mirror of
https://git.planet-casio.com/Slyvtt/Collab_RPG.git
synced 2024-12-29 13:03:43 +01:00
Merge branch 'dev'
This commit is contained in:
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
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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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||||||
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- [x] Screenshots, etc. par USB
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- [x] Screenshots, etc. par USB
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- [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
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- [x] Gestion des collisions
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- [x] Gestion des collisions
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- [x] Multiple cartes avec importation automatique des fichiers `world` issus de Tiled
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- [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
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- [x] Personnage
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- [x] Personnage
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- [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
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- [ ] Interaction
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- [ ] Interaction
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- [ ] NPC
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- [ ] NPC
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- [ ] Changement de map
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- [ ] Changement de map durant le jeu (en cours)
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## Crédits
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## Crédits
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||||||
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||||||
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@ -1,7 +1,7 @@
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||||||
<?xml version="1.0" encoding="UTF-8"?>
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<?xml version="1.0" encoding="UTF-8"?>
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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">
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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">
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||||||
<tileset firstgid="1" source="tilesetnpp.tsx"/>
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<tileset firstgid="1" source="tilesetnpp.tsx"/>
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||||||
<tileset firstgid="411" source="Walkable.tsx"/>
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<tileset firstgid="409" source="Walkable.tsx"/>
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||||||
<layer id="1" name="Background" width="48" height="24">
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<layer id="1" name="Background" width="48" height="24">
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||||||
<data encoding="csv">
|
<data encoding="csv">
|
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||||||
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@ -58,32 +58,32 @@
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||||||
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</data>
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</data>
|
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</layer>
|
</layer>
|
||||||
<layer id="3" name="Walkable" width="48" height="24">
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<layer id="3" name="Walkable" width="48" height="24" visible="0">
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||||||
</data>
|
</data>
|
||||||
</layer>
|
</layer>
|
||||||
</map>
|
</map>
|
||||||
|
|
|
@ -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">
|
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|
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|
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|
@ -12,13 +12,13 @@
|
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@ -60,29 +60,29 @@
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||||||
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|
||||||
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|
||||||
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||||||
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|
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|
||||||
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|
0,410,410,410,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
0,412,412,412,412,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
0,410,410,410,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
0,412,412,412,412,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
0,410,410,410,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||||
</data>
|
</data>
|
||||||
</layer>
|
</layer>
|
||||||
|
|
|
@ -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 @@
|
||||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||||
</data>
|
</data>
|
||||||
</layer>
|
</layer>
|
||||||
<layer id="3" name="Walkable" width="48" height="24">
|
<layer id="3" name="Walkable" width="48" height="24" visible="0">
|
||||||
<data encoding="csv">
|
<data encoding="csv">
|
||||||
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|
||||||
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|
||||||
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|
410,410,410,410,410,410,410,410,410,410,410,410,410,410,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,410,0,410,410,
|
||||||
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|
410,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,410,410,410,410,410,410,410,410,410,410,410,0,0,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,410,0,0,0,
|
||||||
412,0,0,0,0,0,0,0,0,0,0,0,0,0,412,0,412,0,0,0,0,0,0,0,0,0,412,0,0,0,0,0,0,0,0,412,0,0,0,0,0,0,0,0,412,0,0,0,
|
410,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,410,0,0,0,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,410,0,0,0,
|
||||||
412,0,0,0,0,0,0,0,0,0,0,0,0,0,412,0,412,0,0,0,0,0,0,0,0,0,412,0,0,0,0,0,0,0,0,412,0,0,0,0,0,0,0,0,412,0,0,0,
|
410,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,410,0,0,0,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,410,0,0,0,
|
||||||
412,0,0,0,0,0,0,0,0,0,0,0,0,0,412,0,412,0,0,0,0,0,0,0,0,0,412,0,0,0,0,0,0,0,0,412,0,0,412,412,412,412,0,0,412,0,0,0,
|
410,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,410,0,0,0,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,410,0,0,410,410,410,410,0,0,410,0,0,0,
|
||||||
412,0,0,0,0,0,0,0,0,0,0,0,0,0,412,0,412,0,0,0,0,0,0,0,0,0,412,0,0,0,412,412,0,0,0,412,412,412,412,0,0,412,412,412,412,0,0,0,
|
410,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,410,0,0,0,0,0,0,0,0,0,410,0,0,0,410,410,0,0,0,410,410,410,410,0,0,410,410,410,410,0,0,0,
|
||||||
412,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,412,0,0,412,412,412,412,0,0,0,412,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,0,410,410,410,410,0,0,0,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
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|
0,0,410,410,410,410,410,410,410,410,0,410,410,410,410,0,410,410,410,410,0,0,410,410,410,410,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,410,0,0,0,410,
|
||||||
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|
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|
||||||
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|
0,0,410,0,0,0,0,0,0,410,0,410,410,410,410,0,0,0,0,0,0,0,410,410,0,0,0,0,0,0,0,0,410,410,410,410,410,410,410,410,0,0,0,0,0,0,0,0,
|
||||||
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|
0,0,410,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,
|
||||||
0,0,412,0,0,0,0,0,0,412,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,412,0,0,0,0,0,0,412,0,0,0,0,0,0,0,0,
|
0,0,410,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,
|
||||||
0,0,412,0,0,412,412,412,412,412,0,0,0,0,0,0,412,412,412,412,412,412,412,412,412,412,412,412,0,0,0,0,412,0,0,0,0,0,0,412,0,0,0,0,0,0,0,0,
|
0,0,410,0,0,410,410,410,410,410,0,0,0,0,0,0,410,410,410,410,410,410,410,410,410,410,410,410,0,0,0,0,410,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,
|
||||||
0,0,412,412,412,412,0,0,412,412,0,0,0,0,0,0,412,0,0,0,0,0,0,0,0,0,0,412,0,0,0,0,412,0,0,0,0,0,0,412,0,0,0,0,412,412,0,0,
|
0,0,410,410,410,410,0,0,410,410,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,0,0,410,0,0,0,0,410,0,0,0,0,0,0,410,0,0,0,0,410,410,0,0,
|
||||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,412,0,0,0,0,0,0,0,0,0,0,412,0,0,0,0,412,0,0,412,412,412,412,412,0,0,0,0,0,0,0,0,
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,0,0,410,0,0,0,0,410,0,0,410,410,410,410,410,0,0,0,0,0,0,0,0,
|
||||||
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|
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|
||||||
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|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,0,0,410,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,412,0,0,0,0,0,0,412,412,412,412,412,0,0,0,0,0,0,0,0,0,0,0,412,412,0,412,412,412,412,0,0,
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,410,0,0,0,0,0,0,410,410,410,410,410,0,0,0,0,0,0,0,0,0,0,0,410,410,0,410,410,410,410,0,0,
|
||||||
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>
|
||||||
</map>
|
</map>
|
||||||
|
|
1
clean
1
clean
|
@ -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
|
||||||
|
|
|
@ -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. */
|
||||||
|
|
|
@ -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
|
||||||
|
|
||||||
|
|
32
src/map.c
32
src/map.c
|
@ -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;
|
||||||
|
}
|
|
@ -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
|
||||||
|
|
53
src/player.c
53
src/player.c
|
@ -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;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue