More work on sakura, Xray and colour block effects implemented. Added Grid:drawCustom() to handle custom opacity/tint effects.
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@@ -410,4 +410,44 @@ function Grid:drawInvisible(opacity_function, garbage_opacity_function, lock_fla
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end
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end
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function Grid:drawCustom(colour_function, gamestate)
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--[[
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colour_function: (game, block, x, y, age) -> (R, G, B, A, outlineA)
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When called, calls the supplied function on every block passing the block itself as argument
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as well as coordinates and the grid_age value of the same cell.
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Should return a RGBA colour for the block, as well as the opacity of the stack outline (0 for no outline).
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gamestate: the gamemode instance itself to pass in colour_function
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]]
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for y = 5, 24 do
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for x = 1, 10 do
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local block = self.grid[y][x]
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if block ~= empty then
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local R, G, B, A, outline = colour_function(gamestate, block, x, y, self.grid_age[y][x])
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if self.grid[y][x].colour == "X" then
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A = 1
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end
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love.graphics.setColor(R, G, B, A)
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love.graphics.draw(blocks[self.grid[y][x].skin][self.grid[y][x].colour], 48+x*16, y*16)
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if outline > 0 and self.grid[y][x].colour ~= "X" then
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love.graphics.setColor(0.64, 0.64, 0.64, outline)
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love.graphics.setLineWidth(1)
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if y > 1 and self.grid[y-1][x] == empty then
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love.graphics.line(48.0+x*16, -0.5+y*16, 64.0+x*16, -0.5+y*16)
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end
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if y < 24 and self.grid[y+1][x] == empty then
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love.graphics.line(48.0+x*16, 16.5+y*16, 64.0+x*16, 16.5+y*16)
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end
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if x > 1 and self.grid[y][x-1] == empty then
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love.graphics.line(47.5+x*16, -0.0+y*16, 47.5+x*16, 16.0+y*16)
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end
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if x < 10 and self.grid[y][x+1] == empty then
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love.graphics.line(64.5+x*16, -0.0+y*16, 64.5+x*16, 16.0+y*16)
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end
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end
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end
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end
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end
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end
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return Grid
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