diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas
index 2e4dc8730c400582dc59085bb1515a2cbd20ef8f..3a9c79cf7b7102bce7e6e22e00dcd8e6008a491d 100644 (file)
--- a/src/game/g_gfx.pas
+++ b/src/game/g_gfx.pas
-(* Copyright (C) DooM 2D:Forever Developers
+(* Copyright (C) Doom 2D: Forever Developers
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * the Free Software Foundation, version 3 of the License ONLY.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
const
BLOOD_NORMAL = 0;
BLOOD_SPARKS = 1;
const
BLOOD_NORMAL = 0;
BLOOD_SPARKS = 1;
+ BLOOD_CSPARKS = 2;
+ BLOOD_COMBINE = 3;
ONCEANIM_NONE = 0;
ONCEANIM_SMOKE = 1;
ONCEANIM_NONE = 0;
ONCEANIM_SMOKE = 1;
procedure g_Mark (x, y, Width, Height: Integer; t: Byte; st: Boolean=true);
procedure g_GFX_Update ();
procedure g_Mark (x, y, Width, Height: Integer; t: Byte; st: Boolean=true);
procedure g_GFX_Update ();
-procedure g_GFX_Draw ();
-
var
gpart_dbg_enabled: Boolean = true;
var
gpart_dbg_enabled: Boolean = true;
//WARNING: only for Holmes!
function awmIsSetHolmes (x, y: Integer): Boolean; inline;
//WARNING: only for Holmes!
function awmIsSetHolmes (x, y: Integer): Boolean; inline;
+ type (* private state *)
+ TPartType = (Blood, Spark, Bubbles, Water);
+ TPartState = (Free, Normal, Stuck, Sleeping);
+ TFloorType = (Wall, LiquidIn, LiquidOut);
+ // Wall: floorY is just before floor
+ // LiquidIn: floorY is liquid *start* (i.e. just in a liquid)
+ // LiquidOut: floorY is liquid *end* (i.e. just out of a liquid)
+ TEnvType = (EAir, ELiquid, EWall); // where particle is now
+
+ // note: this MUST be record, so we can keep it in
+ // dynamic array and has sequential memory access pattern
+ PParticle = ^TParticle;
+ TParticle = record
+ x, y: Integer;
+ oldX, oldY: Integer;
+ velX, velY: Single;
+ accelX, accelY: Single;
+ state: TPartState;
+ particleType: TPartType;
+ red, green, blue: Byte;
+ alpha: Byte;
+ time, liveTime, waitTime: Word;
+ stickDX: Integer; // STATE_STICK: -1,1: stuck to a wall; 0: stuck to ceiling
+ justSticked: Boolean; // not used
+ floorY: Integer; // actually, floor-1; `Unknown`: unknown
+ floorType: TFloorType;
+ env: TEnvType; // where particle is now
+ ceilingY: Integer; // actually, ceiling+1; `Unknown`: unknown
+ wallEndY: Integer; // if we stuck to a wall, this is where wall ends
+
+ //k8: sorry, i have to emulate virtual methods this way, 'cause i haet `Object`
+ procedure thinkerBloodAndWater ();
+ procedure thinkerSpark ();
+ procedure thinkerBubble ();
+
+ procedure findFloor (force: Boolean=false); // this updates `floorY` if forced or Unknown
+ procedure findCeiling (force: Boolean=false); // this updates `ceilingY` if forced or Unknown
+
+ procedure freeze (); inline; // remove velocities and acceleration
+ procedure sleep (); inline; // switch to sleep mode
+
+ function checkAirStreams (): Boolean; // `true`: affected by air stream
+
+ function alive (): Boolean; inline;
+ procedure die (); inline;
+ procedure think (); inline;
+ end;
+
+ TOnceAnim = record
+ AnimType: Byte;
+ x, y: Integer;
+ oldX, oldY: Integer;
+ Animation: TAnimation;
+ end;
+
+ var (* private state *)
+ Particles: array of TParticle = nil;
+ OnceAnims: array of TOnceAnim = nil;
implementation
uses
implementation
uses
- g_map, g_panel, g_basic, Math, e_graphics, GL, GLExt,
+ {$INCLUDE ../nogl/noGLuses.inc}
+ g_map, g_panel, g_basic, Math, e_graphics,
g_options, g_console, SysUtils, g_triggers, MAPDEF,
g_game, g_language, g_net, utils, xprofiler;
g_options, g_console, SysUtils, g_triggers, MAPDEF,
g_game, g_language, g_net, utils, xprofiler;
const
Unknown = Integer($7fffffff);
const
Unknown = Integer($7fffffff);
-
-type
- TPartType = (Blood, Spark, Bubbles, Water);
- TPartState = (Free, Normal, Stuck, Sleeping);
- TFloorType = (Wall, LiquidIn, LiquidOut);
- // Wall: floorY is just before floor
- // LiquidIn: floorY is liquid *start* (i.e. just in a liquid)
- // LiquidOut: floorY is liquid *end* (i.e. just out of a liquid)
- TEnvType = (EAir, ELiquid, EWall); // where particle is now
-
- // note: this MUST be record, so we can keep it in
- // dynamic array and has sequential memory access pattern
- PParticle = ^TParticle;
- TParticle = record
- x, y: Integer;
- velX, velY: Single;
- accelX, accelY: Single;
- state: TPartState;
- particleType: TPartType;
- red, green, blue: Byte;
- alpha: Byte;
- time, liveTime: Word;
- stickDX: Integer; // STATE_STICK: -1,1: stuck to a wall; 0: stuck to ceiling
- justSticked: Boolean; // not used
- floorY: Integer; // actually, floor-1; `Unknown`: unknown
- floorType: TFloorType;
- env: TEnvType; // where particle is now
- ceilingY: Integer; // actually, ceiling+1; `Unknown`: unknown
- wallEndY: Integer; // if we stuck to a wall, this is where wall ends
-
- //k8: sorry, i have to emulate virtual methods this way, 'cause i haet `Object`
- procedure thinkerBloodAndWater ();
- procedure thinkerSpark ();
- procedure thinkerBubble ();
-
- procedure findFloor (force: Boolean=false); // this updates `floorY` if forced or Unknown
- procedure findCeiling (force: Boolean=false); // this updates `ceilingY` if forced or Unknown
-
- procedure freeze (); inline; // remove velocities and acceleration
- procedure sleep (); inline; // switch to sleep mode
-
- function checkAirStreams (): Boolean; // `true`: affected by air stream
-
- function alive (): Boolean; inline;
- procedure die (); inline;
- procedure think (); inline;
- end;
-
- TOnceAnim = record
- AnimType: Byte;
- x, y: Integer;
- Animation: TAnimation;
- end;
-
-
var
var
- Particles: array of TParticle = nil;
- OnceAnims: array of TOnceAnim = nil;
MaxParticles: Integer = 0;
CurrentParticle: Integer = 0;
// awakeMap has one bit for each map grid cell; on g_Mark,
MaxParticles: Integer = 0;
CurrentParticle: Integer = 0;
// awakeMap has one bit for each map grid cell; on g_Mark,
function TParticle.checkAirStreams (): Boolean;
var
pan: TPanel;
function TParticle.checkAirStreams (): Boolean;
var
pan: TPanel;
+ r: Integer;
begin
pan := g_Map_PanelAtPoint(x, y, GridTagLift);
begin
pan := g_Map_PanelAtPoint(x, y, GridTagLift);
- result := (pan <> nil);
+ result := (pan <> nil) and WordBool(pan.PanelType and (PANEL_LIFTUP or PANEL_LIFTDOWN or PANEL_LIFTLEFT or PANEL_LIFTRIGHT));
+ r := Random(3);
if result then
begin
if result then
begin
- if ((pan.PanelType and PANEL_LIFTUP) <> 0) then
- begin
- if (velY > -4-Random(3)) then velY -= 0.8;
- if (abs(velX) > 0.1) then velX -= velX/10.0;
- velX += (Random-Random)*0.2;
- accelY := 0.15;
- end
- else if ((pan.PanelType and PANEL_LIFTLEFT) <> 0) then
- begin
- if (velX > -8-Random(3)) then velX -= 0.8;
- accelY := 0.15;
- end
- else if ((pan.PanelType and PANEL_LIFTRIGHT) <> 0) then
- begin
- if (velX < 8+Random(3)) then velX += 0.8;
- accelY := 0.15;
- end
- else
- begin
- result := false;
+ case pan.LiftType of
+ LIFTTYPE_UP:
+ begin
+ if (velY > -1-r) then velY -= 0.8;
+ if (abs(velX) > 0.1) then velX -= velX/10.0;
+ velX += (Random-Random)*0.2;
+ accelY := 0.15;
+ end;
+ LIFTTYPE_DOWN:
+ begin
+ if (velY < 1+r) then velY += 0.8;
+ accelY := 0.15;
+ end;
+ LIFTTYPE_LEFT:
+ begin
+ if (velX > -8-r) then velX -= (8+r) div 2;
+ accelY := 0.15;
+ end;
+ LIFTTYPE_RIGHT:
+ begin
+ if (velX < 8+r) then velX += (8+r) div 2;
+ accelY := 0.15;
+ end;
+ else
+ result := false;
end;
// awake
if result and (state = TPartState.Sleeping) then state := TPartState.Normal;
end;
// awake
if result and (state = TPartState.Sleeping) then state := TPartState.Normal;
ex: Integer;
begin
if (not force) and (ceilingY <> Unknown) then exit;
ex: Integer;
begin
if (not force) and (ceilingY <> Unknown) then exit;
- if (nil = g_Map_traceToNearest(x, y, x, g_Map_MinY, GridTagObstacle, @ex, @ceilingY)) then
+ if (nil = g_Map_traceToNearest(x, y, x, g_Map_MinY, GridTagSolid, @ex, @ceilingY)) then
begin
ceilingY := g_Map_MinY-2;
end;
begin
ceilingY := g_Map_MinY-2;
end;
end;
begin
end;
begin
+ oldx := x;
+ oldy := y;
// awake sleeping particle, if necessary
if awakeDirty then
begin
// awake sleeping particle, if necessary
if awakeDirty then
begin
pan: TPanel;
dx, dy: SmallInt;
ex, ey: Integer;
pan: TPanel;
dx, dy: SmallInt;
ex, ey: Integer;
- checkEnv: Boolean;
+ checkEnv, inAir, inStep: Boolean;
floorJustTraced: Boolean;
{$IF DEFINED(D2F_DEBUG_FALL_MPLAT)}
oldFloorY: Integer;
floorJustTraced: Boolean;
{$IF DEFINED(D2F_DEBUG_FALL_MPLAT)}
oldFloorY: Integer;
dx := round(velX);
dy := round(velY);
dx := round(velX);
dy := round(velY);
- if (state = TPartState.Normal) then checkAirStreams();
+ inAir := checkAirStreams();
// gravity, if not stuck
if (state <> TPartState.Stuck) and (abs(velX) < 0.1) and (abs(velY) < 0.1) then
// gravity, if not stuck
if (state <> TPartState.Stuck) and (abs(velX) < 0.1) and (abs(velY) < 0.1) then
if (dx <> 0) then
begin
// has some horizontal velocity
if (dx <> 0) then
begin
// has some horizontal velocity
- pan := g_Map_traceToNearest(x, y, x+dx, y+dy, GridTagObstacle, @ex, @ey);
+ inStep := False;
+ pan := g_Map_traceToNearest(x, y, x+dx, y+dy, GridTagSolid, @ex, @ey);
+ if (pan = nil) and (dy >= 0) then
+ begin
+ // do not stuck inside step
+ if g_Map_traceToNearest(x, y, x, y, GridTagStep, nil, nil) = nil then
+ // check for step panel below
+ pan := g_Map_traceToNearest(x, y, x, y+dy, GridTagStep, nil, @ey);
+ inStep := pan <> nil;
+ if inStep then
+ begin
+ // stick to panel edges
+ if ex < pan.X then
+ ex := pan.X
+ else if ex > pan.X + pan.Width - 1 then
+ ex := pan.X + pan.Width - 1;
+ end;
+ end;
checkEnv := (x <> ex);
x := ex;
y := ey;
checkEnv := (x <> ex);
x := ex;
y := ey;
end;
if (pan <> nil) then
begin
end;
if (pan <> nil) then
begin
- // we stuck
- // the only case when we can have both ceiling and wall is corner; stick to wall in this case
- // check if we stuck to a wall
- if (dx < 0) then dx := -1 else dx := 1;
- if (g_Map_PanelAtPoint(x+dx, y, GridTagObstacle) <> nil) then
- begin
- // stuck to a wall
- stickToWall(dx);
- end
+ if inStep then
+ stickToWall(dx)
else
begin
else
begin
- // stuck to a ceiling
- stickToCeiling();
+ // we stuck
+ // the only case when we can have both ceiling and wall is corner; stick to wall in this case
+ // check if we stuck to a wall
+ if (dx < 0) then dx := -1 else dx := 1;
+ if (g_Map_PanelAtPoint(x+dx, y, GridTagSolid) <> nil) then
+ begin
+ // stuck to a wall
+ stickToWall(dx);
+ end
+ else
+ begin
+ // stuck to a ceiling
+ stickToCeiling();
+ end;
end;
end;
end
end;
end;
end
if (y <> floorY) then continue;
end;
// environment didn't changed
if (y <> floorY) then continue;
end;
// environment didn't changed
- hitAFloor();
+ if not inAir then hitAFloor();
break; // done with vertical movement
end;
TFloorType.LiquidIn: // entering the liquid
break; // done with vertical movement
end;
TFloorType.LiquidIn: // entering the liquid
findFloor(true); // force rescan
if (floorType = TFloorType.Wall) and (floorY = y) then
begin
findFloor(true); // force rescan
if (floorType = TFloorType.Wall) and (floorY = y) then
begin
- hitAFloor();
+ if not inAir then hitAFloor();
break; // done with vertical movement
end;
end;
break; // done with vertical movement
end;
end;
begin
if (env = TEnvType.ELiquid) then
begin
begin
if (env = TEnvType.ELiquid) then
begin
- time += 1;
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
if (liveTime <= 0) then begin die(); exit; end;
ex := 255-trunc(255.0*time/liveTime);
if (ex <= 10) then begin die(); exit; end;
if (liveTime <= 0) then begin die(); exit; end;
ex := 255-trunc(255.0*time/liveTime);
if (ex <= 10) then begin die(); exit; end;
begin
// water will disappear in any liquid
if (env = TEnvType.ELiquid) then begin die(); exit; end;
begin
// water will disappear in any liquid
if (env = TEnvType.ELiquid) then begin die(); exit; end;
- time += 1;
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
// dry water
if (liveTime <= 0) then begin die(); exit; end;
ex := 255-trunc(255.0*time/liveTime);
// dry water
if (liveTime <= 0) then begin die(); exit; end;
ex := 255-trunc(255.0*time/liveTime);
begin
g_GFX_SparkVel(fX, fY, 2+Random(2), -vx div 2, -vy div 2, devX, devY);
exit;
begin
g_GFX_SparkVel(fX, fY, 2+Random(2), -vx div 2, -vy div 2, devX, devY);
exit;
+ end
+ else if (kind = BLOOD_CSPARKS) OR (kind = BLOOD_COMBINE) then
+ begin
+ g_GFX_SparkVel(fX, fY, count, -vx div 2, -vy div 2, devX, devY);
+ if kind <> BLOOD_COMBINE then exit
end;
l := Length(Particles);
end;
l := Length(Particles);
begin
x := fX-devX1+Random(devX2);
y := fY-devY1+Random(devY2);
begin
x := fX-devX1+Random(devX2);
y := fY-devY1+Random(devY2);
+ oldx := x;
+ oldy := y;
// check for level bounds
if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
// in what environment we are starting in?
// check for level bounds
if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
// in what environment we are starting in?
- pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid));
+ pan := g_Map_PanelAtPoint(x, y, (GridTagSolid or GridTagLiquid));
if (pan <> nil) then
begin
// either in a wall, or in a liquid
if (pan <> nil) then
begin
// either in a wall, or in a liquid
- if ((pan.tag and GridTagObstacle) <> 0) then continue; // don't spawn in walls
+ if ((pan.tag and GridTagSolid) <> 0) then continue; // don't spawn in walls
env := TEnvType.ELiquid;
end
else
env := TEnvType.ELiquid;
end
else
state := TPartState.Normal;
time := 0;
liveTime := 120+Random(40);
state := TPartState.Normal;
time := 0;
liveTime := 120+Random(40);
+ waitTime := 20;
floorY := Unknown;
ceilingY := Unknown;
end;
floorY := Unknown;
ceilingY := Unknown;
end;
accelY := 0.8;
end;
accelY := 0.8;
end;
+ oldx := x;
+ oldy := y;
+
// check for level bounds
if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
// check for level bounds
if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
state := TPartState.Normal;
time := 0;
liveTime := 60+Random(60);
state := TPartState.Normal;
time := 0;
liveTime := 60+Random(60);
+ waitTime := 120;
floorY := Unknown;
ceilingY := Unknown;
end;
floorY := Unknown;
ceilingY := Unknown;
end;
if (velY > -4) then velY += accelY;
if (velY > -4) then velY += accelY;
- time += 1;
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
end;
end;
begin
x := fX-devX1+Random(devX2);
y := fY-devY1+Random(devY2);
begin
x := fX-devX1+Random(devX2);
y := fY-devY1+Random(devY2);
+ oldx := x;
+ oldy := y;
// check for level bounds
if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
// check for level bounds
if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
particleType := TPartType.Bubbles;
time := 0;
liveTime := 65535;
particleType := TPartType.Bubbles;
time := 0;
liveTime := 65535;
+ waitTime := 0;
end;
if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1;
end;
if (CurrentParticle >= MaxParticles-1) then CurrentParticle := 0 else CurrentParticle += 1;
if (dx <> 0) then
begin
// has some horizontal velocity
if (dx <> 0) then
begin
// has some horizontal velocity
- pan := g_Map_traceToNearest(x, y, x+dx, y+dy, (GridTagObstacle or GridTagLiquid), @ex, @ey);
+ pan := g_Map_traceToNearest(x, y, x+dx, y+dy, (GridTagSolid or GridTagLiquid), @ex, @ey);
if (x <> ex) then begin floorY := Unknown; ceilingY := Unknown; end; // dunno yet
x := ex;
y := ey;
if (x <> ex) then begin floorY := Unknown; ceilingY := Unknown; end; // dunno yet
x := ex;
y := ey;
//writeln('spark1: pos=(', x, ',', y, '); delta=(', velX:6:3, ',', velY:6:3, '); state=', state, '; ceilingY=', ceilingY, '; floorY=', floorY);
//writeln('spark1: pos=(', x, ',', y, '); delta=(', velX:6:3, ',', velY:6:3, '); state=', state, '; ceilingY=', ceilingY, '; floorY=', floorY);
- time += 1;
+ if waitTime > 0 then
+ waitTime -= 1
+ else
+ time += 1;
end;
end;
begin
x := fX-devX1+Random(devX2);
y := fY-devY1+Random(devY2);
begin
x := fX-devX1+Random(devX2);
y := fY-devY1+Random(devY2);
+ oldx := x;
+ oldy := y;
// check for level bounds
if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
// in what environment we are starting in?
// check for level bounds
if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
// in what environment we are starting in?
- pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid));
+ pan := g_Map_PanelAtPoint(x, y, (GridTagSolid or GridTagLiquid));
if (pan <> nil) then
begin
// either in a wall, or in a liquid
if (pan <> nil) then
begin
// either in a wall, or in a liquid
- //if ((pan.tag and GridTagObstacle) <> 0) then continue; // don't spawn in walls
+ //if ((pan.tag and GridTagSolid) <> 0) then continue; // don't spawn in walls
//env := TEnvType.ELiquid;
continue;
end
//env := TEnvType.ELiquid;
continue;
end
state := TPartState.Normal;
time := 0;
liveTime := 30+Random(60);
state := TPartState.Normal;
time := 0;
liveTime := 30+Random(60);
+ waitTime := 0;
floorY := Unknown;
ceilingY := Unknown;
end;
floorY := Unknown;
ceilingY := Unknown;
end;
begin
x := fX-devX1+Random(devX2);
y := fY-devY1+Random(devY2);
begin
x := fX-devX1+Random(devX2);
y := fY-devY1+Random(devY2);
+ oldx := x;
+ oldy := y;
// check for level bounds
if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
// in what environment we are starting in?
// check for level bounds
if (x < g_Map_MinX) or (y < g_Map_MinY) or (x > g_Map_MaxX) or (y > g_Map_MaxY) then continue;
// in what environment we are starting in?
- pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid));
+ pan := g_Map_PanelAtPoint(x, y, (GridTagSolid or GridTagLiquid));
if (pan <> nil) then
begin
// either in a wall, or in a liquid
if (pan <> nil) then
begin
// either in a wall, or in a liquid
- //if ((pan.tag and GridTagObstacle) <> 0) then continue; // don't spawn in walls
+ //if ((pan.tag and GridTagSolid) <> 0) then continue; // don't spawn in walls
//env := TEnvType.ELiquid;
continue;
end
//env := TEnvType.ELiquid;
continue;
end
state := TPartState.Normal;
time := 0;
liveTime := 30+Random(60);
state := TPartState.Normal;
time := 0;
liveTime := 30+Random(60);
+ waitTime := 0;
floorY := Unknown;
ceilingY := Unknown;
end;
floorY := Unknown;
ceilingY := Unknown;
end;
for a := 0 to High(OnceAnims) do
if OnceAnims[a].Animation <> nil then
begin
for a := 0 to High(OnceAnims) do
if OnceAnims[a].Animation <> nil then
begin
+ OnceAnims[a].oldx := OnceAnims[a].x;
+ OnceAnims[a].oldy := OnceAnims[a].y;
+
case OnceAnims[a].AnimType of
ONCEANIM_SMOKE:
begin
case OnceAnims[a].AnimType of
ONCEANIM_SMOKE:
begin
end;
end;
end;
end;
-
-procedure g_GFX_Draw ();
-var
- a, len: Integer;
-begin
- if not gpart_dbg_enabled then exit;
-
- if (Particles <> nil) then
- begin
- glDisable(GL_TEXTURE_2D);
- glPointSize(2);
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glBegin(GL_POINTS);
-
- len := High(Particles);
- for a := 0 to len do
- begin
- with Particles[a] do
- begin
- if not alive then continue;
- if (x >= sX) and (y >= sY) and (x <= sX+sWidth) and (sY <= sY+sHeight) then
- begin
- glColor4ub(red, green, blue, alpha);
- glVertex2f(x+0.37, y+0.37);
- end;
- end;
- end;
-
- glEnd();
-
- glDisable(GL_BLEND);
- end;
-
- if (OnceAnims <> nil) then
- begin
- len := High(OnceAnims);
- for a := 0 to len do
- begin
- if (OnceAnims[a].Animation <> nil) then
- begin
- with OnceAnims[a] do Animation.Draw(x, y, M_NONE);
- end;
- end;
- end;
-end;
-
-
end.
end.