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Very first commit to prepare the template of the project - Tileset Ok + Importation Map + Basic Rendering of map in grayscale
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14
.gitignore
vendored
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14
.gitignore
vendored
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# Build files
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/build-fx
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/build-cg
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/build-cg-push
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/*.g1a
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/*.g3a
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# Python bytecode
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__pycache__/
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# Common IDE files
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*.sublime-project
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*.sublime-workspace
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.vscode
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55
CMakeLists.txt
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CMakeLists.txt
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# Configure with [fxsdk build-fx] or [fxsdk build-cg], which provide the
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# toolchain file and module path of the fxSDK
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cmake_minimum_required(VERSION 3.15)
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project(MyAddin)
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include(GenerateG1A)
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include(Fxconv)
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find_package(Gint 2.9 REQUIRED)
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find_package(LibProf 2.4 REQUIRED)
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fxconv_declare_converters(assets-fx/converters.py)
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add_custom_command(
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COMMENT "Convert Tiled TMX map to usable JSON file"
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COMMAND tiled --export-tileset json tilesetnpp.tsx tilesetnpp.json
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COMMAND find | grep .*.tmx | sed 's/.tmx//g' | xargs -l bash -c 'tiled --export-map json $$0.tmx $$0.json'
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WORKING_DIRECTORY ${CMAKE_CURRENT_LIST_DIR}/assets-fx/levels/
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OUTPUT "${CMAKE_CURRENT_LIST_DIR}/assets-fx/levels/level0.json"
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# if several levels/maps are created, just copy the previous line and change the .json name with the new level/map
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DEPENDS assets-fx/converters.py
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assets-fx/levels/tileset.png
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assets-fx/levels/tilesetnpp.tsx
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assets-fx/levels/level0.tmx
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# if several levels/maps are created, just copy the previous line and change the .json name with the new level/map
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)
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set(SOURCES
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src/main.c
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src/map.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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# ...
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)
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set(ASSETS_fx
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assets-fx/levels/tileset.png
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assets-fx/levels/level0.json
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# ...
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)
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fxconv_declare_assets(${ASSETS} ${ASSETS_fx} ${ASSETS_cg} WITH_METADATA)
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add_executable(myaddin ${SOURCES} ${ASSETS} ${ASSETS_${FXSDK_PLATFORM}})
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target_compile_options(myaddin PRIVATE -Wall -Wextra -Os)
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target_link_options(myaddin PRIVATE -Wl,-Map=Build_Addin.map -Wl,--print-memory-usage)
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target_link_libraries(myaddin LibProf::LibProf Gint::Gint)
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if("${FXSDK_PLATFORM_LONG}" STREQUAL fx9860G)
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generate_g1a(TARGET myaddin OUTPUT "Prj_PC.g1a"
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NAME "Collab RPG" ICON assets-fx/icon.png)
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endif()
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32
README.md
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README.md
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# Projet Collaboratif Planete Casio
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## Template
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Voici un premier jet de template pour le projet collaboratif de Planete Casio.
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PLus d'infos sur ce projet ici : [Le projet Collaboratif de PC](https://www.planet-casio.com/Fr/forums/topic17343-last-projet-collaboratif-avec-toute-la-commu.html)
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## Dispo / Pas Dispo
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Le template initialise un projet avec moteur de gris pour les calculatrices fx9860G toute version.
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Importation d'un tileset via un convertisseur tiled/fxconv
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Importation d'une carte de tiles (map) via un convertisseur
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Dessin de la Map en niveau de gris
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A ce stade, rien de plus :
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Pas de gestion des touches
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Pas de personnage
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Pas d'interraction
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Bref, c'est juste le minimum pour offrir qq fonctions de base et ne pas partir de zéro.
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## Crédits
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Les tiles sont issues de Game Boy Top-down RPG Fantasy Tileset (FREE)
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"Background Assets by Gumpy Function (gumpyfunction.itch.io)"
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[Tiles Background Assets by Gumpy Function](https://gumpyfunction.itch.io/game-boy-rpg-fantasy-tileset-free)
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Converties en niveau de gris avec Gimp
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assets-fx/converters.py
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assets-fx/converters.py
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from random import randint
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import fxconv
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import json
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import pathlib
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import csv
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def convert(input, output, params, target):
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if params["custom-type"] == "map":
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convert_map(input, output, params, target)
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return 0
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else:
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return 1
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def convert_map(input, output, params, target):
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data = json.load(open(input, "r"))
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#find the tileset in use. it's a relative path (like ../tileset.tsx)
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nameTileset = data["tilesets"][0]["source"].replace(".tsx","")
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print(nameTileset)
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#the name of the tileset without the .something
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nameTilesetFree = nameTileset.split("/")[-1]
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#count the number of "back" (cd ..) to locate the tileset on the computer
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nbRetour = nameTileset.count("..")+1
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#create the tileset absolute path
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tilesetPath = "/".join(input.split("/")[:-nbRetour]) + "/" + nameTileset + ".json"
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tileset = open(tilesetPath, "r")
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data_tileset = json.load(tileset)
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tileset_size = data_tileset.get("columns")
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tileset.close()
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#Extract from the json the width, height
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w, h = data["width"], data["height"]
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#nbTileLayer is the number of "true" layers (without ObjectsLayer)
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nbTilelayer = ["data" in i for i in data["layers"]].count(True)
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structMap = fxconv.Structure()
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structMap += fxconv.u32(w) + fxconv.u32(h) + fxconv.u32(nbTilelayer)
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structMap += fxconv.ref(f"img_{nameTilesetFree}")
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structMap += fxconv.u32(tileset_size)
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#generate the array of tiles from the layer
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for i in range(nbTilelayer):
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layer_data = bytes()
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layer = data["layers"][i]
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for tile in layer["data"]:
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layer_data += fxconv.u16(tile-1)
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structMap += fxconv.ptr(layer_data)
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#generate !
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fxconv.elf(structMap, output, "_" + params["name"], **target)
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3
assets-fx/fxconv-metadata.txt
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assets-fx/fxconv-metadata.txt
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example.png:
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type: bopti-image
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name: img_example
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BIN
assets-fx/icon.png
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BIN
assets-fx/icon.png
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Binary file not shown.
After Width: | Height: | Size: 11 KiB |
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assets-fx/levels/fxconv-metadata.txt
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assets-fx/levels/fxconv-metadata.txt
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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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tileset.png:
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type: bopti-image
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name: img_tilesetnpp
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assets-fx/levels/level0.json
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assets-fx/levels/level0.json
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{ "compressionlevel":-1,
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"height":24,
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"infinite":false,
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"layers":[
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{
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"height":24,
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"id":1,
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"name":"Background",
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"opacity":1,
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"type":"tilelayer",
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"visible":true,
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"width":48,
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"x":0,
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"y":0
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},
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{
|
||||
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60
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Normal file
60
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Normal file
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Normal file
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Normal file
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After Width: | Height: | Size: 31 KiB |
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assets-fx/levels/tilesetnpp.json
Normal file
14
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Normal file
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|
|||
{ "columns":24,
|
||||
"image":"tileset.png",
|
||||
"imageheight":136,
|
||||
"imagewidth":192,
|
||||
"margin":0,
|
||||
"name":"tileset",
|
||||
"spacing":0,
|
||||
"tilecount":408,
|
||||
"tiledversion":"1.8.0",
|
||||
"tileheight":8,
|
||||
"tilewidth":8,
|
||||
"type":"tileset",
|
||||
"version":"1.8"
|
||||
}
|
4
assets-fx/levels/tilesetnpp.tsx
Normal file
4
assets-fx/levels/tilesetnpp.tsx
Normal file
|
@ -0,0 +1,4 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<tileset version="1.10" tiledversion="1.10.1" name="tileset" tilewidth="8" tileheight="8" tilecount="408" columns="24">
|
||||
<image source="tileset.png" width="192" height="136"/>
|
||||
</tileset>
|
25
src/main.c
Normal file
25
src/main.c
Normal file
|
@ -0,0 +1,25 @@
|
|||
#include <gint/display.h>
|
||||
#include <gint/keyboard.h>
|
||||
#include <gint/gray.h>
|
||||
#include "map.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
int main(void)
|
||||
{
|
||||
dclear(C_WHITE);
|
||||
|
||||
dgray( DGRAY_ON );
|
||||
|
||||
RenderMap();
|
||||
|
||||
dupdate();
|
||||
|
||||
getkey();
|
||||
return 1;
|
||||
}
|
27
src/map.c
Normal file
27
src/map.c
Normal file
|
@ -0,0 +1,27 @@
|
|||
#include "map.h"
|
||||
#include <gint/display.h>
|
||||
|
||||
extern struct Map map_level0;
|
||||
|
||||
struct Map *map_level = &map_level0;
|
||||
|
||||
void RenderMap(void)
|
||||
{
|
||||
for (int u = 0; u < map_level->nblayers; u++)
|
||||
{
|
||||
for (int i = 0; i < map_level->w; i++)
|
||||
{
|
||||
for (int j = 0; j < map_level->h; j++)
|
||||
{
|
||||
uint16_t index = j * map_level->w + i;
|
||||
int16_t currentTile = map_level->layers[u][index];
|
||||
if (currentTile != -1)
|
||||
{
|
||||
uint16_t xtile = (currentTile % map_level->tileset_size) * 8;
|
||||
uint16_t ytile = (currentTile / map_level->tileset_size) * 8;
|
||||
dsubimage(i * 8, j * 8, map_level->tileset, xtile, ytile, 8, 8, DIMAGE_NONE );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
25
src/map.h
Normal file
25
src/map.h
Normal file
|
@ -0,0 +1,25 @@
|
|||
#ifndef MAP_H
|
||||
#define MAP_H
|
||||
|
||||
|
||||
#include <gint/display.h>
|
||||
|
||||
|
||||
void RenderMap(void);
|
||||
|
||||
|
||||
struct Map {
|
||||
/*width, height and the number of layer of the map*/
|
||||
int w, h, nblayers;
|
||||
|
||||
/*the tileset to use*/
|
||||
bopti_image_t *tileset;
|
||||
int tileset_size;
|
||||
|
||||
/*list of all the tiles*/
|
||||
short *layers[];
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif
|
Loading…
Reference in a new issue