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points.cpp
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/*
* points.cpp
* kattMickisShooter
*
* Created by Erik Andersson on 2009-12-20.
* Copyright (c) 2010 Erik Andersson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include <iostream>
#include <sstream>
#include "mysdl.h"
#include "game.h"
#include "points.h"
Points::Points(Game *game): Sprite(game), _last_points(0)
{
_font = load_font(20);
_font_color.r = _font_color.g = _font_color.b = 0xFF;
renderPoints(0);
}
Points::~Points()
{
SDL_FreeSurface(_image);
}
void Points::renderPoints(long points)
{
_last_points = points;
std::stringstream pstr;
pstr << _last_points << " points";
// Clear old image
if ( _image )
SDL_FreeSurface(_image);
_image = TTF_RenderText_Blended(_font, pstr.str().c_str(), _font_color);
_rect = _image->clip_rect;
_rect.x = _game->size()->w - _rect.w - 40;
_rect.y = _game->size()->h - _rect.h - 10;
}
void Points::tick()
{
if ( _game->isPaused() )
return;
long points = _game->points();
if ( _last_points != points )
{
renderPoints(points);
}
}
void Points::draw()
{
if ( _game->isPaused() )
return;
SDL_BlitSurface(_image, NULL, _game->buffer(), &_rect);
}