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https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-11-05 02:39:41 +01:00
Finish implementing sprites in textboxes
This commit adjusts the Y position for flip-mode, and makes the main game use this new system.
This commit is contained in:
parent
76ea4488af
commit
b5c9508dd4
3 changed files with 26 additions and 45 deletions
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@ -671,10 +671,10 @@ void Game::levelcomplete_textbox(void)
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graphics.textboxcenterx();
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}
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void Game::crewmate_textbox(const int r, const int g, const int b)
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void Game::crewmate_textbox(const int color)
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{
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const int extra_cjk_height = (font::height(PR_FONT_INTERFACE) * 4) - 32;
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graphics.createtextboxflipme("", -1, 64 + 8 + 16 - extra_cjk_height/2, r, g, b);
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graphics.createtextboxflipme("", -1, 64 + 8 + 16 - extra_cjk_height/2, TEXT_COLOUR("gray"));
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/* This is a special case for wrapping, we MUST have two lines.
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* So just make sure it can't fit in one line. */
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@ -697,6 +697,7 @@ void Game::crewmate_textbox(const int r, const int g, const int b)
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float spaces_per_8 = font::len(PR_FONT_INTERFACE, " ")/8.0f;
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graphics.textboxpad(SDL_ceilf(5/spaces_per_8), SDL_ceilf(2/spaces_per_8));
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graphics.textboxcenterx();
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graphics.addsprite(14, 12, 0, color);
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}
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void Game::remaining_textbox(void)
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@ -2453,7 +2454,7 @@ void Game::updatestate(void)
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incstate();
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setstatedelay(45);
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crewmate_textbox(175, 174, 174);
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crewmate_textbox(13);
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break;
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case 3008:
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incstate();
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@ -2495,7 +2496,7 @@ void Game::updatestate(void)
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incstate();
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setstatedelay(45);
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crewmate_textbox(174, 175, 174);
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crewmate_textbox(14);
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break;
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case 3022:
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incstate();
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@ -2536,7 +2537,7 @@ void Game::updatestate(void)
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incstate();
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setstatedelay(45);
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crewmate_textbox(174, 174, 175);
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crewmate_textbox(16);
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break;
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case 3042:
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incstate();
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@ -2578,7 +2579,7 @@ void Game::updatestate(void)
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incstate();
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setstatedelay(45);
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crewmate_textbox(175, 175, 174);
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crewmate_textbox(20);
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break;
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case 3052:
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incstate();
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@ -2644,7 +2645,7 @@ void Game::updatestate(void)
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incstate();
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setstatedelay(45);
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crewmate_textbox(175, 174, 175);
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crewmate_textbox(15);
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break;
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case 3062:
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incstate();
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@ -222,7 +222,7 @@ public:
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void gethardestroom(void);
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void levelcomplete_textbox(void);
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void crewmate_textbox(const int r, const int g, const int b);
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void crewmate_textbox(const int color);
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void remaining_textbox(void);
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void actionprompt_textbox(void);
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void savetele_textbox(void);
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@ -838,20 +838,14 @@ const char* Graphics::textbox_line(
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void Graphics::drawgui(void)
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{
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int text_sign;
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int crew_yp;
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int crew_sprite;
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if (flipmode)
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{
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text_sign = -1;
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crew_yp = 64 + 48 + 4;
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crew_sprite = 6;
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}
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else
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{
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text_sign = 1;
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crew_yp = 64 + 32 + 4;
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crew_sprite = 0;
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}
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//Draw all the textboxes to the screen
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@ -1023,41 +1017,27 @@ void Graphics::drawgui(void)
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}
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}
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}
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int crew_xp = textboxes[i].xp+20 - 6;
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if (textboxes[i].r == 175 && textboxes[i].g == 175)
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{
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//purple guy
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draw_sprite(crew_xp, crew_yp, crew_sprite, 220 - help.glow / 4 - textboxes[i].rand, 120 - help.glow / 4, 210 - help.glow / 4);
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}
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else if (textboxes[i].r == 175 && textboxes[i].b == 175)
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{
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//red guy
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draw_sprite(crew_xp, crew_yp, crew_sprite, 255 - help.glow / 8, 70 - help.glow / 4, 70 - help.glow / 4);
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}
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else if (textboxes[i].r == 175)
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{
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//green guy
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draw_sprite(crew_xp, crew_yp, crew_sprite, 120 - help.glow / 4 - textboxes[i].rand, 220 - help.glow / 4, 120 - help.glow / 4);
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}
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else if (textboxes[i].g == 175)
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{
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//yellow guy
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draw_sprite(crew_xp, crew_yp, crew_sprite, 220 - help.glow / 4 - textboxes[i].rand, 210 - help.glow / 4, 120 - help.glow / 4);
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}
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else if (textboxes[i].b == 175)
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{
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//blue guy
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draw_sprite(crew_xp, crew_yp, crew_sprite, 75, 75, 255 - help.glow / 4 - textboxes[i].rand);
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}
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for (int index = 0; index < (int) textboxes[i].sprites.size(); index++)
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for (size_t index = 0; index < textboxes[i].sprites.size(); index++)
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{
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TextboxSprite* sprite = &textboxes[i].sprites[index];
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draw_sprite(
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sprite->x + textboxes[i].xp,
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sprite->y + textboxes[i].yp,
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int y = sprite->y + yp;
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if (flipmode)
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{
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y = yp + textboxes[i].h - sprite->y - sprites_rect.h;
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}
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draw_grid_tile(
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grphx.im_sprites,
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sprite->tile,
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getcol(sprite->col)
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sprite->x + textboxes[i].xp,
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y,
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sprites_rect.w,
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sprites_rect.h,
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getcol(sprite->col),
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1,
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(flipmode ? -1 : 1)
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);
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}
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}
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