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+<div class="title">source/presentation/GamePanel.cpp</div> </div>
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+<a href="_game_panel_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="preprocessor">#include &quot;<a class="code" href="_game_panel_8h.html">GamePanel.h</a>&quot;</span>
+<a name="l00002"></a>00002
+<a name="l00003"></a><a class="code" href="class_game_panel.html#a3475820b2255da92e247d07248870044">00003</a> <a class="code" href="class_game_panel.html#a3475820b2255da92e247d07248870044" title="Creates a GamePanel from the given back and front buffers.">GamePanel::GamePanel</a>(ALLEGRO_BITMAP* back, ALLEGRO_BITMAP* front, <span class="keywordtype">int</span> x, <span class="keywordtype">int</span> y, <span class="keywordtype">int</span> width, <span class="keywordtype">int</span> height)
+<a name="l00004"></a>00004 :<a class="code" href="class_screen_panel.html" title="Parent class for panels that are drawn on the screen.">ScreenPanel</a>(back, front, x, y, width, height),
+<a name="l00005"></a>00005 _mazeblockWidth(_width/BLOCKS_PER_ROW),
+<a name="l00006"></a>00006 _offsetX(0),
+<a name="l00007"></a>00007 _offsetY(0),
+<a name="l00008"></a>00008 _bitmapStore(_mazeblockWidth)
+<a name="l00009"></a>00009 {
+<a name="l00010"></a>00010 }
+<a name="l00011"></a>00011
+<a name="l00012"></a><a class="code" href="class_game_panel.html#ab093fb770fa8b46ee863947259c72abd">00012</a> <span class="keywordtype">void</span> <a class="code" href="class_game_panel.html#ab093fb770fa8b46ee863947259c72abd" title="Draws the given objects on the screen.">GamePanel::draw</a>(<span class="keyword">const</span> <a class="code" href="class_maze.html" title="A rectangular 2D boolean array, representing where cars can drive and where they cannot.">Maze</a>&amp; maze, <span class="keyword">const</span> list&lt;PlayerCar&gt;&amp; players, <span class="keyword">const</span> list&lt;EnemyCar&gt;&amp; enemies, <span class="keyword">const</span> list&lt;Checkpoint&gt;&amp; checkpoints, <span class="keyword">const</span> list&lt;Rock&gt;&amp; rocks, <span class="keyword">const</span> list&lt;Smokescreen&gt;&amp; smokescreens, <span class="keyword">const</span> list&lt;DestroyedObjectPopup&gt;&amp; popups)
+<a name="l00013"></a>00013 {
+<a name="l00014"></a>00014 ALLEGRO_BITMAP* prev_draw = al_get_target_bitmap();
+<a name="l00015"></a>00015 al_set_target_bitmap(<a class="code" href="class_screen_panel.html#a1a3ec8e60be5d5cede210171bda33468" title="The back buffer. Only the back buffer can be drawn to.">_back</a>);
+<a name="l00016"></a>00016
+<a name="l00017"></a>00017 al_clear_to_color(<a class="code" href="class_screen_panel.html#a1cc6ea44035f47d77d24b4cee9dc9d85" title="Colour used to clear the screen at the beginning of drawing operations.">BLANK</a>);
+<a name="l00018"></a>00018
+<a name="l00019"></a>00019 <span class="keywordtype">float</span> _maxOffsetX = <a class="code" href="class_game_panel.html#a53a4386ab0f60db88b3c638b3880cd91" title="Converts an x game coordinate value to its equivalent in pixels.">getPanelX</a>(maze.<a class="code" href="class_maze.html#a6963ffbb8e10f5ca72ddc749b3f29419" title="Provides access to the width of the Maze object.">width</a>()) - <a class="code" href="class_screen_panel.html#afbbcad2a101b95869dcdef9bf0898f65" title="The width of the sub-bitmaps being drawn to in pixels.">_width</a>;
+<a name="l00020"></a>00020 <span class="keywordtype">float</span> _maxOffsetY = <a class="code" href="class_game_panel.html#a0e722b67c8ee7fe5f557821adf9b8cc2" title="Converts a y game coordinate value to its equivalent in pixels.">getPanelY</a>(maze.<a class="code" href="class_maze.html#a53de30abea69713225ab77703e753d81" title="Provides access to the height of the Maze object.">height</a>()) - <a class="code" href="class_screen_panel.html#a4f6dd5c7ca10d51bface7b1ddedc236c" title="The height of the sub-bitmaps being drawn to in pixels.">_height</a>;
+<a name="l00021"></a>00021
+<a name="l00022"></a>00022 <span class="keywordflow">if</span> (!players.empty())
+<a name="l00023"></a>00023 {
+<a name="l00024"></a>00024 <a class="code" href="class_game_panel.html#afe99f100b68ec2475cb0a509887b63a9" title="The amount that drawing should be offset to the right, recalculated every frame.">_offsetX</a> = <a class="code" href="class_game_panel.html#a53a4386ab0f60db88b3c638b3880cd91" title="Converts an x game coordinate value to its equivalent in pixels.">getPanelX</a>(players.front().x()) - <a class="code" href="class_screen_panel.html#afbbcad2a101b95869dcdef9bf0898f65" title="The width of the sub-bitmaps being drawn to in pixels.">_width</a>/2;
+<a name="l00025"></a>00025 <span class="keywordflow">if</span> (<a class="code" href="class_game_panel.html#afe99f100b68ec2475cb0a509887b63a9" title="The amount that drawing should be offset to the right, recalculated every frame.">_offsetX</a> &lt; 0) <a class="code" href="class_game_panel.html#afe99f100b68ec2475cb0a509887b63a9" title="The amount that drawing should be offset to the right, recalculated every frame.">_offsetX</a> = 0;
+<a name="l00026"></a>00026 <span class="keywordflow">else</span> <span class="keywordflow">if</span> (<a class="code" href="class_game_panel.html#afe99f100b68ec2475cb0a509887b63a9" title="The amount that drawing should be offset to the right, recalculated every frame.">_offsetX</a> &gt; _maxOffsetX) <a class="code" href="class_game_panel.html#afe99f100b68ec2475cb0a509887b63a9" title="The amount that drawing should be offset to the right, recalculated every frame.">_offsetX</a> = _maxOffsetX;
+<a name="l00027"></a>00027
+<a name="l00028"></a>00028 <a class="code" href="class_game_panel.html#af3354addd707cb42b078dbe2ef29e189" title="The amount that drawing should be offset downwards, recalculated every frame.">_offsetY</a> = <a class="code" href="class_game_panel.html#a0e722b67c8ee7fe5f557821adf9b8cc2" title="Converts a y game coordinate value to its equivalent in pixels.">getPanelY</a>(players.front().y()) - <a class="code" href="class_screen_panel.html#a4f6dd5c7ca10d51bface7b1ddedc236c" title="The height of the sub-bitmaps being drawn to in pixels.">_height</a>/2;
+<a name="l00029"></a>00029 <span class="keywordflow">if</span> (<a class="code" href="class_game_panel.html#af3354addd707cb42b078dbe2ef29e189" title="The amount that drawing should be offset downwards, recalculated every frame.">_offsetY</a> &lt; 0) <a class="code" href="class_game_panel.html#af3354addd707cb42b078dbe2ef29e189" title="The amount that drawing should be offset downwards, recalculated every frame.">_offsetY</a> = 0;
+<a name="l00030"></a>00030 <span class="keywordflow">else</span> <span class="keywordflow">if</span> (<a class="code" href="class_game_panel.html#af3354addd707cb42b078dbe2ef29e189" title="The amount that drawing should be offset downwards, recalculated every frame.">_offsetY</a> &gt; _maxOffsetY) <a class="code" href="class_game_panel.html#af3354addd707cb42b078dbe2ef29e189" title="The amount that drawing should be offset downwards, recalculated every frame.">_offsetY</a> = _maxOffsetY;
+<a name="l00031"></a>00031 }
+<a name="l00032"></a>00032
+<a name="l00033"></a>00033 <a class="code" href="class_game_panel.html#ab093fb770fa8b46ee863947259c72abd" title="Draws the given objects on the screen.">draw</a>(maze);
+<a name="l00034"></a>00034
+<a name="l00035"></a>00035 <span class="keywordflow">for</span> (list&lt;PlayerCar&gt;::const_iterator iter = players.begin(); iter != players.end(); ++iter)
+<a name="l00036"></a>00036 {
+<a name="l00037"></a>00037 <a class="code" href="class_game_panel.html#ab093fb770fa8b46ee863947259c72abd" title="Draws the given objects on the screen.">draw</a>(*iter);
+<a name="l00038"></a>00038 }
+<a name="l00039"></a>00039 <span class="keywordflow">for</span> (list&lt;EnemyCar&gt;::const_iterator iter = enemies.begin(); iter != enemies.end(); ++iter)
+<a name="l00040"></a>00040 {
+<a name="l00041"></a>00041 <a class="code" href="class_game_panel.html#ab093fb770fa8b46ee863947259c72abd" title="Draws the given objects on the screen.">draw</a>(*iter);
+<a name="l00042"></a>00042 }
+<a name="l00043"></a>00043 <span class="keywordflow">for</span> (list&lt;Checkpoint&gt;::const_iterator iter = checkpoints.begin(); iter != checkpoints.end(); ++iter)
+<a name="l00044"></a>00044 {
+<a name="l00045"></a>00045 <a class="code" href="class_game_panel.html#ab093fb770fa8b46ee863947259c72abd" title="Draws the given objects on the screen.">draw</a>(*iter);
+<a name="l00046"></a>00046 }
+<a name="l00047"></a>00047 <span class="keywordflow">for</span> (list&lt;Rock&gt;::const_iterator iter = rocks.begin(); iter != rocks.end(); ++iter)
+<a name="l00048"></a>00048 {
+<a name="l00049"></a>00049 <a class="code" href="class_game_panel.html#ab093fb770fa8b46ee863947259c72abd" title="Draws the given objects on the screen.">draw</a>(*iter);
+<a name="l00050"></a>00050 }
+<a name="l00051"></a>00051 <span class="keywordflow">for</span> (list&lt;Smokescreen&gt;::const_iterator iter = smokescreens.begin(); iter != smokescreens.end(); ++iter)
+<a name="l00052"></a>00052 {
+<a name="l00053"></a>00053 <a class="code" href="class_game_panel.html#ab093fb770fa8b46ee863947259c72abd" title="Draws the given objects on the screen.">draw</a>(*iter);
+<a name="l00054"></a>00054 }
+<a name="l00055"></a>00055 <span class="keywordflow">for</span> (list&lt;DestroyedObjectPopup&gt;::const_iterator iter = popups.begin(); iter != popups.end(); ++iter)
+<a name="l00056"></a>00056 {
+<a name="l00057"></a>00057 <a class="code" href="class_game_panel.html#ab093fb770fa8b46ee863947259c72abd" title="Draws the given objects on the screen.">draw</a>(*iter);
+<a name="l00058"></a>00058 }
+<a name="l00059"></a>00059
+<a name="l00060"></a>00060 al_set_target_bitmap(prev_draw);
+<a name="l00061"></a>00061 }
+<a name="l00062"></a>00062
+<a name="l00063"></a><a class="code" href="class_game_panel.html#a93395482993b341b1b72fbb256ce9be9">00063</a> <span class="keywordtype">void</span> <a class="code" href="class_game_panel.html#ab093fb770fa8b46ee863947259c72abd" title="Draws the given objects on the screen.">GamePanel::draw</a>(<span class="keyword">const</span> <a class="code" href="class_maze.html" title="A rectangular 2D boolean array, representing where cars can drive and where they cannot.">Maze</a>&amp; maze)
+<a name="l00064"></a>00064 {
+<a name="l00065"></a>00065 <span class="comment">//only draws a parts of the maze that would appear on the screen</span>
+<a name="l00066"></a>00066 <span class="keywordtype">int</span> minX = floor((<a class="code" href="class_game_panel.html#afe99f100b68ec2475cb0a509887b63a9" title="The amount that drawing should be offset to the right, recalculated every frame.">_offsetX</a>-<a class="code" href="class_game_panel.html#a4889f5f6e1ad713be455d4f69a2cda96" title="The width of one (square) Maze block on the screen, in pixels.">_mazeblockWidth</a>)/<a class="code" href="class_game_panel.html#a4889f5f6e1ad713be455d4f69a2cda96" title="The width of one (square) Maze block on the screen, in pixels.">_mazeblockWidth</a>);
+<a name="l00067"></a>00067 <span class="keywordtype">int</span> maxX = ceil((<a class="code" href="class_game_panel.html#afe99f100b68ec2475cb0a509887b63a9" title="The amount that drawing should be offset to the right, recalculated every frame.">_offsetX</a>+<a class="code" href="class_screen_panel.html#afbbcad2a101b95869dcdef9bf0898f65" title="The width of the sub-bitmaps being drawn to in pixels.">_width</a>)/<a class="code" href="class_game_panel.html#a4889f5f6e1ad713be455d4f69a2cda96" title="The width of one (square) Maze block on the screen, in pixels.">_mazeblockWidth</a>);
+<a name="l00068"></a>00068 <span class="keywordtype">int</span> minY = floor((<a class="code" href="class_game_panel.html#af3354addd707cb42b078dbe2ef29e189" title="The amount that drawing should be offset downwards, recalculated every frame.">_offsetY</a>-<a class="code" href="class_game_panel.html#a4889f5f6e1ad713be455d4f69a2cda96" title="The width of one (square) Maze block on the screen, in pixels.">_mazeblockWidth</a>)/<a class="code" href="class_game_panel.html#a4889f5f6e1ad713be455d4f69a2cda96" title="The width of one (square) Maze block on the screen, in pixels.">_mazeblockWidth</a>);
+<a name="l00069"></a>00069 <span class="keywordtype">int</span> maxY = ceil((<a class="code" href="class_game_panel.html#af3354addd707cb42b078dbe2ef29e189" title="The amount that drawing should be offset downwards, recalculated every frame.">_offsetY</a>+<a class="code" href="class_screen_panel.html#a4f6dd5c7ca10d51bface7b1ddedc236c" title="The height of the sub-bitmaps being drawn to in pixels.">_height</a>)/<a class="code" href="class_game_panel.html#a4889f5f6e1ad713be455d4f69a2cda96" title="The width of one (square) Maze block on the screen, in pixels.">_mazeblockWidth</a>);
+<a name="l00070"></a>00070
+<a name="l00071"></a>00071 ALLEGRO_BITMAP* wallBitmap = <a class="code" href="class_game_panel.html#a0125ff874ffebadc15c7678210914a8c" title="Used to cache ALLEGRO_BITMAPs, so that they only need to be drawn once.">_bitmapStore</a>.<a class="code" href="class_bitmap_store.html#aadd437c869c5856c36d920dfafbc6ee4" title="Function to get image for drawing to the screen.">getBitmap</a>(<a class="code" href="class_bitmap_store.html#af3bc66181673def9d0a590cd13c7e386ae662e77b349a8e22c5826ef35b1b5d9a">BitmapStore::MAZE_WALL</a>);
+<a name="l00072"></a>00072 ALLEGRO_BITMAP* floorBitmap = <a class="code" href="class_game_panel.html#a0125ff874ffebadc15c7678210914a8c" title="Used to cache ALLEGRO_BITMAPs, so that they only need to be drawn once.">_bitmapStore</a>.<a class="code" href="class_bitmap_store.html#aadd437c869c5856c36d920dfafbc6ee4" title="Function to get image for drawing to the screen.">getBitmap</a>(<a class="code" href="class_bitmap_store.html#af3bc66181673def9d0a590cd13c7e386a4e2a075dff2c02bf40b134c9090d1f02">BitmapStore::MAZE_FLOOR</a>);
+<a name="l00073"></a>00073 <span class="comment">//used to only have one al_draw_bitmap command</span>
+<a name="l00074"></a>00074 ALLEGRO_BITMAP* currentBitmap = floorBitmap;
+<a name="l00075"></a>00075 <span class="keywordflow">for</span> (<span class="keywordtype">int</span> x=minX; x&lt;maxX&amp;&amp;x&lt;maze.<a class="code" href="class_maze.html#a6963ffbb8e10f5ca72ddc749b3f29419" title="Provides access to the width of the Maze object.">width</a>(); ++x)
+<a name="l00076"></a>00076 {
+<a name="l00077"></a>00077 <span class="keywordflow">for</span> (<span class="keywordtype">int</span> y=minY; y&lt;maxY&amp;&amp;y&lt;maze.<a class="code" href="class_maze.html#a53de30abea69713225ab77703e753d81" title="Provides access to the height of the Maze object.">height</a>(); ++y)
+<a name="l00078"></a>00078 {
+<a name="l00079"></a>00079 <span class="keywordflow">if</span> (maze.<a class="code" href="class_maze.html#a1bbdfece82c4ba90ffcf2fea52e5fef1" title="Checks if a given position contains a wall or not.">getSolid</a>(x,y))
+<a name="l00080"></a>00080 {
+<a name="l00081"></a>00081 currentBitmap = wallBitmap;
+<a name="l00082"></a>00082 }
+<a name="l00083"></a>00083 <span class="keywordflow">else</span>
+<a name="l00084"></a>00084 {
+<a name="l00085"></a>00085 currentBitmap = floorBitmap;
+<a name="l00086"></a>00086 }
+<a name="l00087"></a>00087 al_draw_bitmap(currentBitmap, <a class="code" href="class_game_panel.html#a53a4386ab0f60db88b3c638b3880cd91" title="Converts an x game coordinate value to its equivalent in pixels.">getPanelX</a>(x)-<a class="code" href="class_game_panel.html#afe99f100b68ec2475cb0a509887b63a9" title="The amount that drawing should be offset to the right, recalculated every frame.">_offsetX</a>, <a class="code" href="class_game_panel.html#a0e722b67c8ee7fe5f557821adf9b8cc2" title="Converts a y game coordinate value to its equivalent in pixels.">getPanelY</a>(y)-<a class="code" href="class_game_panel.html#af3354addd707cb42b078dbe2ef29e189" title="The amount that drawing should be offset downwards, recalculated every frame.">_offsetY</a>, 0);
+<a name="l00088"></a>00088 }
+<a name="l00089"></a>00089 }
+<a name="l00090"></a>00090 }
+<a name="l00091"></a>00091
+<a name="l00092"></a><a class="code" href="class_game_panel.html#acff2b430ecad1310a0a36cfe7c994d2f">00092</a> <span class="keywordtype">void</span> <a class="code" href="class_game_panel.html#ab093fb770fa8b46ee863947259c72abd" title="Draws the given objects on the screen.">GamePanel::draw</a>(<span class="keyword">const</span> <a class="code" href="class_game_object.html" title="Parent class for objects that are placed in the maze.">GameObject</a>&amp; <span class="keywordtype">object</span>)
+<a name="l00093"></a>00093 {
+<a name="l00094"></a>00094 <span class="comment">//only draws a gameobject if it would appear on the screen</span>
+<a name="l00095"></a>00095 <span class="keywordflow">if</span> (<span class="keywordtype">object</span>.x() &lt; (<a class="code" href="class_game_panel.html#afe99f100b68ec2475cb0a509887b63a9" title="The amount that drawing should be offset to the right, recalculated every frame.">_offsetX</a>-<a class="code" href="class_game_panel.html#a4889f5f6e1ad713be455d4f69a2cda96" title="The width of one (square) Maze block on the screen, in pixels.">_mazeblockWidth</a>)/<a class="code" href="class_game_panel.html#a4889f5f6e1ad713be455d4f69a2cda96" title="The width of one (square) Maze block on the screen, in pixels.">_mazeblockWidth</a>) <span class="keywordflow">return</span>;
+<a name="l00096"></a>00096 <span class="keywordflow">if</span> (<span class="keywordtype">object</span>.x() &gt; (<a class="code" href="class_game_panel.html#afe99f100b68ec2475cb0a509887b63a9" title="The amount that drawing should be offset to the right, recalculated every frame.">_offsetX</a>+<a class="code" href="class_screen_panel.html#afbbcad2a101b95869dcdef9bf0898f65" title="The width of the sub-bitmaps being drawn to in pixels.">_width</a>)/<a class="code" href="class_game_panel.html#a4889f5f6e1ad713be455d4f69a2cda96" title="The width of one (square) Maze block on the screen, in pixels.">_mazeblockWidth</a>) <span class="keywordflow">return</span>;
+<a name="l00097"></a>00097 <span class="keywordflow">if</span> (<span class="keywordtype">object</span>.y() &lt; (<a class="code" href="class_game_panel.html#af3354addd707cb42b078dbe2ef29e189" title="The amount that drawing should be offset downwards, recalculated every frame.">_offsetY</a>-<a class="code" href="class_game_panel.html#a4889f5f6e1ad713be455d4f69a2cda96" title="The width of one (square) Maze block on the screen, in pixels.">_mazeblockWidth</a>)/<a class="code" href="class_game_panel.html#a4889f5f6e1ad713be455d4f69a2cda96" title="The width of one (square) Maze block on the screen, in pixels.">_mazeblockWidth</a>) <span class="keywordflow">return</span>;
+<a name="l00098"></a>00098 <span class="keywordflow">if</span> (<span class="keywordtype">object</span>.y() &gt; (<a class="code" href="class_game_panel.html#af3354addd707cb42b078dbe2ef29e189" title="The amount that drawing should be offset downwards, recalculated every frame.">_offsetY</a>+<a class="code" href="class_screen_panel.html#a4f6dd5c7ca10d51bface7b1ddedc236c" title="The height of the sub-bitmaps being drawn to in pixels.">_height</a>)/<a class="code" href="class_game_panel.html#a4889f5f6e1ad713be455d4f69a2cda96" title="The width of one (square) Maze block on the screen, in pixels.">_mazeblockWidth</a>) <span class="keywordflow">return</span>;
+<a name="l00099"></a>00099
+<a name="l00100"></a>00100 ALLEGRO_BITMAP* bitmap = <a class="code" href="class_game_panel.html#a0125ff874ffebadc15c7678210914a8c" title="Used to cache ALLEGRO_BITMAPs, so that they only need to be drawn once.">_bitmapStore</a>.<a class="code" href="class_bitmap_store.html#aadd437c869c5856c36d920dfafbc6ee4" title="Function to get image for drawing to the screen.">getBitmap</a>(<span class="keywordtype">object</span>.image());
+<a name="l00101"></a>00101
+<a name="l00102"></a>00102 <span class="keywordtype">float</span> angle = 0;
+<a name="l00103"></a>00103 <span class="keywordflow">switch</span>(<span class="keywordtype">object</span>.facing())
+<a name="l00104"></a>00104 {
+<a name="l00105"></a>00105 <span class="keywordflow">case</span> <a class="code" href="class_maze.html#ad12c28d50f4d7457160a70a94acfe28fad2e008a4b04be5e2d3559c70193920e7">Maze::UP</a>:
+<a name="l00106"></a>00106 angle = 0;
+<a name="l00107"></a>00107 <span class="keywordflow">break</span>;
+<a name="l00108"></a>00108 <span class="keywordflow">case</span> <a class="code" href="class_maze.html#ad12c28d50f4d7457160a70a94acfe28fa699ae3e1d989e9b12bd200aa86e29e9d">Maze::RIGHT</a>:
+<a name="l00109"></a>00109 angle = ALLEGRO_PI/2;
+<a name="l00110"></a>00110 <span class="keywordflow">break</span>;
+<a name="l00111"></a>00111 <span class="keywordflow">case</span> <a class="code" href="class_maze.html#ad12c28d50f4d7457160a70a94acfe28fa89ab143d020541957ab5e0e9cfdd3e23">Maze::DOWN</a>:
+<a name="l00112"></a>00112 angle = ALLEGRO_PI;
+<a name="l00113"></a>00113 <span class="keywordflow">break</span>;
+<a name="l00114"></a>00114 <span class="keywordflow">case</span> <a class="code" href="class_maze.html#ad12c28d50f4d7457160a70a94acfe28faab1a1fe0274cd139b3c0116d8caf458c">Maze::LEFT</a>:
+<a name="l00115"></a>00115 angle = 3*ALLEGRO_PI/2;
+<a name="l00116"></a>00116 <span class="keywordflow">break</span>;
+<a name="l00117"></a>00117 }
+<a name="l00118"></a>00118
+<a name="l00119"></a>00119 <span class="keywordtype">float</span> objectX = <a class="code" href="class_game_panel.html#a53a4386ab0f60db88b3c638b3880cd91" title="Converts an x game coordinate value to its equivalent in pixels.">getPanelX</a>(<span class="keywordtype">object</span>.x());
+<a name="l00120"></a>00120 <span class="keywordtype">float</span> objectY = <a class="code" href="class_game_panel.html#a0e722b67c8ee7fe5f557821adf9b8cc2" title="Converts a y game coordinate value to its equivalent in pixels.">getPanelY</a>(<span class="keywordtype">object</span>.y());
+<a name="l00121"></a>00121 <span class="keywordtype">float</span> center = <a class="code" href="class_game_panel.html#a4889f5f6e1ad713be455d4f69a2cda96" title="The width of one (square) Maze block on the screen, in pixels.">_mazeblockWidth</a>/2;
+<a name="l00122"></a>00122
+<a name="l00123"></a>00123 al_draw_rotated_bitmap(bitmap, center , center , objectX+center-<a class="code" href="class_game_panel.html#afe99f100b68ec2475cb0a509887b63a9" title="The amount that drawing should be offset to the right, recalculated every frame.">_offsetX</a>, objectY+center-<a class="code" href="class_game_panel.html#af3354addd707cb42b078dbe2ef29e189" title="The amount that drawing should be offset downwards, recalculated every frame.">_offsetY</a>, angle, 0);
+<a name="l00124"></a>00124 }
+<a name="l00125"></a>00125
+<a name="l00126"></a><a class="code" href="class_game_panel.html#a53a4386ab0f60db88b3c638b3880cd91">00126</a> <span class="keywordtype">float</span> <a class="code" href="class_game_panel.html#a53a4386ab0f60db88b3c638b3880cd91" title="Converts an x game coordinate value to its equivalent in pixels.">GamePanel::getPanelX</a>(<span class="keyword">const</span> <span class="keywordtype">double</span>&amp; x)<span class="keyword"> const</span>
+<a name="l00127"></a>00127 <span class="keyword"></span>{
+<a name="l00128"></a>00128 <span class="keywordflow">return</span> <span class="keyword">static_cast&lt;</span><span class="keywordtype">float</span><span class="keyword">&gt;</span>(x*<a class="code" href="class_game_panel.html#a4889f5f6e1ad713be455d4f69a2cda96" title="The width of one (square) Maze block on the screen, in pixels.">_mazeblockWidth</a>);
+<a name="l00129"></a>00129 }
+<a name="l00130"></a><a class="code" href="class_game_panel.html#a0e722b67c8ee7fe5f557821adf9b8cc2">00130</a> <span class="keywordtype">float</span> <a class="code" href="class_game_panel.html#a0e722b67c8ee7fe5f557821adf9b8cc2" title="Converts a y game coordinate value to its equivalent in pixels.">GamePanel::getPanelY</a>(<span class="keyword">const</span> <span class="keywordtype">double</span>&amp; y)<span class="keyword"> const</span>
+<a name="l00131"></a>00131 <span class="keyword"></span>{
+<a name="l00132"></a>00132 <span class="keywordflow">return</span> <span class="keyword">static_cast&lt;</span><span class="keywordtype">float</span><span class="keyword">&gt;</span>(y*<a class="code" href="class_game_panel.html#a4889f5f6e1ad713be455d4f69a2cda96" title="The width of one (square) Maze block on the screen, in pixels.">_mazeblockWidth</a>);
+<a name="l00133"></a>00133 }
+</pre></div></div>
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