Merge branch 'dev' of git.planet-casio.com:Slyvtt/Collab_RPG into dev
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@ -33,6 +33,7 @@ set(SOURCES
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src/dialogs.c
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src/npc.c
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src/events.c
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src/animation.c
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# ...
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)
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# Shared assets, fx-9860G-only assets and fx-CG-50-only assets
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Before Width: | Height: | Size: 221 B After Width: | Height: | Size: 382 B |
Before Width: | Height: | Size: 206 B After Width: | Height: | Size: 327 B |
Before Width: | Height: | Size: 222 B After Width: | Height: | Size: 343 B |
Before Width: | Height: | Size: 220 B After Width: | Height: | Size: 344 B |
Before Width: | Height: | Size: 238 B After Width: | Height: | Size: 380 B |
Before Width: | Height: | Size: 208 B After Width: | Height: | Size: 324 B |
Before Width: | Height: | Size: 110 B After Width: | Height: | Size: 134 B |
Before Width: | Height: | Size: 107 B After Width: | Height: | Size: 126 B |
31
src/animation.c
Normal file
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@ -0,0 +1,31 @@
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#include <gint/display.h>
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#include "animation.h"
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void animation_new(Animation *animation, bopti_image_t *image,
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unsigned char len, unsigned short frame_ms) {
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animation->image = image;
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animation->frame = 0;
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animation->len = len;
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animation->frame_ms = frame_ms;
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animation->current_ms = 0;
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animation->width = image->width/len;
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animation->height = image->height;
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animation->wrap_dest = 0;
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}
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void animation_draw(Animation *animation, int x, int y) {
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dsubimage(x, y, animation->image, animation->frame*animation->width, 0,
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animation->width, animation->height, DIMAGE_NONE);
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}
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void animation_update(Animation *animation, unsigned short frame_ms) {
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animation->current_ms += frame_ms;
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while(animation->current_ms > animation->frame_ms){
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animation->frame++;
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if(animation->frame >= animation->len){
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animation->frame = animation->wrap_dest;
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}
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animation->current_ms -= animation->frame_ms;
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}
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}
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27
src/animation.h
Normal file
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@ -0,0 +1,27 @@
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#ifndef ANIMATION_H
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#define ANIMATION_H
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#include "config.h"
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typedef struct {
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unsigned char frame : 8;
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bopti_image_t *image;
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unsigned char len : 8;
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unsigned short frame_ms : 16;
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int current_ms : 32;
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unsigned short width : 16;
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unsigned short height : 16;
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unsigned char wrap_dest : 8;
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} Animation;
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/* TODO: Doc! */
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void animation_new(Animation *animation, bopti_image_t *image,
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unsigned char len, unsigned short frame_ms);
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/* TODO: Doc! */
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void animation_draw(Animation *animation, int x, int y);
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/* TODO: Doc! */
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void animation_update(Animation *animation, unsigned short frame_ms);
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#endif
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@ -209,3 +209,8 @@ void game_get_inputs(Game *game) {
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#endif // USB_FEATURE
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}
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void game_update_animations(Game *game, unsigned char ms) {
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animation_update(&game->npc_animation, ms);
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animation_update(&game->player.animation, ms);
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}
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@ -5,6 +5,7 @@
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#include <gint/display.h>
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#include <stdint.h>
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#include "animation.h"
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/* The direction where the player is going to. */
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typedef enum { D_UP, D_DOWN, D_LEFT, D_RIGHT } Direction;
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@ -34,6 +35,8 @@ typedef struct {
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/* the player is interacting with a NPC */
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bool isInteractingWithNPC;
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bool is_male;
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Animation animation;
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} Player;
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typedef struct {
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@ -173,6 +176,8 @@ typedef struct {
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bool debug_player;
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bool debug_extra;
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Animation npc_animation;
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int mana; /* Only for testing events TODO: Remove this! */
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} Game;
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@ -201,4 +206,7 @@ void game_render_indicator(Game *game);
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*/
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void game_get_inputs(Game *game);
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/* TODO: Doc! */
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void game_update_animations(Game *game, unsigned char ms);
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#endif
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15
src/main.c
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@ -28,13 +28,16 @@
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#include <stdlib.h>
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extern bopti_image_t player_face_img;
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extern bopti_image_t player_male_img;
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extern bopti_image_t tiny_npc_male;
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extern Map *worldRPG[];
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/* Game data (defined in "game.h")*/
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Game game = {
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NULL,
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{12 * PXSIZE, 36 * PXSIZE, 0, 0, 100, SPEED, false, 0, false, false, true},
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{12 * PXSIZE, 36 * PXSIZE, 0, 0, 100, SPEED, false, 0, false, false, true,
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{}},
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{{}, {}, 0},
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false,
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false,
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@ -45,6 +48,7 @@ Game game = {
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false,
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false,
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false,
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{},
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100};
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/* screen capture management code. TODO: Clean this up! */
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@ -107,6 +111,12 @@ int main(void) {
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timer_start(timer);
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game.map_level = worldRPG[0];
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/* NPC animation */
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animation_new(&game.npc_animation, &tiny_npc_male, 3, 250);
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/* Player animation */
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animation_new(&game.player.animation, &player_male_img, 3, 250);
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/* Wrapping back to 1 to skip the idle frame. */
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game.player.animation.wrap_dest = 1;
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events_init_handler(&game.handler);
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events_bind_variable(&game.handler, (int *)&game.player.life, "life");
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events_bind_variable(&game.handler, &game.mana, "mana");
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@ -189,6 +199,9 @@ int main(void) {
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/* Run the game at max. 50fps */
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while(game.frame_duration < 20)
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sleep();
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/* Calling it here to get the real frame duration (there is a lot of lag
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on cg) */
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game_update_animations(&game, (unsigned char)game.frame_duration);
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/* Reset frame_duration for the next frame */
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game.frame_duration = 0;
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} while(!game.exittoOS); // want to exit ?
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30
src/npc.c
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@ -260,8 +260,9 @@ void update_npc(NPC *npc) {
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bopti_image_t *npc_sprites[FACES] = {&tiny_npc_male, &tiny_npc_female,
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&tiny_npc_milkman, &tiny_npc_police};
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void npc_draw_single(NPC *npc, Player *pl) {
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void npc_draw_single(NPC *npc, Game *game) {
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Player *pl = &game->player;
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/* Render the path if in debug and it has one*/
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#if DEBUGMODE
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if(npc->hasPath) {
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@ -270,16 +271,16 @@ void npc_draw_single(NPC *npc, Player *pl) {
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int16_t deltaX1 =
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((int16_t)(npc->x + npc->xpath[v % NbPoints]) * PXSIZE) -
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(int16_t)pl->wx;
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(int16_t)pl->x;
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int16_t deltaY1 =
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((int16_t)(npc->y + npc->ypath[v % NbPoints]) * PXSIZE) -
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(int16_t)pl->wy;
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(int16_t)pl->y;
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int16_t deltaX2 =
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((int16_t)(npc->x + npc->xpath[(v + 1) % NbPoints]) * PXSIZE) -
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(int16_t)pl->wx;
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(int16_t)pl->x;
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int16_t deltaY2 =
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((int16_t)(npc->y + npc->ypath[(v + 1) % NbPoints]) * PXSIZE) -
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(int16_t)pl->wy;
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(int16_t)pl->y;
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dline(pl->px + deltaX1, pl->py + deltaY1, pl->px + deltaX2,
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pl->py + deltaY2, PATH_COLOR);
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@ -289,19 +290,22 @@ void npc_draw_single(NPC *npc, Player *pl) {
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int16_t delX = ((npc->curx * PXSIZE) >> PRECISION) - (int16_t)pl->x;
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int16_t delY = ((npc->cury * PXSIZE) >> PRECISION) - (int16_t)pl->y;
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bopti_image_t *face = npc_sprites[npc->face];
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dimage(pl->px - P_WIDTH / 2 + delX, pl->py - P_HEIGHT / 2 + delY, face);
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game->npc_animation.image = npc_sprites[npc->face];
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unsigned char frame = game->npc_animation.frame;
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if(npc->paused || !npc->hasPath) game->npc_animation.frame = 0;
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animation_draw(&game->npc_animation, pl->px - P_WIDTH / 2 + delX,
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pl->py - P_HEIGHT / 2 + delY);
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game->npc_animation.frame = frame;
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}
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void npc_draw(Game *game) {
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Player *pl = &game->player;
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uint32_t u;
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for(u = 0; u < npc_count; u++) {
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npc_draw_single(&npc_stack[u], pl);
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}
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for(u = 0; u < game->map_level->nbNPC; u++) {
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npc_draw_single(&game->map_level->npcs[u], pl);
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npc_draw_single(&game->map_level->npcs[u], game);
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}
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for(u = 0; u < npc_count; u++) {
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npc_draw_single(&npc_stack[u], game);
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}
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}
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12
src/player.c
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@ -7,6 +7,7 @@
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#include "npc.h"
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#include <gint/display.h>
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#include <gint/keyboard.h>
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extern bopti_image_t player_male_img;
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extern bopti_image_t player_female_img;
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@ -44,8 +45,15 @@ extern uint32_t nbNPC;
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void player_draw(Game *game) {
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Player *player = &game->player;
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dimage(player->px - P_WIDTH / 2, player->py - P_HEIGHT / 2,
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player->is_male ? &player_male_img : &player_female_img);
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clearevents();
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if(!keydown(KEY_LEFT) && !keydown(KEY_RIGHT) && !keydown(KEY_UP) &&
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!keydown(KEY_DOWN)){
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game->player.animation.frame = 0;
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}
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player->animation.image = player->is_male ? &player_male_img :
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&player_female_img;
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animation_draw(&player->animation, player->px - P_WIDTH / 2,
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player->py - P_HEIGHT / 2);
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}
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void player_move(Game *game, Direction direction) {
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