-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathRendering.cpp
More file actions
1558 lines (1345 loc) · 49.2 KB
/
Rendering.cpp
File metadata and controls
1558 lines (1345 loc) · 49.2 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
#include "Function.h"
Rendering::Rendering()
{
Sky_Line_Key = false;
Transpancy_Skip = -1;
Total_Floor_Objects = 0;
Total_Float_Base_Objects = 0;
Total_Character_Objects = 0;
Total_Objects = 0;
Total_Screen_Objects = 0;
Order = 0;
On_Screen_Type = 0;
On_Screen_Object_Type = 0;
On_Screen_Child_Num = 0;
On_Screen_Frames = 0;
Level_Width = 0;
Level_Lenght = 0;
Character_X = 0;
Character_Y = 0;
Character_Z = 0;
Magnitude = 0;
// Level_Width = 0;
// Level_Lenght = 0;
Character_State = 0;
Button = 0;
Degree = 0;
Frame = 0;
Frame_Start = 0;
Frame_Go = 0;
Frame_Stop = 0;
Frame_Speed = 0;
Frame_Animation = 0;
Loop = false;
Get_Loop_Started = false;
Complex_Loop = false;
Character_Altitude = 0;
Animation_Exception = -1;
Transparency = 0;
}
void Rendering::Set_Camera()
{
enum {LEVEL_WIDTH, LEVEL_LENGHT};
//Center the camera over the dot
Camera.x = ( Character_X ) - SCREEN_WIDTH / 2;
Camera.y = ( Character_Z + 25 / 2 ) - SCREEN_HEIGHT / 2;
//Keep the camera in bounds.
if( Camera.x < 0 )
{
Camera.x = 0;
}
if( Camera.y < 0 )
{
Camera.y = 0;
}
if( Camera.x > Level_Width - Camera.w )
{
Camera.x = Level_Width - Camera.w;
}
if( Camera.y > Level_Lenght - Camera.h )
{
Camera.y = Level_Lenght - Camera.h;
}
}
void Rendering::Shader_Setter()
{
SDL_SetAlpha( Character1, SDL_SRCALPHA, 150 );
SDL_SetAlpha( ShadowFloatTileSheet, SDL_SRCALPHA, 150 );
SDL_SetAlpha( ShadowCryonTanryokuSheet, SDL_SRCALPHA, 100 );
SDL_SetAlpha( TransparentFloatTileSheet, SDL_SRCALPHA, 100 );
}
int Rendering::Character_State_Of_Animation()
{
// Step one, Figure out the button state
// Step Two, Figure how the character is interacting with the enivornement
// Step three, Figure out which way the character is facing.
//Step four, Sometimes get the magnitude to perform other actions
switch (Button)
{
case NO_KEY: switch (Character_State) //...........................................................
{
case GROUNDED: switch (Degree) //11111111111111111111111111111111111111111111111
{
case UP_DIRECTION: if ((Magnitude > 0)&&(Magnitude <= 600)) {return SLIDE_UP; }
return IDLE_UP;
break;
case LEFT_DIRECTION: if ((Magnitude > 0)&&(Magnitude <= 600)) {return SLIDE_LEFT; }
return IDLE_LEFT;
break;
case RIGHT_DIRECTION: if ((Magnitude > 0)&&(Magnitude <= 600)) {return SLIDE_RIGHT; }
return IDLE_RIGHT;
break;
case DOWN_DIRECTION: if ((Magnitude > 0)&&(Magnitude <= 600)) {return SLIDE_DOWN; }
return IDLE_DOWN;
break;
case LEFT_UP_DIRECTION: if ((Magnitude > 0)&&(Magnitude <= 600)) {return SLIDE_LEFTUP; }
return IDLE_LEFTUP;
break;
case RIGHT_UP_DIRECTION: if ((Magnitude > 0)&&(Magnitude <= 600)) {return SLIDE_RIGHTUP; }
return IDLE_RIGHTUP;
break;
case RIGHT_DOWN_DIRECTION: if ((Magnitude > 0)&&(Magnitude <= 600)) {return SLIDE_RIGHTDOWN; }
return IDLE_RIGHTDOWN;
break;
case LEFT_DOWN_DIRECTION: if ((Magnitude > 0)&&(Magnitude <= 600)) {return SLIDE_LEFTDOWN; }
return IDLE_RIGHTUP;
break;
}
break;
/*case MIDAIR: switch (Degree) //11111111111111111111111111111111111111111111111
{
case FORWARD_DIRECTION:
case LEFT_DIRECTION:
case RIGHT_DIRECTION:
case BACKWARD_DIRECTION:
case FORWARD_LEFT_DIRECTION:
case FOWARD_RIGHT_DIRECTION:
case BACKWARD_RIGHT_DIRECTION:
case BACKWARD_LEFT_DIRECTION: break;
}
case FALLING_THROUGH_FLOOR: switch(Degree) //11111111111111111111111111111111111111111111111
{
case FORWARD_DIRECTION:
case LEFT_DIRECTION:
case RIGHT_DIRECTION:
case BACKWARD_DIRECTION:
case FORWARD_LEFT_DIRECTION:
case FOWARD_RIGHT_DIRECTION:
case BACKWARD_RIGHT_DIRECTION:
case BACKWARD_LEFT_DIRECTION: break;
}
*/
case STANDING_ON_TOP: switch (Degree) //11111111111111111111111111111111111111111111111
{
case UP_DIRECTION: return IDLE_UP; break;
case LEFT_DIRECTION: return IDLE_LEFT; break;
case RIGHT_DIRECTION: return IDLE_RIGHT; break;
case DOWN_DIRECTION: return IDLE_DOWN; break;
case LEFT_UP_DIRECTION: return IDLE_LEFTUP; break;
case RIGHT_UP_DIRECTION: return IDLE_RIGHTUP; break;
case RIGHT_DOWN_DIRECTION: return IDLE_RIGHTDOWN; break;
case LEFT_DOWN_DIRECTION: return IDLE_RIGHTUP; break;
}
break;
/*case HIT_FROM_BELOW: switch(Degree) //11111111111111111111111111111111111111111111111
{
case FORWARD_DIRECTION:
case LEFT_DIRECTION:
case RIGHT_DIRECTION:
case BACKWARD_DIRECTION:
case FORWARD_LEFT_DIRECTION:
case FOWARD_RIGHT_DIRECTION:
case BACKWARD_RIGHT_DIRECTION:
case BACKWARD_LEFT_DIRECTION: break;
}
case AGAINST_FRONT: switch(Degree) //11111111111111111111111111111111111111111111111
{
case FORWARD_DIRECTION:
case LEFT_DIRECTION:
case RIGHT_DIRECTION:
case BACKWARD_DIRECTION:
case FORWARD_LEFT_DIRECTION:
case FOWARD_RIGHT_DIRECTION:
case BACKWARD_RIGHT_DIRECTION:
case BACKWARD_LEFT_DIRECTION: break;
}
case AGAINST_BACK: switch(Degree) //11111111111111111111111111111111111111111111111
{
case FORWARD_DIRECTION:
case LEFT_DIRECTION:
case RIGHT_DIRECTION:
case BACKWARD_DIRECTION:
case FORWARD_LEFT_DIRECTION:
case FOWARD_RIGHT_DIRECTION:
case BACKWARD_RIGHT_DIRECTION:
case BACKWARD_LEFT_DIRECTION: break;
}
case AGAINST_LEFT_SIDE: switch(Degree) //11111111111111111111111111111111111111111111111
{
case FORWARD_DIRECTION:
case LEFT_DIRECTION:
case RIGHT_DIRECTION:
case BACKWARD_DIRECTION:
case FORWARD_LEFT_DIRECTION:
case FOWARD_RIGHT_DIRECTION:
case BACKWARD_RIGHT_DIRECTION:
case BACKWARD_LEFT_DIRECTION: break;
}
case AGAINST_RIGHT_SIDE: switch(Degree) //11111111111111111111111111111111111111111111111
{
case FORWARD_DIRECTION:
case LEFT_DIRECTION:
case RIGHT_DIRECTION:
case BACKWARD_DIRECTION:
case FORWARD_LEFT_DIRECTION:
case FOWARD_RIGHT_DIRECTION:
case BACKWARD_RIGHT_DIRECTION:
case BACKWARD_LEFT_DIRECTION: break;
}*/
}
break;
case UP: switch (Character_State) //...........................................................
{
case GROUNDED: switch (Degree) //11111111111111111111111111111111111111111111111
{
case UP_DIRECTION: return WALK_UP; break;
//case LEFT_DIRECTION: return IDLE_LEFT; break;
//case RIGHT_DIRECTION: return IDLE_RIGHT; break;
//case DOWN_DIRECTION: return WALK_DOWN; break;
//case LEFT_UP_DIRECTION: return IDLE_LEFTUP; break;
//case RIGHT_UP_DIRECTION: return WALK_RIGHTUP; break;
//case RIGHT_DOWN_DIRECTION: return IDLE_RIGHTDOWN; break;
//case LEFT_DOWN_DIRECTION: return WALK_LEFTDOWN; break;
}
break;
}
break;
case UP_LEFT: case GROUNDED: switch (Degree) //11111111111111111111111111111111111111111111111
{
//case UP_DIRECTION: return WALK_UP; break;
//case LEFT_DIRECTION: return IDLE_LEFT; break;
//case RIGHT_DIRECTION: return IDLE_RIGHT; break;
//case DOWN_DIRECTION: return WALK_DOWN; break;
case LEFT_UP_DIRECTION: return WALK_LEFTUP; break;
//case RIGHT_UP_DIRECTION: return WALK_RIGHTUP; break;
//case RIGHT_DOWN_DIRECTION: return IDLE_RIGHTDOWN; break;
//case LEFT_DOWN_DIRECTION: return WALK_LEFTDOWN; break;
}
break;
break;
case UP_RIGHT: switch (Character_State) //...........................................................
{
case GROUNDED: switch (Degree) //11111111111111111111111111111111111111111111111
{
//case UP_DIRECTION: return IDLE_UP; break;
//case LEFT_DIRECTION: return IDLE_LEFT; break;
//case RIGHT_DIRECTION: return IDLE_RIGHT; break;
//case DOWN_DIRECTION: return WALK_DOWN; break;
//case LEFT_UP_DIRECTION: return IDLE_LEFTUP; break;
case RIGHT_UP_DIRECTION: return WALK_RIGHTUP; break;
//case RIGHT_DOWN_DIRECTION: return IDLE_RIGHTDOWN; break;
//case LEFT_DOWN_DIRECTION: return WALK_LEFTDOWN; break;
}
break;
}
break;/*
case UP_DOWN: switch (Character_State) //...........................................................
{
case GROUNDED: Z_Coord -= 10; Z_Vel -= 500; break;
case STANDING_ON_TOP: Z_Coord -= 10; Z_Vel -= 100; break;
}
break;
case UP_SPACE: switch (Character_State) //...........................................................
{
case GROUNDED: Z_Coord -= 10; Z_Vel -= 500; break;
case STANDING_ON_TOP: Z_Coord -= 10; Z_Vel -= 100; break;
}
break;
case UP_RIGHT_SPACE: switch (Character_State) //...........................................................
{
case GROUNDED: Z_Coord -= 10; Z_Vel -= 500; break;
case STANDING_ON_TOP: Z_Coord -= 10; Z_Vel -= 100; break;
}
break;
case UP_LEFT_SPACE: switch (Character_State) //...........................................................
{
case GROUNDED: Z_Coord -= 10; Z_Vel -= 500; break;
case STANDING_ON_TOP: Z_Coord -= 10; Z_Vel -= 100; break;
}
break;*/
case DOWN: switch (Character_State) //...........................................................
{
case GROUNDED: switch (Degree) //11111111111111111111111111111111111111111111111
{
//case UP_DIRECTION: return IDLE_UP; break;
//case LEFT_DIRECTION: return IDLE_LEFT; break;
//case RIGHT_DIRECTION: return IDLE_RIGHT; break;
case DOWN_DIRECTION: return WALK_DOWN; break;
//case LEFT_UP_DIRECTION: return IDLE_LEFTUP; break;
//case RIGHT_UP_DIRECTION: return IDLE_RIGHTUP; break;
//case RIGHT_DOWN_DIRECTION: return IDLE_RIGHTDOWN; break;
//case LEFT_DOWN_DIRECTION: return WALK_LEFTDOWN; break;
}
break;
}
break;
case DOWN_LEFT: switch (Character_State) //...........................................................
{
case GROUNDED: switch (Degree) //11111111111111111111111111111111111111111111111
{
//case UP_DIRECTION: return IDLE_UP; break;
//case LEFT_DIRECTION: return IDLE_LEFT; break;
//case RIGHT_DIRECTION: return IDLE_RIGHT; break;
//case DOWN_DIRECTION: return IDLE_DOWN; break;
//case LEFT_UP_DIRECTION: return IDLE_LEFTUP; break;
//case RIGHT_UP_DIRECTION: return IDLE_RIGHTUP; break;
//case RIGHT_DOWN_DIRECTION: return IDLE_RIGHTDOWN; break;
case LEFT_DOWN_DIRECTION: return WALK_LEFTDOWN; break;
}
break;
}
break;
case DOWN_RIGHT: switch (Character_State) //...........................................................
{
case GROUNDED: switch (Degree) //11111111111111111111111111111111111111111111111
{
//case UP_DIRECTION: return IDLE_UP; break;
//case LEFT_DIRECTION: return IDLE_LEFT; break;
//case RIGHT_DIRECTION: return IDLE_RIGHT; break;
//case DOWN_DIRECTION: return IDLE_DOWN; break;
//case LEFT_UP_DIRECTION: return IDLE_LEFTUP; break;
//case RIGHT_UP_DIRECTION: return IDLE_RIGHTUP; break;
case RIGHT_DOWN_DIRECTION: return WALK_RIGHTDOWN; break;
//case LEFT_DOWN_DIRECTION: return WALK_LEFTDOWN; break;
}
break;
}
break;
/*case DOWN_SPACE: switch (Character_State) //...........................................................
{
case GROUNDED: Z_Coord -= 10; Z_Vel -= 500; break;
case STANDING_ON_TOP: Z_Coord -= 10; Z_Vel -= 100; break;
}
break;
case DOWN_RIGHT_SPACE: switch (Character_State) //...........................................................
{
case GROUNDED: Z_Coord -= 10; Z_Vel -= 500; break;
case STANDING_ON_TOP: Z_Coord -= 10; Z_Vel -= 100; break;
}
break;
case DOWN_LEFT_SPACE: switch (Character_State) //...........................................................
{
case GROUNDED: Z_Coord -= 10; Z_Vel -= 500; break;
case STANDING_ON_TOP: Z_Coord -= 10; Z_Vel -= 100; break;
}*/
break;
case LEFT: switch (Character_State) //...........................................................
{ case GROUNDED: switch (Degree) //11111111111111111111111111111111111111111111111
{
case UP_DIRECTION: return IDLE_UP; break;
case LEFT_DIRECTION: return WALK_LEFT; break;
case RIGHT_DIRECTION: return IDLE_RIGHT; break;
case DOWN_DIRECTION: return IDLE_DOWN; break;
case LEFT_UP_DIRECTION: return IDLE_LEFTUP; break;
case RIGHT_UP_DIRECTION: return IDLE_RIGHTUP; break;
case RIGHT_DOWN_DIRECTION: return IDLE_RIGHTDOWN; break;
case LEFT_DOWN_DIRECTION: return IDLE_RIGHTUP; break;
}
break;
}
break;/*
case LEFT_RIGHT: switch (Character_State) //...........................................................
{
case GROUNDED: Z_Coord -= 10; Z_Vel -= 500; break;
case STANDING_ON_TOP: Z_Coord -= 10; Z_Vel -= 100; break;
}
break;
case LEFT_SPACE: switch (Character_State) //...........................................................
{
case GROUNDED: Z_Coord -= 10; Z_Vel -= 500; break;
case STANDING_ON_TOP: Z_Coord -= 10; Z_Vel -= 100; break;
}
break;*/
case RIGHT: switch (Character_State) //...........................................................
{ case GROUNDED: switch (Degree) //11111111111111111111111111111111111111111111111
{
case UP_DIRECTION: return IDLE_UP; break;
case LEFT_DIRECTION: return IDLE_LEFT; break;
case RIGHT_DIRECTION: return WALK_RIGHT; break;
case DOWN_DIRECTION: return IDLE_DOWN; break;
case LEFT_UP_DIRECTION: return IDLE_LEFTUP; break;
case RIGHT_UP_DIRECTION: return IDLE_RIGHTUP; break;
case RIGHT_DOWN_DIRECTION: return IDLE_RIGHTDOWN; break;
case LEFT_DOWN_DIRECTION: return IDLE_RIGHTUP; break;
}
break;
}
break;/*
case RIGHT_SPACE: switch (Character_State) //...........................................................
{
case GROUNDED: Z_Coord -= 10; Z_Vel -= 500; break;
case STANDING_ON_TOP: Z_Coord -= 10; Z_Vel -= 100; break;
}
break;
case Z: switch (Character_State) //...........................................................
{
case GROUNDED: Z_Coord -= 10; Z_Vel -= 500; break;
case STANDING_ON_TOP: Z_Coord -= 10; Z_Vel -= 100; break;
}
break;
case SPACE: switch (Character_State) //...........................................................
{
case GROUNDED: Z_Coord -= 10; Z_Vel -= 500; break;
case STANDING_ON_TOP: Z_Coord -= 10; Z_Vel -= 100; break;
}
break;*/
}
return 0;
}
int Rendering::Character_State_Of_Condition_Animation()
{
// Step one, Figure out which exception animation needs to be played
// Step Two, Figure how the character is interacting with the enivornement
// Step three, Figure out which way the character is facing.
// Step four, Sometimes get the magnitude to perform other actions
switch (Animation_Exception)
{
case FALL_DAMAGED: switch (Degree) //11111111111111111111111111111111111111111111111
{
case UP_DIRECTION: return IDLE_UP; break;
case LEFT_DIRECTION: return IDLE_LEFT; break;
case RIGHT_DIRECTION: return IDLE_RIGHT; break;
case DOWN_DIRECTION: return IDLE_DOWN; break;
case LEFT_UP_DIRECTION: return IDLE_LEFTUP; break;
case RIGHT_UP_DIRECTION: return IDLE_RIGHTUP; break;
case RIGHT_DOWN_DIRECTION: return IDLE_RIGHTDOWN; break;
case LEFT_DOWN_DIRECTION: return IDLE_RIGHTUP; break;
}
break;
}
return 0;
}
void Rendering::Frame_Definer(Uint32 deltaTicks)
{
////////////////////////////////////////////////////////////////////
// PART ONE OF THIS FUNCTION!
////////////////////////////////////////////////////////////////////
//SETTING INSTRUCTION
// There are two modes, single animation and looped animation. Set the first frame of the animation
// The set frame stop the last frame of the animation + 1.
// NO CONFLICTING FRAMES.
if (Frame_Start < Frame_Go) {Loop = true;}
if (Frame_Start == Frame_Go) {Loop = false;}
// These animation are mostly shared between character. Unqiue stuff require a new function and conditioning.
switch (Frame_Animation)
{
case IDLE_LEFT: Frame_Start = 0; Frame_Go = 0; Frame_Stop = 0; Frame_Speed = SPEED_III;
break;
case IDLE_LEFTDOWN: Frame_Start = 1; Frame_Go = 1; Frame_Stop = 1; Frame_Speed = SPEED_III;
break;
case IDLE_DOWN: Frame_Start = 2; Frame_Go = 2; Frame_Stop = 2; Frame_Speed = SPEED_III;
break;
case IDLE_RIGHTDOWN: Frame_Start = 3; Frame_Go = 3; Frame_Stop = 3; Frame_Speed = SPEED_III;
break;
case IDLE_RIGHT: Frame_Start = 4; Frame_Go = 4; Frame_Stop = 4; Frame_Speed = SPEED_III;
break;
case IDLE_RIGHTUP: Frame_Start = 5; Frame_Go = 5; Frame_Stop = 5; Frame_Speed = SPEED_III;
break;
case IDLE_UP: Frame_Start = 6; Frame_Go = 6; Frame_Stop = 6; Frame_Speed = SPEED_III;
break;
case IDLE_LEFTUP: Frame_Start = 7; Frame_Go = 7; Frame_Stop = 7; Frame_Speed = SPEED_III;
break;
case WALK_LEFT: Frame_Start = 0; Frame_Go = 8; Frame_Stop = 13; Frame_Speed = SPEED_III;
break;
case WALK_LEFTDOWN: Frame_Start = 0; Frame_Go = 14; Frame_Stop = 19; Frame_Speed = SPEED_III;
break;
case WALK_DOWN: Frame_Start = 0; Frame_Go = 20; Frame_Stop = 25; Frame_Speed = SPEED_III;
break;
case WALK_RIGHTDOWN: Frame_Start = 0; Frame_Go = 26; Frame_Stop = 31; Frame_Speed = SPEED_III;
break;
case WALK_RIGHT: Frame_Start = 0; Frame_Go = 32; Frame_Stop = 37; Frame_Speed = SPEED_III;
break;
case WALK_RIGHTUP: Frame_Start = 0; Frame_Go = 38; Frame_Stop = 43; Frame_Speed = SPEED_III;
break;
case WALK_UP: Frame_Start = 0; Frame_Go = 44; Frame_Stop = 49; Frame_Speed = SPEED_III;
break;
case WALK_LEFTUP: Frame_Start = 0; Frame_Go = 50; Frame_Stop = 55; Frame_Speed = SPEED_III;
break;
case SLIDE_LEFT: Frame_Start = 0; Frame_Go = 56; Frame_Stop = 57; Frame_Speed = SPEED_IV;
break;
case SLIDE_LEFTDOWN: Frame_Start = 0; Frame_Go = 58; Frame_Stop = 59; Frame_Speed = SPEED_IV;
break;
case SLIDE_DOWN: Frame_Start = 0; Frame_Go = 60; Frame_Stop = 61; Frame_Speed = SPEED_IV;
break;
case SLIDE_RIGHTDOWN: Frame_Start = 0; Frame_Go = 62; Frame_Stop = 63; Frame_Speed = SPEED_IV;
break;
case SLIDE_RIGHT: Frame_Start = 0; Frame_Go = 64; Frame_Stop = 65; Frame_Speed = SPEED_IV;
break;
case SLIDE_RIGHTUP: Frame_Start = 0; Frame_Go = 66; Frame_Stop = 67; Frame_Speed = SPEED_IV;
break;
case SLIDE_UP: Frame_Start = 0; Frame_Go = 68; Frame_Stop = 69; Frame_Speed = SPEED_IV;
break;
case SLIDE_LEFTUP: Frame_Start = 0; Frame_Go = 70; Frame_Stop = 71; Frame_Speed = SPEED_IV;
break;
}
/////////////////////////////////////////////////////////////////////
// PART TWO OF THIS FUNCTION!
/////////////////////////////////////////////////////////////////////
switch (Loop)
{
case true: if (Complex_Loop == false)
{
if (Get_Loop_Started == false)
{
Frame = Frame_Go;
Get_Loop_Started = true;
}
if (Get_Loop_Started == true)
{
if (Frame > Frame_Stop)
{
Frame = Frame_Go;
}
}
}
break;
case false: Frame = Frame_Start; Frame_Speed = SPEED_OMEGAMATHETA; Get_Loop_Started = false;
break;
}
Frame += Frame_Speed * ( deltaTicks / 1000.f );
}
void Rendering::Frame_Range_On_Screen()
{
//regular on screen type handling
switch (On_Screen_Object_Type)
{
case ON_SCREEN:
switch (On_Screen_Type)
{
case YS_GAUGE: On_Screen_Frame_Start = CLIP_GAUGE_YS; On_Screen_Frame_End = CLIP_GAUGE_YS; break;
case CYRON_GAUGE: On_Screen_Frame_Start = CLIP_GAUGE_CT; On_Screen_Frame_End = CLIP_GAUGE_CT; break;
case CXX120_GAUGE: On_Screen_Frame_Start = CLIP_GAUGE_CXX; On_Screen_Frame_End = CLIP_GAUGE_CXX; break;
case TARGET_REDICAL: On_Screen_Frame_Start = CLIP_TARGET_REDICAL; On_Screen_Frame_End = CLIP_TARGET_REDICAL; break;
case HEALTH_BAR: On_Screen_Frame_Start = HEALTH_0; On_Screen_Frame_End = HEALTH_0; break;
}
break;
case ON_SCREEN_CONFIG:
switch (On_Screen_Type)
{
case RETURN_MENU_BUTTON: On_Screen_Frame_Start = CLIP_MENU_RETURN_BUTTON; On_Screen_Frame_End = CLIP_MENU_RETURN_BUTTON; break;
case SWITCH_MENU_BUTTON: On_Screen_Frame_Start = CLIP_MENU_SWITCH_BUTTON; On_Screen_Frame_End = CLIP_MENU_SWITCH_BUTTON; break;
case SWITCH_MENU_BUTTON_EXPAND1:
On_Screen_Frame_Start = CLIP_MENU_SWITCH_BUTTON_EXPAND1; On_Screen_Frame_End = CLIP_MENU_SWITCH_BUTTON_EXPAND1;
On_Screen_Child_Frame_Start[0] = CLIP_MENU_SWITCH_YS_ICON; On_Screen_Child_Frame_End[0] = CLIP_MENU_SWITCH_YS_ICON;
On_Screen_Child_Frame_Start[1] = CLIP_MENU_SWITCH_CYRON_ICON; On_Screen_Child_Frame_End[1] = CLIP_MENU_SWITCH_CYRON_ICON;
On_Screen_Child_Frame_Start[2] = CLIP_MENU_SWITCH_CXX120_ICON; On_Screen_Child_Frame_End[2] = CLIP_MENU_SWITCH_CXX120_ICON;
break;
case SAVE_MENU_BUTTON: On_Screen_Frame_Start = CLIP_MENU_SAVE_BUTTON; On_Screen_Frame_End = CLIP_MENU_SAVE_BUTTON; break;
}
break;
}
}
void Rendering::Frame_State_On_Screen(Soul *Spirit[])
{
//WHAT NEEDED TO DETERMINE THE NEXT FRAME.
//STEP1: Get Direction
//STEP2: Get Animation to be played number
//Conditional frame setting
switch (On_Screen_Object_Type)
{
///////////////////////////////////////
//REGULAR TYPE
///////////////////////////////////////
case ON_SCREEN:
switch (On_Screen_Type)
{
case HEALTH_BAR: Screen_Object_Condition_Check_HEALTH_BAR(Spirit);
break;
}
break;
///////////////////////////////////////
//CONFIGURATION TYPE
///////////////////////////////////////
case ON_SCREEN_CONFIG:
switch (On_Screen_Type)
{
case RETURN_MENU_BUTTON: //On_Screen_Frame_Start = CLIP_MENU_RETURN_BUTTON; On_Screen_Frame_End = CLIP_MENU_RETURN_BUTTON;
break;
}
break;
}
}
void Rendering::Frame_Handle_On_Screen( Soul *Spirit[], int condition)
{
Frame_Range_On_Screen();
// if the object has animations to play
if (Screen_Animated_Key[condition] == true)
{
//Evalulate the conditions for playing an animation and the frames that are needed
//If they need to play an animation right now
// if (Spirit[Screen_Object_Track[condition]]->Get_Active_Animation_Key() == true)
// {
Frame_State_On_Screen(Spirit);
// }
}
else
{
On_Screen_Frames = On_Screen_Frame_Start;
for(int z = 0; z < Screen_Child_Num[condition]; z++)
{
On_Screen_Frames_Children[z] = On_Screen_Child_Frame_Start[z];
}
}
}
void Rendering::Optimization_Variable_Definer( Soul *Spirit[] )
{
Total_Floor_Objects = 0;
Total_Float_Base_Objects = 0;
Total_Character_Objects = 0;
Total_Smart_AI_Objects = 0;
Total_Objects = 0;
Total_Screen_Objects = 0;
//////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////
//Floor variable definer
for (int a = 0; a < MAX_GAME_OBJECTS ; a++ )
{
if(Spirit[a] != NULL)
{
if(Spirit[a]->Get_Object_Type() == FLOOR)
{
Track_Floor_Objects[Total_Floor_Objects] = a;
Total_Floor_Objects++;
}
}
else
{
break;
}
}
//Remaining floor values
for (int s = Total_Floor_Objects; s < MAX_GAME_OBJECTS; s++ )
{
Track_Floor_Objects[s] = -1;
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
//Shadow Square Variables
for (int a = 0; a < MAX_GAME_OBJECTS ; a++ )
{
if(Spirit[a] != NULL)
{
if((Spirit[a]->Get_Object_Type() == FLOAT) || (Spirit[a]->Get_Object_Type() == CONFIG))
{
Track_Float_Base_Objects[Total_Float_Base_Objects] = a;
Total_Float_Base_Objects++;
}
}
else
{
break;
}
}
//Remaining Shadow Square values
for (int s = Total_Float_Base_Objects; s < MAX_GAME_OBJECTS; s++ )
{
Track_Float_Base_Objects[s] = -1;
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
//Character Base
for (int a = 0; a < MAX_GAME_OBJECTS ; a++ )
{
if(Spirit[a] != NULL)
{
if((Spirit[a]->Get_Object_Type() == CYRON_TANRYOKU) || (Spirit[a]->Get_Object_Type() == THE_YS_GUY) || (Spirit[a]->Get_Object_Type() == CXX120))
{
Track_Character_Base_Objects[Total_Character_Objects] = a;
Total_Character_Objects++;
}
}
else
{
break;
}
}
for (int s = Total_Character_Objects; s < MAX_GAME_OBJECTS; s++ )
{
Track_Character_Base_Objects[s] = -1;
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
//AI Base
for (int a = 0; a < MAX_GAME_OBJECTS ; a++ )
{
if(Spirit[a] != NULL)
{
if((Spirit[a]->Get_Object_Type() == AI_SMART))
{
Track_Smart_AI_Base_Objects[Total_Smart_AI_Objects] = a;
Total_Smart_AI_Objects++;
}
}
else
{
break;
}
}
for (int s = Total_Smart_AI_Objects; s < MAX_GAME_OBJECTS; s++ )
{
Track_Smart_AI_Base_Objects[s] = -1;
}
//////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////
//Screen objects
for (int a = 0; a < MAX_GAME_OBJECTS ; a++ )
{
if(Spirit[a] != NULL)
{
if((Spirit[a]->Get_Object_Type() == ON_SCREEN) || (Spirit[a]->Get_Object_Type() == ON_SCREEN_BG)||(Spirit[a]->Get_Object_Type() == ON_SCREEN_CONFIG))
{
Screen_Object_Track[Total_Screen_Objects] = a;
Screen_Object_Type[Total_Screen_Objects] = Spirit[a]->Get_Object_Type();
Screen_Type[Total_Screen_Objects] = Spirit[a]->Get_Type();
//Gameplay mode usage.
Screen_Object_Stat[Total_Screen_Objects] = Spirit[a]->Get_Gate_Type();
Screen_Child_Num[Total_Screen_Objects] = Spirit[a]->Get_Child_Num();
Screen_Animated_Key[Total_Screen_Objects] = Spirit[a]->Get_Animated_Key();
Total_Screen_Objects++;
}
}
else
{
break;
}
}
for (int s = Total_Screen_Objects; s < MAX_GAME_OBJECTS; s++ )
{
Screen_Object_Track[s] = -1;
Screen_Object_Type[s] = -1;
Screen_Object_Stat[s] = 1;
Screen_Type[s] = -1;
if (s < 20)
{
Screen_Child_Num[s] = 0;
}
Screen_Animated_Key[s] = false;
}
//////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////
//Floating Object definer/ Objects not on screen or floor
for (int a = 0; a < MAX_GAME_OBJECTS ; a++ )
{
if(Spirit[a] != NULL)
{
if((Spirit[a]->Get_Object_Type() != FLOOR) &&(Spirit[a]->Get_Object_Type() != ON_SCREEN) && (Spirit[a]->Get_Object_Type() != ON_SCREEN_BG))
{
if ( (Spirit[a]->Get_Object_Type() != ON_SCREEN_CONFIG))
{
Object_Track[Total_Objects] = a;
Object_Physics[Total_Objects] = Spirit[a]->Get_Gravity_Physics();
Object_Base[Total_Objects] = Spirit[a]->Get_Y();
Object_Type[Total_Objects] = Spirit[a]->Get_Object_Type();
Object_Elevation[Total_Objects] = Spirit[a]->Get_Object_Elevation();
Total_Objects++;
}
}
}
else
{
break;
}
}
//Remaining float objects
for (int s = Total_Objects; s < MAX_GAME_OBJECTS; s++ )
{
Object_Track[s] = -1;
Object_Physics[s] = -1;
Object_Base[s] = -1;
Object_Type[s] = -1;
Object_Elevation[s] = -1;
}
//////////////////////////////////////////////////////////////////
///////////// CORRECT THE SLAVE ADDRESS/////////////////////////////////////////////////////
}
void Rendering::Layering( Soul *Spirit[] )
{
if(Game_Mode == GAMEPLAY_MODE)
{
/*************************************************
// EVERYTHING THAT CAN BE LAYERED MANULALLY //
*************************************************/
if (Sky_Line_Key == false)
{
//PRINT FLOOR;
for (int a = 0; a < Total_Floor_Objects; a++ )
{
Spirit[Track_Floor_Objects[a]]->Show();
}
//PRINT FLOAT BASE
for (int a = 0; a < Total_Float_Base_Objects; a++ )
{
Spirit[Track_Float_Base_Objects[a]]->Show_Base();
}
//PRINT THE CHARACTERS SHADOWS
for (int a = 0; a < Total_Character_Objects ; a++ )
{
if (Spirit[Track_Character_Base_Objects[a]]->Get_Object_Type() == Selected_Character)
{
Spirit[Track_Character_Base_Objects[a]]->Show_Base();
}
}
//PRINT AI SHADOW
for (int a = 0; a < Total_Smart_AI_Objects ; a++ )
{
Spirit[Track_Smart_AI_Base_Objects[a]]->Show_Base();
}
}
// PRINT SKYLINE VIEW
Sky_Line_View(Spirit);
//Calculate render order using y axis values
for (int tz = 0; tz < LV1_LENGHT; tz++)
{
// Go through all found object
for (int a = 0; a < Total_Objects ; a++ )
{
//Figure out if position needs updating
if (Object_Physics[a] != STATIC_G)
{
//If the position is equal to the number
if (Spirit[Object_Track[a]]->Get_Center_Base() == tz)
{
Render_Order_Optimizate[Order] = a;
Render_Order_Optimizate_Past[Order] = a;
Render_Order[Order] = Object_Track[a];
Render_Order_Past[Order] = Object_Track[a];
Order++;
}
}
else if (Object_Physics[a] == STATIC_G)
{
if (Object_Base[a] == tz)
{
Render_Order_Optimizate[Order] = a;
Render_Order_Optimizate_Past[Order] = a;
Render_Order[Order] = Object_Track[a];
Render_Order_Past[Order] = Object_Track[a];
Order++;
}
}
}
}
//Alter render order base on collision and object elevation
for (int a = 0; a < Total_Objects ; a++ )
{
for (int z = 0; z < Total_Objects ; z++ )
{
// Check for collision
if((Square_Object_Detection(Spirit[Render_Order[a]]->Get_Objects_Base() , Spirit[Render_Order[z]]->Get_Objects_Base())== true))
{
//If a is higher than z.
if (Spirit[Render_Order[a]]->Get_Object_Elevation() > Spirit[Render_Order[z]]->Get_Object_Elevation() )
{
// if a rendered before z
if (a < z)
{
for (int p = a ; p < z; p++ )
{
Render_Order[p] = Render_Order[p + 1]; //Render_Order_Past[p + 1];
Render_Order_Optimizate[p] = Render_Order_Optimizate[p + 1];
}
// Set the first value and automatically do the rest
Render_Order[z] = Render_Order_Past[a];
Render_Order_Optimizate[z] = Render_Order_Optimizate_Past[a];
// update the order list
for (int p = 0; p < Total_Objects ; p++ )
{
Render_Order_Past[p] = Render_Order[p];
Render_Order_Optimizate_Past[p] = Render_Order_Optimizate[p];
}
}
}
}
}
}
//PRINT FLOAT OBJECT IN ORDER
for (int a = 0; a < Total_Objects ; a++ )
{
if(Object_Type[Render_Order_Optimizate[a]] == AI_SMART)
{