The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Crawler/drawutil.cpp

137 lines
6.8 KiB

#include "drawutil.h"
#include "Crawler.h"
#include "DEFINES.h"
INCLUDE_game
void drawutil::DrawCrosshair(Crawler*game,geom2d::rect<float>rect,float accTime,float pulsatingAmt,float borderThickness){
vf2d crosshairExtension={std::min(0.25f*rect.size.x-borderThickness/2,12.f),std::min(0.25f*rect.size.y-borderThickness/2,12.f)};
vf2d pulseAmt=vf2d{1,1}*std::abs(std::sin(accTime*3))*2;
//Lower-Left Corner
vf2d pos=rect.pos+vf2d{0,rect.size.y-borderThickness}+vf2d{-pulseAmt.x,pulseAmt.y};
vf2d size={borderThickness+crosshairExtension.x,borderThickness};
game->FillRect(pos,size,RED);
pos=vf2d{pos.x,pos.y-crosshairExtension.y};
size={borderThickness,crosshairExtension.y};
game->FillRect(pos,size,RED);
//Lower-Right Corner
pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,rect.size.y-borderThickness}+vf2d{pulseAmt.x,pulseAmt.y};
size={borderThickness+crosshairExtension.x,borderThickness};
game->FillRect(pos,size,RED);
pos=vf2d{pos.x+crosshairExtension.x,pos.y-crosshairExtension.y};
size={borderThickness,crosshairExtension.y};
game->FillRect(pos,size,RED);
//Upper-Left Corner
pos=rect.pos+vf2d{0,0}+vf2d{-pulseAmt.x,-pulseAmt.y};
size={borderThickness+crosshairExtension.x,borderThickness};
game->FillRect(pos,size,RED);
pos=vf2d{pos.x,pos.y+borderThickness};
size={borderThickness,crosshairExtension.y};
game->FillRect(pos,size,RED);
//Upper-Right Corner
pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,0}+vf2d{pulseAmt.x,-pulseAmt.y};
size={borderThickness+crosshairExtension.x,borderThickness};
game->FillRect(pos,size,RED);
pos=vf2d{pos.x+crosshairExtension.x,pos.y+borderThickness};
size={borderThickness,crosshairExtension.y};
game->FillRect(pos,size,RED);
};
void drawutil::DrawCrosshairTransformedView(olc::TransformedView&view,geom2d::rect<float>rect,float accTime,float pulsatingAmt,float borderThickness){
vf2d crosshairExtension={std::min(0.25f*rect.size.x-borderThickness/2,12.f),std::min(0.25f*rect.size.y-borderThickness/2,12.f)};
vf2d pulseAmt=vf2d{1,1}*std::abs(std::sin(accTime*3))*2;
//Lower-Left Corner
vf2d pos=rect.pos+vf2d{0,rect.size.y-borderThickness}+vf2d{-pulseAmt.x,pulseAmt.y};
vf2d size={borderThickness+crosshairExtension.x,borderThickness};
game->view.FillRect(pos,size,RED);
pos=vf2d{pos.x,pos.y-crosshairExtension.y};
size={borderThickness,crosshairExtension.y};
game->view.FillRect(pos,size,RED);
//Lower-Right Corner
pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,rect.size.y-borderThickness}+vf2d{pulseAmt.x,pulseAmt.y};
size={borderThickness+crosshairExtension.x,borderThickness};
game->view.FillRect(pos,size,RED);
pos=vf2d{pos.x+crosshairExtension.x,pos.y-crosshairExtension.y};
size={borderThickness,crosshairExtension.y};
game->view.FillRect(pos,size,RED);
//Upper-Left Corner
pos=rect.pos+vf2d{0,0}+vf2d{-pulseAmt.x,-pulseAmt.y};
size={borderThickness+crosshairExtension.x,borderThickness};
game->view.FillRect(pos,size,RED);
pos=vf2d{pos.x,pos.y+borderThickness};
size={borderThickness,crosshairExtension.y};
game->view.FillRect(pos,size,RED);
//Upper-Right Corner
pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,0}+vf2d{pulseAmt.x,-pulseAmt.y};
size={borderThickness+crosshairExtension.x,borderThickness};
game->view.FillRect(pos,size,RED);
pos=vf2d{pos.x+crosshairExtension.x,pos.y+borderThickness};
size={borderThickness,crosshairExtension.y};
game->view.FillRect(pos,size,RED);
}
void drawutil::DrawCrosshairDecal(Crawler*game,geom2d::rect<float>rect,float accTime,float pulsatingAmt,float borderThickness){
vf2d crosshairExtension={std::min(0.25f*rect.size.x-borderThickness/2,12.f),std::min(0.25f*rect.size.y-borderThickness/2,12.f)};
vf2d pulseAmt=vf2d{1,1}*std::abs(std::sin(accTime*3))*2;
//Lower-Left Corner
vf2d pos=rect.pos+vf2d{0,rect.size.y-borderThickness}+vf2d{-pulseAmt.x,pulseAmt.y};
vf2d size={borderThickness+crosshairExtension.x,borderThickness};
game->FillRectDecal(pos,size,RED);
pos=vf2d{pos.x,pos.y-crosshairExtension.y};
size={borderThickness,crosshairExtension.y};
game->FillRectDecal(pos,size,RED);
//Lower-Right Corner
pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,rect.size.y-borderThickness}+vf2d{pulseAmt.x,pulseAmt.y};
size={borderThickness+crosshairExtension.x,borderThickness};
game->FillRectDecal(pos,size,RED);
pos=vf2d{pos.x+crosshairExtension.x,pos.y-crosshairExtension.y};
size={borderThickness,crosshairExtension.y};
game->FillRectDecal(pos,size,RED);
//Upper-Left Corner
pos=rect.pos+vf2d{0,0}+vf2d{-pulseAmt.x,-pulseAmt.y};
size={borderThickness+crosshairExtension.x,borderThickness};
game->FillRectDecal(pos,size,RED);
pos=vf2d{pos.x,pos.y+borderThickness};
size={borderThickness,crosshairExtension.y};
game->FillRectDecal(pos,size,RED);
//Upper-Right Corner
pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,0}+vf2d{pulseAmt.x,-pulseAmt.y};
size={borderThickness+crosshairExtension.x,borderThickness};
game->FillRectDecal(pos,size,RED);
pos=vf2d{pos.x+crosshairExtension.x,pos.y+borderThickness};
size={borderThickness,crosshairExtension.y};
game->FillRectDecal(pos,size,RED);
};
void drawutil::DrawCrosshairDecalTransformedView(olc::TransformedView&view,geom2d::rect<float>rect,float accTime,float pulsatingAmt,float borderThickness){
vf2d crosshairExtension={std::min(0.25f*rect.size.x-borderThickness/2,12.f),std::min(0.25f*rect.size.y-borderThickness/2,12.f)};
vf2d pulseAmt=vf2d{1,1}*std::abs(std::sin(accTime*3))*2;
//Lower-Left Corner
vf2d pos=rect.pos+vf2d{0,rect.size.y-borderThickness}+vf2d{-pulseAmt.x,pulseAmt.y};
vf2d size={borderThickness+crosshairExtension.x,borderThickness};
game->view.FillRectDecal(pos,size,RED);
pos=vf2d{pos.x,pos.y-crosshairExtension.y};
size={borderThickness,crosshairExtension.y};
game->view.FillRectDecal(pos,size,RED);
//Lower-Right Corner
pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,rect.size.y-borderThickness}+vf2d{pulseAmt.x,pulseAmt.y};
size={borderThickness+crosshairExtension.x,borderThickness};
game->view.FillRectDecal(pos,size,RED);
pos=vf2d{pos.x+crosshairExtension.x,pos.y-crosshairExtension.y};
size={borderThickness,crosshairExtension.y};
game->view.FillRectDecal(pos,size,RED);
//Upper-Left Corner
pos=rect.pos+vf2d{0,0}+vf2d{-pulseAmt.x,-pulseAmt.y};
size={borderThickness+crosshairExtension.x,borderThickness};
game->view.FillRectDecal(pos,size,RED);
pos=vf2d{pos.x,pos.y+borderThickness};
size={borderThickness,crosshairExtension.y};
game->view.FillRectDecal(pos,size,RED);
//Upper-Right Corner
pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,0}+vf2d{pulseAmt.x,-pulseAmt.y};
size={borderThickness+crosshairExtension.x,borderThickness};
game->view.FillRectDecal(pos,size,RED);
pos=vf2d{pos.x+crosshairExtension.x,pos.y+borderThickness};
size={borderThickness,crosshairExtension.y};
game->view.FillRectDecal(pos,size,RED);
}