Ejemplo n.º 1
0
        private void DrawScreen(int gameX, int gameY, int mapx, int mapY)
        {
            // Get currentLevelIndex and screen
            LevelIndex level        = levelMap.GetLevel(gameX, gameY);
            bool       invalidLevel = false;

            if (level == LevelIndex.None ||
                (levelFilter != LevelIndex.None && level != levelFilter))
            {
                return;
                ////if(!fillEmptySpots) return;

                ////if(levelFilter != LevelIndex.None)
                ////    level = levelFilter;
                ////else
                ////    level = GuessLevel(gameX, gameY);

                ////if(level == LevelIndex.Tourian)
                ////    level = LevelIndex.Kraid;

                ////invalidLevel = true;
            }

            Level levelData   = rom.GetLevel(level);
            int   screenIndex = rom.GetScreenIndex(gameX, gameY);

            if (screenIndex == 0xFF || invalidLevel)  // Blank screen
            {
                screenIndex = GetBlankScreenIndex(level);
            }



            Screen screen = levelData.Screens[screenIndex];

            // Load data into renderer
            renderer.Level         = levelData;
            renderer.SelectedEnemy = -1;

            // Apply paletteIndex
            //screen.ApplyLevelPalette(screenBitmap); // Sprites
            //renderer.ApplyPalette(screenBitmap, levelMap.GetAltPal(gameX, gameY)); // Backgrounds
            ScreenEditor.ApplyPalette(levelMap.GetAltPal(gameX, gameY), levelData, screenBitmap, HighlightEffect.Invert);

            // Render Screen
            renderer.DefaultPalette = screen.ColorAttributeTable;
            renderer.Clear();
            renderer.SelectedDoor = -1;
            renderer.DrawScreen(screenIndex);
            IList <EnemyInstance> enemies = hideEnemies ? null : screen.Enemies;

            renderer.Render(b, screenBitmap, enemies, screen.Doors, showPhysics);

            Rectangle source = new Rectangle(0, 0, ScreenWidth, ScreenHeight);
            Rectangle dest   = new Rectangle(
                mapx * ScreenWidth / scale, mapY * ScreenHeight / scale,
                ScreenWidth / scale, ScreenHeight / scale);

            gMap.DrawImage(screenBitmap, dest, source, GraphicsUnit.Pixel);
        }
Ejemplo n.º 2
0
        void Render()
        {
            Text = "Screen Browser [" + BaseIndex.ToString("x") + " - " + Math.Min(BaseIndex + 15, Level.Screens.Count - 1).ToString("x") + "]";

            gBuffer.Clear(Color.Black);
            gBuffer.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBilinear;
            gBuffer.PixelOffsetMode   = System.Drawing.Drawing2D.PixelOffsetMode.Half;

            renderer.Level = this.Level;
            //renderer.ApplyPalette(blitterBuffer, UseAlternatePalette);
            //var pal = blitterBuffer.Palette;
            //if (UseAlternatePalette) {
            //    Level.BgAltPalette.ApplyTable(pal.Entries,0);
            //    Level.BgAltPalette.ApplyTable(pal.Entries, 16);
            //    Level.SpriteAltPalette.ApplyTable(pal.Entries, 32);
            //} else {
            //    Level.BgPalette.ApplyTable(pal.Entries, 0);
            //    Level.BgPalette.ApplyTable(pal.Entries, 16);
            //    Level.SpritePalette.ApplyTable(pal.Entries, 32);
            //}
            //blitterBuffer.Palette = pal;
            ScreenEditor.ApplyPalette(UseAlternatePalette, Level, blitterBuffer, HighlightEffect.Invert);



            for (int x = 0; x < 4; x++)
            {
                for (int y = 0; y < 4; y++)
                {
                    int index = BaseIndex + x + y * 4;

                    if (index < Level.Screens.Count)
                    {
                        var screen = Level.Screens[index];

                        renderer.SelectedEnemy  = -1;
                        renderer.SelectedDoor   = -1;
                        renderer.DefaultPalette = screen.ColorAttributeTable;

                        renderer.Clear();
                        renderer.DrawScreen(index);
                        renderer.Render(blitter, blitterBuffer, screen.Enemies, screen.Doors, ShowPhysics);

                        Rectangle source = new Rectangle(0, 0, 256, 240);
                        Rectangle dest   = new Rectangle(cellPadding + cellSpacingX * x, cellPadding + cellSpacingY * y, cellWidth, cellHeight);

                        gBuffer.DrawImage(blitterBuffer, dest, source, GraphicsUnit.Pixel);

                        if (index == HighlightedScreen)
                        {
                            dest.Inflate(2, 2);
                            gBuffer.DrawRectangle(SystemPens.Highlight, dest);
                            dest.Inflate(1, 1);
                            gBuffer.DrawRectangle(SystemPens.Highlight, dest);
                        }
                    }
                }
            }
        }