The map displaying is now SUPER fast

This commit is contained in:
mibi88 2023-07-07 14:50:30 +02:00
parent 9818d835be
commit d3f1e55422
5 changed files with 94 additions and 98 deletions

View file

@ -89,14 +89,12 @@ static void get_inputs( void )
#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};

127
src/map.c
View file

@ -2,83 +2,80 @@
#include <gint/display.h>
#define T_HEIGHT 8
#define T_WIDTH 8
void RenderMap(Player *player, Map *map_level) {
/* 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++){
/* Draws a layer of the map on screen. */
/* x and y will contain the position in the loop. */
int x, y;
/* The positions where we start drawing the tiles will be in tx and
* ty. */
int tx, ty;
/* mx and my will contain how many pixels will be hidden on x and on
* y. */
int mx, my;
/* dw and dh contain the amount of tiles that will be drawn on x and on
* y. */
int dw = DWIDTH/T_WIDTH+1, dh = DHEIGHT/T_HEIGHT+1;
/* mw and mh will contain the height and the width of the map. */
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 */
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;
/* 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[u][(y+ty) * map_level->w + tx+x];
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 */
unsigned short int xtile = (tile %
map_level->tileset_size) *
T_WIDTH;
unsigned short int ytile = (tile /
map_level->tileset_size) *
T_HEIGHT;
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,

View file

@ -1,6 +1,8 @@
#ifndef MAP_H
#define MAP_H
#define T_HEIGHT 8
#define T_WIDTH 8
#include <gint/display.h>

View file

@ -2,39 +2,41 @@
#include "map.h"
#include <gint/display.h>
#define P_WIDTH 16
#define P_HEIGHT 16
#define P_WIDTH 8
#define P_HEIGHT 8
extern Player MyPlayer;
extern struct Map *map_level;
extern Map *map_level;
extern bopti_image_t demo_player_img;
void PlayerDraw( void )
{
void PlayerDraw(void) {
dimage(MyPlayer.px-P_WIDTH/2, MyPlayer.py-P_HEIGHT/2, &demo_player_img);
}
void PlayerLeft( void )
{
MyPlayer.x--;
void PlayerLeft(void) {
if(MyPlayer.x > 0){
MyPlayer.x--;
}
}
void PlayerRight( void )
{
MyPlayer.x++;
void PlayerRight(void) {
if(MyPlayer.x < map_level->w * T_WIDTH){
MyPlayer.x++;
}
}
void PlayerUp( void )
{
MyPlayer.y--;
void PlayerUp(void) {
if(MyPlayer.y > 0){
MyPlayer.y--;
}
}
void PlayerDown( void )
{
MyPlayer.y++;
void PlayerDown(void) {
if(MyPlayer.y < map_level->h * T_HEIGHT){
MyPlayer.y++;
}
}
void PlayerAction( void )
{
void PlayerAction(void) {
}

View file

@ -1,29 +1,26 @@
#ifndef PLAYER_H
#define PLAYER_H
#include <stdint.h>
/* Struct that define player parameters */
typedef struct {
unsigned short int x, y; /* The position of the player */
short int px, py; /* The position of the player on screen */
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 PlayerDraw(void);
void PlayerLeft( void );
void PlayerLeft(void);
void PlayerRight( void );
void PlayerRight(void);
void PlayerUp( void );
void PlayerUp(void);
void PlayerDown( void );
void PlayerDown(void);
void PlayerAction( void );
void PlayerAction(void);
#endif