// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include <iostream>
+#include <math.h>
#include "globals.h"
#include "sprite.h"
+#include "setup.h"
+#include "screen/drawing_context.h"
Sprite::Sprite(lisp_object_t* cur)
{
LispReader reader(cur);
- reader.read_string("name", &name);
+ if(!reader.read_string("name", &name))
+ st_abort("Sprite wihtout name", "");
reader.read_int("x-hotspot", &x_hotspot);
reader.read_int("y-hotspot", &y_hotspot);
reader.read_float("fps", &fps);
+
std::vector<std::string> images;
- reader.read_string_vector("images", &images);
- surfaces.resize(images.size());
+ if(!reader.read_string_vector("images", &images))
+ st_abort("Sprite contains no images: ", name.c_str());
for(std::vector<std::string>::size_type i = 0; i < images.size(); ++i)
{
- surfaces[i] = new Surface(datadir + "/images/" + images[i], USE_ALPHA);
+ surfaces.push_back(
+ new Surface(datadir + "/images/" + images[i], USE_ALPHA));
}
frame_delay = 1000.0f/fps;
}
+Sprite::~Sprite()
+{
+ for(std::vector<Surface*>::iterator i = surfaces.begin(); i != surfaces.end();
+ ++i)
+ delete *i;
+}
+
void
Sprite::init_defaults()
{
}
void
-Sprite::draw(float x, float y)
+Sprite::draw(DrawingContext& context, const Vector& pos, int layer,
+ int special_drawing)
{
time = SDL_GetTicks();
unsigned int frame = get_current_frame();
if (frame < surfaces.size())
- surfaces[frame]->draw(x - x_hotspot, y - y_hotspot);
+ {
+ Surface* surface = surfaces[frame];
+
+#if 0 // TODO
+ if(special_drawing == SD_SEMI_TRANSPARENT)
+ surfaces[frame]->draw(x - x_hotspot, y - y_hotspot, 128);
+ if(special_drawing == SD_VERTICAL_FLIP)
+ surfaces[frame]->draw(x - x_hotspot, y - y_hotspot, 255, true);
+ else
+ surfaces[frame]->draw(x - x_hotspot, y - y_hotspot);
+#endif
+ context.draw_surface(surface, pos - Vector(x_hotspot, y_hotspot), layer);
+ }
}
+#if 0
void
Sprite::draw_part(float sx, float sy, float x, float y, float w, float h)
{
if (frame < surfaces.size())
surfaces[frame]->draw_part(sx, sy, x - x_hotspot, y - y_hotspot, w, h);
}
+#endif
void
Sprite::reset()