Merge pull request 'Better map displaying :)' (#7) from mibi88/Collab_RPG-map-displaying:master into master

Reviewed-on: https://gitea.planet-casio.com/Slyvtt/Collab_RPG/pulls/7

This is now merged into master.

Thanks Mb88
This commit is contained in:
Sylvain PILLOT 2023-07-07 17:04:41 +02:00
commit 78d45a1e78
9 changed files with 233 additions and 169 deletions

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@ -43,6 +43,7 @@ set(ASSETS
)
set(ASSETS_fx
assets-fx/levels/level0.json
assets-fx/demo_player.png
# ...
)

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assets-fx/demo_player.png Normal file

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@ -1,3 +1,6 @@
example.png:
type: bopti-image
name: img_example
demo_player.png:
type: bopti-image
name: demo_player_img

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@ -5,68 +5,60 @@
#define USB_FEATURE 1
#if USB_FEATURE==1
#include <gint/usb-ff-bulk.h>
#include <gint/usb.h>
#include <gint/usb-ff-bulk.h>
#include <gint/usb.h>
#endif //USB_FEATURE
#ifdef COLOR2BIT
#include <gint/gray.h>
#include <gint/gray.h>
#endif //COLOR2BIT
#include <stdint.h>
#include <stdbool.h>
#include "map.h"
#include "player.h"
#include "mapdata.h"
/* Player data (defined in "player.h")*/
struct Player MyPlayer = { 10, 5, 100 };
Player MyPlayer = { 10, 5, 0, 0, 100 };
Map *map_level = &map_level0;
/* some global variables */
bool exittoOS = false; // set to true when asked for exit
bool screenshot = false; // set to true when screenshot is required
bool record = false; // set to true when
bool exittoOS = false; // set to true when asked for exit
bool screenshot = false; // set to true when screenshot is required
bool record = false; // set to true when
/* Key management */
static void get_inputs( void )
{
key_event_t ev;
while((ev = pollevent()).type != KEYEV_NONE)
{
while((ev = pollevent()).type != KEYEV_NONE){
}
/* Key binding for the Player action */
/*************************************/
/* Key binding for the Player action */
/*************************************/
if(keydown(KEY_EXIT)) exittoOS = true;
/* Player actions - Prototypes in player.h and implementation in player.c */
/* Player actions - Prototypes in player.h and implementation in player.c */
if(keydown(KEY_LEFT)) PlayerLeft();
if(keydown(KEY_RIGHT)) PlayerRight();
if(keydown(KEY_UP)) PlayerUp();
if(keydown(KEY_DOWN)) PlayerDown();
if(keydown(KEY_SHIFT)) PlayerAction();
if(keydown(KEY_RIGHT)) PlayerRight();
if(keydown(KEY_UP)) PlayerUp();
if(keydown(KEY_DOWN)) PlayerDown();
if(keydown(KEY_SHIFT)) PlayerAction();
/* if USB is enabled - keybinding for screencapture */
/* if USB is enabled - keybinding for screencapture */
#if USB_FEATURE==1
if(keydown(KEY_7)) screenshot = true;
if(keydown(KEY_8)) record = !record;
if(keydown(KEY_7)) screenshot = true;
if(keydown(KEY_8)) record = !record;
#endif //USB_FEATURE
}
@ -76,88 +68,86 @@ static void get_inputs( void )
#if USB_FEATURE==1
void USB_feature( void )
{
if (screenshot && usb_is_open()) {
if (!dgray_enabled())
usb_fxlink_screenshot(false);
else
usb_fxlink_screenshot_gray(false);
screenshot = false;
}
void USB_feature( void )
{
if (screenshot && usb_is_open()) {
if (!dgray_enabled())
usb_fxlink_screenshot(false);
else
usb_fxlink_screenshot_gray(false);
screenshot = false;
}
if (record && usb_is_open()) {
if (!dgray_enabled())
usb_fxlink_videocapture(false);
else
usb_fxlink_videocapture_gray(false);
}
}
if (record && usb_is_open()) {
if (!dgray_enabled())
usb_fxlink_videocapture(false);
else
usb_fxlink_videocapture_gray(false);
}
}
#endif
void GameLogic( void )
{
void GameLogic(void) {
}
int main(void)
{
int main(void) {
#if USB_FEATURE==1
usb_interface_t const *interfaces[] = {&usb_ff_bulk, NULL};
usb_open(interfaces, GINT_CALL_NULL);
#endif
#if USB_FEATURE==1
usb_interface_t const *interfaces[] = {&usb_ff_bulk, NULL};
usb_open(interfaces, GINT_CALL_NULL);
#endif
/* start grayscale engine */
/* start grayscale engine */
#ifdef COLOR2BIT
dgray( DGRAY_ON );
#endif
#ifdef COLOR2BIT
dgray( DGRAY_ON );
#endif
do
{
/* clear screen */
dclear(C_WHITE);
/* render the map */
RenderMap();
do
{
/* clear screen */
dclear(C_WHITE);
/* start the logic of the game */
GameLogic();
/* render the map */
RenderMap(&MyPlayer, map_level);
PlayerDraw();
/* Screen blit */
dupdate();
/* start the logic of the game */
GameLogic();
/* Screen capture feature if enabled */
#if USB_FEATURE==1
USB_feature();
#endif
/* Screen blit */
dupdate();
/* Management of the inputs */
get_inputs();
/* Screen capture feature if enabled */
#if USB_FEATURE==1
USB_feature();
#endif
}
while (exittoOS == false); // want to exit ?
/* Management of the inputs */
get_inputs();
}
while (exittoOS == false); // want to exit ?
/* shutdown grayengine*/
#ifdef COLOR2BIT
dgray( DGRAY_OFF );
#endif
/* shutdown grayengine*/
#ifdef COLOR2BIT
dgray( DGRAY_OFF );
#endif
/* close USB */
#if USB_FEATURE==1
usb_close();
#endif
/* close USB */
#if USB_FEATURE==1
usb_close();
#endif
return 1;
return 1;
}

117
src/map.c
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@ -1,38 +1,89 @@
#include "map.h"
#include <gint/display.h>
extern struct Map map_level0;
struct Map *map_level = &map_level0;
void RenderMap( void )
{
/* for all Layer (2 in the current configuration: Background is layer 0 and foreground is layer 1 ) */
for (int u = 0; u < map_level->nblayers; u++)
{
/* for each colum */
for (int i = 0; i < map_level->w; i++)
{
/* and each line */
for (int j = 0; j < map_level->h; j++)
{
/* compute the index */
uint16_t index = j * map_level->w + i;
/* get the tile index from the map*/
int16_t currentTile = map_level->layers[u][index];
/* currentTile == -1 means nothing to be draw */
if (currentTile != -1)
{
/* get x and y position in the tileset image */
uint16_t xtile = (currentTile % map_level->tileset_size) * 8;
uint16_t ytile = (currentTile / map_level->tileset_size) * 8;
/* render */
dsubimage(i * 8, j * 8, map_level->tileset, xtile, ytile, 8, 8, DIMAGE_NONE );
}
}
void RenderMap(Player *player, Map *map_level) {
/* 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+1, 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;
for (l = 0; l < map_level->nblayers; l++){
/* 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){
tile = map_level->layers[l][(y+ty) * map_level->w + tx+x];
/* tile == -1 means nothing to be draw */
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, 8, 8,
DIMAGE_NONE);
}
}
}
}
}
}
}

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@ -1,26 +1,27 @@
#ifndef MAP_H
#define MAP_H
#define T_HEIGHT 8
#define T_WIDTH 8
#include <gint/display.h>
#include "player.h"
void RenderMap(void);
typedef struct {
/*width, height and the number of layer of the map*/
int w, h, nblayers;
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[];
};
/*the tileset to use*/
bopti_image_t *tileset;
int tileset_size;
/*list of all the tiles*/
short *layers[];
} Map;
void RenderMap(Player *player, Map *map_level);
#endif

7
src/mapdata.h Normal file
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@ -0,0 +1,7 @@
#ifndef MAPDATA_H
#define MAPDATA_H
extern Map map_level0;
#endif

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@ -1,30 +1,42 @@
#include "player.h"
#include "map.h"
#include <gint/display.h>
extern struct player;
extern struct Map *map_level;
#define P_WIDTH 8
#define P_HEIGHT 8
void PlayerLeft( void )
{
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 PlayerRight( void )
{
void PlayerLeft(void) {
if(MyPlayer.x > 0){
MyPlayer.x--;
}
}
void PlayerUp( void )
{
void PlayerRight(void) {
if(MyPlayer.x < map_level->w * T_WIDTH){
MyPlayer.x++;
}
}
void PlayerDown( void )
{
void PlayerUp(void) {
if(MyPlayer.y > 0){
MyPlayer.y--;
}
}
void PlayerAction( void )
{
void PlayerDown(void) {
if(MyPlayer.y < map_level->h * T_HEIGHT){
MyPlayer.y++;
}
}
}
void PlayerAction(void) {
}

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@ -1,27 +1,26 @@
#ifndef PLAYER_H
#define PLAYER_H
#include <stdint.h>
/* Struct that define player parameters */
struct Player
{
uint16_t x, y;
uint16_t life;
};
typedef struct {
unsigned short int x, y; /* The position of the player */
unsigned char px, py; /* The position of the player on screen */
unsigned short int life; /* How many lives the player still has between 0
* and 100. */
} Player;
/* This function should be called after drawing the map ! */
void PlayerDraw(void);
void PlayerLeft(void);
void PlayerRight(void);
void PlayerUp(void);
void PlayerDown(void);
void PlayerAction(void);
void PlayerLeft( void );
void PlayerRight( void );
void PlayerUp( void );
void PlayerDown( void );
void PlayerAction( void );
#endif
#endif