ct.color = RGB(250 - help.glow/2, 250 - help.glow/2, 20);
break;
case 10: //Warp point (white)
ct.color = RGB(255 - (Math.random() * 64), 255 - (Math.random() * 64), 255 - (Math.random() * 64));
break;
case 11: //Enemy : Cyan
ct.color = RGB(20, 250 - help.glow/2, 250 - help.glow/2);
break;
case 12: //Enemy : Blue
ct.color = RGB(90- help.glow/2, 90 - help.glow/2, 250 - help.glow/2);
break;
//Crew Members
//green
case 13: ct.color = RGB(120- help.glow/4 - (Math.random()*20), 220 - help.glow/4, 120- help.glow/4); break;
//Yellow
case 14: ct.color = RGB(220- help.glow/4 - (Math.random()*20), 210 - help.glow/4, 120- help.glow/4); break;
//pink
case 15: ct.color = RGB(255 - help.glow/8, 70 - help.glow/4, 70 - help.glow / 4); break;
//Blue
case 16: ct.color = RGB(75, 75, 255- help.glow/4 - (Math.random()*20)); break;
case 17: //Enemy : Orange
ct.color = RGB(250 - help.glow/2, 130 - help.glow/2, 20);
break;
case 18: //Enemy : Gray
ct.color = RGB(130- help.glow/2, 130 - help.glow/2, 130 - help.glow/2);
break;
case 19: //Enemy : Dark gray
ct.color = RGB(60- help.glow/8, 60 - help.glow/8, 60 - help.glow/8);
break;
//Purple
case 20: ct.color = RGB(220 - help.glow / 4 - (Math.random() * 20), 120 - help.glow / 4, 210 - help.glow / 4); break;
case 21: //Enemy : Light Gray
ct.color = RGB(180- help.glow/2, 180 - help.glow/2, 180 - help.glow/2);
break;
case 22: //Enemy : Indicator Gray
ct.color = RGB(230- help.glow/2, 230- help.glow/2, 230- help.glow/2);
break;
case 23: //Enemy : Indicator Gray
ct.color = RGB(255- help.glow/2 - (Math.random() * 40) , 255- help.glow/2 - (Math.random() * 40), 255- help.glow/2 - (Math.random() * 40));
break;
//Trophies
//cyan
case 30: ct.color = RGBf(160, 200, 220); break;
//Purple
case 31: ct.color = RGBf(220, 120, 210); break;
//Yellow
case 32: ct.color = RGBf(220, 210, 120); break;
//red
case 33: ct.color = RGBf(255, 70, 70); break;
//green
case 34: ct.color = RGBf(120, 220, 120); break;
//Blue
case 35: ct.color = RGBf(75, 75, 255); break;
//Gold
case 36: ct.color = RGB(180, 120, 20); break;
case 37: //Trinket
if (!trinketcolset) {
trinketr = 200 - (Math.random() * 64);
trinketg = 200 - (Math.random() * 128);
trinketb = 164 + (Math.random() * 60);
trinketcolset = true;
}
ct.color = RGBf(trinketr, trinketg, trinketb);
break;
//Silver
case 38: ct.color = RGBf(196, 196, 196); break;
//Bronze
case 39: ct.color = RGBf(128, 64, 10); break;
//Awesome
case 40: //Teleporter in action!
temp = Math.random() * 150;
if(temp<33){
ct.color = RGBf(255 - (Math.random() * 64), 64 + (Math.random() * 64), 64 + (Math.random() * 64));
}else if (temp < 66) {
ct.color = RGBf(64 + (Math.random() * 64), 255 - (Math.random() * 64), 64 + (Math.random() * 64));
}else if (temp < 100) {
ct.color = RGBf(64 + (Math.random() * 64), 64 + (Math.random() * 64), 255 - (Math.random() * 64));
}else {
ct.color = RGBf(164+(Math.random()*64),164+(Math.random()*64), 255-(Math.random()*64))
}
break;
case 100: //Inactive Teleporter
temp = (help.glow/2) + (Math.random() * 8);
ct.color = RGB(42 + temp, 42 + temp, 42 + temp);
break;
case 101: //Active Teleporter
ct.color = RGB(164+(Math.random()*64),164+(Math.random()*64), 255-(Math.random()*64))
break;
case 102: //Teleporter in action!
temp = Math.random() * 150;
if(temp<33){
ct.color = RGB(255 - (Math.random() * 64), 64 + (Math.random() * 64), 64 + (Math.random() * 64));
}else if (temp < 66) {
ct.color = RGB(64 + (Math.random() * 64), 255 - (Math.random() * 64), 64 + (Math.random() * 64));
}else if (temp < 100) {
ct.color = RGB(64 + (Math.random() * 64), 64 + (Math.random() * 64), 255 - (Math.random() * 64));
}else {
ct.color = RGB(164+(Math.random()*64),164+(Math.random()*64), 255-(Math.random()*64))
}
break;
default: ct.color = 0xFFFFFF; break;
}
}
public function setcolreal(t:int):void {
ct.color = t;
}
public function textbox_drawcoloredtile(x:int, y:int, t:int, r:int, g:int, b:int):void {
trace("dwgfx.textbox_drawcoloredtile() is not implemented yet");
}
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public function drawcoloredtile(x:int, y:int, t:int, r:int, g:int, b:int):void {
tposition.identity();
tposition.translate(x, y);
tiles[t].color = RGB(r, g, b);
backbuffer.draw(tiles[t], tposition);
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}
public function drawhuetile(x:int, y:int, t:int, c:int):void {
tposition.identity();
tposition.translate(x, y);
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switch(c) {
case 0: tiles[t].color = RGB(250-(Math.random()*32), 250-(Math.random()*32), 10); break;
case 1: tiles[t].color = RGB(250-(Math.random()*32), 250-(Math.random()*32), 10); break;
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default: tiles[t].color = RGB(250-(Math.random()*32), 250-(Math.random()*32), 10); break;
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}
backbuffer.draw(tiles[t], tposition);
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}
public function drawcrewman(x:int, y:int, t:int, act:Boolean, help:helpclass, noshift:Boolean=false):void {
if (!act) {
if (noshift) {
if (flipmode) { drawspritesetcol(x, y, 14, 19, help);
}else{ drawspritesetcol(x, y, 12, 19, help); }
}else{
if (flipmode) { drawspritesetcol(x - 8, y, 14, 19, help);
}else{ drawspritesetcol(x - 8, y, 12, 19, help); }
}
}else {
if (flipmode) crewframe += 6;
switch(t) {
case 0: drawspritesetcol(x, y, crewframe, 0, help); break;
case 1: drawspritesetcol(x, y, crewframe, 20, help); break;
case 2: drawspritesetcol(x, y, crewframe, 14, help); break;
case 3: drawspritesetcol(x, y, crewframe, 15, help); break;
case 4: drawspritesetcol(x, y, crewframe, 13, help); break;
case 5: drawspritesetcol(x, y, crewframe, 16, help); break;
}
if (flipmode) crewframe -= 6;
}
}
public function drawtrophytext(obj:entityclass, help:helpclass):void {
if (obj.trophytext < 15) {
temp = (196 * obj.trophytext) / 15; temp2 = (196 * obj.trophytext) / 15; temp3 = ((255 - help.glow) * obj.trophytext) / 15;
}else { temp = 196; temp2 = 196; temp3 = 255 - help.glow; }
switch(obj.trophytype) {
case 1:
print( -1, 6, "SPACE STATION 1 MASTERED", temp, temp2, temp3, true);
print( -1, 16, "Obtain a V Rank in this Time Trial", temp, temp2, temp3, true);
break;
case 2:
print( -1, 6, "LABORATORY MASTERED", temp, temp2, temp3, true);
print( -1, 16, "Obtain a V Rank in this Time Trial", temp, temp2, temp3, true);
break;
case 3:
print( -1, 6, "THE TOWER MASTERED", temp, temp2, temp3, true);
print( -1, 16, "Obtain a V Rank in this Time Trial", temp, temp2, temp3, true);
break;
case 4:
print( -1, 6, "SPACE STATION 2 MASTERED", temp, temp2, temp3, true);
print( -1, 16, "Obtain a V Rank in this Time Trial", temp, temp2, temp3, true);
break;
case 5:
print( -1, 6, "WARP ZONE MASTERED", temp, temp2, temp3, true);
print( -1, 16, "Obtain a V Rank in this Time Trial", temp, temp2, temp3, true);
break;
case 6:
print( -1, 6, "FINAL LEVEL MASTERED", temp, temp2, temp3, true);
print( -1, 16, "Obtain a V Rank in this Time Trial", temp, temp2, temp3, true);
break;
case 7:
print( -1, 6, "GAME COMPLETE", temp, temp2, temp3, true);
print( -1, 16, "Complete the game", temp, temp2, temp3, true);
break;
case 8:
print( -1, 6, "FLIP MODE COMPLETE", temp, temp2, temp3, true);
print( -1, 16, "Complete the game in flip mode", temp, temp2, temp3, true);
break;
case 9:
print( -1, 11, "Win with less than 50 deaths", temp, temp2, temp3, true);
break;
case 10:
print( -1, 11, "Win with less than 100 deaths", temp, temp2, temp3, true);
break;
case 11:
print( -1, 11, "Win with less than 250 deaths", temp, temp2, temp3, true);
break;
case 12:
print( -1, 11, "Win with less than 500 deaths", temp, temp2, temp3, true);
break;
case 13:
print( -1, 11, "Last 5 seconds on the Super Gravitron", temp, temp2, temp3, true);
break;
case 14:
print( -1, 11, "Last 10 seconds on the Super Gravitron", temp, temp2, temp3, true);
break;
case 15:
print( -1, 11, "Last 15 seconds on the Super Gravitron", temp, temp2, temp3, true);
break;
case 16:
print( -1, 11, "Last 20 seconds on the Super Gravitron", temp, temp2, temp3, true);
break;
case 17:
print( -1, 11, "Last 30 seconds on the Super Gravitron", temp, temp2, temp3, true);
break;
case 18:
print( -1, 11, "Last 1 minute on the Super Gravitron", temp, temp2, temp3, true);
break;
case 20:
print( -1, 6, "MASTER OF THE UNIVERSE", temp, temp2, temp3, true);
print( -1, 16, "Complete the game in no death mode", temp, temp2, temp3, true);
break;
}
}
public function drawsprite(x:int, y:int, t:int, r:int, g:int, b:int):void {
sprites[t].color = RGB(r, g, b);
tposition.identity();
tposition.translate(x, y);
backbuffer.draw(sprites[t], tposition);
}
public function textbox_drawsprite(x:int, y:int, t:int, r:int, g:int, b:int):void {
trace("dwgfx.textbox_drawsprite() is not implemented yet");
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}
public function drawgravityline(t:int, obj:entityclass):void {
if (obj.entities[t].life == 0) {
switch(linestate) {
case 0: drawfillrect(line_rect.x, line_rect.y, line_rect.width, line_rect.height, 200 - 20, 200 - 20, 200 - 20); break;
case 1: drawfillrect(line_rect.x, line_rect.y, line_rect.width, line_rect.height, 225 - 30, 245 - 30, 245 - 30); break;
case 2: drawfillrect(line_rect.x, line_rect.y, line_rect.width, line_rect.height, 245 - 30, 245 - 30, 225 - 30); break;
case 3: drawfillrect(line_rect.x, line_rect.y, line_rect.width, line_rect.height, 164 - 10, 200 - 20, 200 - 20); break;
case 4: drawfillrect(line_rect.x, line_rect.y, line_rect.width, line_rect.height, 224 - 20, 255 - 30, 196 - 20); break;
case 5: drawfillrect(line_rect.x, line_rect.y, line_rect.width, line_rect.height, 205 - 20, 235 - 30, 196 - 20); break;
case 6: drawfillrect(line_rect.x, line_rect.y, line_rect.width, line_rect.height, 164 - 10, 164 - 10, 164 - 10); break;
case 7: drawfillrect(line_rect.x, line_rect.y, line_rect.width, line_rect.height, 225 - 30, 245 - 30, 205 - 20); break;
case 8: drawfillrect(line_rect.x, line_rect.y, line_rect.width, line_rect.height, 205 - 20, 255 - 30, 225 - 30); break;
case 9: drawfillrect(line_rect.x, line_rect.y, line_rect.width, line_rect.height, 245 - 30, 245 - 30, 245 - 30); break;
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}
}else{
drawfillrect(line_rect.x, line_rect.y, line_rect.width, line_rect.height, 96, 96, 96);
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}
}
public function drawentities(map:mapclass, obj:entityclass, help:helpclass):void {
//Update line colours!
if (linedelay <= 0) {
linestate++;
if (linestate >= 10) linestate = 0;
linedelay = 2;
}else {
linedelay--;
}
var j:int, k:int;
for (var i:int = obj.nentity - 1; i >= 0; i--) {
if (!obj.entities[i].invis && obj.entities[i].active) {
if (obj.entities[i].size == 0) { // Sprites
if (flipmode) {
tposition.identity();
tposition.translate(int(obj.entities[i].xp), int(obj.entities[i].yp));
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setcol(obj.entities[i].colour, help);
flipsprites[obj.entities[i].drawframe].color = ct.color;
backbuffer.draw(flipsprites[obj.entities[i].drawframe], tposition);
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if (map.warpx) {
//screenwrapping!
if (tpoint.x < 0) {
tposition.identity();
tposition.translate(int(obj.entities[i].xp) + 320, int(obj.entities[i].yp));
backbuffer.draw(flipsprites[obj.entities[i].drawframe], tposition);
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}
if (tpoint.x > 300) {
tposition.identity();
tposition.translate(int(obj.entities[i].xp) - 320, int(obj.entities[i].yp));
backbuffer.draw(flipsprites[obj.entities[i].drawframe], tposition);
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}
}else if (map.warpy) {
if (tpoint.y < 0) {
tposition.identity();
tposition.translate(int(obj.entities[i].xp), int(obj.entities[i].yp) + 230);
backbuffer.draw(flipsprites[obj.entities[i].drawframe], tposition);
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}
if (tpoint.y > 210) {
tposition.identity();
tposition.translate(int(obj.entities[i].xp), int(obj.entities[i].yp) - 230);
backbuffer.draw(flipsprites[obj.entities[i].drawframe], tposition);
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}
}
}else {
tposition.identity();
tposition.translate(int(obj.entities[i].xp), int(obj.entities[i].yp));
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setcol(obj.entities[i].colour, help);
sprites[obj.entities[i].drawframe].color = ct.color;
backbuffer.draw(sprites[obj.entities[i].drawframe], tposition);
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if (map.warpx) {
//screenwrapping!
if (tpoint.x < 0) {
tposition.identity();
tposition.translate(int(obj.entities[i].xp) + 320, int(obj.entities[i].yp));
backbuffer.draw(sprites[obj.entities[i].drawframe], tposition);
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}
if (tpoint.x > 300) {
tposition.identity();
tposition.translate(int(obj.entities[i].xp) - 320, int(obj.entities[i].yp));
backbuffer.draw(sprites[obj.entities[i].drawframe], tposition);
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}
}else if (map.warpy) {
if (tpoint.y < 0) {
tposition.identity();
tposition.translate(int(obj.entities[i].xp), int(obj.entities[i].yp) + 230);
backbuffer.draw(sprites[obj.entities[i].drawframe], tposition);
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}
if (tpoint.y > 210) {
tposition.identity();
tposition.translate(int(obj.entities[i].xp), int(obj.entities[i].yp) - 230);
backbuffer.draw(sprites[obj.entities[i].drawframe], tposition);
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}
}
}
}else if (obj.entities[i].size == 1) { // Tiles
tposition.identity();
tposition.translate(int(obj.entities[i].xp), int(obj.entities[i].yp));
backbuffer.draw(tiles[obj.entities[i].drawframe], tposition);
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}else if (obj.entities[i].size == 2) { // Special: Moving platform, 4 tiles
tposition.identity(); tposition.translate(int(obj.entities[i].xp), int(obj.entities[i].yp));
if (map.custommode) {
backbuffer.draw(entcolours[obj.entities[i].drawframe], tposition);
tposition.identity(); tposition.translate(int(obj.entities[i].xp) + 8, int(obj.entities[i].yp));
backbuffer.draw(entcolours[obj.entities[i].drawframe], tposition);
tposition.identity(); tposition.translate(int(obj.entities[i].xp) + 16, int(obj.entities[i].yp));
backbuffer.draw(entcolours[obj.entities[i].drawframe], tposition)
tposition.identity(); tposition.translate(int(obj.entities[i].xp) + 24, int(obj.entities[i].yp));
backbuffer.draw(entcolours[obj.entities[i].drawframe], tposition)
}else {
backbuffer.draw(tiles[obj.entities[i].drawframe], tposition);
tposition.identity(); tposition.translate(int(obj.entities[i].xp) + 8, int(obj.entities[i].yp));
backbuffer.draw(tiles[obj.entities[i].drawframe], tposition);
tposition.identity(); tposition.translate(int(obj.entities[i].xp) + 16, int(obj.entities[i].yp));
backbuffer.draw(tiles[obj.entities[i].drawframe], tposition)
tposition.identity(); tposition.translate(int(obj.entities[i].xp) + 24, int(obj.entities[i].yp));
backbuffer.draw(tiles[obj.entities[i].drawframe], tposition)
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}
}else if (obj.entities[i].size == 3) { // Big chunky pixels!
prect.x = int(obj.entities[i].xp); prect.y = int(obj.entities[i].yp);
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//A seperate index of colours, for simplicity
if (obj.entities[i].colour == 1) {
drawfillrect(prect.x, prect.y, prect.width, prect.height, 196 - (Math.random() * 64), 10, 10);
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}else if (obj.entities[i].colour == 2) {
drawfillrect(prect.x, prect.y, prect.width, prect.height, 160 - help.glow / 2 - (Math.random() * 20), 200 - help.glow / 2, 220 - help.glow);
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}
}else if (obj.entities[i].size == 4) { // Small pickups
drawhuetile(int(obj.entities[i].xp), int(obj.entities[i].yp), obj.entities[i].tile, obj.entities[i].colour);
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}else if (obj.entities[i].size == 5) { //Horizontal Line
line_rect.x = int(obj.entities[i].xp); line_rect.y = int(obj.entities[i].yp);
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line_rect.width = obj.entities[i].w; line_rect.height = 1;
drawgravityline(i, obj);
}else if (obj.entities[i].size == 6) { //Vertical Line
line_rect.x = int(obj.entities[i].xp); line_rect.y = int(obj.entities[i].yp);
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line_rect.width = 1; line_rect.height = obj.entities[i].h;
drawgravityline(i, obj);
}else if (obj.entities[i].size == 7) { //Teleporter
drawtele(int(obj.entities[i].xp), int(obj.entities[i].yp), obj.entities[i].drawframe, obj.entities[i].colour, help);
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}else if (obj.entities[i].size == 8) { // Special: Moving platform, 8 tiles
tposition.identity(); tposition.translate(int(obj.entities[i].xp), int(obj.entities[i].yp));
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if (map.custommode) {
backbuffer.draw(entcolours[obj.entities[i].drawframe], tposition);
tposition.identity(); tposition.translate(int(obj.entities[i].xp + 8), int(obj.entities[i].yp));
backbuffer.draw(entcolours[obj.entities[i].drawframe], tposition);
tposition.identity(); tposition.translate(int(obj.entities[i].xp + 16), int(obj.entities[i].yp));
backbuffer.draw(entcolours[obj.entities[i].drawframe], tposition);
tposition.identity(); tposition.translate(int(obj.entities[i].xp + 24), int(obj.entities[i].yp));
backbuffer.draw(entcolours[obj.entities[i].drawframe], tposition);
tposition.identity(); tposition.translate(int(obj.entities[i].xp + 32), int(obj.entities[i].yp));
backbuffer.draw(entcolours[obj.entities[i].drawframe], tposition);
tposition.identity(); tposition.translate(int(obj.entities[i].xp + 40), int(obj.entities[i].yp));
backbuffer.draw(entcolours[obj.entities[i].drawframe], tposition);
tposition.identity(); tposition.translate(int(obj.entities[i].xp + 48), int(obj.entities[i].yp));
backbuffer.draw(entcolours[obj.entities[i].drawframe], tposition);
tposition.identity(); tposition.translate(int(obj.entities[i].xp + 56), int(obj.entities[i].yp));
backbuffer.draw(entcolours[obj.entities[i].drawframe], tposition);
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}else{
backbuffer.draw(tiles[obj.entities[i].drawframe], tposition);
tposition.identity(); tposition.translate(int(obj.entities[i].xp + 8), int(obj.entities[i].yp));
backbuffer.draw(tiles[obj.entities[i].drawframe], tposition);
tposition.identity(); tposition.translate(int(obj.entities[i].xp + 16), int(obj.entities[i].yp));
backbuffer.draw(tiles[obj.entities[i].drawframe], tposition);
tposition.identity(); tposition.translate(int(obj.entities[i].xp + 24), int(obj.entities[i].yp));
backbuffer.draw(tiles[obj.entities[i].drawframe], tposition);
tposition.identity(); tposition.translate(int(obj.entities[i].xp + 32), int(obj.entities[i].yp));
backbuffer.draw(tiles[obj.entities[i].drawframe], tposition);
tposition.identity(); tposition.translate(int(obj.entities[i].xp + 40), int(obj.entities[i].yp));
backbuffer.draw(tiles[obj.entities[i].drawframe], tposition);
tposition.identity(); tposition.translate(int(obj.entities[i].xp + 48), int(obj.entities[i].yp));
backbuffer.draw(tiles[obj.entities[i].drawframe], tposition);
tposition.identity(); tposition.translate(int(obj.entities[i].xp + 56), int(obj.entities[i].yp));
backbuffer.draw(tiles[obj.entities[i].drawframe], tposition);
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}
}else if (obj.entities[i].size == 9) { // Really Big Sprite! (2x2)
if (flipmode) {
setcol(obj.entities[i].colour, help);
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tposition.identity();
tposition.translate(int(obj.entities[i].xp), int(obj.entities[i].yp));
flipsprites[obj.entities[i].drawframe].color = ct.color;
backbuffer.draw(flipsprites[obj.entities[i].drawframe], tposition);
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tposition.identity();
tposition.translate(int(obj.entities[i].xp) + 32, int(obj.entities[i].yp));
flipsprites[obj.entities[i].drawframe + 1].color = ct.color;
backbuffer.draw(flipsprites[obj.entities[i].drawframe + 1], tposition);
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tposition.identity();
tposition.translate(int(obj.entities[i].xp), int(obj.entities[i].yp) + 32);
flipsprites[obj.entities[i].drawframe + 12].color = ct.color;
backbuffer.draw(flipsprites[obj.entities[i].drawframe + 12], tposition);
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tposition.identity();
tposition.translate(int(obj.entities[i].xp) + 32, int(obj.entities[i].yp) + 32);
flipsprites[obj.entities[i].drawframe + 13].color = ct.color;
backbuffer.draw(flipsprites[obj.entities[i].drawframe + 13], tposition);
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}else{
setcol(obj.entities[i].colour, help);
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tposition.identity();
tposition.translate(int(obj.entities[i].xp), int(obj.entities[i].yp));
sprites[obj.entities[i].drawframe].color = ct.color;
backbuffer.draw(sprites[obj.entities[i].drawframe], tposition);
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tposition.identity();
tposition.translate(int(obj.entities[i].xp) + 32, int(obj.entities[i].yp));
sprites[obj.entities[i].drawframe + 1].color = ct.color;
backbuffer.draw(sprites[obj.entities[i].drawframe + 1], tposition);
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tposition.identity();
tposition.translate(int(obj.entities[i].xp), int(obj.entities[i].yp) + 32);
sprites[obj.entities[i].drawframe + 12].color = ct.color;
backbuffer.draw(sprites[obj.entities[i].drawframe + 12], tposition);
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tposition.identity();
tposition.translate(int(obj.entities[i].xp) + 32, int(obj.entities[i].yp) + 32);
sprites[obj.entities[i].drawframe + 13].color = ct.color;
backbuffer.draw(sprites[obj.entities[i].drawframe + 13], tposition);
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}
}else if (obj.entities[i].size == 10) { // 2x1 Sprite
if (flipmode) {
setcol(obj.entities[i].colour, help);
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tposition.identity();
tposition.translate(int(obj.entities[i].xp), int(obj.entities[i].yp));
flipsprites[obj.entities[i].drawframe].color = ct.color;
backbuffer.draw(flipsprites[obj.entities[i].drawframe], tposition);
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tposition.identity();
tposition.translate(int(obj.entities[i].xp) + 32, int(obj.entities[i].yp));
flipsprites[obj.entities[i].drawframe + 1].color = ct.color;
backbuffer.draw(flipsprites[obj.entities[i].drawframe + 1], tposition);
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}else{
setcol(obj.entities[i].colour, help);
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tposition.identity();
tposition.translate(int(obj.entities[i].xp), int(obj.entities[i].yp));
sprites[obj.entities[i].drawframe].color = ct.color;
backbuffer.draw(sprites[obj.entities[i].drawframe], tposition);
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tposition.identity();
tposition.translate(int(obj.entities[i].xp) + 32, int(obj.entities[i].yp));
sprites[obj.entities[i].drawframe + 1].color = ct.color;
backbuffer.draw(sprites[obj.entities[i].drawframe + 1], tposition);
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}
}else if (obj.entities[i].size == 11) { //The fucking elephant
setcol(obj.entities[i].colour, help);
images[3].color = ct.color;
drawimage(3, int(obj.entities[i].xp), int(obj.entities[i].yp));
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}else if (obj.entities[i].size == 12) { // Regular sprites that don't wrap
if (flipmode) {
//forget this for a minute;
tpoint.x = int(obj.entities[i].xp); tpoint.y = int(obj.entities[i].yp);
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setcol(obj.entities[i].colour, help);
flipsprites[obj.entities[i].drawframe].color = ct.color;
tposition.identity();
tposition.translate(tpoint.x, tpoint.y);
backbuffer.draw(flipsprites[obj.entities[i].drawframe], tposition);
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//if we're outside the screen, we need to draw indicators
if (obj.entities[i].xp < -20 && obj.entities[i].vx > 0) {
if (obj.entities[i].xp < -100) {
tpoint.x = -5 + (int(( -obj.entities[i].xp) / 10));
}else{
tpoint.x = 5;
}
tpoint.y = tpoint.y+4;
setcol(23, help);
tiles[1167].color = ct.color;
tposition.identity();
tposition.translate(tpoint.x, tpoint.y);
backbuffer.draw(tiles[1167], tposition);
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}else if (obj.entities[i].xp > 340 && obj.entities[i].vx < 0) {
if (obj.entities[i].xp > 420) {
tpoint.x = 320 - (int(( obj.entities[i].xp-320) / 10));
}else{
tpoint.x = 310;
}
tpoint.y = tpoint.y+4;
setcol(23, help);
tiles[1166].color = ct.color;
tposition.identity();
tposition.translate(tpoint.x, tpoint.y);
backbuffer.draw(tiles[1166], tposition);
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}
}else{
tpoint.x = int(obj.entities[i].xp); tpoint.y = int(obj.entities[i].yp);
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setcol(obj.entities[i].colour, help);
sprites[obj.entities[i].drawframe].color = ct.color;
tposition.identity();
tposition.translate(tpoint.x, tpoint.y);
backbuffer.draw(sprites[obj.entities[i].drawframe], tposition);
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//if we're outside the screen, we need to draw indicators
if (obj.entities[i].xp < -20 && obj.entities[i].vx > 0) {
if (obj.entities[i].xp < -100) {
tpoint.x = -5 + (int(( -obj.entities[i].xp) / 10));
}else{
tpoint.x = 5;
}
tpoint.y = tpoint.y+4;
setcol(23, help);
tiles[1167].color = ct.color;
tposition.identity();
tposition.translate(tpoint.x, tpoint.y);
backbuffer.draw(tiles[1167], tposition);
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}else if (obj.entities[i].xp > 340 && obj.entities[i].vx < 0) {
if (obj.entities[i].xp > 420) {
tpoint.x = 320 - (int(( obj.entities[i].xp-320) / 10));
}else{
tpoint.x = 310;
}
tpoint.y = tpoint.y+4;
setcol(23, help);
tiles[1166].color = ct.color;
tposition.identity();
tposition.translate(tpoint.x, tpoint.y);
backbuffer.draw(tiles[1166], tposition);
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}
}
}else if (obj.entities[i].size == 13) { // Special for epilogue: huge hero!
if (flipmode) {
tposition.identity();
tposition.scale(6, 6);
tposition.translate(int(obj.entities[i].xp), int(obj.entities[i].yp));
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setcol(obj.entities[i].colour, help);
flipsprites[obj.entities[i].drawframe].color = ct.color;
backbuffer.draw(flipsprites[obj.entities[i].drawframe], tposition);
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}else {
tposition.identity();
tposition.scale(6, 6);
tposition.translate(int(obj.entities[i].xp), int(obj.entities[i].yp));
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setcol(obj.entities[i].colour, help);
sprites[obj.entities[i].drawframe].color = ct.color;
backbuffer.draw(sprites[obj.entities[i].drawframe], tposition);
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}
}
}
}
}
public function drawbuffertile(x:int, y:int, t:int):void {
trace("dwgfx.drawbuffertile() is not implemented yet");
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}
public function drawforetile(x:int, y:int, t:int):void {
tposition.identity();
tposition.translate(x, y);
frontbuffer_meshbatch.addMesh(tiles[t], tposition);
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}
public function drawforetile2(x:int, y:int, t:int):void {
tposition.identity();
tposition.translate(x, y);
frontbuffer_meshbatch.addMesh(tiles2[t], tposition);
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}
public function drawforetile3(x:int, y:int, t:int, off:int):void {
tposition.identity();
tposition.translate(x, y);
frontbuffer_meshbatch.addMesh(tiles3[t+(off*30)], tposition);
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}
public function drawtele(x:int, y:int, t:int, c:int, help:helpclass):void {
tele[0].color = RGB(16, 16, 16);
tposition.identity();
tposition.translate(x, y);
backbuffer.draw(tele[0], tposition);
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setcol(c, help);
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if (t > 9) t = 8; if (t < 0) t = 0;
tele[t].color = ct.color;
tposition.identity();
tposition.translate(x, y);
backbuffer.draw(tele[t], tposition);
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}
public function drawtile(x:int, y:int, t:int):void {
tposition.identity();
tposition.translate(x, y);
backbuffer.draw(tiles[t], tposition);
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}
public function drawtile2(x:int, y:int, t:int):void {
tposition.identity();
tposition.translate(x, y);
backbuffer.draw(tiles2[t], tposition);
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}
public function drawtile3(x:int, y:int, t:int, off:int):void {
tposition.identity();
tposition.translate(x, y);
backbuffer.draw(tiles3[t + (off * 30)], tposition);
}
public function drawtile3_batch(x:int, y:int, t:int, off:int):void {
tposition.identity();
tposition.translate(x, y);
towerbufferforeground_meshbatch.addMesh(tiles3[t + (off * 30)], tposition);
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}
public function drawtowertile3(x:int, y:int, t:int, off:int):void {
tposition.identity();
tposition.translate(x, y);
towerbufferbackground_meshbatch.addMesh(tiles3[t+(off*30)], tposition);
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}
public function drawtowertile(x:int, y:int, t:int):void {
tposition.identity();
tposition.translate(x, y);
backbuffer.draw(tiles2[t], tposition);
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}
public function drawmap(map:mapclass):void {
if (!foregrounddrawn) {
frontbuffer_meshbatch.clear();
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if(map.tileset==0){
for (j = 0; j < 29+map.extrarow; j++) {
for (i = 0; i < 40; i++) {
if(map.contents[i + map.vmult[j]]>0) drawforetile(i * 8, j * 8, map.contents[i + map.vmult[j]]);
}
}
}else if (map.tileset == 1) {
for (j = 0; j < 29+map.extrarow; j++) {
for (i = 0; i < 40; i++) {
if(map.contents[i + map.vmult[j]]>0) drawforetile2(i * 8, j * 8, map.contents[i + map.vmult[j]]);
}
}
}else if (map.tileset == 2) {
for (j = 0; j < 29+map.extrarow; j++) {
for (i = 0; i < 40; i++) {
if(map.contents[i + map.vmult[j]]>0) drawforetile3(i * 8, j * 8, map.contents[i + map.vmult[j]],map.rcol);
}
}
}
foregrounddrawn = true;
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}
backbuffer.draw(frontbuffer_meshbatch);
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}
public function drawfinalmap(map:mapclass):void {
//Update colour cycling for final level
if (map.final_colormode) {
map.final_aniframedelay--;
if (map.final_aniframedelay == 0) foregrounddrawn = false;
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if (map.final_aniframedelay <= 0) {
map.final_aniframedelay = 2;
map.final_aniframe++;
if (map.final_aniframe >= 4) map.final_aniframe = 0;
}
}
if (!foregrounddrawn) {
frontbuffer_meshbatch.clear();
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if(map.tileset==0){
for (j = 0; j < 29 + map.extrarow; j++) {
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for (i = 0; i < 40; i++) {
if(map.contents[i + map.vmult[j]]>0) drawforetile(i * 8, j * 8, map.finalat(i,j));
}
}
}else if (map.tileset == 1) {
for (j = 0; j < 29+map.extrarow; j++) {
for (i = 0; i < 40; i++) {
if(map.contents[i + map.vmult[j]]>0) drawforetile2(i * 8, j * 8, map.finalat(i,j));
}
}
}
foregrounddrawn=true;
}
backbuffer.draw(frontbuffer_meshbatch);
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}
public function drawmaptileat(xp:int, yp:int, mapx:int, mapy:int, map:mapclass):void {
//Not used anymore, phew
trace("dwgfx.drawmaptileat() is not implemented yet");
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}
public function drawminimap(game:gameclass, map:mapclass):void {
//Not used anymore, phew
trace("dwgfx.drawminimap() is not implemented yet");
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}
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public function drawrect(x:int, y:int, w:int, h:int, r:int, g:int, b:int):void {
//Draw the retangle indicated by that object
tquad.x = x; tquad.y = y;
tquad.width = w; tquad.height = 1;
tquad.color = RGB(r, g, b);
backbuffer.draw(tquad);
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tquad.width = 1; tquad.height = h;
backbuffer.draw(tquad);
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tquad.x = x + w - 1;
backbuffer.draw(tquad);
tquad.x = x; tquad.y = y + h - 1;
tquad.width = w; tquad.height = 1;
backbuffer.draw(tquad);
}
public function cls(c:int):void {
drawfillrect(0, 0, screenwidth, screenheight, c);
}
public function drawfillrect(x:int, y:int, w:int, h:int, r:int, g:int = -1, b:int = -1):void {
//Draw the retangle indicated by that object
tquad.x = x;
tquad.y = y;
tquad.width = w;
tquad.height = h;
if (b == -1) {
tquad.color = r;
}else{
tquad.color = RGB(r, g, b);
}
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backbuffer.draw(tquad);
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}
public function drawfillrect_onimage(img:RenderTexture, x:int, y:int, w:int, h:int, r:int, g:int = -1, b:int = -1):void {
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//Draw the retangle indicated by that object
tquad.x = x;
tquad.y = y;
tquad.width = w;
tquad.height = h;
if (b == -1) {
tquad.color = r;
}else{
tquad.color = RGB(r, g, b);
}
img.draw(tquad);
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}
public function printcrewname(x:int, y:int, t:int):void {
//Print the name of crew member t in the right colour
switch(t) {
case 0: print(x, y, "Viridian", 16, 240, 240); break;
case 1: print(x, y, "Violet", 240, 16, 240); break;
case 2: print(x, y, "Vitellary", 240, 240, 16); break;
case 3: print(x, y, "Vermilion", 240, 16, 16); break;
case 4: print(x, y, "Verdigris", 16, 240, 16); break;
case 5: print(x, y, "Victoria", 16, 16, 240); break;
}
}
public function printcrewnamestatus(x:int, y:int, t:int):void {
//Print the status of crew member t in the right colour
switch(t) {
case 0: print(x, y, "(that's you!)", 12, 140, 140); break;
case 1: print(x, y, "Rescued!", 140, 12, 140); break;
case 2: print(x, y, "Rescued!", 140, 140, 12); break;
case 3: print(x, y, "Rescued!", 140, 12, 12); break;
case 4: print(x, y, "Rescued!", 12, 140, 12); break;
case 5: print(x, y, "Rescued!", 12, 12, 140); break;
}
}
public function printcrewnamedark(x:int, y:int, t:int):void {
//Print the name of crew member t as above, but in black and white
switch(t) {
case 0: print(x, y, "Viridian", 128,128,128); break;
case 1: print(x, y, "Violet", 128,128,128); break;
case 2: print(x, y, "Vitellary", 128,128,128); break;
case 3: print(x, y, "Vermilion", 128,128,128); break;
case 4: print(x, y, "Verdigris", 128,128,128); break;
case 5: print(x, y, "Victoria", 128,128,128); break;
}
}
public function printmask(x:int, y:int, t:String, cen:Boolean = false):void {
trace("dwgfx.printmask() is not implemented yet");
}
public function textbox_print(x:int, y:int, t:String, r:int, g:int, b:int, cen:Boolean = false):void {
trace("dwgfx.textbox_print() is not implemented yet");
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}
public function print(x:int, y:int, t:String, r:int, g:int, b:int, cen:Boolean = false):void {
if (r < 0) r = 0; if (g < 0) g = 0; if (b < 0) b = 0;
if (r > 255) r = 255; if (g > 255) g = 255; if (b > 255) b = 255;
if (cen) {
x = 0;
ttf.format.horizontalAlign = "center";
}else {
ttf.format.horizontalAlign = "left";
}
ttf.format.color = RGB(r, g, b);
ttf.text = t;
if (flipmode) {
tposition.identity();
tposition.scale(1, -1);
tposition.translate(x, y + 8);
backbuffer.draw(ttf, tposition);
}else{
tposition.identity();
tposition.translate(x, y);
backbuffer.draw(ttf, tposition);
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}
}
public function rprint(x:int, y:int, t:String, r:int, g:int, b:int, cen:Boolean = false):void {
if (r < 0) r = 0; if (g < 0) g = 0; if (b < 0) b = 0;
if (r > 255) r = 255; if (g > 255) g = 255; if (b > 255) b = 255;
ttf.format.horizontalAlign = "right";
x = x - 320;
ttf.format.color = RGB(r, g, b);
ttf.text = t;
if (flipmode) {
tposition.identity();
tposition.scale(1, -1);
tposition.translate(x, y + 8);
backbuffer.draw(ttf, tposition);
}else {
tposition.identity();
tposition.translate(x, y);
backbuffer.draw(ttf, tposition);
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}
}
public function printoff(x:int, y:int, t:String, r:int, g:int, b:int, cen:Boolean = false):void {
if (r < 0) r = 0; if (g < 0) g = 0; if (b < 0) b = 0;
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if (r > 255) r = 255; if (g > 255) g = 255; if (b > 255) b = 255;
if (cen) {
ttf.format.horizontalAlign = "center";
}else {
ttf.format.horizontalAlign = "left";
}
ttf.format.color = RGB(r, g, b);
ttf.text = t;
if (flipmode) {
tposition.identity();
tposition.scale(1, -1);
tposition.translate(x, y + 8);
backbuffer.draw(ttf, tposition);
}else {
tposition.identity();
tposition.translate(x, y);
backbuffer.draw(ttf, tposition);
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}
}
public function bprint(x:int, y:int, t:String, r:int, g:int, b:int, cen:Boolean = false):void {
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//printmask(x, y, t, cen);
print(x, y - 1, t, 0, 0, 0, cen);
if (cen) {
printoff(-1, y, t, 0, 0, 0, cen); //kludge :i
printoff(1, y, t, 0, 0, 0, cen);
}else{
print(x-1, y, t, 0, 0, 0, cen);
print(x+1, y, t, 0, 0, 0, cen);
}
print(x, y+1, t, 0, 0, 0, cen);
print(x, y, t, r, g, b, cen);
}
public function printmasktemptile(x:int, y:int, t:String, cen:Boolean = false):void {
trace("dwgfx.printmasktemptile() is not implemented yet");
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}
public function printtemptile(x:int, y:int, t:String, r:int, g:int, b:int, cen:Boolean = false):void {
trace("dwgfx.printtemptile() is not implemented yet");
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}
public function onscreen(t:int):Boolean {
if (t >= -40 && t <= 280) return true;
return false;
}
public function bigrprint(x:int, y:int, t:String, r:int, g:int, b:int, cen:Boolean = false, sc:Number = 2):void {
if (r < 0) r = 0; if (g < 0) g = 0; if (b < 0) b = 0;
if (r > 255) r = 255; if (g > 255) g = 255; if (b > 255) b = 255;
ttf.format.horizontalAlign = "right";
x = x - 320;
ttf.format.color = RGB(r, g, b);
ttf.format.size = BitmapFont.NATIVE_SIZE * sc;
ttf.text = t;
if (flipmode) {
tposition.identity();
tposition.scale(1, -1);
tposition.translate(x, y + (8 * sc));
backbuffer.draw(ttf, tposition);
}else {
tposition.identity();
tposition.translate(x, y);
backbuffer.draw(ttf, tposition);
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}
ttf.format.size = BitmapFont.NATIVE_SIZE;
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}
public function bigprint(x:int, y:int, t:String, r:int, g:int, b:int, cen:Boolean = false, sc:Number = 2):void {
if (r < 0) r = 0; if (g < 0) g = 0; if (b < 0) b = 0;
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if (r > 255) r = 255; if (g > 255) g = 255; if (b > 255) b = 255;
if (cen) {
x = 0;
ttf.format.horizontalAlign = "center";
}else {
ttf.format.horizontalAlign = "left";
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}
ttf.format.color = RGB(r, g, b);
ttf.format.size = BitmapFont.NATIVE_SIZE * sc;
ttf.text = t;
if (flipmode) {
tposition.identity();
tposition.scale(1, -1);
tposition.translate(x, y + (8 * sc));
backbuffer.draw(ttf, tposition);
}else {
tposition.identity();
tposition.translate(x, y);
backbuffer.draw(ttf, tposition);
}
ttf.format.size = BitmapFont.NATIVE_SIZE;
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}
public function len(t:String):int {
//For VVVVVV, we're using a fixed width font, so...
return t.length * 8;
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}
public function flashlight():void {
drawfillrect(0, 0, 320, 240, 187, 187, 187);
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}
public function screenshake():void {
screenmenubuffer.draw(smallscreen);
if (flipmode) {
tposition.identity();
tposition.scale(1, -1);
tposition.translate(int((Math.random() * 7) - 4), screenheight + int((Math.random() * 7) - 4));
drawfillrect(0, 0, screenwidth, screenheight, 0, 0, 0);
backbuffer.draw(screenmenubuffer_image, tposition);
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}else{
tposition.identity();
tposition.translate(int((Math.random() * 7) - 4), int((Math.random() * 7) - 4));
backbuffer.draw(screenmenubuffer_image, tposition);
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}
}
public function render():void {
if (flipmode) {
tposition.identity();
tposition.scale(1, -1);
tposition.translate(0, screenheight);
screenmenubuffer.drawBundled(function():void {
screenmenubuffer.draw(smallscreen);
});
backbuffer.draw(screenmenubuffer_image, tposition);
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}
}
public function clear_menubuffer():void {
tquad.x = 0; tquad.y = 0;
tquad.width = screenwidth;
tquad.height = screenheight;
tquad.color = RGB(0, 0, 0);
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menubuffer.drawBundled(function():void {
menubuffer.draw(tquad);
});
screenmenubuffer.drawBundled(function():void {
screenmenubuffer.draw(tquad);
});
}
public function setup_menubuffer():void {
menubuffer.draw(smallscreen);
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}
public function menuoffrender():void {
//The backbuffer currently contains the menu, so we save this...
screenmenubuffer.draw(smallscreen);
//Then we draw the old in-game screen instead
backbuffer.draw(menubuffer_image);
//Finally, we draw the menu back on top of this, offset.
if (flipmode) {
tposition.identity();
tposition.scale(1, -1);
tposition.translate(0, screenheight + menuoffset);
backbuffer.draw(screenmenubuffer_image, tposition);
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}else {
tposition.identity();
tposition.translate(0, menuoffset);
backbuffer.draw(screenmenubuffer_image, tposition);
}
}
public var tquad:Quad;
public var ttf:TextField;
public var tposition:Matrix;
public var starlingassets:AssetManager;
public var starstage:Stage
public var backgrounds:Vector.<Image> = new Vector.<Image>;
public var images:Vector.<Image> = new Vector.<Image>;
public var playerlevelimages:Vector.<Image> = new Vector.<Image>;
public var mobileimages:Vector.<Image> = new Vector.<Image>;
public var tele:Vector.<Image> = new Vector.<Image>;
public var tiles:Vector.<Image> = new Vector.<Image>;
public var tiles2:Vector.<Image> = new Vector.<Image>;
public var tiles3:Vector.<Image> = new Vector.<Image>;
public var sprites:Vector.<Image> = new Vector.<Image>;
public var flipsprites:Vector.<Image> = new Vector.<Image>;
public var sprites_bitmap:Vector.<BitmapData> = new Vector.<BitmapData>;
public var flipsprites_bitmap:Vector.<BitmapData> = new Vector.<BitmapData>;
public var entcolours:Vector.<Image> = new Vector.<Image>;
public var customminimap:RenderTexture;
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public var cur:int;
public var ct:ColorTransform;
public var tiles_rect:Rectangle;
public var sprites_rect:Rectangle;
public var bfont_rect:Rectangle;
public var bfontmask_rect:Rectangle;
public var images_rect:Rectangle;
public var tl:Point; //The point at (0,0)
public var bg_rect:Rectangle, prect:Rectangle;
public var line_rect:Rectangle;
public var temp:int;
public var temp2:int;
public var temp3:int;
public var tempstring:String;
public var alphamult:uint;
public var stemp:String;
public var i:int, j:int, k:int, m:int;
public var tpoint:Point, trect:Rectangle;
public var madrect:Rectangle, madpoint:Point;
public var temptile:RenderTexture;
public var tempsprite:RenderTexture;
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public var footerrect:Rectangle;
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//Actual backgrounds
public var backbuffer:RenderTexture;
public var frontbuffer_meshbatch:MeshBatch;
public var menubuffer:RenderTexture;
public var menubuffer_image:Image;
public var screenmenubuffer:RenderTexture;
public var screenmenubuffer_image:Image;
public var towerbufferforeground_meshbatch:MeshBatch;
public var towerbufferbackground_meshbatch:MeshBatch;
public var towerbufferstatic_meshbatch:MeshBatch;
public var warpzonehorizontal_meshbatch:MeshBatch;
public var warpzonevertical_meshbatch:MeshBatch;
public var screen:Image;
public var smallscreen:Image;
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public var updatebackground:Boolean;
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//Textbox Stuff
public var ntextbox:int;
public var textbox:Vector.<textboxclass> = new Vector.<textboxclass>;
//Cutscene bars
public var showcutscenebars:Boolean;
public var cutscenebarspos:int;
//Background Stuff
public var stars:Vector.<Rectangle> = new Vector.<Rectangle>;
public var starsspeed:Vector.<int> = new Vector.<int>;
//special for weird lab rooms
public var spcol:int, spcoldel:int;
//Menu stuff
public var crewframe:int, crewframedelay:int;
public var menuoffset:int, resumegamemode:Boolean;
//More Background Stuff
public var backboxes:Vector.<Rectangle> = new Vector.<Rectangle>;
public var backboxvx:Vector.<int> = new Vector.<int>;
public var backboxvy:Vector.<int> = new Vector.<int>;
public var backboxint:Vector.<Number> = new Vector.<Number>;
public var bcol:int, bcol2:int, rcol:int;
public var backboxrect:Rectangle;
public var linestate:int, linedelay:int;
public var backoffset:int, backgrounddrawn:Boolean;
public var foregrounddrawn:Boolean;
public var warpskip:int;
public var warpfcol:int, warpbcol:int;
public var warprect:Rectangle;
//Fade effect
public var fademode:int;
public var fadeamount:int;
public var fadebars:Vector.<int> = new Vector.<int>;
//Single trinket colour
public var trinketcolset:Boolean, trinketr:int, trinketg:int, trinketb:int;
//Flipmode Stuff
public var flipmode:Boolean, setflipmode:Boolean;
public var flipmatrix:Matrix = new Matrix();
public var flipfontmatrix:Matrix = new Matrix();
public var flipfontmatrix2:Matrix = new Matrix();
//Mobile stuff
public var screensizemultiplier:Number;
public var screenoffx:int, screenoffy:int;
public var buttonsready:Boolean = false;
public var button_texture:Vector.<RenderTexture> = new Vector.<RenderTexture>;
public var button_image:Vector.<Image> = new Vector.<Image>;
public var button_image_width:Vector.<int> = new Vector.<int>;
public var button_image_height:Vector.<int> = new Vector.<int>;
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public var buttonactive:Vector.<Boolean> = new Vector.<Boolean>;
public var buttonhighlight:Vector.<int> = new Vector.<int>;
public var buttonpos:Vector.<Point> = new Vector.<Point>;
public var currentbuttontype:Vector.<int> = new Vector.<int>;
public var newbuttontype:Vector.<int> = new Vector.<int>;
public var buttonstate:Vector.<int> = new Vector.<int>;
public var buttonlerp:Vector.<int> = new Vector.<int>;
public var buttonframe:Vector.<int> = new Vector.<int>;
public var buttonsize:int, buttonyspacing:int, buttonxspacing:int, buttonydiff:int;
public var b_gap:int = 40, b_size:int = 26;
public var devicex:int, devicey:int;
[Embed(source = "../data/bitmapsprites.png")]
public static const img_bitmapsprites:Class;
[Embed(source = "../data/bitmapflipsprites.png")]
public static const img_bitmapflipsprites:Class;
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}
}