* New interface. * This breaks a lot of things. It is not feature-equivalent. It probably doesn't compile under windows and doesn't work on PSP. * Damage is not resolved any more. This will have to be fixed. * Blockers can't be ordered any more. This will have to be fixed. * A lot of new art is included.
49 lines
1.3 KiB
C++
49 lines
1.3 KiB
C++
#include <iostream>
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#include "../include/config.h"
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#include "../include/PlayGuiObject.h"
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using namespace std;
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PlayGuiObject::PlayGuiObject(float desiredHeight, float x, float y, bool hasFocus) : JGuiObject(0), Pos(x, y, 1.0, 0.0, 255) {
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defaultHeight = desiredHeight;
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mHeight = desiredHeight;
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mHasFocus = hasFocus;
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type = 0;
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wave = 0;
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}
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PlayGuiObject::PlayGuiObject(float desiredHeight, const Pos& ref, bool hasFocus) : JGuiObject(0), Pos(ref) {
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defaultHeight = desiredHeight;
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mHeight = desiredHeight;
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mHasFocus = hasFocus;
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type = 0;
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wave = 0;
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}
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void PlayGuiObject::Update(float dt){
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if (mHasFocus && mHeight < defaultHeight * 1.2)
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{
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mHeight += defaultHeight*0.8f*dt;
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// fprintf(stderr, "increasing size to %f - %d", mHeight, GetId() );
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if (mHeight > defaultHeight * 1.2)
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mHeight = defaultHeight * 1.2;
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}
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else if (!mHasFocus && mHeight > defaultHeight)
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{
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mHeight -= defaultHeight*0.8f*dt;
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if (mHeight < defaultHeight)
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mHeight = defaultHeight;
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}
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wave = (wave +2) % 255;
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for (vector<Effect*>::iterator it = effects.begin(); it != effects.end(); ++it)
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(*it)->Update(dt);
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Pos::Update(dt);
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}
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void PlayGuiObject::Render()
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{
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for (vector<Effect*>::iterator it = effects.begin(); it != effects.end(); ++it)
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(*it)->Render();
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}
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