draw_states.c 3.6 KB

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  1. #include "draw_states.h"
  2. void draw_game(Game_Data *data)
  3. {
  4. //draw the player and the lines
  5. drawPlayer(&(data->cam), data->player_angle, data->nb_lines, data->line_transition);
  6. drawDiagonals(data->cam, data->nb_lines, data->line_transition);
  7. //showing the walls
  8. if(data->list != NULL)
  9. drawWalls(data->list, &(data->cam), data->nb_lines, data->line_transition);
  10. }
  11. void draw_title(Game_Data *data)
  12. {
  13. }
  14. void draw_menu(Game_Data *data)
  15. {
  16. }
  17. void draw_game_over(Game_Data *data)
  18. {
  19. }
  20. //draws the player
  21. //at first, was supposed to draw an hexagon in the center, plus a triangle to show the player,
  22. //but the hexagon was not visible, and it was a pixel mess, so we're showing a circle instead.
  23. //there is still for code to calculate the vertices of the hexagon, in case we want to change that again
  24. void drawPlayer(Camera *cam, int player_angle, int nb_lines, Line_Transition line_transition)
  25. {
  26. int x[32];
  27. int y[32];
  28. int i = 0;
  29. int angle = 0;
  30. float tmp_angle = 0.0;
  31. float transition_angle = 0.0;
  32. float delta_angle = 0.0;
  33. if(line_transition.delta_nb_lines == 1)
  34. nb_lines ++;
  35. if(line_transition.counter_start != 0)
  36. transition_angle = (360.0 / (float)nb_lines) * ((float)line_transition.counter / (float)line_transition.counter_start);
  37. delta_angle = 360.0/nb_lines;
  38. do
  39. {
  40. x[i] = (8. + cam->zoom)*cos(PI * (tmp_angle + cam->angle)/180.) + cam->cX;
  41. y[i] = (8. + cam->zoom)*sin(PI * (tmp_angle + cam->angle)/180.) + cam->cY;
  42. i++;
  43. switch(line_transition.delta_nb_lines)
  44. {
  45. case 0:
  46. tmp_angle += delta_angle;
  47. break;
  48. case 1:
  49. if(i < nb_lines)
  50. tmp_angle += (360 - (delta_angle - transition_angle)) / (nb_lines - 1);
  51. else
  52. tmp_angle += delta_angle - transition_angle;
  53. break;
  54. case -1:
  55. if(i < nb_lines)
  56. tmp_angle += (360 - transition_angle) / (nb_lines - 1);
  57. else
  58. tmp_angle = transition_angle;
  59. break;
  60. }
  61. }while(i <= nb_lines);
  62. //draw the aforementionned circle, depending on the camera's center
  63. //ML_filled_circle(cam.cX, cam.cY, 6, BLACK);
  64. ML_polygone(x, y, nb_lines, BLACK);
  65. //draw the player. At such a low scale, it was impossible to draw a rotating triangle, so its a radius 1 circle instead.
  66. ML_filled_circle((9. + cam->zoom)*cos( PI*(player_angle + cam->angle)/180) + cam->cX, (9. + cam->zoom)*sin( PI*(player_angle+cam->angle)/180) + cam->cY, 1, BLACK);
  67. }
  68. //draws one of the three rotating lines
  69. void drawDiagonals(Camera cam, int nb_lines, Line_Transition line_transition)
  70. {
  71. int tmp_angle = cam.angle;
  72. float tmp_angle_rad = 0.0f;
  73. int i = 0;
  74. float x1 = 0.0f, y1 = 0.0f, x2 = 0.0f, y2 = 0.0f;
  75. float delta_angle = 0.0;
  76. float coeff = 0.0;
  77. float transition_angle = 0.0;
  78. delta_angle = 360.0 / nb_lines;
  79. if(line_transition.delta_nb_lines == 1)
  80. nb_lines ++;
  81. if(line_transition.counter_start != 0)
  82. coeff = (float)line_transition.counter / (float)line_transition.counter_start;
  83. transition_angle = delta_angle * coeff;
  84. do{
  85. tmp_angle_rad = tmp_angle * PI / 180.0f;
  86. x1 = 9.0f * cos(tmp_angle_rad);
  87. y1 = 9.0f * sin(tmp_angle_rad);
  88. x2 = 64.0f * cos(tmp_angle_rad);
  89. y2 = 64.0f * sin(tmp_angle_rad);
  90. ML_line(x1 + cam.cX, y1 + cam.cY, x2 + cam.cX, y2 + cam.cY, BLACK);
  91. i++;
  92. switch(line_transition.delta_nb_lines){
  93. case 0:
  94. tmp_angle += 360/nb_lines;
  95. break;
  96. case 1:
  97. if(i < nb_lines - 1)
  98. {
  99. tmp_angle += (360 - (delta_angle - transition_angle)) / (nb_lines - 1);
  100. }else{
  101. tmp_angle += delta_angle - transition_angle;
  102. }
  103. break;
  104. case -1:
  105. if(i < nb_lines - 1)
  106. {
  107. tmp_angle += (360 - transition_angle) / (nb_lines - 1);
  108. }else{
  109. tmp_angle += transition_angle;
  110. }
  111. break;
  112. }
  113. if(tmp_angle >= 360)tmp_angle = tmp_angle - 359;
  114. }while(i < nb_lines);
  115. }