Added display showing information about selected vertex
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@ -152,7 +152,7 @@ bool DrawUtils::transpare(SDL_Surface* surface, int r, int g, int b)
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// Modified from
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// http://www.parallelrealities.co.uk/tutorials/basic/tutorial7.php
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void DrawUtils::draw_text(SDL_Surface* display, string text, int x, int y,
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TTF_Font *font, bool center_x, bool center_y)
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TTF_Font *font)
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{
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SDL_Rect dest;
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SDL_Surface *surface;
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@ -174,8 +174,8 @@ void DrawUtils::draw_text(SDL_Surface* display, string text, int x, int y,
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}
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/* Blit the surface */
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dest.x = (center_x ? (display->w - surface->w) / 2 : x);
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dest.y = (center_y ? (display->h - surface->h) / 2 : y);
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dest.x = x;
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dest.y = y;
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dest.w = surface->w;
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dest.h = surface->h;
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@ -25,7 +25,7 @@ class DrawUtils
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static void draw_circle_filled(SDL_Surface* dest, Sint16 x, Sint16 y, Uint16 r, Uint32 colour);
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static void draw_text(SDL_Surface* display, string text, int x, int y,
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TTF_Font *font, bool center_x, bool center_y);
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TTF_Font *font);
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// transpare (v) - to make transparent
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// this function makes a particular color key on a surface transparent
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30
game.cpp
30
game.cpp
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@ -85,9 +85,9 @@ void Game::render()
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v->colour);
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DrawUtils::draw_text(display,
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"str " + itos(data.calculate_strength(v)),
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v->x, v->y, font, 0, 0);
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v->x, v->y, font);
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DrawUtils::draw_text(display, "hp " + itos(v->score),
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v->x, v->y + 13, font, 0, 0);
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v->x, v->y + 13, font);
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for (list<Vertex*>::iterator subcursor = v->neighbors.begin();
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@ -99,17 +99,40 @@ void Game::render()
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}
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}
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// Finally, ring the selected vertex
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// Finally, ring the selected vertex and write info about it
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if (data.get_current_vertex() != NULL)
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{
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Vertex* v = data.get_current_vertex();
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DrawUtils::draw_circle(display, v->x, v->y, v->r + 5, 0x000000);
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draw_stats(v);
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}
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SDL_Flip(display);
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}
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void Game::draw_stats(Vertex* v)
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{
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int num_lines = 4;
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int x = 20;
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int y = display->h - (num_lines * 14) - 20;
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DrawUtils::draw_text(display, "player:", x, y, font);
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DrawUtils::draw_text(display, "str:", x, y + 14, font);
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DrawUtils::draw_text(display, itos(data.calculate_strength(v)),
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x + 50, y + 14, font);
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DrawUtils::draw_text(display, "def:", x, y + 28, font);
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DrawUtils::draw_text(display, itos(data.calculate_strength(v)),
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x + 50, y + 28, font);
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DrawUtils::draw_text(display, "hp:", x, y + 42, font);
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DrawUtils::draw_text(display, itos(v->score), x + 50, y + 42, font);
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}
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void Game::on_lbutton_down(int x, int y)
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{
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if (!data.endgame()) data.handle_click(x, y);
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@ -128,4 +151,5 @@ void Game::on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode)
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if (sym == SDLK_a) data.set_mode(MODE_ATTACK);
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if (sym == SDLK_m) data.set_mode(MODE_MOVE);
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if (sym == SDLK_b) data.set_mode(MODE_BUILD);
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if (sym == SDLK_s) data.set_mode(MODE_SELECT);
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}
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1
game.h
1
game.h
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@ -33,6 +33,7 @@ class Game : public GameState
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void on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode);
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private:
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void draw_stats(Vertex* v);
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// data
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GameData data;
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@ -107,14 +107,15 @@ bool GameData::add_vertex(int x, int y, int z, int r, int colour)
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// this is the special case for adding the first vertex for each player
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if (!turn->has_played())
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{
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Graph::add_vertex(x, y, z, r, colour, 10);
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if (Graph::add_vertex(x, y, z, r, colour, 10))
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{
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#ifdef DEBUG
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fprintf(stderr, "debug: GameData::add_vertex(): strength=%2.f\n",
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calculate_strength(*(vertices.rbegin())));
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fprintf(stderr, "debug: GameData::add_vertex(): strength=%2.f\n", calculate_strength(*(vertices.rbegin())));
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#endif
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toggle_turn();
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return true;
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}
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}
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return false;
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}
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