52 lines
1.2 KiB
Plaintext
52 lines
1.2 KiB
Plaintext
; Here we draw stuff on screen. These are the dispatch
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; functions which will be called from the state dispatch
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; process.
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; Draw the current activated menu. This will be set from
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; the dispatcher. The events are controlled by the
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; HandleEventMenu() function.
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Procedure DrawMenu()
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DisplaySprite(GFXLogo, 160, 50)
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StartDrawing(ScreenOutput())
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Define Black = RGB(0, 0, 0)
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Define White = RGB(255, 255, 255)
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Define ActiveMenuItemColor = RGB(255, 0, 0)
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;DrawingFont(Font_H1)
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;DrawText(50, 50, *ActiveMenu\Title, white, black)
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Define Offset = 0
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Define FontColor = White
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ForEach *ActiveMenu\Entries()
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If *ActiveMenu\Entries()\Selected
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FontColor = ActiveMenuItemColor
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Else
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FontColor = White
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EndIf
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DrawingFont(Font_H2)
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DrawText(200, 350+(Offset*30), *ActiveMenu\Entries()\Label, FontColor, Black)
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Offset = Offset+1
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Next
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StopDrawing()
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EndProcedure
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Procedure DrawRunningGame()
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DrawMap()
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; FIXME: This does not work quite well ...
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;StartDrawing(ScreenOutput())
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;DrawPlayerNoise()
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;StopDrawing()
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CalculateShadow()
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DrawShadow()
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DrawPlayer()
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DrawHUD()
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EndProcedure
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