“line_target”
"line_trail"
I do not understand something in ASKII version works, and in the tiles - no.
[code]/* Line drawing code, not really an animation but should be separated anyway */
void game::draw_line(const int x, const int y, const point center_point, std::vector ret)
{
if (u_see( x, y))
{
for (int i = 0; i < ret.size(); i++)
{
int mondex = mon_at(ret[i].x, ret[i].y),
npcdex = npc_at(ret[i].x, ret[i].y);
// NPCs and monsters get drawn with inverted colors
if (mondex != -1 && u_see(&(critter_tracker.find(mondex))))
{
critter_tracker.find(mondex).draw(w_terrain, center_point.x, center_point.y, true);
}
else if (npcdex != -1)
{
active_npc[npcdex]->draw(w_terrain, center_point.x, center_point.y, true);
}
else
{
m.drawsq(w_terrain, u, ret[i].x, ret[i].y, true,true,center_point.x, center_point.y);
}
}
}
tilecontext->init_draw_line(x,y,ret,"line_target", true);
}
void game::draw_line(const int x, const int y, std::vector vPoint)
{
for (int i = 1; i < vPoint.size(); i++)
{
m.drawsq(w_terrain, u, vPoint[i-1].x, vPoint[i-1].y, true, true);
}
mvwputch(w_terrain, POSY + (vPoint[vPoint.size()-1].y - (u.posy + u.view_offset_y)),
POSX + (vPoint[vPoint.size()-1].x - (u.posx + u.view_offset_x)), c_white, 'X');
tilecontext->init_draw_line(x,y,vPoint,"line_trail", false);
}
//*/[/code]
tilecontext->init_draw_line(x,y,ret,“line_target”, true);
tilecontext->init_draw_line(x,y,vPoint,“line_trail”, false);
Can anyone help?