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https://git.planet-casio.com/Slyvtt/Collab_RPG.git
synced 2024-12-28 04:23:42 +01:00
Dialogs management should work, had not the time to test it yet.
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parent
5f55b46bad
commit
813c23ad00
3 changed files with 90 additions and 41 deletions
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@ -6,10 +6,15 @@
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#define BOX_HEIGHT (F_HEIGHT/PXSIZE+8)
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extern font_t fontRPG;
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#define FONT_USED fontRPG
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void showtext(Game *game, bopti_image_t *face, char *text) {
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dfont(&fontRPG);
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unsigned int i;
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dfont(&FONT_USED);
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unsigned int i, n, y = 1, l = 0;
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int line_max_chars;
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unsigned int max_lines_amount = BOX_HEIGHT/(FONT_USED.line_height +
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FONT_USED.char_spacing);
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/* Run a little fancy animation. */
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for(i=0;i<BOX_HEIGHT;i++){
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draw(game);
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drect(0, 0, DWIDTH, i*PXSIZE, C_WHITE);
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@ -24,13 +29,62 @@ void showtext(Game *game, bopti_image_t *face, char *text) {
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* drawing on the face. */
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/* Show a little message that showing text in dialogs is not implemented
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* yet. */
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dtext(BOX_HEIGHT*PXSIZE, 1, C_BLACK, "Dialogs not implemented");
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dtext(BOX_HEIGHT*PXSIZE, 8*PXSIZE, C_BLACK, "Press any key");
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dupdate();
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getkey();
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for(i=0;i<strlen(text);i++){
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/**/
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/* Get how many chars we can draw on screen with a padding on the left
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* and on the right of 1 px. */
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drsize(text+i, &FONT_USED, DWIDTH-2, &line_max_chars);
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/* TODO: Handle lines that are longer than what I can draw. */
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/* Loop from the end to the start for word wrap. */
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for(n=line_max_chars; n>0; n--) {
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/* If we found a space, we can draw this line and do the same for
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* the next line. */
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if(text[i+n] == ' '){
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dtext_opt(1, y, C_BLACK, C_NONE, DTEXT_TOP, DTEXT_LEFT, text+i,
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n); /* Draw everything. */
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/* Increment y by the line height plus the space between them.
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*/
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y += FONT_USED.line_height+FONT_USED.char_spacing;
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i += n; /* We drew everything to i+n */
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l++; /* We drew one more line. */
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break;
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}
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}
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if(l>=max_lines_amount-1){
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/* We drew one entire screen, reset everything to draw the next one.
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*/
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/* Make a little animation :). */
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dupdate();
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while(game->frame_duration < 20) sleep();
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game->frame_duration = 0;
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/* Ask the user to press EXE to continue. */
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dtext(1, y, C_BLACK, "[EXE] To continue ...");
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/* Reset y and l. */
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y = 1;
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l = 0;
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/* Clear the screen. */
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drect(0, i*PXSIZE, DWIDTH, (i+1)*PXSIZE, C_BLACK);
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}
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/* Make a little animation :). */
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dupdate();
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if(l>=max_lines_amount-1){
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while(getkey().key != KEY_EXE) sleep();
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}
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else{
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while(game->frame_duration < 20) sleep();
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}
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game->frame_duration = 0;
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}
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if(l<max_lines_amount-1){
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/* If we have not filled everthing with text at the end. */
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/* Make a little animation :). */
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dupdate();
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while(game->frame_duration < 20) sleep();
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game->frame_duration = 0;
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/* Ask the user to press EXE to continue. */
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dtext(1, y, C_BLACK, "[EXE] To continue ...");
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while(getkey().key != KEY_EXE) sleep();
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}
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/* Run another little fancy animation. */
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for(i=40;i>0;i--){
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draw(game);
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drect(0, 0, DWIDTH, i*PXSIZE, C_WHITE);
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@ -42,5 +96,3 @@ void showtext(Game *game, bopti_image_t *face, char *text) {
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game->frame_duration = 0;
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}
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}
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57
src/map.c
57
src/map.c
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@ -26,6 +26,8 @@ void render_map(Player *player, Map *map_level) {
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unsigned short int xtile, ytile;
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/* The layer we're drawing */
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unsigned char l;
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/* The index of the current tile we're drawing in the layer. */
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int current_index;
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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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@ -62,7 +64,6 @@ void render_map(Player *player, Map *map_level) {
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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-1; 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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@ -72,10 +73,10 @@ void render_map(Player *player, Map *map_level) {
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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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/* index of the current tile */
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int currentIndex = (y+ty) * map_level->w + tx+x;
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current_index = (y+ty) * map_level->w + tx+x;
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/* we get the ID of the tile in the current drawable layers
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*/
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tile = map_level->layers[l][currentIndex];
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tile = map_level->layers[l][current_index];
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/* tile == -1 means nothing to be drawn */
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if(tile >= 0){
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@ -115,8 +116,6 @@ void render_map_by_layer(Player *player, Map *map_level, int layer) {
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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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unsigned short int xtile, ytile;
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/* The layer we're drawing */
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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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@ -153,34 +152,32 @@ void render_map_by_layer(Player *player, Map *map_level, int layer) {
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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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/* 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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/* index of the current tile */
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int currentIndex = (y+ty) * map_level->w + tx+x;
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/* we get the ID of the tile in the current drawable layers
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*/
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tile = map_level->layers[layer][currentIndex];
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/* tile == -1 means nothing to be drawn */
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if(tile >= 0){
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/* get x and y position in the tileset image */
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xtile = (tile % map_level->tileset_size) * T_WIDTH;
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ytile = (tile / map_level->tileset_size) * T_HEIGHT;
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/* render */
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dsubimage(x*T_WIDTH-mx, y*T_HEIGHT-my,
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map_level->tileset, xtile, ytile, T_WIDTH,
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T_HEIGHT, DIMAGE_NONE);
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}
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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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/* index of the current tile */
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int currentIndex = (y+ty) * map_level->w + tx+x;
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/* we get the ID of the tile in the current drawable layers
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*/
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tile = map_level->layers[layer][currentIndex];
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/* tile == -1 means nothing to be drawn */
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if(tile >= 0){
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/* get x and y position in the tileset image */
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xtile = (tile % map_level->tileset_size) * T_WIDTH;
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ytile = (tile / map_level->tileset_size) * T_HEIGHT;
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/* render */
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dsubimage(x*T_WIDTH-mx, y*T_HEIGHT-my,
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map_level->tileset, xtile, ytile, T_WIDTH,
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T_HEIGHT, 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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@ -28,7 +28,8 @@
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/* Draws the map map on the entire screen to be viewed by the player player. */
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void render_map(Player *player, Map *map_level);
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/* Draws the map layer on the entire screen to be viewed by the player player. */
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/* Draws the map layer on the entire screen to be viewed by the player player.
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*/
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void render_map_by_layer(Player *player, Map *map_level, int layer);
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/* Get the tile at (x, y) of the map map. If the tile is located outside of the
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@ -39,4 +40,3 @@ short int get_tile(Map *map_level, int x, int y, int l);
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short int get_walkable(Map *map_level, int x, int y);
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#endif
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