* Join two loops into one.
[matthijs/ABM2.git] / ABM2 / Playground.cpp
index a7edd74752e1ab3e1cc067bf63c36489bc87f890..ef34150251d1d2b02055b82743d55af86dc2019f 100755 (executable)
@@ -1,13 +1,20 @@
 #include "Playground.h"\r
 \r
+#include "Engine/engine.h"\r
 #include "Engine/VideoUpdate.h"\r
 #include "SchemeReader.h"\r
 \r
+#if WIN32\r
 LPD3DXSPRITE d3dspt;\r
 LPD3DXFONT font;\r
 \r
+#endif\r
+\r
+Playground::Playground(CKernel* kernel) : ITask(kernel) { }\r
+\r
 bool Playground::Start()\r
 {\r
+       #if WIN32\r
        background = NULL;\r
        foreground = NULL;\r
        font = NULL;\r
@@ -61,35 +68,39 @@ bool Playground::Start()
                }\r
        }\r
 \r
+       #endif\r
        // init playing field\r
-       SchemeReader *scheme = new SchemeReader("data/schemes/BASIC.SCH");\r
-       for (int i=0; i<PLAYGROUND_COLS; ++i) \r
-       {\r
-               for (int j=0; j<PLAYGROUND_ROWS; ++j)\r
-               {\r
-                       field[i][j] = NULL;\r
-               }\r
-       }\r
+       SchemeReader *scheme = new SchemeReader("Data/schemes/BASIC.SCH");\r
 \r
+       CMMPointer<Sprite> tile_sprite = this->getKernel()->getSpriteManager()->getSprite(SPR_TILE);\r
        // put in non-destructible blocks\r
        for (int i=0; i<PLAYGROUND_COLS; i++) \r
+       {\r
                for (int j=0; j<PLAYGROUND_ROWS; j++)\r
+               {\r
+                       int subsprite = -1;\r
                        switch(scheme->PlayField[j*PLAYGROUND_NUMFIELD_X+i]) {\r
                                case BRICK:\r
-                                       //field[i][j] = new Item(foreground, 0, FIELD_UNIT_WIDTH, FIELD_UNIT_HEIGHT, i, j);\r
+                                       subsprite = SPR_SUB_BRICK;\r
                                        break;\r
                                case SOLID:\r
-                                       field[i][j] = new Item(foreground, 1, FIELD_UNIT_WIDTH, FIELD_UNIT_HEIGHT, i, j);\r
+                                       subsprite = SPR_SUB_SOLID;\r
                                        break;\r
                        }\r
+                       if (subsprite != -1)\r
+                               field[i][j] = new Tile(tile_sprite, subsprite, i, j);\r
+                       else\r
+                               field[i][j] = NULL;\r
+               }\r
+       }\r
 /*\r
        // put in desctructible blocks with chance 90%\r
        for (int i=0; i<PLAYGROUND_COLS; i+=2) \r
                for (int j=0; j<PLAYGROUND_ROWS; ++j)\r
-                       if ((double)rand()/RAND_MAX <= 0.9) field[i][j] = new Item(foreground, 0, i, j);\r
+                       if ((double)rand()/RAND_MAX <= 0.9) field[i][j] = new Tile(foreground, 0, i, j);\r
        for (int i=1; i<PLAYGROUND_COLS; i+=2) \r
                for (int j=0; j<PLAYGROUND_ROWS; j+=2)\r
-                       if ((double)rand()/RAND_MAX <= 0.9) field[i][j] = new Item(foreground, 0, i, j);\r
+                       if ((double)rand()/RAND_MAX <= 0.9) field[i][j] = new Tile(foreground, 0, i, j);\r
 */     \r
        // put in a player\r
        bomberman = new Bomberman(20, 66);\r
@@ -109,22 +120,15 @@ bool Playground::Start()
                field[0][1] = NULL;\r
        }\r
 \r
-\r
        old_counter = GetTickCount();\r
        return true;\r
 }\r
 \r
 void Playground::Update()\r
 {\r
-       if(CInputTask::keyDown(DIK_ESCAPE))CKernel::GetSingleton().KillAllTasks();\r
-\r
-       d3dspt->Begin(NULL);    // begin sprite drawing\r
-\r
-       // draw the sprite\r
-       D3DXVECTOR3 center(0.0f, 0.0f, 0.0f);    // center at the upper-left corner\r
-       D3DXVECTOR3 position(0.0f, 0.0f, 0.0f);    // position at 50, 50 with no depth\r
-       d3dspt->Draw(background, NULL, NULL, NULL, D3DCOLOR_XRGB(255, 255, 255));\r
-\r
+       CMMPointer<Sprite> s = this->getKernel()->getSpriteManager()->getSprite(SPR_FIELD);\r
+       \r
+       s->blit(0, 0, 1.0, 1.0, 0, 0, COLOUR_RGBA(0, 0, 255, 255));\r
        for (int i=0; i<PLAYGROUND_COLS; ++i) \r
        {\r
                for (int j=0; j<PLAYGROUND_ROWS; ++j)\r
@@ -133,6 +137,7 @@ void Playground::Update()
                }\r
        }\r
 \r
+       #ifdef WIN32\r
        bomberman->Update();\r
        if (CInputTask::keyDown(DIK_RIGHT)) this->move_right();\r
        if (CInputTask::keyDown(DIK_LEFT)) this->move_left();\r
@@ -165,7 +170,7 @@ void Playground::Update()
        RECT rect3 = {310,10,500,36};\r
        sprintf(buf, "(%d, %d) - (%d,%d)", bomberman->getFieldCenterX(), bomberman->getFieldCenterY(), bomberman->getOffsetX(), bomberman->getOffsetY());\r
        font->DrawTextA(NULL, (char *)&buf, -1, &rect3, DT_LEFT, D3DCOLOR_XRGB(255,255,255));\r
-\r
+       #endif // WIN32\r
 \r
        old_counter = GetTickCount();\r
 }\r
@@ -177,10 +182,12 @@ void Playground::Stop()
                        if (field[i][j] != NULL) delete field[i][j];\r
 \r
        if (bomberman != NULL) delete bomberman;\r
+       #ifdef WIN32\r
        if (background != NULL) background->Release();\r
        if (foreground != NULL) foreground->Release();\r
        if (d3dspt != NULL) d3dspt->Release();\r
        if (font != NULL) font->Release();\r
+       #endif // WIN32\r
 }\r
 \r
 void Playground::move_down()\r
@@ -351,23 +358,29 @@ void Playground::move_right()
 \r
 Bomberman::Bomberman(int xloc, int yloc)\r
 {\r
+       #ifdef WIN32\r
        HRESULT res = D3DXCreateTextureFromFile(d3ddev, L"data/powkick.png", &texture);\r
        if (res != D3D_OK) texture = NULL;\r
+       #endif // WIN32\r
        x = xloc;\r
        y = yloc;\r
 }\r
 \r
 Bomberman::~Bomberman()\r
 {\r
+       #ifdef WIN32\r
        if (texture != NULL) texture->Release();\r
+       #endif // WIN32\r
 }\r
 \r
 void Bomberman::Update()\r
 {\r
+       #ifdef WIN32\r
        D3DXVECTOR3 center(0.0f, 0.0f, 0.0f);    // center at the upper-left corner\r
        D3DXVECTOR3 position((FLOAT)x, (FLOAT)y, 0.0f);    // position at 50, 50 with no depth\r
        RECT rect = {0,0,40,36};\r
        d3dspt->Draw(texture, &rect, &center, &position, D3DCOLOR_XRGB(255,255,255));\r
+       #endif // WIN32\r
 }\r
 \r
 void Bomberman::move(int xloc, int yloc)\r
@@ -473,28 +486,32 @@ void Bomberman::move_to_direction(TMoveDirection dir)
 }\r
 \r
 // =============================================\r
-// Item class\r
+// Tile class\r
 // =============================================\r
 \r
-Item:: Item(LPDIRECT3DTEXTURE9 t, int texnr, int subwidth, int subheight, int colnr, int rownr)\r
+Tile::Tile(const CMMPointer<Sprite> &sprite, int subsprite, int col, int row)\r
 {\r
-       texture = t;\r
-       col = colnr;\r
-       row = rownr;\r
-       tex_num = texnr;\r
-       subitem_height = subheight;\r
-       subitem_width = subwidth;\r
+       this->sprite = sprite;\r
+       this->col = col;\r
+       this->row = row;\r
+       this->subsprite = subsprite;\r
 }\r
 \r
-Item::~Item()\r
+Tile::~Tile()\r
 {\r
 }\r
-\r
-void Item::Draw()\r
+void Tile::Draw()\r
 {\r
+       this->sprite->blit(\r
+               PLAYGROUND_BORDER_LEFT + this->col * FIELD_UNIT_WIDTH,\r
+               PLAYGROUND_BORDER_TOP + this->row * FIELD_UNIT_HEIGHT,\r
+               1.0, 1.0, this->subsprite, 0, COLOUR_RGBA(0, 0, 0, 255)\r
+       );\r
+#ifdef WIN32\r
        D3DXVECTOR3 center(0.0f, 0.0f, 0.0f);    // center at the upper-left corner\r
        D3DXVECTOR3 position((FLOAT)PLAYGROUND_BORDER_LEFT+subitem_width*col, (FLOAT)PLAYGROUND_BORDER_TOP+subitem_height*row, 0.0f);    // position at 50, 50 with no depth\r
        RECT rect = {tex_num*subitem_width,0,(tex_num+1)*subitem_width,subitem_height};\r
        d3dspt->Draw(texture, &rect, &center, &position, D3DCOLOR_ARGB(255, 255,255,255));\r
+#endif // WIN32\r
 }\r
 \r