mirror of
https://git.planet-casio.com/Slyvtt/Collab_RPG.git
synced 2024-12-29 13:03:43 +01:00
Fix warnings and clang-format
This commit is contained in:
parent
322610d723
commit
5cc9216155
7 changed files with 40 additions and 30 deletions
|
@ -1,7 +1,7 @@
|
|||
#include <gint/display.h>
|
||||
|
||||
#include "animation.h"
|
||||
|
||||
#include <gint/display.h>
|
||||
|
||||
void animation_new(Animation *animation, bopti_image_t *image,
|
||||
unsigned char len, unsigned short frame_ms) {
|
||||
animation->image = image;
|
||||
|
@ -9,21 +9,21 @@ void animation_new(Animation *animation, bopti_image_t *image,
|
|||
animation->len = len;
|
||||
animation->frame_ms = frame_ms;
|
||||
animation->current_ms = 0;
|
||||
animation->width = image->width/len;
|
||||
animation->width = image->width / len;
|
||||
animation->height = image->height;
|
||||
animation->wrap_dest = 0;
|
||||
}
|
||||
|
||||
void animation_draw(Animation *animation, int x, int y) {
|
||||
dsubimage(x, y, animation->image, animation->frame*animation->width, 0,
|
||||
dsubimage(x, y, animation->image, animation->frame * animation->width, 0,
|
||||
animation->width, animation->height, DIMAGE_NONE);
|
||||
}
|
||||
|
||||
void animation_update(Animation *animation, unsigned short frame_ms) {
|
||||
animation->current_ms += frame_ms;
|
||||
while(animation->current_ms > animation->frame_ms){
|
||||
while(animation->current_ms > animation->frame_ms) {
|
||||
animation->frame++;
|
||||
if(animation->frame >= animation->len){
|
||||
if(animation->frame >= animation->len) {
|
||||
animation->frame = animation->wrap_dest;
|
||||
}
|
||||
animation->current_ms -= animation->frame_ms;
|
||||
|
|
|
@ -175,8 +175,8 @@ void game_get_inputs(Game *game) {
|
|||
if(keydown(KEY_F1)) {
|
||||
NPC *mynpc = npc_create();
|
||||
if(mynpc) {
|
||||
mynpc->curx = (player->x << PRECISION)/PXSIZE;
|
||||
mynpc->cury = (player->y << PRECISION)/PXSIZE;
|
||||
mynpc->curx = (player->x << PRECISION) / PXSIZE;
|
||||
mynpc->cury = (player->y << PRECISION) / PXSIZE;
|
||||
mynpc->x = player->x;
|
||||
mynpc->y = player->x;
|
||||
mynpc->hasPath = 0;
|
||||
|
|
|
@ -1,11 +1,11 @@
|
|||
#ifndef GAME_H
|
||||
#define GAME_H
|
||||
|
||||
#include "animation.h"
|
||||
#include "events.h"
|
||||
|
||||
#include <gint/display.h>
|
||||
#include <stdint.h>
|
||||
#include "animation.h"
|
||||
|
||||
/* The direction where the player is going to. */
|
||||
typedef enum { D_UP, D_DOWN, D_LEFT, D_RIGHT } Direction;
|
||||
|
|
15
src/main.c
15
src/main.c
|
@ -34,9 +34,18 @@ extern bopti_image_t tiny_npc_male;
|
|||
extern Map *worldRPG[];
|
||||
|
||||
/* Game data (defined in "game.h")*/
|
||||
Game game = {
|
||||
NULL,
|
||||
{12 * PXSIZE, 36 * PXSIZE, 0, 0, 100, SPEED, false, 0, false, false, true,
|
||||
Game game = {NULL,
|
||||
{12 * PXSIZE,
|
||||
36 * PXSIZE,
|
||||
0,
|
||||
0,
|
||||
100,
|
||||
SPEED,
|
||||
false,
|
||||
0,
|
||||
false,
|
||||
false,
|
||||
true,
|
||||
{}},
|
||||
{{}, {}, 0},
|
||||
false,
|
||||
|
|
|
@ -180,8 +180,8 @@ void map_render_by_layer(Game *game, int layer) {
|
|||
for(x = 0; x < dw; x++) {
|
||||
/* I get the tile number if his position is inside the map. Then
|
||||
* I draw it. */
|
||||
if(tx + x >= 0 && tx + x < map_level->w && ty + y >= 0 &&
|
||||
ty + y < map_level->h) {
|
||||
if((tx + x >= 0) && (tx + x < (int)map_level->w) && (ty + y >= 0) &&
|
||||
(ty + y < (int)map_level->h)) {
|
||||
/* index of the current tile */
|
||||
int currentIndex = (y + ty) * map_level->w + tx + x;
|
||||
/* we get the ID of the tile in the current drawable layers
|
||||
|
|
|
@ -292,7 +292,8 @@ void npc_draw_single(NPC *npc, Game *game) {
|
|||
int16_t delY = ((npc->cury * PXSIZE) >> PRECISION) - (int16_t)pl->y;
|
||||
game->npc_animation.image = npc_sprites[npc->face];
|
||||
unsigned char frame = game->npc_animation.frame;
|
||||
if(npc->paused || !npc->hasPath) game->npc_animation.frame = 0;
|
||||
if(npc->paused || !npc->hasPath)
|
||||
game->npc_animation.frame = 0;
|
||||
animation_draw(&game->npc_animation, pl->px - P_WIDTH / 2 + delX,
|
||||
pl->py - P_HEIGHT / 2 + delY);
|
||||
game->npc_animation.frame = frame;
|
||||
|
|
|
@ -47,11 +47,11 @@ void player_draw(Game *game) {
|
|||
Player *player = &game->player;
|
||||
clearevents();
|
||||
if(!keydown(KEY_LEFT) && !keydown(KEY_RIGHT) && !keydown(KEY_UP) &&
|
||||
!keydown(KEY_DOWN)){
|
||||
!keydown(KEY_DOWN)) {
|
||||
game->player.animation.frame = 0;
|
||||
}
|
||||
player->animation.image = player->is_male ? &player_male_img :
|
||||
&player_female_img;
|
||||
player->animation.image =
|
||||
player->is_male ? &player_male_img : &player_female_img;
|
||||
animation_draw(&player->animation, player->px - P_WIDTH / 2,
|
||||
player->py - P_HEIGHT / 2);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue