1 2 /* 3 The powerup display for textboxes. 4 E.g. when you get a life capsule or new weapon and 5 it shows you a picture of it. 6 */ 7 8 #include "../nx.h" 9 #include "ItemImage.h" 10 #include "ItemImage.fdh" 11 12 #define ITEMBOX_W 76 13 #define ITEMBOX_H 32 14 15 #define ITEMBOX_X 128 16 #define ITEMBOX_Y 120 17 18 /* 19 void c------------------------------() {} 20 */ 21 ResetState()22void TB_ItemImage::ResetState() 23 { 24 fVisible = false; 25 } 26 SetVisible(bool enable)27void TB_ItemImage::SetVisible(bool enable) 28 { 29 fVisible = enable; 30 } 31 SetSprite(int sprite,int frame)32void TB_ItemImage::SetSprite(int sprite, int frame) 33 { 34 fSprite = sprite; 35 fFrame = frame; 36 fYOffset = 1; 37 } 38 39 /* 40 void c------------------------------() {} 41 */ 42 Draw(void)43void TB_ItemImage::Draw(void) 44 { 45 if (!fVisible) 46 return; 47 48 // animate moving item downwards into box 49 int desty = (ITEMBOX_H / 2) - (sprites[fSprite].h / 2); 50 if (++fYOffset > desty) fYOffset = desty; 51 52 // draw the box frame 53 TextBox::DrawFrame(ITEMBOX_X, ITEMBOX_Y, ITEMBOX_W, ITEMBOX_H); 54 55 // draw the item 56 int x = ITEMBOX_X + ((ITEMBOX_W / 2) - (sprites[fSprite].w / 2)); 57 if (sprites[fSprite].w == 14) x--; // hack for ArmsIcons 58 59 draw_sprite(x, ITEMBOX_Y + fYOffset, fSprite, fFrame); 60 } 61 62 63 64 65 66