mirror of
https://git.planet-casio.com/Slyvtt/Collab_RPG.git
synced 2025-04-19 17:37:36 +02:00
Merge pull request 'Collision management' (#15) from mibi88/Collab_RPG-collisions:master into master
Reviewed-on: https://gitea.planet-casio.com/Slyvtt/Collab_RPG/pulls/15
This commit is contained in:
commit
4b27ca950f
17 changed files with 293 additions and 128 deletions
|
@ -37,20 +37,23 @@ set(SOURCES
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src/main.c
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src/map.c
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src/player.c
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src/memory.c
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src/game.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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set(ASSETS
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assets/level0.json
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assets/demo_player.png
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# ...
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)
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set(ASSETS_cg
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assets-cg/tileset2b_CG.png
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assets-cg/demo_player.png
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)
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set(ASSETS_fx
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assets-fx/demo_player.png
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# ...
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)
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BIN
assets-cg/demo_player.png
Normal file
BIN
assets-cg/demo_player.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 117 B |
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@ -1,5 +1,7 @@
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tileset2b_CG.png:
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type: bopti-image
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name: img_tilesetnpp
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demo_player.png:
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type: bopti-image
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name: demo_player_img
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Before Width: | Height: | Size: 105 B After Width: | Height: | Size: 105 B |
12
assets-fx/fxconv-metadata.txt
Normal file
12
assets-fx/fxconv-metadata.txt
Normal file
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@ -0,0 +1,12 @@
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tileset1b.png:
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type: bopti-image
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name: img_tilesetnpp
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tileset2b.png:
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type: bopti-image
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name: img_tilesetnpp
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demo_player.png:
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type: bopti-image
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name: demo_player_img
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@ -1,7 +1,3 @@
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*.json:
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custom-type: map
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name_regex: (.*)\.json map_\1
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demo_player.png:
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type: bopti-image
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name: demo_player_img
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6
src/config.h
Normal file
6
src/config.h
Normal file
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@ -0,0 +1,6 @@
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#ifndef CONFIG_H
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#define CONFIG_H
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#define USB_FEATURE 1
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#endif
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49
src/game.c
Normal file
49
src/game.c
Normal file
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@ -0,0 +1,49 @@
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#include "game.h"
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#include "map.h"
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#include "config.h"
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#include <gint/keyboard.h>
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void game_logic(Game *game) {
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// to be done
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}
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void draw(Game *game) {
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/* Draw everything. */
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render_map(&game->player, game->map_level);
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player_draw(&game->player);
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}
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/* Key management */
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void get_inputs(Game *game) {
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key_event_t ev;
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while((ev = pollevent()).type != KEYEV_NONE){
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/**/
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}
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/* Key binding for the Player action */
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/*************************************/
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if(keydown(KEY_EXIT)) game->exittoOS = true;
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/* Player actions - Prototypes in player.h and implementation in player.c */
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if(keydown(KEY_LEFT)) player_move(game->map_level, &game->player, D_LEFT);
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if(keydown(KEY_RIGHT)) player_move(game->map_level, &game->player, D_RIGHT);
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if(keydown(KEY_UP)) player_move(game->map_level, &game->player, D_UP);
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if(keydown(KEY_DOWN)) player_move(game->map_level, &game->player, D_DOWN);
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if(keydown(KEY_SHIFT)) player_action(&game->player);
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/* if USB is enabled - keybinding for screencapture */
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#if USB_FEATURE==1
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if(keydown(KEY_7)) game->screenshot = true;
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if(keydown(KEY_8)) game->record = !game->record;
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#endif //USB_FEATURE
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}
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34
src/game.h
Normal file
34
src/game.h
Normal file
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@ -0,0 +1,34 @@
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#ifndef GAME_H
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#define GAME_H
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#include "mapstruct.h"
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#include "player.h"
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/* This struct will contain all the data of the game. It will make it possible
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* to pass it to the NPCs to let them interact with the player and the rest of
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* the world. */
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typedef struct {
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Map *map_level; /* The level that the player is currently playing */
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Player player; /* The player data (see player.h). */
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/* Some global variables */
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/* Set to true when asked for exit */
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bool exittoOS;
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/* Set to true when screenshot is required */
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bool screenshot;
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/* Set to true when recording a video of the screen is required */
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bool record;
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/* How many ms the frame already took. */
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long int frame_duration;
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} Game;
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/* (Mibi88) TODO: Describe what this function is doing. */
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void game_logic(Game *game);
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/* Draws everything on screen. */
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void draw(Game *game);
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/* Handle key presses. */
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void get_inputs(Game *game);
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#endif
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97
src/main.c
97
src/main.c
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@ -1,10 +1,12 @@
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#include <gint/display.h>
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#include <gint/keyboard.h>
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#include <gint/timer.h>
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#include <gint/cpu.h>
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#define USB_FEATURE 1
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#include "config.h"
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#if USB_FEATURE==1
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#if USB_FEATURE
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#include <gint/usb-ff-bulk.h>
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#include <gint/usb.h>
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#endif //USB_FEATURE
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@ -21,52 +23,15 @@
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#include <stdint.h>
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#include <stdbool.h>
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#include "map.h"
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#include "player.h"
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#include "game.h"
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#include "mapdata.h"
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/* Player data (defined in "player.h")*/
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Player MyPlayer = { 10, 5, 0, 0, 100 };
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Map *map_level = &map_level0;
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/* some global variables */
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bool exittoOS = false; // set to true when asked for exit
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bool screenshot = false; // set to true when screenshot is required
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bool record = false; // set to true when
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/* Key management */
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static void get_inputs( void )
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{
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key_event_t ev;
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while((ev = pollevent()).type != KEYEV_NONE){
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}
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/* Key binding for the Player action */
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/*************************************/
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if(keydown(KEY_EXIT)) exittoOS = true;
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/* Player actions - Prototypes in player.h and implementation in player.c */
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if(keydown(KEY_LEFT)) PlayerLeft();
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if(keydown(KEY_RIGHT)) PlayerRight();
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if(keydown(KEY_UP)) PlayerUp();
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if(keydown(KEY_DOWN)) PlayerDown();
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if(keydown(KEY_SHIFT)) PlayerAction();
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/* if USB is enabled - keybinding for screencapture */
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#if USB_FEATURE==1
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if(keydown(KEY_7)) screenshot = true;
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if(keydown(KEY_8)) record = !record;
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#endif //USB_FEATURE
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}
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/* Game data (defined in "game.h")*/
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Game game = {
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&map_level0,
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{10, 5, 0, 0, 100},
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false, false, false, 0
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};
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/* screen capture management code */
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@ -74,7 +39,7 @@ static void get_inputs( void )
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void USB_feature( void )
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{
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if (screenshot && usb_is_open()) {
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if (game.screenshot && usb_is_open()) {
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#ifdef GRAYMODEOK // This is a trick, if GRAYMODEOK is defined then we make the code accessible
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@ -85,11 +50,11 @@ static void get_inputs( void )
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#endif
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usb_fxlink_screenshot(false); // else we just let the usual screeshot function
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screenshot = false;
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game.screenshot = false;
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}
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if (record && usb_is_open()) {
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if (game.record && usb_is_open()) {
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#ifdef GRAYMODEOK
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@ -105,13 +70,20 @@ static void get_inputs( void )
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#endif
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/* Timer callback */
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void GameLogic(void) {
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// to be done
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int update_time(void) {
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game.frame_duration++;
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return TIMER_CONTINUE;
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}
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int main(void) {
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int timer;
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timer = timer_configure(TIMER_TMU, 1000, GINT_CALL(update_time));
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if(timer < 0){
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return -1;
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}
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timer_start(timer);
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#if USB_FEATURE==1
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usb_interface_t const *interfaces[] = {&usb_ff_bulk, NULL};
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@ -126,17 +98,15 @@ int main(void) {
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#endif
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do
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{
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do{
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/* clear screen */
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dclear(C_WHITE);
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/* render the map */
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RenderMap(&MyPlayer, map_level);
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PlayerDraw();
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draw(&game);
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/* start the logic of the game */
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GameLogic();
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game_logic(&game);
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/* Screen blit */
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dupdate();
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@ -147,10 +117,12 @@ int main(void) {
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#endif
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/* Management of the inputs */
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get_inputs();
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}
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while (exittoOS == false); // want to exit ?
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get_inputs(&game);
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/* Run the game at max. 50fps */
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while(game.frame_duration < 20) sleep();
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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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@ -165,6 +137,7 @@ int main(void) {
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usb_close();
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#endif
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timer_stop(timer);
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return 1;
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}
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11
src/map.c
11
src/map.c
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@ -2,7 +2,7 @@
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#include <gint/display.h>
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void RenderMap(Player *player, Map *map_level) {
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void render_map(Player *player, Map *map_level) {
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/* for all Layer (2 in the current configuration: Background is layer 0 and
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* foreground is layer 1 ) */
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/* x and y will contain the position in the loop. */
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|
@ -15,7 +15,7 @@ void RenderMap(Player *player, Map *map_level) {
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unsigned char mx, my;
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/* dw and dh contain the amount of tiles that will be drawn on x and on
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* y. */
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unsigned char dw = DWIDTH/T_WIDTH+1, dh = DHEIGHT/T_HEIGHT+1;
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unsigned char dw = DWIDTH/T_WIDTH+2, dh = DHEIGHT/T_HEIGHT+1;
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/* mw and mh will contain the height and the width of the map. */
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unsigned short int mw = map_level->w*T_WIDTH, mh = map_level->h*T_HEIGHT;
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/* tile contains the tile to draw. */
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@ -87,3 +87,10 @@ void RenderMap(Player *player, Map *map_level) {
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}
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}
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short int get_tile(Map *map_level, int x, int y, int l) {
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/* Get the tile at (x, y) on layer l. Returns the tile ID or MAP_OUTSIDE if
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* she's not found. */
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return x>=0 && x < map_level->w && y>=0 && y < map_level->h ?
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map_level->layers[l][y * map_level->w + x] : MAP_OUTSIDE;
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}
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|
|
23
src/map.h
23
src/map.h
|
@ -10,25 +10,18 @@
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#define T_WIDTH 8
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#endif
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#define MAP_OUTSIDE -2 /* Returned by get_tile_at_pos if the point is outside of
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* the map. */
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#include <gint/display.h>
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#include "mapstruct.h"
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#include "player.h"
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typedef struct {
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/* Draws the map map on the entire screen to be viewed by the player player. */
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void render_map(Player *player, Map *map_level);
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/*width, height and the number of layer of the map*/
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int w, h, nblayers;
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|
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/*the tileset to use*/
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bopti_image_t *tileset;
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int tileset_size;
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/*list of all the tiles*/
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short *layers[];
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} Map;
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void RenderMap(Player *player, Map *map_level);
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/* Get the tile at (x, y) of the map map. If the tile is located outside of the
|
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* screen, MAP_OUTSIDE is returned. */
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short int get_tile(Map *map_level, int x, int y, int l);
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|
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#endif
|
||||
|
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|
|
18
src/mapstruct.h
Normal file
18
src/mapstruct.h
Normal file
|
@ -0,0 +1,18 @@
|
|||
#ifndef MAPSTRUCT_H
|
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#define MAPSTRUCT_H
|
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|
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#include <gint/display.h>
|
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|
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typedef struct {
|
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/* width, height and the number of layer of the map */
|
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int w, h, nblayers;
|
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|
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/* the tileset to use */
|
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bopti_image_t *tileset;
|
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int tileset_size;
|
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|
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/* list of all the tiles */
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short *layers[];
|
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} Map;
|
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|
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#endif
|
12
src/memory.c
Normal file
12
src/memory.c
Normal file
|
@ -0,0 +1,12 @@
|
|||
#include "memory.h"
|
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|
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bool is_in(short int *array, short int array_length, short int item) {
|
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short int i;
|
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for(i=0;i<array_length;i++){
|
||||
if(array[i] == item){
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
9
src/memory.h
Normal file
9
src/memory.h
Normal file
|
@ -0,0 +1,9 @@
|
|||
#ifndef MEMORY_H
|
||||
#define MEMORY_H
|
||||
|
||||
#include <stdbool.h>
|
||||
|
||||
bool is_in(short int *array, short int array_length, short int item);
|
||||
|
||||
#endif
|
||||
|
84
src/player.c
84
src/player.c
|
@ -2,51 +2,85 @@
|
|||
#include "map.h"
|
||||
#include <gint/display.h>
|
||||
|
||||
|
||||
#ifdef FXCG50
|
||||
#define P_WIDTH 16
|
||||
#define P_HEIGHT 16
|
||||
#else
|
||||
#define P_WIDTH 8
|
||||
#define P_HEIGHT 8
|
||||
#endif
|
||||
|
||||
|
||||
/* SPEED should NOT be 8 or bigger: it this may cause bugs when handling
|
||||
* collisions! */
|
||||
#ifdef FXCG50
|
||||
#define SPEED 3
|
||||
#define SPEED 2
|
||||
#else
|
||||
#define SPEED 1
|
||||
#endif
|
||||
|
||||
const char one_px_mov[8] = {
|
||||
0, -1, /* Up */
|
||||
0, 1, /* Down */
|
||||
-1, 0, /* Left */
|
||||
1, 0 /* Right */
|
||||
};
|
||||
|
||||
/* TODO: Search for all hard tiles in the tileset. hard_tiles is a list of their
|
||||
* IDs */
|
||||
/* The tiles where the player can't go trough. */
|
||||
#define HARD_TILES_AMOUNT 5
|
||||
const short int hard_tiles[HARD_TILES_AMOUNT] = {
|
||||
MAP_OUTSIDE, 124, 148, 125, 149
|
||||
};
|
||||
|
||||
extern Player MyPlayer;
|
||||
extern Map *map_level;
|
||||
extern bopti_image_t demo_player_img;
|
||||
|
||||
|
||||
void PlayerDraw(void) {
|
||||
dimage(MyPlayer.px-P_WIDTH/2, MyPlayer.py-P_HEIGHT/2, &demo_player_img);
|
||||
void player_draw(Player *player) {
|
||||
dimage(player->px-P_WIDTH/2, player->py-P_HEIGHT/2, &demo_player_img);
|
||||
}
|
||||
|
||||
void PlayerLeft(void) {
|
||||
if(MyPlayer.x >= SPEED){
|
||||
MyPlayer.x-=SPEED;
|
||||
void player_move(Map *map_level, Player *player, Direction direction) {
|
||||
/* How this player movement will modify the player x and y. */
|
||||
const char dx = one_px_mov[direction*2]*SPEED;
|
||||
const char dy = one_px_mov[direction*2+1]*SPEED;
|
||||
/* If the player will collide with a hard tile. */
|
||||
if(player_collision(map_level, player, direction)){
|
||||
/* I fix his position so he won't be partially in the tile. */
|
||||
player_fix_position(player, 1, 1);
|
||||
}else{
|
||||
/* If he won't collide I just move him normally */
|
||||
player->x += dx;
|
||||
player->y += dy;
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerRight(void) {
|
||||
if(MyPlayer.x <= map_level->w * T_WIDTH - SPEED){
|
||||
MyPlayer.x+=SPEED;
|
||||
}
|
||||
void player_action(Player *player) {
|
||||
/**/
|
||||
}
|
||||
|
||||
void PlayerUp(void) {
|
||||
if(MyPlayer.y >= SPEED){
|
||||
MyPlayer.y-=SPEED;
|
||||
bool player_collision(Map *map_level, Player *player, Direction direction) {
|
||||
/* What's the tile the player is going to. */
|
||||
short int i;
|
||||
/* Where is the tile where he will go to from his position. */
|
||||
const char dx = one_px_mov[direction*2];
|
||||
const char dy = one_px_mov[direction*2+1];
|
||||
/* The tile he will go to. */
|
||||
int player_tile_x = player->x/T_WIDTH;
|
||||
int player_tile_y = player->y/T_HEIGHT;
|
||||
for(i=0;i<map_level->nblayers;i++){
|
||||
/* if he's on a hard tile */
|
||||
if(is_in((short int*)hard_tiles, HARD_TILES_AMOUNT,
|
||||
get_tile(map_level, player_tile_x+dx, player_tile_y+dy, i))){
|
||||
return true; /* He will collide with it. */
|
||||
}
|
||||
}
|
||||
return false; /* He won't collide with a hard tile. */
|
||||
}
|
||||
|
||||
void PlayerDown(void) {
|
||||
if(MyPlayer.y <= map_level->h * T_HEIGHT - SPEED){
|
||||
MyPlayer.y+=SPEED;
|
||||
}
|
||||
void player_fix_position(Player *player, bool fix_x, bool fix_y) {
|
||||
/* I fix his poition on x or/and on y if y need to, so that he won't be over
|
||||
* the hard tile that he collided with. */
|
||||
if(fix_x) player->x = player->x/T_WIDTH*T_WIDTH+P_WIDTH/2;
|
||||
if(fix_y) player->y = player->y/T_HEIGHT*T_HEIGHT+P_HEIGHT/2;
|
||||
}
|
||||
|
||||
void PlayerAction(void) {
|
||||
|
||||
}
|
||||
|
|
35
src/player.h
35
src/player.h
|
@ -1,6 +1,19 @@
|
|||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
|
||||
#include <stdbool.h>
|
||||
|
||||
#include "mapstruct.h"
|
||||
#include "memory.h"
|
||||
|
||||
/* The direction where the player is going to. */
|
||||
typedef enum {
|
||||
D_UP,
|
||||
D_DOWN,
|
||||
D_LEFT,
|
||||
D_RIGHT
|
||||
} Direction;
|
||||
|
||||
/* Struct that define player parameters */
|
||||
typedef struct {
|
||||
unsigned short int x, y; /* The position of the player */
|
||||
|
@ -9,18 +22,22 @@ typedef struct {
|
|||
* and 100. */
|
||||
} Player;
|
||||
|
||||
/* This function should be called after drawing the map ! */
|
||||
void PlayerDraw(void);
|
||||
/* Draws the player player. This function should be called after drawing the
|
||||
* map! */
|
||||
void player_draw(Player *player);
|
||||
|
||||
void PlayerLeft(void);
|
||||
/* Move the player player in the direction direction. */
|
||||
void player_move(Map *map_level, Player *player, Direction direction);
|
||||
|
||||
void PlayerRight(void);
|
||||
/* (Mibi88) TODO: Describe this function please, I've no idea what she's for! */
|
||||
void player_action(Player *player);
|
||||
|
||||
void PlayerUp(void);
|
||||
|
||||
void PlayerDown(void);
|
||||
|
||||
void PlayerAction(void);
|
||||
/* Check if the player is in collision with the map or a NPC. */
|
||||
bool player_collision(Map *map_level, Player *player, Direction direction);
|
||||
|
||||
/* Fix the position of the player so that he's not a bit inside of a hard block
|
||||
* after a collision. */
|
||||
void player_fix_position(Player *player, bool fix_x, bool fix_y);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue