95 lines
2.3 KiB
C++
95 lines
2.3 KiB
C++
/******************/
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/*** Energy Bar ***/
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/******************/
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#include "system\global.h"
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#include "system\vid.h"
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#include <DStructs.h>
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#include "utils\utils.h"
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#include "gfx\prim.h"
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#include "gfx\sprbank.h"
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#include <sprites.h>
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#include "level\level.h"
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#include "game\game.h"
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#include "FX\FXNRGBar.h"
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#include "enemy\npc.h"
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#include "FX\FXBubble.h"
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const int NRGX=96;
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const int NRGY=188;
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const int NRGXInc=32;
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const int NRGMaxHealth=10;
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const int NRGW=INGAME_SCREENW-(NRGMaxHealth*NRGXInc);
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const int NRGBaseRGB=240;
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const int NRGRGBInc=NRGBaseRGB/NRGMaxHealth;
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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void CFXNRGBar::init(DVECTOR const &_Pos)
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{
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CFX::init();
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SpriteBank *SprBank=CGameScene::getSpriteBank();
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CurrentHealth=0;
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}
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/*****************************************************************************/
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void CFXNRGBar::SetMax(int Max)
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{
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MaxHealth=Max;
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CurrentHealth=Max;
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}
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/*****************************************************************************/
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/*** Think *******************************************************************/
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/*****************************************************************************/
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void CFXNRGBar::think(int _frames)
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{
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CNpcEnemy *P=(CNpcEnemy*)ParentThing;
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int Health=P->getHealth();
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if (CurrentHealth<Health) CurrentHealth=Health;
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if (CurrentHealth>Health)
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{
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CurrentHealth--;
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for (int b=0; b<4; b++)
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{
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DVECTOR Pos;
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Pos.vx=NRGX+(CurrentHealth*NRGXInc);
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Pos.vy=NRGY;
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CFXBubble *FX=(CFXBubble*)CFX::Create(CFX::FX_TYPE_BUBBLE_WATER,Pos);
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FX->Flags|=FX_FLAG_SCREEN_FX;
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FX->SetOtPos(0);
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}
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}
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}
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/*****************************************************************************/
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/*** Render ******************************************************************/
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/*****************************************************************************/
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void CFXNRGBar::render()
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{
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// CFX::render();
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SpriteBank *SprBank=CGameScene::getSpriteBank();
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POLY_FT4 *Ft4;
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int RGB=NRGBaseRGB;
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int x=NRGX;
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for (int i=0; i<CurrentHealth; i++)
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{
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Ft4=SprBank->printFT4(FRM__HEALTHBUBBLE,x,NRGY,0,0,0);
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setRGB0(Ft4,RGB,NRGBaseRGB-RGB,0);
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setSemiTrans(Ft4,1);
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RGB-=NRGRGBInc;
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x+=NRGXInc;
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}
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}
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