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author | Denis Kasak | 2009-08-05 00:11:09 +0000 |
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committer | Denis Kasak | 2009-08-05 00:11:09 +0000 |
commit | c9b24d2ff9f27a5926ea0dd992a85923dd1616f8 (patch) | |
tree | c9e626d26fd049b715b41b79be7ba975b118b8b2 /engines/draci | |
parent | 88276e91d97b5c1d7c55ff440ba945db27a80980 (diff) | |
download | scummvm-rg350-c9b24d2ff9f27a5926ea0dd992a85923dd1616f8.tar.gz scummvm-rg350-c9b24d2ff9f27a5926ea0dd992a85923dd1616f8.tar.bz2 scummvm-rg350-c9b24d2ff9f27a5926ea0dd992a85923dd1616f8.zip |
* Changed title text to use the small instead of the big font
* Handled title positioning
* Cleaned up the main loop a bit (comments, stylistic changes, shortened some lines, etc)
* Fixed setting the dragon's feet position (the x coordinate should be at the midpoint of the animation)
svn-id: r43059
Diffstat (limited to 'engines/draci')
-rw-r--r-- | engines/draci/game.cpp | 44 |
1 files changed, 33 insertions, 11 deletions
diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp index 58eb10a0ce..8fce400c9d 100644 --- a/engines/draci/game.cpp +++ b/engines/draci/game.cpp @@ -204,7 +204,7 @@ void Game::init() { // Initialize animation for object / room titles Animation *titleAnim = _vm->_anims->addText(kTitleText, true); - Text *title = new Text("", _vm->_bigFont, kFontColour3, 0, 0); + Text *title = new Text("", _vm->_smallFont, kFontColour3, 0, 0); titleAnim->addFrame(title); // Initialize animation for speech text @@ -233,31 +233,48 @@ void Game::init() { void Game::loop() { + Surface *surface = _vm->_screen->getSurface(); + + const int smallFontHeight = _vm->_smallFont->getFontHeight(); + do { _vm->handleEvents(); if (_currentRoom._mouseOn) { + + // Fetch mouse coordinates int x = _vm->_mouse->getPosX(); int y = _vm->_mouse->getPosY(); + // If the player clicked on a walkable position, move the dragon there if (_vm->_mouse->lButtonPressed() && _currentRoom._walkingMap.isWalkable(x, y)) { walkHero(x, y); } + // Find the game object under the cursor + // (to be more precise, one that corresponds to the animation under the cursor) int animUnderCursor = _vm->_anims->getTopAnimationID(x, y); - //Animation *anim = _vm->_anims->getAnimation(animUnderCursor); - int curObject = getObjectWithAnimation(animUnderCursor); GameObject *obj = &_objects[curObject]; + // Fetch the dedicated objects' title animation / current frame Animation *titleAnim = _vm->_anims->getAnimation(kTitleText); + Text *title = reinterpret_cast<Text *>(titleAnim->getFrame()); - // TODO: Handle displaying title in the proper location - + // If there is an object under the cursor, display its title and enable + // executing its look and use scripts if (curObject != kNotFound) { - titleAnim->markDirtyRect(_vm->_screen->getSurface()); - reinterpret_cast<Text *>(titleAnim->getFrame())->setText(obj->_title); + // Mark dirty rectangle to update the text + titleAnim->markDirtyRect(surface); + + // Set the title for the current object + title->setText(obj->_title); + + // Move the title to the correct place (just above the cursor) + int newX = surface->centerOnX(x, title->getWidth()); + int newY = surface->centerOnY(y - smallFontHeight / 2, title->getHeight() * 2); + titleAnim->setRelative(newX, newY); // HACK: Test running look and use scripts if (_vm->_mouse->lButtonPressed()) { @@ -270,13 +287,15 @@ void Game::loop() { _vm->_script->run(obj->_program, obj->_use); } } else { - titleAnim->markDirtyRect(_vm->_screen->getSurface()); - reinterpret_cast<Text *>(titleAnim->getFrame())->setText(""); + // If there is no object under the cursor, just delete the previous title + titleAnim->markDirtyRect(surface); + title->setText(""); } debugC(2, kDraciAnimationDebugLevel, "Anim under cursor: %d", animUnderCursor); } + // Handle character talking (if there is any) if (_loopSubstatus == kStatusTalk) { Animation *speechAnim = _vm->_anims->getAnimation(kSpeechText); Text *speechFrame = reinterpret_cast<Text *>(speechAnim->getFrame()); @@ -292,9 +311,11 @@ void Game::loop() { } } + // This returns true if we got a signal to quit the game if (shouldQuit()) return; + // Advance animations and redraw screen _vm->_anims->drawScene(_vm->_screen->getSurface()); _vm->_screen->copyToScreen(); _vm->_system->delayMillis(20); @@ -336,10 +357,11 @@ void Game::walkHero(int x, int y) { // Fetch current frame Drawable *frame = anim->getFrame(); - // Fetch base height of the frame + // Fetch base dimensions of the frame uint height = frame->getHeight(); + uint width = frame->getWidth(); - _persons[kDragonObject]._x = x; + _persons[kDragonObject]._x = x + (lround(scaleX) * width) / 2; _persons[kDragonObject]._y = y - lround(scaleY) * height; // We naturally want the dragon to position its feet to the location of the |