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diff --git a/docs/html/_game_panel_8cpp_source.html b/docs/html/_game_panel_8cpp_source.html new file mode 100644 index 0000000..3511c39 --- /dev/null +++ b/docs/html/_game_panel_8cpp_source.html @@ -0,0 +1,240 @@ +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> +<html xmlns="http://www.w3.org/1999/xhtml"> +<head> +<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/> +<title>Rally X: source/presentation/GamePanel.cpp Source File</title> + +<link href="tabs.css" rel="stylesheet" type="text/css"/> +<link href="doxygen.css" rel="stylesheet" type="text/css" /> + +<link href="search/search.css" rel="stylesheet" type="text/css"/> +<script type="text/javascript" src="jquery.js"></script> +<script type="text/javascript" src="search/search.js"></script> +<script type="text/javascript"> + $(document).ready(function() { searchBox.OnSelectItem(0); }); +</script> + +</head> +<body> +<div id="top"><!-- do not remove this div! --> + + +<div id="titlearea"> +<table cellspacing="0" cellpadding="0"> + <tbody> + <tr style="height: 56px;"> + + <td id="projectlogo"><img alt="Logo" src="car.PNG"/></td> + + + <td style="padding-left: 0.5em;"> + <div id="projectname">Rally X + + </div> + <div id="projectbrief">ELEN3009 Project by Justin Wernick and David Schneider</div> + </td> + + + + </tr> + </tbody> +</table> +</div> + +<!-- Generated by Doxygen 1.7.5.1 --> +<script type="text/javascript"> +var searchBox = new SearchBox("searchBox", "search",false,'Search'); +</script> + <div id="navrow1" class="tabs"> + <ul class="tablist"> + <li><a href="index.html"><span>Main Page</span></a></li> + <li><a href="annotated.html"><span>Classes</span></a></li> + <li class="current"><a href="files.html"><span>Files</span></a></li> + <li> + <div id="MSearchBox" class="MSearchBoxInactive"> + <span class="left"> + <img id="MSearchSelect" src="search/mag_sel.png" + onmouseover="return searchBox.OnSearchSelectShow()" + onmouseout="return searchBox.OnSearchSelectHide()" + alt=""/> + <input type="text" id="MSearchField" value="Search" accesskey="S" + onfocus="searchBox.OnSearchFieldFocus(true)" + onblur="searchBox.OnSearchFieldFocus(false)" + onkeyup="searchBox.OnSearchFieldChange(event)"/> + </span><span class="right"> + <a id="MSearchClose" href="javascript:searchBox.CloseResultsWindow()"><img id="MSearchCloseImg" border="0" src="search/close.png" alt=""/></a> + </span> + </div> + </li> + </ul> + </div> + <div id="navrow2" class="tabs2"> + <ul class="tablist"> + <li><a href="files.html"><span>File List</span></a></li> + <li><a href="globals.html"><span>File Members</span></a></li> + </ul> + </div> +<div class="header"> + <div class="headertitle"> +<div class="title">source/presentation/GamePanel.cpp</div> </div> +</div> +<div class="contents"> +<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 "<a class="code" href="_game_panel_8h.html">GamePanel.h</a>"</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>& maze, <span class="keyword">const</span> list<PlayerCar>& players, <span class="keyword">const</span> list<EnemyCar>& enemies, <span class="keyword">const</span> list<Checkpoint>& checkpoints, <span class="keyword">const</span> list<Rock>& rocks, <span class="keyword">const</span> list<Smokescreen>& smokescreens, <span class="keyword">const</span> list<DestroyedObjectPopup>& 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> < 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> > _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> < 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> > _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<PlayerCar>::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<EnemyCar>::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<Checkpoint>::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<Rock>::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<Smokescreen>::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<DestroyedObjectPopup>::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>& 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<maxX&&x<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<maxY&&y<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>& <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() < (<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() > (<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() < (<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() > (<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>& 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<</span><span class="keywordtype">float</span><span class="keyword">></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>& 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<</span><span class="keywordtype">float</span><span class="keyword">></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> +</div> +<!-- window showing the filter options --> +<div id="MSearchSelectWindow" + onmouseover="return searchBox.OnSearchSelectShow()" + onmouseout="return searchBox.OnSearchSelectHide()" + onkeydown="return searchBox.OnSearchSelectKey(event)"> +<a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(0)"><span class="SelectionMark"> </span>All</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(1)"><span class="SelectionMark"> </span>Classes</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(2)"><span class="SelectionMark"> </span>Files</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(3)"><span class="SelectionMark"> </span>Functions</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(4)"><span class="SelectionMark"> </span>Variables</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(5)"><span class="SelectionMark"> </span>Typedefs</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(6)"><span class="SelectionMark"> </span>Enumerations</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(7)"><span class="SelectionMark"> </span>Enumerator</a></div> + +<!-- iframe showing the search results (closed by default) --> +<div id="MSearchResultsWindow"> +<iframe src="javascript:void(0)" frameborder="0" + name="MSearchResults" id="MSearchResults"> +</iframe> +</div> + + + +<hr class="footer"/><address class="footer"><small> +Generated on Wed Oct 5 2011 20:08:30 for Rally X by  <a href="http://www.doxygen.org/index.html"> +<img class="footer" src="doxygen.png" alt="doxygen"/> +</a> 1.7.5.1 +</small></address> + +</body> +</html> |