I've recently tried making an inventory system in allegro 5, where I draw a grid of squares 20x20 and drag-drop items around. The problem is, I can see the item sprite going under the actual grid that I drew, which is an unwanted effect. Here's my code:
if(draw)
{
draw = false;
al_draw_bitmap(image, item.posx, item.posy, 0);
if(mouseKey)
{
grab = true;
item.posx = mouse.posx - (item.boundx-5);
item.posy = mouse.posy - (item.boundy-5);
}
else if(mouseKey == false && grab == true)
{
for(int i = 0; i < mouse.posx; i += 20)
{
if(i < mouse.posx)
item.posx = i;
}
for(int j = 0; j < mouse.posy; j += 20)
{
if(j < mouse.posy)
{
item.posy = j;
}
}
grab = false;
}
for(int i = 0; i <= width; i += 20)
{
al_draw_line(i, 0, i, height, al_map_rgb(0, 0, 0), 1);
al_draw_line(0, i, width, i, al_map_rgb(0, 0, 0), 1);
}
al_flip_display();
al_clear_to_color(al_map_rgb(40,40,40));
}
(I know it's terribly written and un-optimized but I wrote it in about 10 minutes simply as a test)
How can I make it so the item sprite does not display the lines over it? Here's an example of my problem if I was too vague:
I'm using Codeblocks IDE on windows XP
Unless you fiddle with OpenGL settings, you're going to always get the things you draw last on top. So in this case, simply move al_draw_bitmap(image, item.posx, item.posy, 0);
to be directly above al_flip_display()
.
Note that you will have some problems because you are manipulating item.posx
and item.posy
in that section, so you'd have to first cache the results:
int x = item.posx;
int y = item.posy;
// ...
al_draw_bitmap(image, x, y, 0);
al_flip_display();
However, that's just a bandaid over the larger problem: you shouldn't be changing anything inside your drawing block. The entire if/else block should be elsewhere. i.e.:
if (event timer is a game tick)
{
do all logic stuff
draw = true
}
if (draw)
{
do all drawing stuff
draw = false;
}