#ifndef IMAGE_H
#define IMAGE_H
SDL_Surface *screen;
SDL_Surface *space;
SDL_Surface *space_2;
SDL_Surface *player_up, *player_rt, *player_dn, *player_lt, *player;
SDL_Surface *ship_up, *ship_rt, *ship_dn, *ship_lt;
SDL_Surface *ship_2;
SDL_Surface *planet_1;
SDL_Surface *planet_2;
SDL_Surface *sputnik_1;
SDL_Surface *sputnik_2;
SDL_Surface *arrow_up, *arrow_rt, *arrow_dn, *arrow_lt;
SDL_Surface *menu, *inv, *battle;
SDL_Surface *p_beam, *e_beam;
SDL_Surface *boom_1,*boom_2,*boom_3,*boom_4,*boom_5,*boom_6,*boom_7,*boom_8,*boom_9,*boom_10,*p_rocket;
//загрузка картинок
SDL_Surface *load_image( std::string filename )
{
//The image that's loaded
SDL_Surface* loadedImage = NULL;
//The optimized image that will be used
SDL_Surface* optimizedImage = NULL;
//Load the image
loadedImage = IMG_Load( filename.c_str() );
//If the image loaded
if( loadedImage != NULL )
{
//Create an optimized image
optimizedImage = SDL_DisplayFormatAlpha( loadedImage );
//Free the old image
SDL_FreeSurface( loadedImage );
}
//Return the optimized image
return optimizedImage;
}
//проÑто нариÑовать картинку
void img_draw ( SDL_Surface *img, int x, int y )
{
SDL_Rect dest;
dest.x = x;
dest.y = y;
SDL_BlitSurface ( img, NULL, screen, &dest );
}
//риÑует закрашенный прÑмоугольник
void img_rect ( int x, int y, int w, int h, Uint8 R = 255, Uint8 G = 255, Uint8 B = 255 )
{
Uint32 color = SDL_MapRGB ( screen->format, R, G, B );
SDL_Rect dest;
dest.x = x;
dest.y = y;
dest.w = w;
dest.h = h;
SDL_FillRect ( screen, &dest, color );
}
//риÑует (или печатает) текÑÑ‚ на Ñкране - ÑÐ°Ð¼Ð°Ñ Ñ‚Ð¾Ñ€Ð¼Ð¾Ð·ÑÑ‰Ð°Ñ Ñ„ÑƒÐ½ÐºÑ†Ð¸Ñ Ð² игре,
//но разрабатывать еще и Ñвои шрифты откровенно лень
void img_text ( char message[200], int size, int x, int y, Uint8 R = 0, Uint8 G = 0, Uint8 B = 0 )
{
SDL_Color color = {R, G, B, 0};
SDL_Rect dest;
dest.x = x;
dest.y = y;
//Ñ Ñ‚Ñ€ÑƒÐ´Ð¾Ð¼ добытый шрифт, чтобы кириллица работала
TTF_Font *fnt = TTF_OpenFont ( "un1251n.ttf", size );
SDL_Surface *sText = TTF_RenderText_Blended ( fnt, message, color );
SDL_BlitSurface ( sText, NULL, screen, &dest );
SDL_FreeSurface ( sText );
TTF_CloseFont ( fnt );
}
#endif