Merge branch 'dev'

This commit is contained in:
SlyVTT 2023-08-14 20:49:01 +02:00
commit f895171e40
10 changed files with 171 additions and 89 deletions

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@ -4,20 +4,20 @@ Plus d'infos sur ce projet ici : [Le projet Collaboratif de PC](https://www.plan
## Avencement du projet ## Avencement du projet
A ce stade, on a déjà implémenté : A ce stade, on a déjà implémenté :
- [x] Screenshots, etc. par USB - [x] Screenshots, etc. par USB
- [x] Affichage de la map selon la position du joueur - [x] Affichage de la map courante selon la position du joueur
- [x] Gestion des touches - [x] Gestion des touches
- [x] Gestion des collisions - [x] Gestion des collisions
- [x] Multiple cartes avec importation automatique des fichiers `world` issus de Tiled
- [x] Carte Multilayer (Background, Foreground + accessibilité / Dommages) avec transparence du calque Foreground - [x] Carte Multilayer (Background, Foreground + accessibilité / Dommages) avec transparence du calque Foreground
- [x] Personnage - [x] Personnage
- [x] Dialogues (sauts de lignes et mots plus grands que l'écran pas supportés) - [x] Dialogues (sauts de lignes et mots plus grands que l'écran pas supportés)
- [ ] Fontes de caractères - [ ] Fontes de caractères
- [ ] Interaction - [ ] Interaction
- [ ] NPC - [ ] NPC
- [ ] Changement de map - [ ] Changement de map durant le jeu (en cours)
## Crédits ## Crédits

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@ -1,7 +1,7 @@
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<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="4" nextobjectid="1">
<tileset firstgid="1" source="tilesetnpp.tsx"/> <tileset firstgid="1" source="tilesetnpp.tsx"/>
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@ -1,7 +1,7 @@
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</data> </data>
</layer> </layer>

View file

@ -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="4" nextobjectid="1">
<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">
300,2,2,297,298,299,300,2,2,2,2,297,298,299,300,2,2,2,2,2,2,339,340,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2, 300,2,2,297,298,299,300,2,2,2,2,297,298,299,300,2,2,2,2,2,2,339,340,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
@ -58,32 +58,32 @@
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</data> </data>
</layer> </layer>
<layer id="3" name="Walkable" width="48" height="24"> <layer id="3" name="Walkable" width="48" height="24" visible="0">
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</data> </data>
</layer> </layer>
</map> </map>

1
clean
View file

@ -1,5 +1,6 @@
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-fx rm -r build-fx

View file

@ -23,8 +23,9 @@ typedef enum {
/* Struct that define player parameters */ /* Struct that define player parameters */
typedef struct { typedef struct {
int x, y; /* The position of the player */ int x, y; /* The position of the player int the current map */
unsigned int px, py; /* The position of the player on screen */ unsigned int px, py; /* The position of the player on screen */
int wx, wy; /* position of the player in the world */
unsigned short int life; /* How many lives the player still has between 0 unsigned short int life; /* How many lives the player still has between 0
* and 100. */ * and 100. */
char speed; /* The speed of the movement of the player. */ char speed; /* The speed of the movement of the player. */

View file

@ -32,11 +32,11 @@ 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}, {10*PXSIZE, 48*PXSIZE, 0, 0, 10*PXSIZE, 48*PXSIZE, 100, SPEED},
false, false, false, 0 false, false, false, 0
/* debug variables*/ /* debug variables*/
, true, true , false, true
}; };
/* screen capture management code */ /* screen capture management code */
@ -137,7 +137,7 @@ 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 );
} }
#endif #endif

View file

@ -4,6 +4,9 @@
#include <gint/display.h> #include <gint/display.h>
extern Map *worldRPG[];
void render_map(Game *game) { void render_map(Game *game) {
Map *map_level = game->map_level; Map *map_level = game->map_level;
@ -193,9 +196,10 @@ 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 +208,31 @@ 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;
}

View file

@ -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

View file

@ -35,19 +35,25 @@ 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. */
@ -55,14 +61,20 @@ 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) {
@ -77,38 +89,75 @@ 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)
{
game->map_level = map;
player->wx = worldX * PXSIZE;
player->wy = worldY * PXSIZE;
player->x = (worldX - map->xmin ) * PXSIZE;
player->y = (worldY - map->ymin ) * PXSIZE;
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;
} }