The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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137 lines
6.8 KiB
137 lines
6.8 KiB
#include "drawutil.h"
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#include "Crawler.h"
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#include "DEFINES.h"
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INCLUDE_game
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void drawutil::DrawCrosshair(Crawler*game,geom2d::rect<float>rect,float accTime,float pulsatingAmt,float borderThickness){
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vf2d crosshairExtension={std::min(0.25f*rect.size.x-borderThickness/2,12.f),std::min(0.25f*rect.size.y-borderThickness/2,12.f)};
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vf2d pulseAmt=vf2d{1,1}*std::abs(std::sin(accTime*3))*2;
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//Lower-Left Corner
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vf2d pos=rect.pos+vf2d{0,rect.size.y-borderThickness}+vf2d{-pulseAmt.x,pulseAmt.y};
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vf2d size={borderThickness+crosshairExtension.x,borderThickness};
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game->FillRect(pos,size,RED);
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pos=vf2d{pos.x,pos.y-crosshairExtension.y};
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size={borderThickness,crosshairExtension.y};
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game->FillRect(pos,size,RED);
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//Lower-Right Corner
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pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,rect.size.y-borderThickness}+vf2d{pulseAmt.x,pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->FillRect(pos,size,RED);
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pos=vf2d{pos.x+crosshairExtension.x,pos.y-crosshairExtension.y};
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size={borderThickness,crosshairExtension.y};
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game->FillRect(pos,size,RED);
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//Upper-Left Corner
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pos=rect.pos+vf2d{0,0}+vf2d{-pulseAmt.x,-pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->FillRect(pos,size,RED);
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pos=vf2d{pos.x,pos.y+borderThickness};
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size={borderThickness,crosshairExtension.y};
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game->FillRect(pos,size,RED);
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//Upper-Right Corner
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pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,0}+vf2d{pulseAmt.x,-pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->FillRect(pos,size,RED);
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pos=vf2d{pos.x+crosshairExtension.x,pos.y+borderThickness};
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size={borderThickness,crosshairExtension.y};
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game->FillRect(pos,size,RED);
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};
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void drawutil::DrawCrosshairTransformedView(olc::TransformedView&view,geom2d::rect<float>rect,float accTime,float pulsatingAmt,float borderThickness){
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vf2d crosshairExtension={std::min(0.25f*rect.size.x-borderThickness/2,12.f),std::min(0.25f*rect.size.y-borderThickness/2,12.f)};
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vf2d pulseAmt=vf2d{1,1}*std::abs(std::sin(accTime*3))*2;
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//Lower-Left Corner
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vf2d pos=rect.pos+vf2d{0,rect.size.y-borderThickness}+vf2d{-pulseAmt.x,pulseAmt.y};
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vf2d size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRect(pos,size,RED);
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pos=vf2d{pos.x,pos.y-crosshairExtension.y};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRect(pos,size,RED);
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//Lower-Right Corner
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pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,rect.size.y-borderThickness}+vf2d{pulseAmt.x,pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRect(pos,size,RED);
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pos=vf2d{pos.x+crosshairExtension.x,pos.y-crosshairExtension.y};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRect(pos,size,RED);
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//Upper-Left Corner
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pos=rect.pos+vf2d{0,0}+vf2d{-pulseAmt.x,-pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRect(pos,size,RED);
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pos=vf2d{pos.x,pos.y+borderThickness};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRect(pos,size,RED);
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//Upper-Right Corner
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pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,0}+vf2d{pulseAmt.x,-pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRect(pos,size,RED);
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pos=vf2d{pos.x+crosshairExtension.x,pos.y+borderThickness};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRect(pos,size,RED);
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}
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void drawutil::DrawCrosshairDecal(Crawler*game,geom2d::rect<float>rect,float accTime,float pulsatingAmt,float borderThickness){
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vf2d crosshairExtension={std::min(0.25f*rect.size.x-borderThickness/2,12.f),std::min(0.25f*rect.size.y-borderThickness/2,12.f)};
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vf2d pulseAmt=vf2d{1,1}*std::abs(std::sin(accTime*3))*2;
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//Lower-Left Corner
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vf2d pos=rect.pos+vf2d{0,rect.size.y-borderThickness}+vf2d{-pulseAmt.x,pulseAmt.y};
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vf2d size={borderThickness+crosshairExtension.x,borderThickness};
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game->FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x,pos.y-crosshairExtension.y};
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size={borderThickness,crosshairExtension.y};
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game->FillRectDecal(pos,size,RED);
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//Lower-Right Corner
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pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,rect.size.y-borderThickness}+vf2d{pulseAmt.x,pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x+crosshairExtension.x,pos.y-crosshairExtension.y};
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size={borderThickness,crosshairExtension.y};
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game->FillRectDecal(pos,size,RED);
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//Upper-Left Corner
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pos=rect.pos+vf2d{0,0}+vf2d{-pulseAmt.x,-pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x,pos.y+borderThickness};
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size={borderThickness,crosshairExtension.y};
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game->FillRectDecal(pos,size,RED);
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//Upper-Right Corner
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pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,0}+vf2d{pulseAmt.x,-pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x+crosshairExtension.x,pos.y+borderThickness};
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size={borderThickness,crosshairExtension.y};
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game->FillRectDecal(pos,size,RED);
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};
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void drawutil::DrawCrosshairDecalTransformedView(olc::TransformedView&view,geom2d::rect<float>rect,float accTime,float pulsatingAmt,float borderThickness){
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vf2d crosshairExtension={std::min(0.25f*rect.size.x-borderThickness/2,12.f),std::min(0.25f*rect.size.y-borderThickness/2,12.f)};
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vf2d pulseAmt=vf2d{1,1}*std::abs(std::sin(accTime*3))*2;
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//Lower-Left Corner
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vf2d pos=rect.pos+vf2d{0,rect.size.y-borderThickness}+vf2d{-pulseAmt.x,pulseAmt.y};
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vf2d size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x,pos.y-crosshairExtension.y};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRectDecal(pos,size,RED);
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//Lower-Right Corner
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pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,rect.size.y-borderThickness}+vf2d{pulseAmt.x,pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x+crosshairExtension.x,pos.y-crosshairExtension.y};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRectDecal(pos,size,RED);
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//Upper-Left Corner
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pos=rect.pos+vf2d{0,0}+vf2d{-pulseAmt.x,-pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x,pos.y+borderThickness};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRectDecal(pos,size,RED);
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//Upper-Right Corner
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pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,0}+vf2d{pulseAmt.x,-pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x+crosshairExtension.x,pos.y+borderThickness};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRectDecal(pos,size,RED);
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} |