#include "creature.h" #include "tibiadat.h" #include "graphics/graphics.h" #include #include "game.h" #include #include #include // OW BART TEM COMO USAR 2 FRAMEBUFFER? // SERIA O IDEAL PARA DESENHAR A COR DOS BONEQUIN. Creature::Creature() { m_type = Thing::TYPE_CREATURE; } ThingAttributes *Creature::getAttributes() { return g_tibiaDat.getCreatureAttributes(m_outfit.type); } void Creature::draw(int x, int y) { //ThingAttributes *creatureAttributes = getAttributes(); int anim = 0; // draw outfit internalDraw(x, y, 0, m_direction, 0, 0, anim); // draw addons //for(int a = 0; a < m_outfit.addons; ++a) { //internalDraw(x, y, 0, m_direction, m_outfit.addons & (1 << a), 0, anim); //} //glPushAttrib(GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT); //glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); //Color colors[4] = {Color::yellow, Color::red, Color::green, Color::blue}; //for(int i = 0; i < 4; ++i) { /*g_graphics.bindColor(colors[i]); internalDraw(creatureAttributes->width*32 - 32, creatureAttributes->height*32 - 32, 1, m_direction, 0, 0, 0); framebuffer.unbind(); g_graphics.bindColor(Color::green);*/ //framebuffer.draw(x, y, creatureAttributes->width*32, creatureAttributes->height*32); //} //glPopAttrib(); }