📄 graphics.cpp
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#include "graphics.h"
SDL_Surface *loadImage(char *filename)
{
SDL_Surface *image, *newImage;
#if USEPACK
unpack(filename, PAK_IMG);
image = IMG_Load_RW(engine.sdlrw, 1);
#else
image = IMG_Load(filename);
#endif
if (image == NULL) {
printf("Couldn't load %s: %s\n", filename, SDL_GetError());
showErrorAndExit(0, filename);
}
newImage = SDL_DisplayFormat(image);
if ( newImage ) {
SDL_FreeSurface(image);
} else {
// This happens when we are loading the window icon image
newImage = image;
}
return graphics.setTransparent(newImage);
}
/*
Simply draws the stars in their positions on screen and moves
them around. They are wrapped around using the wrapFloat()
function, as defined above, and putpixel as defined in graphics.cpp
*/
void doStarfield()
{
/* Lock the screen for direct access to the pixels */
if (SDL_MUSTLOCK(graphics.screen))
{
if (SDL_LockSurface(graphics.screen) < 0 )
{
showErrorAndExit(2, "");
}
}
int color = 0;
SDL_Rect r;
for (int i = 0 ; i < 200 ; i++)
{
if (star[i].speed == 3)
color = graphics.white;
else if (star[i].speed == 2)
color = graphics.lightGrey;
else if (star[i].speed == 1)
color = graphics.darkGrey;
Math::wrapFloat(&(star[i].x += (engine.ssx * star[i].speed)), 0, 799);
Math::wrapFloat(&(star[i].y += (engine.ssy * star[i].speed)), 0, 599);
graphics.putpixel(graphics.screen, (int)star[i].x, (int)star[i].y, color);
r.x = (int)star[i].x;
r.y = (int)star[i].y;
r.w = 1;
r.h = 1;
graphics.addBuffer(r.x, r.y, r.w, r.h);
}
if (SDL_MUSTLOCK(graphics.screen))
{
SDL_UnlockSurface(graphics.screen);
}
}
int isOnScreen(int x, int y, int w, int h)
{
if ((x + w > 0) && (x < 800) && (y + h > 0) && (y < 600))
return 1;
return 0;
}
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