#include #include #include #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)); game->map.background = al_load_bitmap( "table.png" ); game->map.map_bg = al_load_bitmap( "map/background.png" ); char filename[20] = { }; sprintf(filename, "map/highlight%d.png", game->map.available); 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); }