| 10 | { |
| 11 | |
| 12 | void TileObjectBattleHazard::draw(Renderer &r, TileTransform &, Vec2<float> screenPosition, |
| 13 | TileViewMode mode, bool visible, int, bool, bool) |
| 14 | { |
| 15 | if (!visible) |
| 16 | { |
| 17 | return; |
| 18 | } |
| 19 | // Mode isn't used as TileView::tileToScreenCoords already transforms according to the mode |
| 20 | std::ignore = mode; |
| 21 | |
| 22 | auto h = hazard.lock(); |
| 23 | |
| 24 | if (h->ticksUntilVisible > 0) |
| 25 | { |
| 26 | return; |
| 27 | } |
| 28 | |
| 29 | Vec2<float> transformedScreenPos = screenPosition; |
| 30 | sp<Image> sprite; |
| 31 | switch (mode) |
| 32 | { |
| 33 | case TileViewMode::Isometric: |
| 34 | sprite = h->hazardType->getFrame(h->age, h->frame); |
| 35 | transformedScreenPos -= h->hazardType->doodadType->imageOffset; |
| 36 | break; |
| 37 | case TileViewMode::Strategy: |
| 38 | { |
| 39 | // No Hazards in strategy? |
| 40 | break; |
| 41 | } |
| 42 | default: |
| 43 | LogError("Unsupported view mode"); |
| 44 | } |
| 45 | if (sprite) |
| 46 | drawTinted(r, sprite, transformedScreenPos, visible); |
| 47 | } |
| 48 | |
| 49 | TileObjectBattleHazard::~TileObjectBattleHazard() = default; |
| 50 | |