#include "creature.h" #include "datmanager.h" #include #include #include "game.h" Creature::Creature() : Thing(THING_CREATURE) { m_healthPercent = 0; m_direction = DIRECTION_SOUTH; } void Creature::draw(int x, int y) { //ThingAttributes *creatureAttributes = getAttributes(); int anim = 0; // draw outfit internalDraw(x, y, 0, m_direction, 0, 0, anim); const ThingAttributes& attributes = getAttributes(); if(attributes.blendframes > 1) { g_graphics.bindBlendFunc(BLEND_COLORIZING); for(int mask = 0; mask < 4; ++mask) { int outfitColorId = 0; if(mask == SpriteMaskYellow) outfitColorId = m_outfit.head; else if(mask == SpriteMaskRed) outfitColorId = m_outfit.body; else if(mask == SpriteMaskBlue) outfitColorId = m_outfit.legs; else if(mask == SpriteMaskGreen) outfitColorId = m_outfit.feet; g_graphics.bindColor(OutfitColors[outfitColorId]); internalDraw(x, y, 1, m_direction, 0, 0, anim, (SpriteMask)mask); } g_graphics.bindBlendFunc(BLEND_NORMAL); g_graphics.bindColor(Color::white); } // health bar // TODO: draw outside framebuffer Color healthColor = Color::black; if(m_healthPercent > 60 && m_healthPercent <= 100) { healthColor.setRed(0.0f); healthColor.setGreen(0.75f); } else if(m_healthPercent > 30 && m_healthPercent <= 60) { healthColor.setRed(0.75f); healthColor.setGreen(0.75f); } else if(m_healthPercent > 10 && m_healthPercent <= 30) { healthColor.setRed(0.75f); healthColor.setGreen(0.00f); } else if(m_healthPercent > 0 && m_healthPercent <= 10) { healthColor.setRed(0.25f); healthColor.setGreen(0.00f); } Rect healthRect = Rect(x - 14, y - 11, 27, 4); g_graphics.drawBoundingRect(healthRect, Color::black); g_graphics.drawFilledRect(healthRect.expanded(-1), healthColor); } const ThingAttributes& Creature::getAttributes() { return g_dat.getCreatureAttributes(m_outfit.type); }