Restructured some stuff, now the map is scrolling :), but some optimizations are needed!

This commit is contained in:
mibi88 2023-07-07 14:20:13 +02:00
parent e6867a37ac
commit 9818d835be
9 changed files with 207 additions and 139 deletions

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@ -43,6 +43,7 @@ set(ASSETS
) )
set(ASSETS_fx set(ASSETS_fx
assets-fx/levels/level0.json 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: example.png:
type: bopti-image type: bopti-image
name: img_example name: img_example
demo_player.png:
type: bopti-image
name: demo_player_img

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@ -14,21 +14,16 @@
#include <gint/gray.h> #include <gint/gray.h>
#endif //COLOR2BIT #endif //COLOR2BIT
#include <stdint.h> #include <stdint.h>
#include <stdbool.h> #include <stdbool.h>
#include "map.h" #include "map.h"
#include "player.h" #include "player.h"
#include "mapdata.h"
/* Player data (defined in "player.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 */ /* some global variables */
bool exittoOS = false; // set to true when asked for exit bool exittoOS = false; // set to true when asked for exit
@ -36,21 +31,18 @@ bool exittoOS = false; // set to true when asked for exit
bool screenshot = false; // set to true when screenshot is required bool screenshot = false; // set to true when screenshot is required
bool record = false; // set to true when bool record = false; // set to true when
/* Key management */ /* Key management */
static void get_inputs( void ) static void get_inputs( void )
{ {
key_event_t ev; 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; if(keydown(KEY_EXIT)) exittoOS = true;
@ -100,7 +92,6 @@ static void get_inputs( void )
void GameLogic( void ) void GameLogic( void )
{ {
} }
@ -126,7 +117,8 @@ int main(void)
dclear(C_WHITE); dclear(C_WHITE);
/* render the map */ /* render the map */
RenderMap(); RenderMap(&MyPlayer, map_level);
PlayerDraw();
/* start the logic of the game */ /* start the logic of the game */
GameLogic(); GameLogic();

108
src/map.c
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@ -1,38 +1,92 @@
#include "map.h" #include "map.h"
#include <gint/display.h> #include <gint/display.h>
extern struct Map map_level0; #define T_HEIGHT 8
#define T_WIDTH 8
struct Map *map_level = &map_level0; void RenderMap(Player *player, Map *map_level) {
/* for all Layer (2 in the current configuration: Background is layer 0 and
void RenderMap( void ) * foreground is layer 1 ) */
{ for (int u = 0; u < map_level->nblayers; u++){
/* for all Layer (2 in the current configuration: Background is layer 0 and foreground is layer 1 ) */ /* Draws a layer of the map on screen. */
for (int u = 0; u < map_level->nblayers; u++) /* x and y will contain the position in the loop. */
{ int x, y;
/* for each colum */ /* The positions where we start drawing the tiles will be in tx and
for (int i = 0; i < map_level->w; i++) * ty. */
{ int tx, ty;
/* and each line */ /* mx and my will contain how many pixels will be hidden on x and on
for (int j = 0; j < map_level->h; j++) * y. */
{ int mx, my;
/* compute the index */ /* dw and dh contain the amount of tiles that will be drawn on x and on
uint16_t index = j * map_level->w + i; * y. */
int dw = DWIDTH/T_WIDTH+1, dh = DHEIGHT/T_HEIGHT+1;
/* get the tile index from the map*/ /* mw and mh will contain the height and the width of the map. */
int16_t currentTile = map_level->layers[u][index]; int mw = map_level->w*T_WIDTH, mh = map_level->h*T_HEIGHT;
/* tile contains the tile to draw. */
/* currentTile == -1 means nothing to be draw */ short int tile;
if (currentTile != -1) /* The position where I start drawing */
{ int sx, sy;
/* 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(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[u][(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 */ /* get x and y position in the tileset image */
uint16_t xtile = (currentTile % map_level->tileset_size) * 8; unsigned short int xtile = (tile %
uint16_t ytile = (currentTile / map_level->tileset_size) * 8; map_level->tileset_size) *
T_WIDTH;
unsigned short int ytile = (tile /
map_level->tileset_size) *
T_HEIGHT;
/* render */ /* render */
dsubimage(i * 8, j * 8, map_level->tileset, xtile, ytile, 8, 8, DIMAGE_NONE ); dsubimage(x*T_WIDTH-mx, y*T_HEIGHT-my,
map_level->tileset, xtile, ytile, 8, 8,
DIMAGE_NONE);
}
} }
} }
} }
} }
} }

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@ -4,11 +4,9 @@
#include <gint/display.h> #include <gint/display.h>
#include "player.h"
void RenderMap(void); typedef struct {
struct Map {
/*width, height and the number of layer of the map*/ /*width, height and the number of layer of the map*/
int w, h, nblayers; int w, h, nblayers;
@ -19,8 +17,9 @@ struct Map {
/*list of all the tiles*/ /*list of all the tiles*/
short *layers[]; short *layers[];
}; } Map;
void RenderMap(Player *player, Map *map_level);
#endif #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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@ -1,27 +1,37 @@
#include "player.h" #include "player.h"
#include "map.h" #include "map.h"
#include <gint/display.h>
extern struct player; #define P_WIDTH 16
#define P_HEIGHT 16
extern Player MyPlayer;
extern struct Map *map_level; extern struct 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 PlayerLeft( void ) void PlayerLeft( void )
{ {
MyPlayer.x--;
} }
void PlayerRight( void ) void PlayerRight( void )
{ {
MyPlayer.x++;
} }
void PlayerUp( void ) void PlayerUp( void )
{ {
MyPlayer.y--;
} }
void PlayerDown( void ) void PlayerDown( void )
{ {
MyPlayer.y++;
} }
void PlayerAction( void ) void PlayerAction( void )

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@ -5,13 +5,15 @@
/* Struct that define player parameters */ /* Struct that define player parameters */
struct Player typedef struct {
{ unsigned short int x, y; /* The position of the player */
uint16_t x, y; short int px, py; /* The position of the player on screen */
uint16_t life; 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 PlayerLeft( void );