mirror of
https://git.planet-casio.com/Slyvtt/Collab_RPG.git
synced 2025-04-19 01:17:10 +02:00
split map into Background and Foreground layers + added transparency for foreground layer (CG only at present) + split rendering layer by layer
This commit is contained in:
parent
6ec5895acc
commit
66a66bae91
7 changed files with 248 additions and 56 deletions
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assets-cg/levels/tilesetEGA64_CG.png
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assets-cg/levels/tilesetEGA64_CG.png
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assets-cg/levels/tilesetEGA64_CG_bak.png
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assets-cg/levels/tilesetEGA64_CG_bak.png
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92
assets/level0_bak2.tmx
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92
assets/level0_bak2.tmx
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</data>
|
||||
</layer>
|
||||
<layer id="3" name="Walkable" width="48" height="24">
|
||||
<data encoding="csv">
|
||||
410,0,410,410,0,410,0,0,410,410,0,0,0,0,0,0,410,410,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,410,0,0,0,410,410,410,410,0,410,410,
|
||||
410,410,410,410,410,410,410,410,410,410,410,410,0,0,410,410,410,410,410,0,0,0,0,0,0,0,0,0,410,410,0,0,0,0,0,410,410,410,410,410,410,410,410,410,410,0,410,410,
|
||||
410,0,0,0,0,0,0,0,0,0,0,0,0,0,410,410,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,410,0,410,0,0,0,0,410,410,410,410,410,410,410,0,
|
||||
410,410,410,410,410,0,0,410,410,410,410,0,0,0,410,410,410,410,0,0,410,410,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,0,0,0,410,0,0,0,0,410,410,0,
|
||||
410,0,0,0,0,0,0,0,0,0,0,0,410,0,411,411,0,0,0,0,0,0,0,0,410,410,0,0,0,0,0,410,410,410,410,410,410,410,410,410,410,410,410,410,410,0,0,0,
|
||||
410,0,0,0,0,0,0,0,0,0,0,0,0,0,411,411,0,0,410,0,410,410,410,0,0,0,0,0,0,0,0,410,0,0,0,410,410,410,410,410,410,0,0,0,410,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,410,0,410,0,0,0,410,410,410,410,410,410,0,0,0,410,0,0,0,
|
||||
0,0,0,0,410,0,0,0,0,0,0,0,0,0,410,410,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,410,410,410,0,410,410,0,0,410,410,0,410,410,410,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,410,410,410,410,410,410,410,410,410,410,410,410,0,0,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,0,0,0,0,410,0,0,410,
|
||||
0,0,0,0,0,0,0,0,0,0,0,410,410,410,410,410,410,410,410,410,410,410,410,0,410,410,0,0,410,410,0,410,0,0,0,0,410,0,0,410,0,0,0,0,410,0,0,0,
|
||||
0,410,410,0,0,0,0,0,0,0,0,410,410,410,410,410,410,410,410,410,410,410,410,0,0,410,0,0,0,0,0,410,410,410,410,410,410,0,0,410,410,410,410,410,410,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,410,410,410,410,410,410,410,410,410,410,410,410,0,0,410,410,0,0,0,0,410,410,410,410,410,410,0,0,410,410,410,410,410,410,0,0,0,
|
||||
0,0,0,0,0,410,410,0,0,0,0,410,410,410,410,410,410,410,410,410,410,410,410,0,0,0,0,0,0,0,0,410,410,410,410,410,410,0,0,410,410,410,410,410,410,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,410,410,410,410,410,410,410,410,410,410,410,410,0,0,0,0,0,0,0,0,410,410,410,410,410,410,0,0,410,410,410,410,0,0,410,410,410,
|
||||
0,0,0,0,412,412,412,412,412,0,0,410,410,410,410,410,0,0,410,410,410,410,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,
|
||||
410,410,0,0,412,412,412,412,412,0,0,0,0,0,0,0,0,0,0,0,0,0,410,410,0,0,0,0,0,0,0,410,0,0,0,410,410,0,0,0,0,0,0,410,0,0,0,410,
|
||||
0,0,0,0,412,412,412,412,412,0,0,410,410,0,0,0,0,0,0,0,0,0,410,410,0,0,410,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,410,410,410,
|
||||
0,0,0,0,412,412,412,412,412,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,410,410,410,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,410,410,410,
|
||||
0,0,0,0,0,0,0,410,0,0,0,410,0,0,0,0,410,0,0,0,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,410,410,410,0,0,410,410,410,410,410,410,
|
||||
410,410,0,0,0,0,0,410,410,410,410,410,0,0,0,0,410,410,410,410,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,410,410,410,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,410,410,410,410,410,0,0,0,0,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,410,410,410,410,410,410,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,410,410,410,410,410,0,0,0,0,410,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,410,410,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,410,410,0,410,410,410,410,410,0,0,0,0,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,0,0,0
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
|
@ -12,8 +12,9 @@ void game_logic(Game *game) {
|
|||
|
||||
void draw(Game *game) {
|
||||
/* Draw everything. */
|
||||
render_map(&game->player, game->map_level);
|
||||
render_map_by_layer(&game->player, game->map_level, BACKGROUND);
|
||||
player_draw(&game->player);
|
||||
render_map_by_layer(&game->player, game->map_level, FOREGROUND);
|
||||
}
|
||||
|
||||
/* Key management */
|
||||
|
|
93
src/map.c
93
src/map.c
|
@ -93,6 +93,99 @@ void render_map(Player *player, Map *map_level) {
|
|||
}
|
||||
}
|
||||
|
||||
void render_map_by_layer(Player *player, Map *map_level, int layer) {
|
||||
/* for all Layer (2 in the current configuration: Background is layer 0 and
|
||||
* foreground is layer 1 ) */
|
||||
/* x and y will contain the position in the loop. */
|
||||
unsigned char x, y;
|
||||
/* The positions where we start drawing the tiles will be in tx and
|
||||
* ty. */
|
||||
unsigned short int tx, ty;
|
||||
/* mx and my will contain how many pixels will be hidden on x and on
|
||||
* y. */
|
||||
unsigned char mx, my;
|
||||
/* dw and dh contain the amount of tiles that will be drawn on x and on
|
||||
* y. */
|
||||
unsigned char dw = DWIDTH/T_WIDTH+2, dh = DHEIGHT/T_HEIGHT+1;
|
||||
/* mw and mh will contain the height and the width of the map. */
|
||||
unsigned short int mw = map_level->w*T_WIDTH, mh = map_level->h*T_HEIGHT;
|
||||
/* tile contains the tile to draw. */
|
||||
short int tile;
|
||||
/* The position where I start drawing */
|
||||
unsigned short int sx, sy;
|
||||
/* The position of the tile in the tileset. */
|
||||
unsigned short int xtile, ytile;
|
||||
/* The layer we're drawing */
|
||||
unsigned char l;
|
||||
/* Fix sx. */
|
||||
if(player->x<DWIDTH/2){
|
||||
/* If I can't center the player because I'm near the left border of
|
||||
* the map. */
|
||||
player->px = player->x;
|
||||
sx = 0;
|
||||
}else if(player->x+DWIDTH/2>mw){
|
||||
/* If I can't center the player because I'm near the right border of
|
||||
* the map. */
|
||||
sx = mw-DWIDTH;
|
||||
player->px = player->x-sx;
|
||||
}else{
|
||||
/* I can center the player. */
|
||||
player->px = DWIDTH/2;
|
||||
sx = player->x-player->px;
|
||||
}
|
||||
/* Fix sy. */
|
||||
if(player->y<DHEIGHT/2){
|
||||
/* If I can't center the player because I'm near the top border of
|
||||
* the map. */
|
||||
player->py = player->y;
|
||||
sy = 0;
|
||||
}else if(player->y+DHEIGHT/2>mh){
|
||||
/* If I can't center the player because I'm near the bottom border
|
||||
* of the map. */
|
||||
sy = mh-DHEIGHT;
|
||||
player->py = player->y-sy;
|
||||
}else{
|
||||
/* I can center the player. */
|
||||
player->py = DHEIGHT/2;
|
||||
sy = player->y-player->py;
|
||||
}
|
||||
tx = sx/T_WIDTH;
|
||||
ty = sy/T_HEIGHT;
|
||||
mx = sx-tx*T_WIDTH;
|
||||
my = sy-ty*T_HEIGHT;
|
||||
|
||||
|
||||
/* Draw a layer of the map on screen. */
|
||||
for(y=0;y<dh;y++){
|
||||
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){
|
||||
/* 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
|
||||
*/
|
||||
tile = map_level->layers[layer][currentIndex];
|
||||
|
||||
/* tile == -1 means nothing to be drawn */
|
||||
if(tile >= 0){
|
||||
/* get x and y position in the tileset image */
|
||||
xtile = (tile % map_level->tileset_size) * T_WIDTH;
|
||||
ytile = (tile / map_level->tileset_size) * T_HEIGHT;
|
||||
/* render */
|
||||
dsubimage(x*T_WIDTH-mx, y*T_HEIGHT-my,
|
||||
map_level->tileset, xtile, ytile, T_WIDTH,
|
||||
T_HEIGHT, DIMAGE_NONE);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
short int get_tile(Map *map_level, int x, int y, int l) {
|
||||
/* Get the tile at (x, y) on layer l. Returns the tile ID or MAP_OUTSIDE if
|
||||
* she's not found. */
|
||||
|
|
|
@ -16,6 +16,9 @@
|
|||
#define PXSIZE 1
|
||||
#endif
|
||||
|
||||
#define BACKGROUND 0
|
||||
#define FOREGROUND 1
|
||||
|
||||
#define MAP_OUTSIDE -2 /* Returned by get_tile_at_pos if the point is outside of
|
||||
* the map. */
|
||||
|
||||
|
@ -25,6 +28,9 @@
|
|||
/* Draws the map map on the entire screen to be viewed by the player player. */
|
||||
void render_map(Player *player, Map *map_level);
|
||||
|
||||
/* Draws the map layer on the entire screen to be viewed by the player player. */
|
||||
void render_map_by_layer(Player *player, Map *map_level, int layer);
|
||||
|
||||
/* Get the tile at (x, y) of the map map. If the tile is located outside of the
|
||||
* screen, MAP_OUTSIDE is returned. */
|
||||
short int get_tile(Map *map_level, int x, int y, int l);
|
||||
|
|
Loading…
Add table
Reference in a new issue