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author | Peter Kohaut | 2016-10-08 21:06:22 +0200 |
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committer | Peter Kohaut | 2016-10-08 21:06:22 +0200 |
commit | f30f3c46e38d91729983a36e87f629d6b3a47a34 (patch) | |
tree | 5f1026a7fdbb339ffbe15cd0c02a1b1970538433 /engines/bladerunner/slice_renderer.h | |
parent | c934941e4f1d72723924f6f6fb7b76712784ff82 (diff) | |
download | scummvm-rg350-f30f3c46e38d91729983a36e87f629d6b3a47a34.tar.gz scummvm-rg350-f30f3c46e38d91729983a36e87f629d6b3a47a34.tar.bz2 scummvm-rg350-f30f3c46e38d91729983a36e87f629d6b3a47a34.zip |
BLADERUNNER: added item pickup effect
also added support for rendering items on screen (not in the world)
pickup effect can be tested in debug compilation by clicking on any object (not item, but object like, hydrant, or doors) in first scene
Diffstat (limited to 'engines/bladerunner/slice_renderer.h')
-rw-r--r-- | engines/bladerunner/slice_renderer.h | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/bladerunner/slice_renderer.h b/engines/bladerunner/slice_renderer.h index c1c0dc4603..7e8c2b71aa 100644 --- a/engines/bladerunner/slice_renderer.h +++ b/engines/bladerunner/slice_renderer.h @@ -88,7 +88,7 @@ class SliceRenderer { Graphics::PixelFormat _pixelFormat; Matrix3x2 calculateFacingRotationMatrix(); - void drawSlice(int slice, uint16 *frameLinePtr, uint16 *zbufLinePtr); + void drawSlice(int slice, bool advanced, uint16 *frameLinePtr, uint16 *zbufLinePtr); public: SliceRenderer(BladeRunnerEngine *vm); @@ -100,9 +100,9 @@ public: void setupFrame(int animation, int frame, Vector3 position, float facing, float scale = 1.0f); void calculateBoundingRect(); - - //void drawFrame(Graphics::Surface &surface, uint16 *zbuffer); - void drawFrame(int animationId, int animationFrame, Vector3 position, float facing, float scale, Graphics::Surface &surface, uint16 *zbuffer); + + void drawInWorld(int animationId, int animationFrame, Vector3 position, float facing, float scale, Graphics::Surface &surface, uint16 *zbuffer); + void drawOnScreen(int animationId, int animationFrame, int screenX, int screenY, float facing, float scale, Graphics::Surface &surface, uint16 *zbuffer); void preload(int animationId); |