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synced 2024-12-29 13:03:43 +01:00
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:
commit
78d45a1e78
9 changed files with 233 additions and 169 deletions
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@ -43,6 +43,7 @@ set(ASSETS
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)
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)
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set(ASSETS_fx
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set(ASSETS_fx
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assets-fx/levels/level0.json
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assets-fx/levels/level0.json
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assets-fx/demo_player.png
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# ...
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# ...
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)
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)
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BIN
assets-fx/demo_player.png
Normal file
BIN
assets-fx/demo_player.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 105 B |
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@ -1,3 +1,6 @@
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example.png:
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example.png:
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type: bopti-image
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type: bopti-image
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name: img_example
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name: img_example
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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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28
src/main.c
28
src/main.c
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@ -14,21 +14,16 @@
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#include <gint/gray.h>
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#include <gint/gray.h>
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#endif //COLOR2BIT
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#endif //COLOR2BIT
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#include <stdint.h>
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#include <stdint.h>
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#include <stdbool.h>
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#include <stdbool.h>
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#include "map.h"
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#include "map.h"
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#include "player.h"
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#include "player.h"
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#include "mapdata.h"
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/* Player data (defined in "player.h")*/
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/* Player data (defined in "player.h")*/
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struct Player MyPlayer = { 10, 5, 100 };
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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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/* some global variables */
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bool exittoOS = false; // set to true when asked for exit
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bool exittoOS = false; // set to true when asked for exit
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@ -36,21 +31,18 @@ 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 screenshot = false; // set to true when screenshot is required
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bool record = false; // set to true when
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bool record = false; // set to true when
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/* Key management */
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/* Key management */
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static void get_inputs( void )
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static void get_inputs( void )
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{
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{
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key_event_t ev;
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key_event_t ev;
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while((ev = pollevent()).type != KEYEV_NONE)
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while((ev = pollevent()).type != KEYEV_NONE){
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{
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}
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}
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/* Key binding for the Player action */
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/* Key binding for the Player action */
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/*************************************/
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/*************************************/
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if(keydown(KEY_EXIT)) exittoOS = true;
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if(keydown(KEY_EXIT)) exittoOS = true;
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@ -97,15 +89,12 @@ static void get_inputs( void )
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#endif
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#endif
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void GameLogic( void )
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void GameLogic(void) {
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{
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}
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}
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int main(void)
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int main(void) {
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{
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#if USB_FEATURE==1
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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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usb_interface_t const *interfaces[] = {&usb_ff_bulk, NULL};
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@ -126,7 +115,8 @@ int main(void)
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dclear(C_WHITE);
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dclear(C_WHITE);
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/* render the map */
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/* render the map */
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RenderMap();
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RenderMap(&MyPlayer, map_level);
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PlayerDraw();
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/* start the logic of the game */
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/* start the logic of the game */
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GameLogic();
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GameLogic();
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107
src/map.c
107
src/map.c
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@ -1,38 +1,89 @@
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#include "map.h"
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#include "map.h"
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#include <gint/display.h>
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#include <gint/display.h>
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extern struct Map map_level0;
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void RenderMap(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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struct Map *map_level = &map_level0;
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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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void RenderMap( void )
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unsigned char x, y;
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{
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/* The positions where we start drawing the tiles will be in tx and
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/* for all Layer (2 in the current configuration: Background is layer 0 and foreground is layer 1 ) */
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* ty. */
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for (int u = 0; u < map_level->nblayers; u++)
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unsigned short int tx, ty;
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{
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/* mx and my will contain how many pixels will be hidden on x and on
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/* for each colum */
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* y. */
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for (int i = 0; i < map_level->w; i++)
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unsigned char mx, my;
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{
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/* dw and dh contain the amount of tiles that will be drawn on x and on
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/* and each line */
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* y. */
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for (int j = 0; j < map_level->h; j++)
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unsigned char dw = DWIDTH/T_WIDTH+1, dh = DHEIGHT/T_HEIGHT+1;
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{
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/* mw and mh will contain the height and the width of the map. */
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/* compute the index */
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unsigned short int mw = map_level->w*T_WIDTH, mh = map_level->h*T_HEIGHT;
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uint16_t index = j * map_level->w + i;
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/* tile contains the tile to draw. */
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short int tile;
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/* get the tile index from the map*/
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/* The position where I start drawing */
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int16_t currentTile = map_level->layers[u][index];
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unsigned short int sx, sy;
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/* The position of the tile in the tileset. */
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/* currentTile == -1 means nothing to be draw */
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unsigned short int xtile, ytile;
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if (currentTile != -1)
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/* The layer we're drawing */
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{
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unsigned char l;
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/* Fix sx. */
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if(player->x<DWIDTH/2){
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/* If I can't center the player because I'm near the left border of
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* the map. */
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player->px = player->x;
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sx = 0;
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}else if(player->x+DWIDTH/2>mw){
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/* If I can't center the player because I'm near the right border of
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* the map. */
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sx = mw-DWIDTH;
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player->px = player->x-sx;
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}else{
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/* I can center the player. */
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player->px = DWIDTH/2;
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sx = player->x-player->px;
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}
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/* Fix sy. */
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if(player->y<DHEIGHT/2){
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/* If I can't center the player because I'm near the top border of
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* the map. */
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player->py = player->y;
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sy = 0;
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}else if(player->y+DHEIGHT/2>mh){
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/* If I can't center the player because I'm near the bottom border
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* of the map. */
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sy = mh-DHEIGHT;
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player->py = player->y-sy;
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}else{
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/* I can center the player. */
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player->py = DHEIGHT/2;
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sy = player->y-player->py;
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}
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tx = sx/T_WIDTH;
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ty = sy/T_HEIGHT;
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mx = sx-tx*T_WIDTH;
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my = sy-ty*T_HEIGHT;
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for (l = 0; l < map_level->nblayers; l++){
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/* Draw a layer of the map on screen. */
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for(y=0;y<dh;y++){
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for(x=0;x<dw;x++){
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/* I get the tile number if his position is inside the map. Then
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* I draw it. */
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if(tx+x>=0 && tx+x < map_level->w &&
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ty+y>=0 && ty+y < map_level->h){
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tile = map_level->layers[l][(y+ty) * map_level->w + tx+x];
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/* tile == -1 means nothing to be draw */
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if(tile >= 0){
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/* get x and y position in the tileset image */
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/* get x and y position in the tileset image */
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uint16_t xtile = (currentTile % map_level->tileset_size) * 8;
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xtile = (tile % map_level->tileset_size) * T_WIDTH;
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uint16_t ytile = (currentTile / map_level->tileset_size) * 8;
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ytile = (tile / map_level->tileset_size) * T_HEIGHT;
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/* render */
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/* render */
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dsubimage(i * 8, j * 8, map_level->tileset, xtile, ytile, 8, 8, DIMAGE_NONE );
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dsubimage(x*T_WIDTH-mx, y*T_HEIGHT-my,
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map_level->tileset, xtile, ytile, 8, 8,
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DIMAGE_NONE);
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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13
src/map.h
13
src/map.h
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@ -1,14 +1,14 @@
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#ifndef MAP_H
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#ifndef MAP_H
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#define MAP_H
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#define MAP_H
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#define T_HEIGHT 8
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#define T_WIDTH 8
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#include <gint/display.h>
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#include <gint/display.h>
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#include "player.h"
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void RenderMap(void);
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typedef struct {
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struct Map {
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/*width, height and the number of layer of the map*/
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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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int w, h, nblayers;
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@ -19,8 +19,9 @@ struct Map {
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/*list of all the tiles*/
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/*list of all the tiles*/
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short *layers[];
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short *layers[];
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};
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} Map;
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void RenderMap(Player *player, Map *map_level);
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#endif
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#endif
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7
src/mapdata.h
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7
src/mapdata.h
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@ -0,0 +1,7 @@
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#ifndef MAPDATA_H
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#define MAPDATA_H
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extern Map map_level0;
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#endif
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42
src/player.c
42
src/player.c
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@ -1,30 +1,42 @@
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#include "player.h"
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#include "player.h"
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#include "map.h"
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#include "map.h"
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#include <gint/display.h>
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extern struct player;
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#define P_WIDTH 8
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extern struct Map *map_level;
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#define P_HEIGHT 8
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void PlayerLeft( void )
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extern Player MyPlayer;
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{
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extern Map *map_level;
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extern bopti_image_t demo_player_img;
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void PlayerDraw(void) {
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dimage(MyPlayer.px-P_WIDTH/2, MyPlayer.py-P_HEIGHT/2, &demo_player_img);
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}
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}
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void PlayerRight( void )
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void PlayerLeft(void) {
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{
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if(MyPlayer.x > 0){
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MyPlayer.x--;
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}
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}
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}
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void PlayerUp( void )
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void PlayerRight(void) {
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{
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if(MyPlayer.x < map_level->w * T_WIDTH){
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MyPlayer.x++;
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}
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}
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}
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void PlayerDown( void )
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void PlayerUp(void) {
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{
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if(MyPlayer.y > 0){
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MyPlayer.y--;
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}
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}
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}
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void PlayerAction( void )
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void PlayerDown(void) {
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{
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if(MyPlayer.y < map_level->h * T_HEIGHT){
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MyPlayer.y++;
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}
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}
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void PlayerAction(void) {
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}
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}
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17
src/player.h
17
src/player.h
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@ -1,17 +1,16 @@
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#ifndef PLAYER_H
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#ifndef PLAYER_H
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#define PLAYER_H
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#define PLAYER_H
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#include <stdint.h>
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/* Struct that define player parameters */
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/* Struct that define player parameters */
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struct Player
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typedef struct {
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{
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unsigned short int x, y; /* The position of the player */
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uint16_t x, y;
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unsigned char px, py; /* The position of the player on screen */
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uint16_t life;
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unsigned short int life; /* How many lives the player still has between 0
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};
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* and 100. */
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} Player;
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/* This function should be called after drawing the map ! */
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void PlayerDraw(void);
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void PlayerLeft(void);
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void PlayerLeft(void);
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