#include "PrecompiledHeader.h" #include "GameApp.h" #include "GuiFrame.h" GuiFrame::GuiFrame() { if (WResourceManager::Instance()->GetTexture("wood.png")) wood = WResourceManager::Instance()->RetrieveQuad("wood.png", 0, 0, SCREEN_WIDTH, 28); else { wood = NULL; GameApp::systemError += "Can't load wood texture : " __FILE__ "\n"; } goldGlow = gold1 = gold2 = NULL; if (WResourceManager::Instance()->GetTexture("gold.png")) { gold1 = WResourceManager::Instance()->RetrieveQuad("gold.png", 0, 0, SCREEN_WIDTH, 6, "gold1"); gold2 = WResourceManager::Instance()->RetrieveQuad("gold.png", 0, 6, SCREEN_WIDTH, 6, "gold2"); if (WResourceManager::Instance()->GetTexture("goldglow.png")) goldGlow = WResourceManager::Instance()->RetrieveQuad("goldglow.png", 1, 1, SCREEN_WIDTH - 2, 18); if (gold2) { gold2->SetColor(ARGB(127, 255, 255, 255)); gold2->SetHFlip(true); } } step = 0.0; } GuiFrame::~GuiFrame() { } void GuiFrame::Render() { JRenderer* renderer = JRenderer::GetInstance(); float sized = step / 4; if (sized > SCREEN_WIDTH) sized -= SCREEN_WIDTH; renderer->RenderQuad(wood, 0, 0); if (gold1) { renderer->RenderQuad(gold1, -sized, 16); renderer->RenderQuad(gold1, -sized + 479, 16); if (goldGlow) { goldGlow->SetColor(ARGB((100+(rand()%50)), 255, 255, 255)); renderer->RenderQuad(goldGlow, -sized, 9); renderer->RenderQuad(goldGlow, -sized + 480, 9); } if (gold2) { renderer->RenderQuad(gold2, step / 2, 16); renderer->RenderQuad(gold2, step / 2 - 479, 16); } } } void GuiFrame::Update(float dt) { step += dt * 5; if (step > 2 * SCREEN_WIDTH) step -= 2 * SCREEN_WIDTH; }