Merge pull request 'MaJ de la fork' (#1) from Slyvtt/Collab_RPG:master into master
Reviewed-on: https://gitea.planet-casio.com/Fcalva/Collab_RPG_Fcalva/pulls/1
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@ -12,8 +12,8 @@ find_package(Gint 2.9 REQUIRED)
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find_package(LibProf 2.4 REQUIRED)
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find_package(LibProf 2.4 REQUIRED)
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||||||
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||||||
#set the color mode either to 1b or 2b
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#set the color mode either to 1b or 2b
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||||||
set(COLORMODE_fx 2b)
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set(COLORMODE_fx 1b)
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||||||
#set the color mode either to 2b or EGA64
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#set the color mode either to 1b, 2b or EGA64
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set(COLORMODE_cg EGA64)
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set(COLORMODE_cg EGA64)
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||||||
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||||||
fxconv_declare_converters(assets/converters.py)
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fxconv_declare_converters(assets/converters.py)
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@ -35,10 +35,19 @@ set(ASSETS
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set(ASSETS_cg
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set(ASSETS_cg
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||||||
assets-cg/demo_player.png
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assets-cg/demo_player.png
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||||||
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assets-cg/demo_PNJ.png
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||||||
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assets-cg/SignAction.png
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||||||
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assets-cg/NPC_Icon.png
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||||||
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assets-cg/SGN_Icon.png
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||||||
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assets-cg/INFO_Icon.png
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||||||
assets-cg/player_face.png
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assets-cg/player_face.png
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||||||
assets-cg/font.png
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assets-cg/font.png
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)
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)
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set(ASSETS_cg_1b
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assets-cg/levels/tileset1b_CG.png
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)
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set(ASSETS_cg_2b
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set(ASSETS_cg_2b
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||||||
assets-cg/levels/tileset2b_CG.png
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assets-cg/levels/tileset2b_CG.png
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)
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)
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||||||
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@ -49,6 +58,11 @@ set(ASSETS_cg_EGA64
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set(ASSETS_fx
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set(ASSETS_fx
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assets-fx/demo_player.png
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assets-fx/demo_player.png
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||||||
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assets-fx/demo_PNJ.png
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||||||
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assets-fx/SignAction.png
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||||||
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assets-fx/NPC_Icon.png
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assets-fx/SGN_Icon.png
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assets-fx/INFO_Icon.png
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assets-fx/player_face.png
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assets-fx/player_face.png
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assets-fx/font.png
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assets-fx/font.png
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||||||
# ...
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# ...
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@ -64,7 +78,7 @@ set(ASSETS_fx_2b
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# ...
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# ...
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)
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)
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fxconv_declare_assets(${ASSETS} ${ASSETS_fx} ${ASSETS_cg} ${ASSETS_fx_1b} ${ASSETS_fx_2b} ${ASSETS_cg_2b} ${ASSETS_cg_EGA64} WITH_METADATA)
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fxconv_declare_assets(${ASSETS} ${ASSETS_fx} ${ASSETS_cg} ${ASSETS_fx_1b} ${ASSETS_fx_2b} ${ASSETS_cg_1b} ${ASSETS_cg_2b} ${ASSETS_cg_EGA64} WITH_METADATA)
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if("${FXSDK_PLATFORM_LONG}" STREQUAL fx9860G)
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if("${FXSDK_PLATFORM_LONG}" STREQUAL fx9860G)
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add_executable(myaddin ${SOURCES} ${ASSETS} ${ASSETS_${FXSDK_PLATFORM}} ${ASSETS_${FXSDK_PLATFORM}_${COLORMODE_fx}} )
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add_executable(myaddin ${SOURCES} ${ASSETS} ${ASSETS_${FXSDK_PLATFORM}} ${ASSETS_${FXSDK_PLATFORM}_${COLORMODE_fx}} )
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@ -83,11 +97,14 @@ if("${COLORMODE_fx}" STREQUAL 2b)
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endif()
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endif()
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# cg colormode
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# cg colormode
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if("${COLORMODE_cg}" STREQUAL 1b)
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target_compile_options(myaddin PRIVATE -Wall -Wextra -Os -DCOLOR1BIT)
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endif()
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||||||
if("${COLORMODE_cg}" STREQUAL 2b)
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if("${COLORMODE_cg}" STREQUAL 2b)
|
||||||
target_compile_options(myaddin PRIVATE -Wall -Wextra -Os -DCOLOR2BIT)
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target_compile_options(myaddin PRIVATE -Wall -Wextra -Os -DCOLOR2BIT)
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||||||
endif()
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endif()
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||||||
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||||||
if("${COLORMODE_cg}" STREQUAL EGA64)
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if("${COLORMODE_cg}" STREQUAL EGA64)
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target_compile_options(myaddin PRIVATE -Wall -Wextra -Os -DCOLOREGA)
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target_compile_options(myaddin PRIVATE -Wall -Wextra -Os -DCOLOREGA)
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||||||
endif()
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endif()
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@ -111,6 +128,11 @@ if("${FXSDK_PLATFORM_LONG}" STREQUAL fx9860G)
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||||||
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elseif("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
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elseif("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
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if("${COLORMODE_cg}" STREQUAL 1b)
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generate_g3a(TARGET myaddin OUTPUT "PrjPC1b.g3a"
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NAME "Col RPG 1bit" ICONS assets-cg/icon-uns.png assets-cg/icon-sel.png)
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endif()
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if("${COLORMODE_cg}" STREQUAL 2b)
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if("${COLORMODE_cg}" STREQUAL 2b)
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||||||
generate_g3a(TARGET myaddin OUTPUT "PrjPC2b.g3a"
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generate_g3a(TARGET myaddin OUTPUT "PrjPC2b.g3a"
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||||||
NAME "Col RPG Grey" ICONS assets-cg/icon-uns.png assets-cg/icon-sel.png)
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NAME "Col RPG Grey" ICONS assets-cg/icon-uns.png assets-cg/icon-sel.png)
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||||||
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@ -4,20 +4,20 @@ Plus d'infos sur ce projet ici : [Le projet Collaboratif de PC](https://www.plan
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||||||
## Avencement du projet
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## Avencement du projet
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||||||
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||||||
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|
||||||
A ce stade, on a déjà implémenté :
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A ce stade, on a déjà implémenté :
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|
||||||
- [x] Screenshots, etc. par USB
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- [x] Screenshots, etc. par USB
|
||||||
- [x] Affichage de la map selon la position du joueur
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- [x] Affichage de la map courante selon la position du joueur
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||||||
- [x] Gestion des touches
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- [x] Gestion des touches
|
||||||
- [x] Gestion des collisions
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- [x] Gestion des collisions
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||||||
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- [x] Multiple cartes avec importation automatique des fichiers `world` issus de Tiled
|
||||||
- [x] Carte Multilayer (Background, Foreground + accessibilité / Dommages) avec transparence du calque Foreground
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- [x] Carte Multilayer (Background, Foreground + accessibilité / Dommages) avec transparence du calque Foreground
|
||||||
- [x] Personnage
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- [x] Personnage
|
||||||
- [x] Dialogues (sauts de lignes et mots plus grands que l'écran pas supportés)
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- [x] Dialogues (sauts de lignes et mots plus grands que l'écran pas supportés)
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||||||
- [ ] Fontes de caractères
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- [ ] Fontes de caractères
|
||||||
- [ ] Interaction
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- [ ] Interaction
|
||||||
- [ ] NPC
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- [ ] NPC
|
||||||
- [ ] Changement de map
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- [x] Changement de map durant le jeu
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||||||
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|
||||||
## Crédits
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## Crédits
|
||||||
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||||||
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@ -28,4 +28,4 @@ Les tiles sont issues de Game Boy Top-down RPG Fantasy Tileset (FREE)
|
||||||
Converties en niveau de gris avec Gimp
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Converties en niveau de gris avec Gimp
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||||||
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||||||
Une version 1-bit (N&B) à été réalisée par Shadow15510
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Une version 1-bit (N&B) à été réalisée par Shadow15510
|
||||||
Et une version couleur CG à été réalisée par Fcalva
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Et une version couleur CG (palette EGA64) à été réalisée par Fcalva
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||||||
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6
TODO.txt
Normal file
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@ -0,0 +1,6 @@
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||||||
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[OK] - Jeu de tuile 1bit pour CG pour avoir la version 1bit vérifiable en fonctionnement dans l'émulateur de Heath
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||||||
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[OK] - corriger les tuiles 1bit pour les rivières (tiles 1 2 3 et 4) avec niveaux de diphering pour tiles 1 et 3 (gris 33% et 66%)
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||||||
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[OK] - ajouter face pour dialogue pour PNJ
|
||||||
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[OK] - ajouter indicateur visuel pour action joueur quand on est proche d'un PNJ ou d'un panneau
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||||||
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||||||
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- faire des fonts lisibles avec le set `print` disponible intégralement
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BIN
assets-cg/INFO_Icon.png
Normal file
After Width: | Height: | Size: 4.8 KiB |
BIN
assets-cg/NPC_Icon.png
Normal file
After Width: | Height: | Size: 4.7 KiB |
BIN
assets-cg/SGN_Icon.png
Normal file
After Width: | Height: | Size: 4.7 KiB |
BIN
assets-cg/SignAction.png
Normal file
After Width: | Height: | Size: 4.9 KiB |
BIN
assets-cg/demo_PNJ.png
Normal file
After Width: | Height: | Size: 4.6 KiB |
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@ -2,10 +2,30 @@ demo_player.png:
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||||||
type: bopti-image
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type: bopti-image
|
||||||
name: demo_player_img
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name: demo_player_img
|
||||||
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|
||||||
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demo_PNJ.png:
|
||||||
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type: bopti-image
|
||||||
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name: demo_PNJ_img
|
||||||
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|
||||||
player_face.png:
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player_face.png:
|
||||||
type: bopti-image
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type: bopti-image
|
||||||
name: player_face_img
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name: player_face_img
|
||||||
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|
||||||
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SignAction.png:
|
||||||
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type: bopti-image
|
||||||
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name: SignAction_img
|
||||||
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|
||||||
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INFO_Icon.png:
|
||||||
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type: bopti-image
|
||||||
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name: INFO_Icon_img
|
||||||
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|
||||||
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NPC_Icon.png:
|
||||||
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type: bopti-image
|
||||||
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name: NPC_Icon_img
|
||||||
|
|
||||||
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SGN_Icon.png:
|
||||||
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type: bopti-image
|
||||||
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name: SGN_Icon_img
|
||||||
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|
||||||
font.png:
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font.png:
|
||||||
name: fontRPG
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name: fontRPG
|
||||||
type: font
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type: font
|
||||||
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@ -1,3 +1,7 @@
|
||||||
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tileset1b_CG.png:
|
||||||
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type: bopti-image
|
||||||
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name: img_tilesetnpp
|
||||||
|
|
||||||
tileset2b_CG.png:
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tileset2b_CG.png:
|
||||||
type: bopti-image
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type: bopti-image
|
||||||
name: img_tilesetnpp
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name: img_tilesetnpp
|
||||||
|
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BIN
assets-cg/levels/tileset1b_CG.png
Normal file
After Width: | Height: | Size: 43 KiB |
BIN
assets-fx/INFO_Icon.png
Normal file
After Width: | Height: | Size: 4.8 KiB |
BIN
assets-fx/NPC_Icon.png
Normal file
After Width: | Height: | Size: 4.8 KiB |
BIN
assets-fx/SGN_Icon.png
Normal file
After Width: | Height: | Size: 4.8 KiB |
BIN
assets-fx/SignAction.png
Normal file
After Width: | Height: | Size: 4.8 KiB |
BIN
assets-fx/demo_PNJ.png
Normal file
After Width: | Height: | Size: 4.6 KiB |
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@ -2,10 +2,29 @@ demo_player.png:
|
||||||
type: bopti-image
|
type: bopti-image
|
||||||
name: demo_player_img
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name: demo_player_img
|
||||||
|
|
||||||
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demo_PNJ.png:
|
||||||
|
type: bopti-image
|
||||||
|
name: demo_PNJ_img
|
||||||
|
|
||||||
player_face.png:
|
player_face.png:
|
||||||
type: bopti-image
|
type: bopti-image
|
||||||
name: player_face_img
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name: player_face_img
|
||||||
|
|
||||||
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SignAction.png:
|
||||||
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type: bopti-image
|
||||||
|
name: SignAction_img
|
||||||
|
|
||||||
|
INFO_Icon.png:
|
||||||
|
type: bopti-image
|
||||||
|
name: INFO_Icon_img
|
||||||
|
|
||||||
|
NPC_Icon.png:
|
||||||
|
type: bopti-image
|
||||||
|
name: NPC_Icon_img
|
||||||
|
|
||||||
|
SGN_Icon.png:
|
||||||
|
type: bopti-image
|
||||||
|
name: SGN_Icon_img
|
||||||
|
|
||||||
font.png:
|
font.png:
|
||||||
name: fontRPG
|
name: fontRPG
|
||||||
|
|
BIN
assets-fx/levels/backup/tileset1b.png
Normal file
After Width: | Height: | Size: 40 KiB |
|
@ -27,16 +27,15 @@ def convert_world(input, output, params, target):
|
||||||
print( "So let's go ... ")
|
print( "So let's go ... ")
|
||||||
|
|
||||||
structWorld = fxconv.Structure()
|
structWorld = fxconv.Structure()
|
||||||
|
#structExtra = fxconv.Structure()
|
||||||
|
|
||||||
for i in range(nbMaps):
|
for i in range(nbMaps):
|
||||||
|
|
||||||
nameMap = data["maps"][i]["fileName"].replace(".tmx","")
|
nameMap = data["maps"][i]["fileName"].replace(".tmx","")
|
||||||
nameMapFree = nameMap.split("/")[-1]
|
nameMapFree = nameMap.split("/")[-1]
|
||||||
#count the number of "back" (cd ..) to locate the map on the computer
|
#count the number of "back" (cd ..) to locate the map on the computer
|
||||||
nbRetour = nameMap.count("..")+1
|
nbRetour = nameMap.count("..")+1
|
||||||
#create the map absolute path
|
#create the map absolute path
|
||||||
|
|
||||||
|
|
||||||
nameTMX = "/".join(input.split("/")[:-nbRetour]) + "/" + nameMap + ".tmx"
|
nameTMX = "/".join(input.split("/")[:-nbRetour]) + "/" + nameMap + ".tmx"
|
||||||
nameJSON = "/".join(input.split("/")[:-nbRetour]) + "/" + nameMap + ".json"
|
nameJSON = "/".join(input.split("/")[:-nbRetour]) + "/" + nameMap + ".json"
|
||||||
|
|
||||||
|
@ -44,7 +43,6 @@ def convert_world(input, output, params, target):
|
||||||
print( "TILED COMMAND LINE FOR MAPS : ", commandline )
|
print( "TILED COMMAND LINE FOR MAPS : ", commandline )
|
||||||
os.system( commandline )
|
os.system( commandline )
|
||||||
|
|
||||||
|
|
||||||
mapPath = "/".join(input.split("/")[:-nbRetour]) + "/" + nameMap + ".json"
|
mapPath = "/".join(input.split("/")[:-nbRetour]) + "/" + nameMap + ".json"
|
||||||
print("Map ", i , " name : ", mapPath )
|
print("Map ", i , " name : ", mapPath )
|
||||||
|
|
||||||
|
@ -60,19 +58,29 @@ def convert_world(input, output, params, target):
|
||||||
ymax = data["maps"][i]["y"] + data["maps"][i]["height"]
|
ymax = data["maps"][i]["y"] + data["maps"][i]["height"]
|
||||||
print( "ymax = ", ymax )
|
print( "ymax = ", ymax )
|
||||||
|
|
||||||
map = convert_map( mapPath, output, params, target, xmin, ymin, xmax, ymax)
|
map = get_tile_map_data( mapPath, output, params, target, xmin, ymin, xmax, ymax)
|
||||||
print( "Map = ", map )
|
print( "Map = ", map )
|
||||||
structWorld += fxconv.ptr( map )
|
structWorld += fxconv.ptr( map )
|
||||||
|
|
||||||
|
#ext = get_extra_map_data( mapPath, output, params, target, xmin, ymin, xmax, ymax )
|
||||||
|
#print( "Data = ", ext )
|
||||||
|
#if (ext!=fxconv.u32(0)): structExtra += fxconv.ptr( ext )
|
||||||
|
|
||||||
structWorld += fxconv.u32(0)
|
structWorld += fxconv.u32(0)
|
||||||
|
|
||||||
|
#structExtra += fxconv.u32(0)
|
||||||
|
"""
|
||||||
|
#and all the extra data (PNJ, SGN, ...)
|
||||||
|
fxconv.elf_multi(
|
||||||
|
[("_" + params["varMapData"], structWorld),
|
||||||
|
("_" + params["varExtraData"], structExtra)],
|
||||||
|
output, **target)
|
||||||
|
"""
|
||||||
#generate !
|
#generate !
|
||||||
fxconv.elf(structWorld, output, "_" + params["name"], **target)
|
fxconv.elf(structWorld, output, "_" + params["name"], **target)
|
||||||
|
|
||||||
|
|
||||||
|
def get_tile_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
|
||||||
|
|
||||||
def convert_map(input, output, params, target, xmin, ymin, xmax, ymax):
|
|
||||||
print( "WE ARE COMPUTING THE MAP : ", input )
|
print( "WE ARE COMPUTING THE MAP : ", input )
|
||||||
data = json.load(open(input, "r"))
|
data = json.load(open(input, "r"))
|
||||||
|
|
||||||
|
@ -131,7 +139,7 @@ def convert_map(input, output, params, target, xmin, ymin, xmax, ymax):
|
||||||
print( "Walkable Tile Data in layer : ", layer_walkable)
|
print( "Walkable Tile Data in layer : ", layer_walkable)
|
||||||
break
|
break
|
||||||
elif i==nbTilelayer:
|
elif i==nbTilelayer:
|
||||||
printf( "ERROR : No Walkable layer data !!!" )
|
print( "ERROR : No Walkable layer data !!!" )
|
||||||
|
|
||||||
walk_data = bytes()
|
walk_data = bytes()
|
||||||
layer = data["layers"][layer_walkable]
|
layer = data["layers"][layer_walkable]
|
||||||
|
@ -142,6 +150,18 @@ def convert_map(input, output, params, target, xmin, ymin, xmax, ymax):
|
||||||
structMap += fxconv.ptr(walk_data)
|
structMap += fxconv.ptr(walk_data)
|
||||||
|
|
||||||
|
|
||||||
|
nbextra = 0
|
||||||
|
extradata = fxconv.Structure()
|
||||||
|
|
||||||
|
nbextra, extradata = get_extra_map_data(input, output, params, target, xmin, ymin, xmax, ymax)
|
||||||
|
|
||||||
|
if (nbextra==0):
|
||||||
|
structMap += fxconv.u32( 0 )
|
||||||
|
structMap += fxconv.u32( 0 )
|
||||||
|
else:
|
||||||
|
structMap += fxconv.u32( int(nbextra) )
|
||||||
|
structMap += fxconv.ptr( extradata )
|
||||||
|
|
||||||
|
|
||||||
#extraction of the data contained in the layer "Background" and "Foreground" of the map
|
#extraction of the data contained in the layer "Background" and "Foreground" of the map
|
||||||
|
|
||||||
|
@ -154,7 +174,7 @@ def convert_map(input, output, params, target, xmin, ymin, xmax, ymax):
|
||||||
print( "Background Tile Data in layer : ", layer_background)
|
print( "Background Tile Data in layer : ", layer_background)
|
||||||
break
|
break
|
||||||
elif i==nbTilelayer:
|
elif i==nbTilelayer:
|
||||||
printf( "ERROR : No Background layer data !!!" )
|
print( "ERROR : No Background layer data !!!" )
|
||||||
|
|
||||||
layer_data = bytes()
|
layer_data = bytes()
|
||||||
layer = data["layers"][layer_background]
|
layer = data["layers"][layer_background]
|
||||||
|
@ -180,8 +200,54 @@ def convert_map(input, output, params, target, xmin, ymin, xmax, ymax):
|
||||||
layer_data += fxconv.u16(tile-1)
|
layer_data += fxconv.u16(tile-1)
|
||||||
structMap += fxconv.ptr(layer_data)
|
structMap += fxconv.ptr(layer_data)
|
||||||
|
|
||||||
#generate !
|
|
||||||
#fxconv.elf(structMap, output, "_" + params["name"], **target)
|
|
||||||
|
|
||||||
return structMap
|
return structMap
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
def get_extra_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
|
||||||
|
print( "WE ARE COMPUTING THE EXTRA DATA OF THE MAP : ", input )
|
||||||
|
data = json.load(open(input, "r"))
|
||||||
|
|
||||||
|
|
||||||
|
nblayer = ["id" in i for i in data["layers"]].count(True) - 1
|
||||||
|
print( "I found ", nblayer, " of extradata")
|
||||||
|
|
||||||
|
#index of the various layers (may change from one map to another)
|
||||||
|
layer_extradata = 0
|
||||||
|
|
||||||
|
#import the foreground layer of the map
|
||||||
|
for i in range(nblayer+1):
|
||||||
|
datavalid = data["layers"][i]
|
||||||
|
if datavalid["name"]=="ExtraData":
|
||||||
|
layer_extradata = i
|
||||||
|
print( "Extra Data in layer : ", layer_extradata)
|
||||||
|
break
|
||||||
|
elif i==nblayer:
|
||||||
|
print( "ERROR : No ExtraData layer data !!!" )
|
||||||
|
return 0, fxconv.u32(0)
|
||||||
|
|
||||||
|
#create the structure of the map
|
||||||
|
structData = fxconv.Structure()
|
||||||
|
|
||||||
|
|
||||||
|
nbExtraData = 0
|
||||||
|
layer = data["layers"][layer_extradata]
|
||||||
|
for i in layer["objects"]:
|
||||||
|
nbExtraData = nbExtraData + 1
|
||||||
|
x = i["x"] + xmin
|
||||||
|
y = i["y"] + ymin
|
||||||
|
nme = i["name"]
|
||||||
|
tpe = i["type"]
|
||||||
|
for j in i["properties"]:
|
||||||
|
stg = j[ "value" ]
|
||||||
|
print( "OBJECT X= ", x, " Y= ", y, "STR= ", stg )
|
||||||
|
print( " Type= ", tpe, " Name= ", nme )
|
||||||
|
|
||||||
|
structData += fxconv.u16( int(x) )
|
||||||
|
structData += fxconv.u16( int(y) )
|
||||||
|
structData += fxconv.string( nme )
|
||||||
|
structData += fxconv.string( tpe )
|
||||||
|
structData += fxconv.string( stg )
|
||||||
|
|
||||||
|
return nbExtraData, structData
|
||||||
|
|
|
@ -3,6 +3,9 @@
|
||||||
# name_regex: (.*)\.json map_\1
|
# name_regex: (.*)\.json map_\1
|
||||||
|
|
||||||
|
|
||||||
*.world:
|
WorldRPG.world:
|
||||||
custom-type: world
|
custom-type: world
|
||||||
|
#name: xxx #unused but mandatory (Do not touch)
|
||||||
|
#varMapData: worldRPG
|
||||||
|
#varExtraData: extraRPG
|
||||||
name: worldRPG
|
name: worldRPG
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
<?xml version="1.0" encoding="UTF-8"?>
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
<map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-down" width="48" height="24" tilewidth="8" tileheight="8" infinite="0" nextlayerid="6" nextobjectid="4">
|
<map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-down" width="48" height="24" tilewidth="8" tileheight="8" infinite="0" nextlayerid="8" nextobjectid="9">
|
||||||
<editorsettings>
|
<editorsettings>
|
||||||
<export target="level0.json" format="json"/>
|
<export target="level0.json" format="json"/>
|
||||||
</editorsettings>
|
</editorsettings>
|
||||||
|
@ -12,7 +12,7 @@
|
||||||
301,2,2,2,2,2,385,2,2,2,2,2,2,2,2,2,301,2,386,2,2,2,2,2,2,2,2,2,2,2,2,297,298,299,300,49,9,10,134,135,52,393,394,395,396,337,338,2,
|
301,2,2,2,2,2,385,2,2,2,2,2,2,2,2,2,301,2,386,2,2,2,2,2,2,2,2,2,2,2,2,297,298,299,300,49,9,10,134,135,52,393,394,395,396,337,338,2,
|
||||||
325,149,150,151,152,2,2,327,374,375,327,2,2,185,374,375,325,387,2,297,298,299,300,2,2,2,2,2,2,2,2,2,2,2,2,73,33,34,74,219,76,2,2,2,2,361,362,2,
|
325,149,150,151,152,2,2,327,374,375,327,2,2,185,374,375,325,387,2,297,298,299,300,2,2,2,2,2,2,2,2,2,2,2,2,73,33,34,74,219,76,2,2,2,2,361,362,2,
|
||||||
257,2,2,385,2,2,385,2,265,266,2,2,208,209,352,353,257,2,2,2,2,2,2,297,298,299,300,2,2,2,2,25,26,27,27,97,98,99,98,99,100,26,26,27,28,131,2,2,
|
257,2,2,385,2,2,385,2,265,266,2,2,208,209,352,353,257,2,2,2,2,2,2,297,298,299,300,2,2,2,2,25,26,27,27,97,98,99,98,99,100,26,26,27,28,131,2,2,
|
||||||
281,176,2,2,2,2,2,385,289,290,2,2,232,233,376,377,281,2,326,2,154,153,190,2,2,2,2,2,2,2,2,49,2,2,2,121,59,60,60,61,124,2,2,2,52,132,2,2,
|
281,176,2,2,2,2,176,385,289,290,2,2,232,233,376,377,281,2,326,2,154,153,190,2,2,2,2,2,2,2,2,49,2,2,2,121,59,60,60,61,124,2,2,2,52,132,2,2,
|
||||||
2,2,2,2,2,385,2,2,265,266,2,385,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,297,298,299,300,73,2,2,2,145,83,84,84,85,148,2,2,2,76,132,2,2,
|
2,2,2,2,2,385,2,2,265,266,2,385,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,297,298,299,300,73,2,2,2,145,83,84,84,85,148,2,2,2,76,132,2,2,
|
||||||
2,2,2,2,326,2,385,2,265,266,2,2,2,2,2,2,2,2,2,2,2,2,190,2,2,2,2,2,2,385,2,49,404,405,2,169,107,108,108,109,172,2,402,403,76,132,2,2,
|
2,2,2,2,326,2,385,2,265,266,2,2,2,2,2,2,2,2,2,2,2,2,190,2,2,2,2,2,2,385,2,49,404,405,2,169,107,108,108,109,172,2,402,403,76,132,2,2,
|
||||||
2,2,2,2,2,2,2,2,289,290,2,258,259,260,238,239,260,260,261,262,262,263,264,2,2,2,2,2,2,2,385,49,134,135,2,2,2,2,2,2,2,2,134,135,52,132,297,298,
|
2,2,2,2,2,2,2,2,289,290,2,258,259,260,238,239,260,260,261,262,262,263,264,2,2,2,2,2,2,2,385,49,134,135,2,2,2,2,2,2,2,2,134,135,52,132,297,298,
|
||||||
|
@ -90,10 +90,40 @@
|
||||||
</data>
|
</data>
|
||||||
</layer>
|
</layer>
|
||||||
<objectgroup id="4" name="ExtraData">
|
<objectgroup id="4" name="ExtraData">
|
||||||
<object id="1" name="PlayerStart" x="52" y="44">
|
<object id="1" name="INFO3" type="INFO" x="232" y="79.75">
|
||||||
|
<properties>
|
||||||
|
<property name="dialog" value="Etrange ce coffre ouvert ..."/>
|
||||||
|
</properties>
|
||||||
<point/>
|
<point/>
|
||||||
</object>
|
</object>
|
||||||
<object id="2" name="PNJ1" x="132" y="148">
|
<object id="8" name="INFO2" type="INFO" x="119.75" y="47.25">
|
||||||
|
<properties>
|
||||||
|
<property name="dialog" value="Et sa tombe est en train d'etre creusee ...^"/>
|
||||||
|
</properties>
|
||||||
|
<point/>
|
||||||
|
</object>
|
||||||
|
<object id="7" name="INFO2" type="INFO" x="52" y="44">
|
||||||
|
<properties>
|
||||||
|
<property name="dialog" value="Quelqu'un est mort ici ..."/>
|
||||||
|
</properties>
|
||||||
|
<point/>
|
||||||
|
</object>
|
||||||
|
<object id="2" name="PNJ1" type="NPC" x="252" y="164">
|
||||||
|
<properties>
|
||||||
|
<property name="dialog" value="Salut, je suis un PNJ"/>
|
||||||
|
</properties>
|
||||||
|
<point/>
|
||||||
|
</object>
|
||||||
|
<object id="4" name="SGN1" type="SGN" x="96" y="136">
|
||||||
|
<properties>
|
||||||
|
<property name="dialog" value="Indication sur le panneau. Bienvenue dans la maison du Tondu ..."/>
|
||||||
|
</properties>
|
||||||
|
<point/>
|
||||||
|
</object>
|
||||||
|
<object id="5" name="SGN2" type="SGN" x="288" y="128">
|
||||||
|
<properties>
|
||||||
|
<property name="dialog" value="Indication sur le panneau. Entree dans le Sanctuaire Maudit ..."/>
|
||||||
|
</properties>
|
||||||
<point/>
|
<point/>
|
||||||
</object>
|
</object>
|
||||||
</objectgroup>
|
</objectgroup>
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
<?xml version="1.0" encoding="UTF-8"?>
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
<map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-down" width="48" height="24" tilewidth="8" tileheight="8" infinite="0" nextlayerid="4" nextobjectid="1">
|
<map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-down" width="48" height="24" tilewidth="8" tileheight="8" infinite="0" nextlayerid="5" nextobjectid="2">
|
||||||
<tileset firstgid="1" source="tilesetnpp.tsx"/>
|
<tileset firstgid="1" source="tilesetnpp.tsx"/>
|
||||||
<tileset firstgid="411" source="Walkable.tsx"/>
|
<tileset firstgid="409" source="Walkable.tsx"/>
|
||||||
<layer id="1" name="Background" width="48" height="24">
|
<layer id="1" name="Background" width="48" height="24">
|
||||||
<data encoding="csv">
|
<data encoding="csv">
|
||||||
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
|
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
|
||||||
|
@ -16,16 +16,16 @@
|
||||||
2,293,1,1,1,1,1,1,1,1,1,1,1,1,272,2,2,2,2,270,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,267,268,269,1,1,1,1,1,1,1,1,1,1,
|
2,293,1,1,1,1,1,1,1,1,1,1,1,1,272,2,2,2,2,270,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,267,268,269,1,1,1,1,1,1,1,1,1,1,
|
||||||
2,2,269,1,1,1,1,1,1,319,319,269,1,1,1,316,271,316,271,317,1,1,1,1,319,319,319,268,268,319,319,319,268,319,320,2,2,318,319,320,268,269,1,1,1,1,1,1,
|
2,2,269,1,1,1,1,1,1,319,319,269,1,1,1,316,271,316,271,317,1,1,1,1,319,319,319,268,268,319,319,319,268,319,320,2,2,318,319,320,268,269,1,1,1,1,1,1,
|
||||||
2,2,2,269,1,1,1,1,320,2,2,2,269,1,1,1,1,1,1,1,1,1,267,2,2,2,2,2,2,2,2,2,2,2,2,2,2,219,2,2,2,318,319,320,269,1,1,1,
|
2,2,2,269,1,1,1,1,320,2,2,2,269,1,1,1,1,1,1,1,1,1,267,2,2,2,2,2,2,2,2,2,2,2,2,2,2,219,2,2,2,318,319,320,269,1,1,1,
|
||||||
2,2,2,2,319,268,319,320,2,2,2,2,318,319,269,1,1,1,1,1,1,267,2,2,2,2,313,265,242,266,241,219,314,313,242,241,289,314,219,2,2,2,2,2,2,269,1,1,
|
2,2,2,2,319,268,319,320,2,2,2,2,318,319,269,1,1,1,1,1,1,267,2,2,2,2,313,265,242,266,241,219,314,313,242,241,2,2,219,2,2,2,2,2,2,269,1,1,
|
||||||
27,26,27,26,27,28,2,2,2,2,2,2,2,2,318,319,319,268,268,319,319,320,2,2,2,219,2,2,2,2,266,241,289,290,266,265,290,313,266,297,298,299,300,2,2,318,319,320,
|
27,26,27,26,27,28,2,2,2,2,2,2,2,2,318,319,319,268,268,319,319,320,2,2,2,219,2,2,2,2,266,241,289,290,266,265,2,2,2,297,298,299,300,2,2,318,319,320,
|
||||||
2,50,51,51,99,100,132,2,2,2,2,2,2,2,2,2,2,2,2,314,265,2,2,2,2,313,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
|
2,50,51,51,99,100,132,2,2,2,2,2,2,2,2,2,2,2,2,314,265,2,2,2,2,313,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
|
||||||
2,74,75,76,16,17,133,2,2,2,2,2,2,2,2,2,2,2,241,219,290,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
|
2,74,75,76,16,17,133,2,2,2,2,2,2,2,2,2,2,2,241,219,290,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
|
||||||
98,98,99,100,40,41,290,314,297,298,299,300,2,2,2,2,2,219,219,289,2,297,298,299,300,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,297,298,299,300,2,
|
98,98,99,100,40,41,290,314,297,298,299,300,2,2,2,2,2,219,219,289,2,297,298,299,300,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,297,298,299,300,2,
|
||||||
121,122,123,124,64,65,265,289,313,289,241,265,219,2,2,2,2,290,314,2,2,2,2,2,2,2,297,298,299,300,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
|
121,122,123,124,64,65,265,289,313,289,241,265,219,2,2,2,2,290,314,2,2,2,2,2,2,2,297,298,299,300,2,2,2,2,402,403,2,374,375,2,404,405,2,2,2,2,2,2,
|
||||||
145,146,147,148,132,2,2,2,2,2,2,314,314,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,297,298,299,300,2,2,2,2,2,2,2,2,2,
|
145,146,147,148,132,2,2,2,2,2,2,314,314,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
|
||||||
169,170,171,172,133,2,2,2,2,2,2,2,2,297,298,299,300,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,385,2,2,2,2,2,2,2,2,2,2,2,2,
|
169,170,171,172,133,2,2,2,2,2,2,2,2,297,298,299,300,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,385,2,2,2,2,2,2,2,2,2,2,2,2,
|
||||||
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,385,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,345,346,347,348,2,2,2,2,2,2,2,2,2,
|
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,385,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,345,346,347,348,2,2,2,2,2,2,2,2,2,
|
||||||
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,385,2,2,2,297,298,299,300,2,2,2,2,2,2,2,2,2,2,369,370,371,372,297,298,299,300,2,2,2,2,2,
|
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,385,2,2,2,297,298,299,300,2,2,2,2,2,2,2,2,2,2,369,370,371,372,2,2,2,2,2,2,2,2,2,
|
||||||
2,2,2,2,2,2,2,297,298,299,300,2,2,2,2,2,2,2,2,2,2,385,2,2,2,2,2,2,2,2,2,2,2,2,2,393,394,395,396,2,2,2,2,2,297,298,299,300,
|
2,2,2,2,2,2,2,297,298,299,300,2,2,2,2,2,2,2,2,2,2,385,2,2,2,2,2,2,2,2,2,2,2,2,2,393,394,395,396,2,2,2,2,2,297,298,299,300,
|
||||||
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,297,298,299,300,297,298,299,300,2,2,2,2,2,2,2,2,2,2,2,2,2,2
|
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,297,298,299,300,297,298,299,300,2,2,2,2,2,2,2,2,2,2,2,2,2,2
|
||||||
</data>
|
</data>
|
||||||
|
@ -46,13 +46,13 @@
|
||||||
251,252,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,249,250,251,252,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,412,412,412,412,412,412,412,412,0,0,412,412,0,0,0,0,0,0,0,0,0,0,0,0,0,0,412,412,412,412,0,0,
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,410,410,410,410,410,410,410,0,0,410,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,410,410,410,0,0,
|
||||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,412,412,412,412,0,412,412,0,0,0,0,0,412,412,412,412,0,0,
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,410,410,410,0,410,410,0,0,0,0,0,410,410,410,410,0,0,
|
||||||
0,0,412,412,0,0,0,412,412,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,412,412,0,412,412,412,412,0,412,412,0,0,0,0,0,0,0,0,0,0,0,
|
0,0,410,410,0,0,0,410,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,410,0,410,410,410,410,0,410,410,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
0,0,0,0,0,0,0,412,412,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,412,412,412,412,0,0,0,0,0,0,0,412,0,0,0,0,0,0
|
0,0,0,0,0,0,0,410,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,410,410,410,0,0,0,0,0,0,0,410,0,0,0,0,0,0
|
||||||
</data>
|
</data>
|
||||||
</layer>
|
</layer>
|
||||||
|
<objectgroup id="4" name="ExtraData">
|
||||||
|
<object id="1" name="SGN5" type="SGN" x="224" y="183.25">
|
||||||
|
<properties>
|
||||||
|
<property name="dialog" value="Maison du Maire"/>
|
||||||
|
</properties>
|
||||||
|
<point/>
|
||||||
|
</object>
|
||||||
|
<object id="5" name="SGN4" type="SGN" x="320.5" y="159.25">
|
||||||
|
<properties>
|
||||||
|
<property name="dialog" value="Maison du Boulanger"/>
|
||||||
|
</properties>
|
||||||
|
<point/>
|
||||||
|
</object>
|
||||||
|
<object id="3" name="SGN3" type="SGN" x="184.25" y="95.75">
|
||||||
|
<properties>
|
||||||
|
<property name="dialog" value="Maison du Boucher"/>
|
||||||
|
</properties>
|
||||||
|
<point/>
|
||||||
|
</object>
|
||||||
|
<object id="4" name="SGN2" type="SGN" x="343.75" y="80">
|
||||||
|
<properties>
|
||||||
|
<property name="dialog" value="Maison du Marechal Ferrand"/>
|
||||||
|
</properties>
|
||||||
|
<point/>
|
||||||
|
</object>
|
||||||
|
<object id="2" name="SGN1" type="SGN" x="71.75" y="143.25">
|
||||||
|
<properties>
|
||||||
|
<property name="dialog" value="Maison du Fermier"/>
|
||||||
|
</properties>
|
||||||
|
<point/>
|
||||||
|
</object>
|
||||||
|
</objectgroup>
|
||||||
</map>
|
</map>
|
||||||
|
|
2
clean
|
@ -1,7 +1,9 @@
|
||||||
cd assets
|
cd assets
|
||||||
rm -f *.json
|
rm -f *.json
|
||||||
|
rm -r __pycache__
|
||||||
cd ..
|
cd ..
|
||||||
rm -r build-cg
|
rm -r build-cg
|
||||||
|
rm -r build-cg-push
|
||||||
rm -r build-fx
|
rm -r build-fx
|
||||||
rm *.g1a
|
rm *.g1a
|
||||||
rm *.g3a
|
rm *.g3a
|
||||||
|
|
50
src/game.c
|
@ -6,16 +6,61 @@
|
||||||
|
|
||||||
#include <gint/keyboard.h>
|
#include <gint/keyboard.h>
|
||||||
#include <gint/cpu.h>
|
#include <gint/cpu.h>
|
||||||
|
#include <gint/display.h>
|
||||||
|
|
||||||
|
#include "stdlib.h"
|
||||||
|
|
||||||
|
extern bopti_image_t SignAction_img;
|
||||||
|
|
||||||
|
|
||||||
|
#define MAX_INTERACTION_DISTANCE 16
|
||||||
|
|
||||||
|
|
||||||
void game_logic(Game *game) {
|
void game_logic(Game *game) {
|
||||||
// to be done
|
|
||||||
|
/* we check if interactions are possible close to the player */
|
||||||
|
for( int i=0; i<game->map_level->nbextradata; i++ )
|
||||||
|
{
|
||||||
|
/* simple distance check along X and Y axis */
|
||||||
|
/* Be careful to use world coordinates, not local (i.e.map) ones */
|
||||||
|
if ( (abs((int) game->player.wx -
|
||||||
|
(int) game->map_level->extradata[i].x*PXSIZE )
|
||||||
|
< MAX_INTERACTION_DISTANCE*PXSIZE)
|
||||||
|
&& (abs((int) game->player.wy -
|
||||||
|
(int) game->map_level->extradata[i].y*PXSIZE )
|
||||||
|
< MAX_INTERACTION_DISTANCE*PXSIZE) )
|
||||||
|
{
|
||||||
|
/* the player can do something */
|
||||||
|
game->player.canDoSomething = true;
|
||||||
|
/* we mark the action for futur treatment in player_action() */
|
||||||
|
game->player.whichAction = i;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
/* else nothing to be done here */
|
||||||
|
game->player.canDoSomething = false;
|
||||||
|
game->player.whichAction = -1;
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void render_indicator(Game *game)
|
||||||
|
{
|
||||||
|
/* nothing to do for the player so we quit */
|
||||||
|
if (game->player.canDoSomething==false)
|
||||||
|
return;
|
||||||
|
|
||||||
|
/* else we draw a small indicator on the screen */
|
||||||
|
dimage(5, 5, &SignAction_img);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void draw(Game *game) {
|
void draw(Game *game) {
|
||||||
/* Draw everything. */
|
/* Draw everything. */
|
||||||
render_map_by_layer(game, BACKGROUND);
|
render_map_by_layer(game, BACKGROUND);
|
||||||
player_draw(game);
|
player_draw(game);
|
||||||
render_map_by_layer(game, FOREGROUND);
|
render_map_by_layer(game, FOREGROUND);
|
||||||
|
render_indicator( game );
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Key management */
|
/* Key management */
|
||||||
|
@ -47,6 +92,9 @@ void get_inputs(Game *game) {
|
||||||
if(keydown(KEY_F2)) {
|
if(keydown(KEY_F2)) {
|
||||||
game->debug_player = !game->debug_player;
|
game->debug_player = !game->debug_player;
|
||||||
}
|
}
|
||||||
|
if(keydown(KEY_F3)) {
|
||||||
|
game->debug_extra = !game->debug_extra;
|
||||||
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
|
55
src/game.h
|
@ -1,7 +1,9 @@
|
||||||
#ifndef GAME_H
|
#ifndef GAME_H
|
||||||
#define GAME_H
|
#define GAME_H
|
||||||
|
|
||||||
|
|
||||||
#include <gint/display.h>
|
#include <gint/display.h>
|
||||||
|
#include <stdint.h>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
@ -23,21 +25,46 @@ typedef enum {
|
||||||
|
|
||||||
/* Struct that define player parameters */
|
/* Struct that define player parameters */
|
||||||
typedef struct {
|
typedef struct {
|
||||||
int x, y; /* The position of the player */
|
int16_t x, y; /* The position of the player int the current map */
|
||||||
unsigned int px, py; /* The position of the player on screen */
|
uint16_t px, py; /* The position of the player on screen */
|
||||||
unsigned short int life; /* How many lives the player still has between 0
|
int16_t wx, wy; /* position of the player in the world */
|
||||||
* and 100. */
|
int8_t life; /* How many lives the player still has between 0 and 100. */
|
||||||
char speed; /* The speed of the movement of the player. */
|
int8_t speed; /* The speed of the movement of the player. */
|
||||||
|
|
||||||
|
|
||||||
|
/* set to true if a action can be done in the current position of the map */
|
||||||
|
bool canDoSomething;
|
||||||
|
/* indicates which data are relevant to the current action in the */
|
||||||
|
/* extradata layer of the map */
|
||||||
|
int32_t whichAction;
|
||||||
|
/* the player is doing something */
|
||||||
|
bool isDoingAction;
|
||||||
} Player;
|
} Player;
|
||||||
|
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
/* position of the item */
|
||||||
|
uint16_t x;
|
||||||
|
uint16_t y;
|
||||||
|
/* its name */
|
||||||
|
char *name;
|
||||||
|
/* its class (NPC, SGN, INFO, ... )*/
|
||||||
|
char *type;
|
||||||
|
/* data to be shown in the dialog*/
|
||||||
|
char *dialog;
|
||||||
|
/* ... this can be extended as per needs ... */
|
||||||
|
} ExtraData;
|
||||||
|
|
||||||
|
|
||||||
typedef struct {
|
typedef struct {
|
||||||
/* width, height and the number of layer of the map */
|
/* width, height and the number of layer of the map */
|
||||||
uint16_t w, h;
|
uint16_t w;
|
||||||
|
uint16_t h;
|
||||||
uint16_t nblayers;
|
uint16_t nblayers;
|
||||||
uint16_t tileset_size;
|
uint16_t tileset_size;
|
||||||
|
|
||||||
|
/* world coordinates of the upper left and bootom right*/
|
||||||
|
/* corners of the current map to be multiplied in game by PXSIZE */
|
||||||
uint16_t xmin;
|
uint16_t xmin;
|
||||||
uint16_t ymin;
|
uint16_t ymin;
|
||||||
uint16_t xmax;
|
uint16_t xmax;
|
||||||
|
@ -48,10 +75,15 @@ typedef struct {
|
||||||
|
|
||||||
/* contain the properties of the tiles */
|
/* contain the properties of the tiles */
|
||||||
/* this is given by the layer Walkable of the map in Tiled */
|
/* this is given by the layer Walkable of the map in Tiled */
|
||||||
|
|
||||||
uint8_t *walkable;
|
uint8_t *walkable;
|
||||||
|
|
||||||
/* list of all the tiles */
|
/* structure that contains all the items on the map to interract with */
|
||||||
|
/* each portion of the map has its own list to avoid scrutinizing too much */
|
||||||
|
/* data when lloking for proximity of items */
|
||||||
|
uint32_t nbextradata;
|
||||||
|
ExtraData *extradata;
|
||||||
|
|
||||||
|
/* list of all the tiles to draw the background and the foreground layers */
|
||||||
uint16_t *layers[];
|
uint16_t *layers[];
|
||||||
} Map;
|
} Map;
|
||||||
|
|
||||||
|
@ -74,8 +106,9 @@ typedef struct {
|
||||||
long int frame_duration;
|
long int frame_duration;
|
||||||
|
|
||||||
/* variables used for debuging */
|
/* variables used for debuging */
|
||||||
bool debug_player;
|
|
||||||
bool debug_map;
|
bool debug_map;
|
||||||
|
bool debug_player;
|
||||||
|
bool debug_extra;
|
||||||
} Game;
|
} Game;
|
||||||
|
|
||||||
/* (Mibi88) TODO: Describe what this function is doing. */
|
/* (Mibi88) TODO: Describe what this function is doing. */
|
||||||
|
@ -84,6 +117,10 @@ void game_logic(Game *game);
|
||||||
/* Draws everything on screen. */
|
/* Draws everything on screen. */
|
||||||
void draw(Game *game);
|
void draw(Game *game);
|
||||||
|
|
||||||
|
/* This render a small sign on the upper lecft corner of the screen */
|
||||||
|
/* if the player can do an action */
|
||||||
|
void render_indicator(Game *game);
|
||||||
|
|
||||||
/* Handle key presses. */
|
/* Handle key presses. */
|
||||||
void get_inputs(Game *game);
|
void get_inputs(Game *game);
|
||||||
|
|
||||||
|
|
18
src/main.c
|
@ -26,17 +26,17 @@
|
||||||
|
|
||||||
extern bopti_image_t player_face_img;
|
extern bopti_image_t player_face_img;
|
||||||
|
|
||||||
extern Map *worldRPG[];
|
|
||||||
|
|
||||||
|
extern Map *worldRPG[];
|
||||||
|
|
||||||
/* Game data (defined in "game.h")*/
|
/* Game data (defined in "game.h")*/
|
||||||
Game game = {
|
Game game = {
|
||||||
NULL,
|
NULL,
|
||||||
{10*PXSIZE, 48*PXSIZE, 0, 0, 100, SPEED},
|
{12*PXSIZE, 36*PXSIZE, 0, 0, 10*PXSIZE, 48*PXSIZE, 100, SPEED, false, 0, false},
|
||||||
false, false, false, 0
|
false, false, false, 0
|
||||||
|
|
||||||
/* debug variables*/
|
/* debug variables*/
|
||||||
, true, true
|
, false, false, false
|
||||||
};
|
};
|
||||||
|
|
||||||
/* screen capture management code */
|
/* screen capture management code */
|
||||||
|
@ -108,13 +108,13 @@ int main(void) {
|
||||||
dgray(DGRAY_ON);
|
dgray(DGRAY_ON);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
/*
|
||||||
showtext_dialog(&game, &player_face_img, "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed non risus. Suspendisse lectus tortor, dignissim sit amet.", true, true);
|
showtext_dialog(&game, &player_face_img, "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed non risus. Suspendisse lectus tortor, dignissim sit amet.", true, true);
|
||||||
int in = showtext_dialog_ask(&game, &player_face_img, "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed non risus. Suspendisse lectus tortor, dignissim sit amet.", true, false, "Lorem\0Ipsum\0Dolor", 3, 0);
|
int in = showtext_dialog_ask(&game, &player_face_img, "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed non risus. Suspendisse lectus tortor, dignissim sit amet.", true, false, "Lorem\0Ipsum\0Dolor", 3, 0);
|
||||||
if(in==2) showtext_dialog(&game, &player_face_img, "You choosed Dolor", false, true);
|
if(in==2) showtext_dialog(&game, &player_face_img, "You choosed Dolor", false, true);
|
||||||
else if(in==1) showtext_dialog(&game, &player_face_img, "You choosed Ipsum", false, true);
|
else if(in==1) showtext_dialog(&game, &player_face_img, "You choosed Ipsum", false, true);
|
||||||
else showtext_dialog(&game, &player_face_img, "You choosed Lorem", false, true);
|
else showtext_dialog(&game, &player_face_img, "You choosed Lorem", false, true);
|
||||||
|
*/
|
||||||
|
|
||||||
do{
|
do{
|
||||||
/* clear screen */
|
/* clear screen */
|
||||||
|
@ -137,7 +137,13 @@ int main(void) {
|
||||||
{
|
{
|
||||||
dfont( NULL );
|
dfont( NULL );
|
||||||
drect( 5, 55,390, 75, C_WHITE );
|
drect( 5, 55,390, 75, C_WHITE );
|
||||||
dprint( 10, 60, C_BLUE, "X= %d - Y= %d", game.player.x, game.player.y );
|
dprint( 10, 60, C_BLUE, "X= %d - Y= %d / Wx= %d - Wy= %d", game.player.x, game.player.y, game.player.wx, game.player.wy );
|
||||||
|
}
|
||||||
|
if (game.debug_extra)
|
||||||
|
{
|
||||||
|
dfont( NULL );
|
||||||
|
for (int i=0; i<game.map_level->nbextradata; i++ )
|
||||||
|
dprint( 10, 90+i*15, C_RED, "X= %d - Y= %d - T: %s", game.map_level->extradata[i].x, game.map_level->extradata[i].y, game.map_level->extradata[i].dialog );
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|
33
src/map.c
|
@ -4,6 +4,10 @@
|
||||||
|
|
||||||
#include <gint/display.h>
|
#include <gint/display.h>
|
||||||
|
|
||||||
|
extern Map *worldRPG[];
|
||||||
|
extern ExtraData *extraRPG[];
|
||||||
|
|
||||||
|
|
||||||
void render_map(Game *game) {
|
void render_map(Game *game) {
|
||||||
|
|
||||||
Map *map_level = game->map_level;
|
Map *map_level = game->map_level;
|
||||||
|
@ -193,9 +197,10 @@ void render_map_by_layer(Game *game, int layer) {
|
||||||
short int get_tile(Game *game, int x, int y, int l) {
|
short int get_tile(Game *game, int x, int y, int l) {
|
||||||
|
|
||||||
Map *map_level = game->map_level;
|
Map *map_level = game->map_level;
|
||||||
|
|
||||||
/* Get the tile at (x, y) on layer l. Returns the tile ID or MAP_OUTSIDE if
|
/* Get the tile at (x, y) on layer l. Returns the tile ID or MAP_OUTSIDE if
|
||||||
* she's not found. */
|
* she's not found. */
|
||||||
return x>=0 && x < map_level->w && y>=0 && y < map_level->h ?
|
return (x>=0 && x < map_level->w && y>=0 && y < map_level->h) ?
|
||||||
map_level->layers[l][y * map_level->w + x] : MAP_OUTSIDE;
|
map_level->layers[l][y * map_level->w + x] : MAP_OUTSIDE;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -204,7 +209,31 @@ short int get_walkable(Game *game, int x, int y) {
|
||||||
Map *map_level = game->map_level;
|
Map *map_level = game->map_level;
|
||||||
/* Get the tile at (x, y). Returns the tile ID or MAP_OUTSIDE if she's not
|
/* Get the tile at (x, y). Returns the tile ID or MAP_OUTSIDE if she's not
|
||||||
* found. */
|
* found. */
|
||||||
return x>=0 && x < map_level->w && y>=0 && y < map_level->h ?
|
return (x>=0 && x < map_level->w && y>=0 && y < map_level->h) ?
|
||||||
map_level->walkable[y * map_level->w + x] : MAP_OUTSIDE;
|
map_level->walkable[y * map_level->w + x] : MAP_OUTSIDE;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* return the pointer to the map containing the given position */
|
||||||
|
Map *get_map_for_coordinates( Game *game, int x, int y )
|
||||||
|
{
|
||||||
|
/* check if the current map contains the point */
|
||||||
|
if (x>=game->map_level->xmin && x<game->map_level->xmax &&
|
||||||
|
y>=game->map_level->ymin && y<game->map_level->ymax)
|
||||||
|
return game->map_level;
|
||||||
|
|
||||||
|
/* else we check in worldRPG if there is a mal containing that point */
|
||||||
|
int i = 0;
|
||||||
|
Map *current = worldRPG[i];
|
||||||
|
do
|
||||||
|
{
|
||||||
|
if (x>=current->xmin && x<current->xmax &&
|
||||||
|
y>=current->ymin && y<current->ymax)
|
||||||
|
return current;
|
||||||
|
i++;
|
||||||
|
current = worldRPG[i];
|
||||||
|
}
|
||||||
|
while (current!=NULL);
|
||||||
|
|
||||||
|
/* else we return NULL cause the point is a not within a map */
|
||||||
|
return NULL;
|
||||||
|
}
|
|
@ -33,4 +33,7 @@ short int get_tile(Game *game, int x, int y, int l);
|
||||||
/* Returns what is in the walkable layer at (x, y). */
|
/* Returns what is in the walkable layer at (x, y). */
|
||||||
short int get_walkable(Game *game, int x, int y);
|
short int get_walkable(Game *game, int x, int y);
|
||||||
|
|
||||||
|
/* return the pointer to the map containing the given position */
|
||||||
|
Map* get_map_for_coordinates(Game *game, int x, int y );
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
108
src/player.c
|
@ -1,4 +1,5 @@
|
||||||
#include "player.h"
|
#include "player.h"
|
||||||
|
#include "dialogs.h"
|
||||||
#include "map.h"
|
#include "map.h"
|
||||||
#include "config.h"
|
#include "config.h"
|
||||||
#include <gint/display.h>
|
#include <gint/display.h>
|
||||||
|
@ -25,6 +26,9 @@ const char damage_taken_walkable[WALKABLE_TILE_MAX] = {
|
||||||
};
|
};
|
||||||
|
|
||||||
extern bopti_image_t demo_player_img;
|
extern bopti_image_t demo_player_img;
|
||||||
|
extern bopti_image_t NPC_Icon_img;
|
||||||
|
extern bopti_image_t SGN_Icon_img;
|
||||||
|
extern bopti_image_t INFO_Icon_img;
|
||||||
|
|
||||||
|
|
||||||
void player_draw(Game *game) {
|
void player_draw(Game *game) {
|
||||||
|
@ -35,19 +39,25 @@ void player_draw(Game *game) {
|
||||||
void player_move(Game *game, Direction direction) {
|
void player_move(Game *game, Direction direction) {
|
||||||
Player *player = &game->player;
|
Player *player = &game->player;
|
||||||
|
|
||||||
|
|
||||||
/* How this player movement will modify the player x and y. */
|
/* How this player movement will modify the player x and y. */
|
||||||
char dx, dy;
|
char dx, dy;
|
||||||
|
|
||||||
/* If the player will collide with a hard tile or if the will go outside of
|
/* If the player will collide with a hard tile or if the will go outside of
|
||||||
* the map. */
|
* the map. */
|
||||||
|
|
||||||
if(player_collision(game, direction, P_CENTER)){
|
if(player_collision(game, direction, P_CENTER)){
|
||||||
|
|
||||||
/* If the will collide with the center of the player. */
|
/* If the will collide with the center of the player. */
|
||||||
dx = one_px_mov[direction*2]*player->speed;
|
dx = one_px_mov[direction*2]*player->speed;
|
||||||
dy = one_px_mov[direction*2+1]*player->speed;
|
dy = one_px_mov[direction*2+1]*player->speed;
|
||||||
|
|
||||||
player_fix_position(game, dx, dy);
|
player_fix_position(game, dx, dy);
|
||||||
}
|
}
|
||||||
else{
|
else{
|
||||||
if(player_collision(game, direction, P_RIGHTDOWN) ||
|
if(player_collision(game, direction, P_RIGHTDOWN) ||
|
||||||
player_collision(game, direction, P_LEFTUP)){
|
player_collision(game, direction, P_LEFTUP)){
|
||||||
|
|
||||||
/* If the will collide with the edges of the player. */
|
/* If the will collide with the edges of the player. */
|
||||||
/* I fix his position so he won't be partially in the tile. */
|
/* I fix his position so he won't be partially in the tile. */
|
||||||
/* I invert dx and dy to fix the axis where he is not moving on. */
|
/* I invert dx and dy to fix the axis where he is not moving on. */
|
||||||
|
@ -55,18 +65,49 @@ void player_move(Game *game, Direction direction) {
|
||||||
*/
|
*/
|
||||||
dx = one_px_mov[direction*2]*player->speed;
|
dx = one_px_mov[direction*2]*player->speed;
|
||||||
dy = one_px_mov[direction*2+1]*player->speed;
|
dy = one_px_mov[direction*2+1]*player->speed;
|
||||||
|
|
||||||
player_fix_position(game, dx==0, dy==0);
|
player_fix_position(game, dx==0, dy==0);
|
||||||
}
|
}
|
||||||
|
|
||||||
/* If he won't collide with the center, so I just move him normally */
|
/* If he won't collide with the center, so I just move him normally */
|
||||||
dx = one_px_mov[direction*2]*player->speed;
|
dx = one_px_mov[direction*2]*player->speed;
|
||||||
dy = one_px_mov[direction*2+1]*player->speed;
|
dy = one_px_mov[direction*2+1]*player->speed;
|
||||||
|
|
||||||
player->x += dx;
|
player->x += dx;
|
||||||
player->y += dy;
|
player->y += dy;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
player->wx = game->map_level->xmin * PXSIZE + player->x;
|
||||||
|
player->wy = game->map_level->ymin * PXSIZE + player->y;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void player_action(Game *game) {
|
void player_action(Game *game) {
|
||||||
/* TODO */
|
if( game->player.isDoingAction ) return; /* alreday doing something */
|
||||||
|
|
||||||
|
if( game->player.canDoSomething ) /* we can do something */
|
||||||
|
{
|
||||||
|
/* we indicate that the player is occupied */
|
||||||
|
game->player.isDoingAction = true;
|
||||||
|
|
||||||
|
/* we collect the information */
|
||||||
|
char *text = game->map_level->extradata[game->player.whichAction].dialog;
|
||||||
|
/* we use the correct image as per the class of the item */
|
||||||
|
bopti_image_t *face;
|
||||||
|
if (strcmp("INFO", game->map_level->extradata[game->player.whichAction].type)==0)
|
||||||
|
face = &INFO_Icon_img;
|
||||||
|
else if (strcmp("NPC", game->map_level->extradata[game->player.whichAction].type)==0)
|
||||||
|
face = &NPC_Icon_img;
|
||||||
|
else if (strcmp("SGN", game->map_level->extradata[game->player.whichAction].type)==0)
|
||||||
|
face = &SGN_Icon_img;
|
||||||
|
else face = &demo_player_img;
|
||||||
|
|
||||||
|
/* we treat the action - i.e. we show a dialog */
|
||||||
|
showtext_dialog( game, face, text, true, true );
|
||||||
|
|
||||||
|
/* when done we release the occupied status of the player */
|
||||||
|
game->player.isDoingAction = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bool player_collision(Game *game, Direction direction,
|
bool player_collision(Game *game, Direction direction,
|
||||||
|
@ -77,38 +118,99 @@ bool player_collision(Game *game, Direction direction,
|
||||||
/* Where is the tile where he will go to from his position. */
|
/* Where is the tile where he will go to from his position. */
|
||||||
char dx = one_px_mov[direction*2];
|
char dx = one_px_mov[direction*2];
|
||||||
char dy = one_px_mov[direction*2+1];
|
char dy = one_px_mov[direction*2+1];
|
||||||
|
|
||||||
if(!dx){
|
if(!dx){
|
||||||
dx += nomov_axis_check;
|
dx += nomov_axis_check;
|
||||||
}else if(!dy){
|
}else if(!dy){
|
||||||
dy += nomov_axis_check;
|
dy += nomov_axis_check;
|
||||||
}
|
}
|
||||||
|
|
||||||
dx = dx*(P_WIDTH/2+1);
|
dx = dx*(P_WIDTH/2+1);
|
||||||
dy = dy*(P_HEIGHT/2+1);
|
dy = dy*(P_HEIGHT/2+1);
|
||||||
|
|
||||||
/* The tile he will go to. */
|
/* The tile he will go to. */
|
||||||
int player_tile_x = player->x+dx;
|
int player_tile_x = player->x+dx;
|
||||||
int player_tile_y = player->y+dy;
|
int player_tile_y = player->y+dy;
|
||||||
/* Handle a negative position diffrently than a positive one. */
|
|
||||||
|
/* check where the player is expected to go on the next move */
|
||||||
|
/* if outside the map, we check if there is a map on the other */
|
||||||
|
/* side of the current map*/
|
||||||
|
if (get_walkable(game, player_tile_x, player_tile_y) == MAP_OUTSIDE)
|
||||||
|
{
|
||||||
|
// we compute the expected world coordinates accordingly
|
||||||
|
// while taking care of the scaling between fx and cg models (PXSIZE)
|
||||||
|
int worldX = (player->wx+dx) / PXSIZE;
|
||||||
|
int worldY = (player->wy+dy) / PXSIZE;
|
||||||
|
Map *map = get_map_for_coordinates(game, worldX, worldY );
|
||||||
|
if (map!=NULL && map!=game->map_level)
|
||||||
|
{
|
||||||
|
Map *backupmap = game->map_level;
|
||||||
|
int backupx = player->x;
|
||||||
|
int backupy = player->y;
|
||||||
|
int backupwx = player->wx;
|
||||||
|
int backupwy = player->wy;
|
||||||
|
|
||||||
|
game->map_level = map;
|
||||||
|
|
||||||
|
player->wx = worldX * PXSIZE;
|
||||||
|
player->wy = worldY * PXSIZE;
|
||||||
|
|
||||||
|
player->x = (worldX - map->xmin ) * PXSIZE;
|
||||||
|
player->y = (worldY - map->ymin ) * PXSIZE;
|
||||||
|
|
||||||
|
int on_walkable = get_walkable(game, player->x/T_WIDTH,
|
||||||
|
player->y/T_HEIGHT);
|
||||||
|
|
||||||
|
int speed = (on_walkable >= 0 && on_walkable < WALKABLE_TILE_MAX) ?
|
||||||
|
walkable_speed[on_walkable] : 0;
|
||||||
|
|
||||||
|
/* if he's on a hard tile and we need to revert the changes as */
|
||||||
|
/* tile on the next side of the border is not walkable */
|
||||||
|
|
||||||
|
if(!speed){
|
||||||
|
game->map_level = backupmap;
|
||||||
|
player->x = backupx;
|
||||||
|
player->y = backupy;
|
||||||
|
player->wx = backupwx;
|
||||||
|
player->wy = backupwy;
|
||||||
|
return true; /* He will collide with it. */
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/* Handle a negative position differently than a positive one. */
|
||||||
if(player_tile_x < 0) player_tile_x = player_tile_x/T_WIDTH-1;
|
if(player_tile_x < 0) player_tile_x = player_tile_x/T_WIDTH-1;
|
||||||
else player_tile_x = player_tile_x/T_WIDTH;
|
else player_tile_x = player_tile_x/T_WIDTH;
|
||||||
|
|
||||||
if(player_tile_y < 0) player_tile_y = player_tile_y/T_HEIGHT-1;
|
if(player_tile_y < 0) player_tile_y = player_tile_y/T_HEIGHT-1;
|
||||||
else player_tile_y = player_tile_y/T_HEIGHT;
|
else player_tile_y = player_tile_y/T_HEIGHT;
|
||||||
|
|
||||||
int on_walkable = get_walkable(game, player_tile_x, player_tile_y);
|
int on_walkable = get_walkable(game, player_tile_x, player_tile_y);
|
||||||
int speed = on_walkable >= 0 && on_walkable < WALKABLE_TILE_MAX ?
|
|
||||||
|
int speed = (on_walkable >= 0 && on_walkable < WALKABLE_TILE_MAX) ?
|
||||||
walkable_speed[on_walkable] : 0;
|
walkable_speed[on_walkable] : 0;
|
||||||
|
|
||||||
/* if he's on a hard tile */
|
/* if he's on a hard tile */
|
||||||
if(!speed){
|
if(!speed){
|
||||||
return true; /* He will collide with it. */
|
return true; /* He will collide with it. */
|
||||||
}
|
}
|
||||||
|
|
||||||
player->speed = speed;
|
player->speed = speed;
|
||||||
|
|
||||||
return false; /* He won't collide with a hard tile. */
|
return false; /* He won't collide with a hard tile. */
|
||||||
}
|
}
|
||||||
|
|
||||||
void player_fix_position(Game *game, bool fix_x, bool fix_y) {
|
void player_fix_position(Game *game, bool fix_x, bool fix_y) {
|
||||||
|
|
||||||
Player *player = &game->player;
|
Player *player = &game->player;
|
||||||
|
|
||||||
/* I fix his poition on x or/and on y if y need to, so that he won't be over
|
/* I fix his poition on x or/and on y if y need to, so that he won't be over
|
||||||
* the hard tile that he collided with. */
|
* the hard tile that he collided with. */
|
||||||
if(fix_x) player->x = player->x/T_WIDTH*T_WIDTH+P_WIDTH/2;
|
if(fix_x) player->x = player->x/T_WIDTH*T_WIDTH+P_WIDTH/2;
|
||||||
|
|
||||||
if(fix_y) player->y = player->y/T_HEIGHT*T_HEIGHT+P_HEIGHT/2;
|
if(fix_y) player->y = player->y/T_HEIGHT*T_HEIGHT+P_HEIGHT/2;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|