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authorBertram <bertram@cegetel.net>2009-09-17 02:14:12 +0200
committerBertram <bertram@cegetel.net>2009-09-17 02:14:12 +0200
commitfde41392cde408af9ea269e00336e503294dfdd2 (patch)
treefbdda716c1d441b7d85e686e054e3346396a144d /src/flooritem.h
parent78134dc88b0b39b0d051392fa937418bcd384404 (diff)
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Partially (but mainly) resolved Mantis #753 by making monsters, NPC, and Floor Items visible even covered.
Next Step would be to add a caching system for multi-layered sprites + copy functions for SDL and OpenGL. Then, I'll be able to finish this, by making also players visible when covered... But Kage asked me (each and every hour) to do something else first ;)
Diffstat (limited to 'src/flooritem.h')
-rw-r--r--src/flooritem.h17
1 files changed, 17 insertions, 0 deletions
diff --git a/src/flooritem.h b/src/flooritem.h
index 61e88a70..a4c18547 100644
--- a/src/flooritem.h
+++ b/src/flooritem.h
@@ -94,12 +94,29 @@ class FloorItem : public Sprite
*/
void draw(Graphics *graphics, int offsetX, int offsetY) const;
+ /**
+ * Sets the alpha value of the floor item
+ */
+ void setAlpha(float alpha)
+ { mAlpha = alpha; }
+
+ /**
+ * Returns the current alpha opacity of the floor item.
+ */
+ virtual float getAlpha() const
+ { return mAlpha; }
+
+ /** We consider flooritems (at least for now) to be one layer-sprites */
+ virtual int getNumberOfLayers() const
+ { return 1; }
+
private:
int mId;
int mX, mY;
Item *mItem;
MapSprite mMapSprite;
Map *mMap;
+ float mAlpha;
};
#endif