libsuperderpy/map.c

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#include <allegro5/allegro.h>
#include <allegro5/allegro_font.h>
#include <stdio.h>
#include "map.h"
void Map_Draw(struct Game *game) {
al_draw_bitmap(game->map.map, 0, 0, 0);
}
void Map_Load(struct Game *game) {
ALLEGRO_EVENT ev;
for(int fadeloop=0; fadeloop<256; fadeloop+=10){
al_wait_for_event(game->event_queue, &ev);
al_draw_tinted_bitmap(game->map.map,al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1),0,0,0);
DrawConsole(game);
al_flip_display();
}
}
int Map_Keydown(struct Game *game, ALLEGRO_EVENT *ev) {
//if (ev->keyboard.keycode == ALLEGRO_KEY_ESCAPE) {
UnloadGameState(game);
game->gamestate = GAMESTATE_LOADING;
game->loadstate = GAMESTATE_MENU;
return 0;
//}
}
void Map_Preload(struct Game *game) {
game->map.available = 6;
game->map.selected = game->map.available;
game->map.map = al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display));
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game->map.background = al_load_bitmap( "data/table.png" );
game->map.map_bg = al_load_bitmap( "data/map/background.png" );
char filename[30] = { };
sprintf(filename, "data/map/highlight%d.png", game->map.available);
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game->map.highlight = al_load_bitmap( filename );
al_set_target_bitmap(game->map.map);
al_draw_scaled_bitmap(game->map.background,0,0,al_get_bitmap_width(game->map.background),al_get_bitmap_height(game->map.background),0,0,al_get_display_width(game->display), al_get_display_height(game->display),0);
al_draw_scaled_bitmap(game->map.map_bg,0,0,al_get_bitmap_width(game->map.map_bg),al_get_bitmap_height(game->map.map_bg),0,0,al_get_display_width(game->display), al_get_display_height(game->display),0);
al_draw_scaled_bitmap(game->map.highlight,0,0,al_get_bitmap_width(game->map.highlight),al_get_bitmap_height(game->map.highlight),0,0,al_get_display_width(game->display), al_get_display_height(game->display),0);
al_set_target_bitmap(al_get_backbuffer(game->display));
}
void Map_Unload(struct Game *game) {
ALLEGRO_EVENT ev;
for(int fadeloop=255; fadeloop>=0; fadeloop-=10){
al_wait_for_event(game->event_queue, &ev);
al_draw_tinted_bitmap(game->map.map, al_map_rgba_f(fadeloop/255.0,fadeloop/255.0,fadeloop/255.0,1), 0, 0, 0);
DrawConsole(game);
al_flip_display();
}
al_destroy_bitmap(game->map.map);
al_destroy_bitmap(game->map.background);
al_destroy_bitmap(game->map.map_bg);
al_destroy_bitmap(game->map.highlight);
}