J'ai oublié de commit --'

This commit is contained in:
attilavs2 2024-10-25 23:05:09 +02:00
parent fab0cfb277
commit 1084917cb6
26 changed files with 376 additions and 170 deletions

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@ -16,8 +16,11 @@ set(NAMEOFGAME "Test3D")
set(AUTHOR "Fcalva")
set(SOURCES
#sources de votre jeu
#sources du jeu
src/main.c
src/gfx.c
src/map.c
src/game.c
#sources du moteur
eng/moteur.c
eng/map.c
@ -27,15 +30,21 @@ set(SOURCES
)
set(ASSETS
assets-fx/sprite.png
assets-fx/sprites/friendlyguy.png
assets-fx/sprites/friendlyguy1.png
assets-fx/textures/briques0.png
assets-fx/textures/buisson1.png
assets-fx/textures/bwain.png
assets-fx/textures/bwain1.png
assets-fx/textures/meat.png
assets-fx/textures/meat1.png
)
fxconv_declare_assets(${ASSETS} WITH_METADATA)
add_executable(Copy3DEngine ${SOURCES} ${ASSETS})
target_compile_options(Copy3DEngine PRIVATE -Wall -Wextra -Ofast)
target_compile_options(Copy3DEngine PRIVATE -Wall -Wextra -O2)
target_include_directories(Copy3DEngine PRIVATE "include/")
target_compile_definitions(Copy3DEngine PRIVATE NAMEOFGAME="${NAMEOFGAME}" AUTHOR="${AUTHOR}")
target_link_libraries(Copy3DEngine Gint::Gint)

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@ -1,4 +1 @@
sprite.png:
type: bopti-image
name: sprite_tst
profile: gray_alpha

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@ -0,0 +1,8 @@
friendlyguy.png:
type: bopti-image
name: sprite_tst
profile: gray_alpha
friendlyguy1.png:
type: bopti-image
name: sprite_tst1
profile: gray_alpha

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@ -5,3 +5,17 @@ briques0.png:
buisson1.png:
type: bopti-image
name: buisson0
bwain.png:
type: bopti-image
name: bwain0
bwain1.png:
type: bopti-image
name: bwain1
meat.png:
type: bopti-image
name: meat0
meat1.png:
type: bopti-image
name: meat1

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@ -5,69 +5,3 @@
#include "C3D/map.h"
#include "C3D/moteur.h"
uint8_t __attribute__((section(".rodata"))) map_test[map_w][map_h] = {
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,0,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,0,1,1,1,1,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{1,0,1,0,1,0,0,1,1,1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,0,0,1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,0,1,0,0,1,0,1,1,1,0,1,0,1,1,0,1,0,1,0,0,0,1,1,1,0,0,0,0,0,1,0,1,1,0,2,0,2,0,0,2,0,0,0,0,2,0,0,2,0,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{1,0,0,0,1,0,1,0,0,0,0,0,0,0,1,1,0,1,0,0,0,0,0,1,0,0,0,1,1,0,1,1,0,0,0,0,1,0,0,0,1,1,2,1,1,1,1,1,1,0,0,0,1,0,1,1,1,0,0,1,0,1,0,1,1,0,1,0,0,0,1,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{1,0,1,0,1,0,1,0,0,0,0,0,0,0,1,1,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1,0,0,0,0,0,0,1,1,0,1,0,1,0,1,0,0,0,0,0,0,0,0,1,0,1,0,0,1,0,1,0,0,1,1,0,0,1,0,1,0,0,0,1,0,0,1,0,0,1,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{1,0,1,0,1,1,1,0,0,0,2,0,0,0,1,1,0,1,0,0,0,0,0,0,1,0,1,0,1,0,1,0,0,0,0,1,0,0,0,0,1,0,1,0,0,1,0,0,0,0,1,1,0,0,0,1,0,0,0,1,1,1,1,0,1,1,1,0,1,0,0,0,1,1,0,1,1,1,0,0,1,1,1,0,0,0,0,0,1,0,0,1,1,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{1,0,1,0,1,0,1,0,0,0,2,0,0,0,0,0,1,0,0,1,1,1,1,1,1,0,0,0,1,1,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,1,0,1,1,0,0,1,0,0,0,0,0,0,0,1,0,1,0,1,1,0,0,0,0,0,1,0,0,0,2,0,0,0,0,0,0,0,0,0,0,2,0,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{1,0,1,0,1,0,1,0,0,2,0,2,0,0,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,0,0,1,0,1,1,0,1,1,1,0,1,0,0,1,0,1,0,1,0,0,0,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,0,0,0,0,0,1,1,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{1,0,1,0,1,0,1,0,0,0,0,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,1,0,1,0,1,0,0,0,0,0,2,1,1,1,0,1,0,0,0,1,1,1,0,1,1,1,1,1,0,1,0,1,0,1,1,1,1,0,0,1,0,0,1,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{1,0,1,0,1,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,1,1,0,1,1,0,0,0,1,0,1,1,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,1,1,1,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,1,0,1,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{1,0,1,0,1,0,0,1,1,1,1,1,1,1,0,0,1,1,0,0,0,0,1,0,1,0,0,0,1,0,1,0,0,1,0,0,0,0,1,0,1,0,0,0,0,0,1,0,1,0,0,1,0,0,0,0,0,0,2,1,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,1,0,0,0,0,1,0,1,0,0,2,0,2,0,0,2,0,0,0,0,2,0,0,2,0,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,1,0,0,0,1,0,0,0,1,1,1,0,1,0,1,0,0,0,1,0,1,0,1,0,0,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,1,1,0,1,0,0,1,0,0,1,1,0,0,0,1,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{1,0,1,0,1,0,0,0,1,0,1,0,0,1,1,0,1,0,0,0,0,0,0,0,1,0,0,0,1,0,1,1,1,1,1,1,2,0,2,1,0,1,0,0,1,0,1,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,2,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,1,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{1,0,1,0,1,0,1,0,0,0,1,0,0,1,0,0,1,1,0,0,1,0,1,0,1,0,0,0,1,0,1,0,2,2,2,2,2,0,2,1,1,0,0,0,1,0,0,0,0,0,1,0,1,1,0,1,0,1,0,1,0,1,1,1,0,1,1,0,0,0,1,1,1,1,0,1,0,0,0,1,0,0,1,0,1,0,1,0,1,0,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{1,0,0,1,0,0,1,1,0,1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,0,0,0,1,0,1,2,0,0,0,0,0,0,2,1,0,1,0,1,0,1,0,1,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,1,0,1,0,0,1,0,0,0,0,1,0,1,1,1,0,0,0,1,0,0,0,1,0,0,1,0,0,0,0,1,0,0,1,0,1,0,0,0,0,0,1,1,1,1,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{1,0,0,0,0,0,1,0,0,0,0,1,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,0,1,0,1,2,0,1,0,1,0,0,2,1,0,0,0,0,0,0,0,0,1,0,0,1,1,1,1,1,0,0,0,1,0,0,0,0,0,0,0,0,1,1,0,1,0,1,0,1,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,1,1,1,0,0,1,0,0,0,1,0,1,0,0,0,1,0,1,1,1,0,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,1,1,1,0,1,1,1,0,0,0,1,0,1,1,1,1,0,0,0,1,0,1,0,0,1,1,0,1,2,0,1,1,0,0,0,2,1,1,1,1,1,0,0,1,0,1,1,0,0,1,0,0,0,1,1,0,1,0,0,1,0,1,0,1,0,0,0,0,1,0,0,0,1,0,1,1,1,1,1,1,1,0,0,0,1,0,1,0,0,1,1,0,0,1,1,0,1,0,0,1,0,1,1,1,0,0,1,0,0,0,0,1,0,0,1,0,0,0,0,0,0,1,1,1,1},
{1,0,1,0,0,0,1,0,0,0,1,0,0,1,0,1,0,0,0,0,1,0,0,0,0,1,0,0,1,0,1,2,0,1,1,0,1,0,2,1,0,0,0,0,0,1,1,0,0,0,1,0,1,0,0,0,1,0,0,1,0,1,1,1,0,0,0,0,1,1,1,0,0,1,0,1,0,0,0,1,0,0,0,0,0,1,1,1,0,0,0,0,0,1,1,0,0,1,0,0,0,0,1,0,1,0,1,1,0,1,1,0,1,1,1,0,0,1,1,1,0,0,0,0,1,1,1,1},
{1,0,1,0,1,0,1,0,1,0,0,0,1,1,0,1,0,1,1,0,1,0,1,0,0,1,1,1,1,0,1,2,0,1,0,0,1,0,2,1,0,1,0,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,1,0,1,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,1,0,1,0,1,1,1,0,0,1,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1},
{1,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,1,2,0,1,0,1,1,0,2,1,0,1,0,0,0,1,0,1,0,1,0,0,1,0,1,0,0,0,0,0,1,0,1,0,0,1,0,0,0,1,0,0,1,0,1,1,0,0,0,0,0,1,0,0,1,1,1,0,1,1,0,1,1,1,0,1,0,0,0,0,0,0,1,0,0,0,1,0,0,1,1,1,0,0,1,0,0,1,1,1,1,0,0,1,0,0,0,1},
{1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,0,1,2,0,0,0,0,0,0,2,1,0,1,0,1,0,0,0,0,0,1,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,1,1,0,1,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,1,1,1,1,0,0,0,0,0,1,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,1,0,1,1,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,2,2,2,0,2,2,2,2,1,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0,1,0,1,0,0,0,1,0,1,0,1,0,1,0,0,1,0,1,0,0,1,0,0,1,1,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,1,0,1,0,1,1,1,0,0,1,0,0,0,1,0,0,1,0,1,0,0,0,1,0,0,0,0,1},
{1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,0,2,0,2,1,1,1,1,1,1,0,0,0,1,1,1,0,1,1,0,1,0,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,0,1,0,0,1,0,1,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1},
{1,0,1,0,0,2,0,2,0,2,0,2,0,2,0,2,0,2,0,2,0,2,0,0,0,1,0,0,1,0,1,0,0,1,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1,1,0,1,0,0,0,0,0,1,0,0,1,1,0,0,0,0,1,1,0,1,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,1,0,0,1,0,1,1,0,1,0,0,1,0,1,0,0,1,0,0,1,0,0,0,0,0,0,0,1,0,0,0,1,0,1,1,1,1,1},
{1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,1,1,0,0,1,0,0,0,0,0,1,0,0,1,0,1,0,0,0,1,0,1,0,0,0,0,1,1,0,0,1,0,1,1,1,0,1,1,0,1,0,0,0,0,1,0,1,1,0,0,1,1,1,0,1,0,1,0,1,1,0,1,1,0,1,0,0,1,0,0,0,0,1,0,1,1,1,0,1,0,1,0,0,1,0,0,1,0,1,0,1,0,0,0,1,0,1},
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{1,0,0,1,0,0,0,0,1,0,2,2,0,1,1,1,0,1,0,1,1,1,0,2,2,0,2,2,0,2,2,0,0,0,1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,0,0,0,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,1},
{1,2,0,0,1,0,0,0,1,0,2,2,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,1,0,0,0,0,1,0,0,1,0,1,1,0,0,0,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1,0,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,0,1,0,1,0,0,0,1,0,1,1,0,1},
{1,0,2,0,0,1,0,0,1,0,0,0,0,0,0,0,1,0,0,1,0,1,0,2,2,0,2,2,0,2,2,0,1,0,0,0,1,1,0,1,0,1,0,1,1,0,1,0,0,1,0,1,0,1,1,1,0,1,0,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,0,0,0,0,0,1,0,0,1,1,0,1,1,1,1,1,1,1,0,0,0,1,1,1,0,1,0,0,1,0,0,0,1,0,0,1},
{1,0,0,0,0,0,1,0,0,0,1,1,0,0,0,1,0,0,1,2,0,1,0,2,2,0,2,2,0,2,2,0,1,1,1,1,0,0,0,0,1,1,0,0,1,0,1,1,0,0,0,1,1,1,0,1,0,1,1,0,0,0,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,1,0,1,0,0,1,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,1,1},
{1,0,0,2,2,0,0,0,1,0,1,0,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,1,0,0,1,0,0,0,0,0,1,1},
{1,0,0,0,2,0,2,0,1,0,1,0,1,1,0,0,0,0,0,1,0,1,0,2,2,0,2,2,0,2,2,0,1,0,1,1,1,0,0,0,1,0,0,0,1,0,1,0,1,0,1,1,0,1,0,1,0,1,0,1,0,1,1,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,0,0,0,0,0,0,1,1,0,0,0,0,1,0,1,1,1,0,0,0,1,0,0,0,1,1,1,0,1,0,1,1},
{1,0,2,0,0,0,0,0,1,0,1,0,1,0,0,1,2,1,0,0,0,0,0,2,2,0,2,2,0,2,2,0,1,0,0,1,0,0,0,1,1,1,1,0,1,0,1,0,0,0,1,0,0,1,0,1,0,1,0,0,0,1,0,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,0,0,1,0,0,1,0,0,0,0,0,1,1,0,1,1,0,0,0,1,0,0,0,0,0,0,1,1,0,0,0,0,1,0,0,1},
{1,0,2,2,0,2,0,1,1,0,1,0,1,0,1,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,1,1,0,1,0,1,0,1,0,0,0,0,1,0,1,0,1,0,0,1,0,0,0,1,0,1,0,1,0,0,1,0,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,0,0,1,1,1,0,0,0,1,0,1,0,0,0,1,1,0,0,1,1,0,1,0,0,0,1,1,0,1,1,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,1,0,0,0,0,1,0,0,1,0,0,1,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,1,0,1,0,0,0,0,0,0,1,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
};

View file

@ -27,8 +27,8 @@ fixed_t zbuf[viewport_w];
void move(RcGame *game) {
extern int frame_time;
fixed_t moveSpeed = fmul(fix(frame_time)/1000, 0x148); //frame_time * fix(carrés/seconde/1000) là carrés/seconde = 5
fixed_t rotSpeed = fmul(fix(frame_time)/1000, 0x83); //frame_time * fix(radians/seconde/1000) là radians/seconde = 2
fixed_t moveSpeed = fmul(fix(frame_time/1000), 0x148); //frame_time * fix(carrés/seconde/1000) là carrés/seconde = 5
fixed_t rotSpeed = fmul(fix(frame_time/1000), 0x83); //frame_time * fix(radians/seconde/1000) là radians/seconde = 2
fixed_t c_rotSpeed = fix(cos(f2float(rotSpeed)));
fixed_t s_rotSpeed = fix(sin(f2float(rotSpeed)));
@ -36,6 +36,8 @@ void move(RcGame *game) {
V2d *plane = &game->player.plane;
V2d *dir = &game->player.dir;
V2d *pos = &game->player.pos;
int map_w = game->current_map->w;
int map_h = game->current_map->h;
fixed_t oldDirX;
fixed_t oldPlaneX;
@ -116,7 +118,7 @@ inline int __attribute__((always_inline))
if(layers > 2){
alpha = !(layer_ptr[2] & mask);
}
return (alpha << 2) + (dark << 1) + light;
return (alpha << 2) | (dark << 1) | light;
}
uint32_t *light, *dark;
@ -151,6 +153,7 @@ inline void __attribute__((always_inline))
light[offset] |= mask;
dark [offset] |= mask;
break;
case C_NONE:
break;
@ -221,6 +224,8 @@ void draw_walls(
fixed_t planeY = game->player.plane.y;
extern bopti_image_t *tex_index[TINDEX_S];
uint8_t *map_test = game->current_map->dat;
int map_w = game->current_map->w;
int map_h = game->current_map->h;
fixed_t cameraX;
fixed_t rayDirX;

View file

@ -5,6 +5,7 @@
#include <gint/gray.h>
#include <stdlib.h>
#include <string.h>
#include <stddef.h>
#include "C3D/fixed.h"
#include "C3D/game.h"
@ -16,7 +17,7 @@
extern fixed_t zbuf[viewport_w];
int spritec;
int spritec = 0;
Sprite *sprite_index[SINDEX_S];
@ -30,8 +31,19 @@ void clear_sprites(){
spritec = 0;
}
void remove_sprite(GUNUSED Sprite *sprite){
//TODO
void remove_sprite(Sprite *sprite){
if(!sprite)
return;
int pos = -1;
for(int i = 0; i < spritec; i++){
if(sprite == sprite_index[i]){
pos = i;
break;
}
}
if(pos < 0)
return;
memmove(&sprite_index[pos], &sprite_index[pos+1], sizeof(void*) * (spritec-pos));
}
//Lodev's sprite projection, translated to use my functions and fixed point
@ -77,7 +89,7 @@ void project_sprite(bopti_image_t *tex_index[], Sprite *sprite, RcActor *player)
fixed_t sprite_size = fdiv(fix(sprite_w), fix(TSIZE));
for(int x = sprite_pos_x; x < sprite_end_x; x++){
if(ty < 0 || x < 0 || ty > zbuf[x])
if(ty < fix(0.4) || x < 0 || ty > zbuf[x])
continue;
if(x > viewport_w)
break;
@ -100,10 +112,10 @@ int sprite_cmpfnc(const void *p1, const void *p2){
void draw_sprites(bopti_image_t *tex_index[], RcActor *player){
struct SpriteDist dists[SINDEX_S];
memset(dists, 0, sizeof(struct SpriteDist)*SINDEX_S);
for(int i = 0; i < spritec; i++){
Sprite *spr = sprite_index[i];
fixed_t d = player->pos.x - spr->pos.x;
d = fmul(d,d);
fixed_t d = fmul(player->pos.x - spr->pos.x, player->pos.x - spr->pos.x);
d += fmul(player->pos.y - spr->pos.y,player->pos.y - spr->pos.y);
dists[i].dist = d;
dists[i].id = i;
@ -111,11 +123,12 @@ void draw_sprites(bopti_image_t *tex_index[], RcActor *player){
qsort(dists, SINDEX_S, sizeof(struct SpriteDist), &sprite_cmpfnc);
int msprite = min(spritec,max_sprites);
for(int i = msprite; i > 0; i--){
int msprite = spritec > max_sprites ? max_sprites:spritec;
for(int i = 0; i < msprite; i++){
struct SpriteDist *sd = &dists[i];
Sprite *spr = sprite_index[sd->id];
if(sd->dist > max_dist)
if(sd->dist > max_dist || !spr)
continue;
project_sprite(tex_index, spr, player);
}
@ -131,6 +144,8 @@ fixed_t raycast(RcGame *game, RcActor *origin, Sprite **hit){
fixed_t planeX = origin->plane.x;
fixed_t planeY = origin->plane.y;
uint8_t *map_test = game->current_map->dat;
int map_w = game->current_map->w;
int map_h = game->current_map->h;
fixed_t cameraX;
fixed_t rayDirX;
@ -147,11 +162,8 @@ fixed_t raycast(RcGame *game, RcActor *origin, Sprite **hit){
int stepY;
int side = 0; //was a NS or a EW wall hit?
//int v_offset = 0;
fixed_t h_offset = 0;
//calculate ray position and direction
cameraX = fdiv(fix(x*2), fix(viewport_w)) - 0xFFFF + h_offset; //x-coordinate in camera space
cameraX = fdiv(fix(x*2), fix(viewport_w)) - 0xFFFF; //x-coordinate in camera space
rayDirX = dirX + fmul(planeX, cameraX);
rayDirY = dirY + fmul(planeY, cameraX);

View file

@ -1,4 +1,82 @@
#include <stdint.h>
#include <stddef.h>
#include "C3D/fixed.h"
#include "C3D/game.h"
bool rect_rect_coll(Rect *a, Rect *b){
bool r = a->x0 >= b->x0 && a->x1 <= b->x1;
r = r && a->y0 >= b->y0;
}
int cmpfunc (const void * a, const void * b) {
return ( *(int*)a - *(int*)b );
}
/*
* Copyright (c) 1990 Regents of the University of California.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. [rescinded 22 July 1999]
* 4. Neither the name of the University nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*/
/*
* Perform a binary search.
*
* The code below is a bit sneaky. After a comparison fails, we
* divide the work in half by moving either left or right. If lim
* is odd, moving left simply involves halving lim: e.g., when lim
* is 5 we look at item 2, so we change lim to 2 so that we will
* look at items 0 & 1. If lim is even, the same applies. If lim
* is odd, moving right again involes halving lim, this time moving
* the base up one item past p: e.g., when lim is 5 we change base
* to item 3 and make lim 2 so that we will look at items 3 and 4.
* If lim is even, however, we have to shrink it by one before
* halving: e.g., when lim is 4, we still looked at item 2, so we
* have to make lim 3, then halve, obtaining 1, so that we will only
* look at item 3.
*/
void *
bsearch (const void *key, const void *base0,
size_t nmemb, size_t size,
int (*compar)(const void *, const void *))
{
const char *base = (const char *) base0;
int lim, cmp;
const void *p;
for (lim = nmemb; lim != 0; lim >>= 1) {
p = base + (lim >> 1) * size;
cmp = (*compar)(key, p);
if (cmp == 0)
return (void *)p;
if (cmp > 0) { /* key > p: move right */
base = (const char *)p + size;
lim--;
} /* else move left */
}
return (NULL);
}

View file

@ -6,9 +6,3 @@
#include "fixed.h"
#include "sprites.h"
//TODO : deprecate
//! Attention à avoir *exactement* la même taille entre ces valeurs et la carte dans map.c !
#define map_w 64
#define map_h 128

View file

@ -15,6 +15,8 @@ void add_sprite(Sprite *sprite);
void clear_sprites();
void remove_sprite(Sprite *sprite);
void draw_sprites(bopti_image_t *tex_index[], RcActor *player);
//Returns distance (-1 if no hit), hit is set to the hit sprite

View file

@ -15,7 +15,6 @@ typedef struct {
int y0,y1;
} Rect;
static bool rect_rect_coll(Rect *a, Rect *b){
bool r = a->x0 >= b->x0 && a->x1 <= b->x1;
r = r && a->y0 >= b->y0;
}
bool rect_rect_coll(Rect *a, Rect *b);
int cmpfunc (const void * a, const void * b);

39
src/game.c Normal file
View file

@ -0,0 +1,39 @@
#include <stdint.h>
#include <string.h>
#include "C3D/sprites.h"
#include "C3D/fixed.h"
int sreserve_c = 0;
Sprite sprite_reserve[SINDEX_S];
Rect sprite_colls[] = {
{},
{},
{},
{},
{.x0 = fix(.25), .y0 = fix(.25), .x1 = fix(.5), .y1 = fix(.5)}
};
Sprite *cc_mksprite(V2d pos, int type){
if(sreserve_c >= SINDEX_S)
return NULL;
Sprite *spr = &sprite_reserve[sreserve_c++];
spr->tex = type;
spr->coll = sprite_colls[type];
spr->pos = pos;
add_sprite(spr);
return spr;
}
void cc_rmsprite(int pos){
if(pos < 0 || pos >= sreserve_c)
return;
remove_sprite(&sprite_reserve[pos]);
if(pos+1 != sreserve_c){
memmove(&sprite_reserve[pos], &sprite_reserve[pos+1], sizeof(Sprite)*(sreserve_c-pos));
}
sreserve_c--;
}

18
src/game.h Normal file
View file

@ -0,0 +1,18 @@
//Par Fcalva, et est sous GPLv3
#pragma once
#include "C3D/game.h"
enum {
stype_frenguy = 4
};
typedef struct {
RcGame _bgame;
int curr_map;
} CCGame; //CpC game Game struct
Sprite *cc_mksprite(V2d pos, int type);
void cc_rmsprite(int pos);

44
src/gfx.c Normal file
View file

@ -0,0 +1,44 @@
//Par Fcalva et est sous GPLv3
#include <gint/display.h>
#include "C3D/fixed.h"
#include "C3D/game.h"
#include "C3D/sprites.h"
#include "C3D/moteur.h"
#include "C3D/map.h"
#include "C3D/config.h"
#include "gfx.h"
extern bopti_image_t briques0;
extern bopti_image_t buisson0;
extern bopti_image_t sprite_tst;
extern bopti_image_t sprite_tst1;
extern bopti_image_t bwain0;
extern bopti_image_t bwain1;
extern bopti_image_t meat0;
extern bopti_image_t meat1;
bopti_image_t *tex_index[TINDEX_S] = {
&briques0, //0
&buisson0, //1
&briques0, //2
&briques0, //3
&sprite_tst, //4
&bwain0, //5
&meat0 //6
};
int state = 0;
int anim_tex(GUNUSED RcGame *game){
tex_index[5] = state > 7 ? &bwain0:&bwain1;
tex_index[6] = state > 7 ? &meat0:&meat1;
tex_index[4] = state > 7 ? &sprite_tst:&sprite_tst1;
state = (state+1) % 16;
return 0;
}
void init_gfx(){
add_logic_hook((RcLogicFunc*)&anim_tex);
}

14
src/gfx.h Normal file
View file

@ -0,0 +1,14 @@
//Par Fcalva et est sous GPLv3
#pragma once
#include <gint/display.h>
#include "C3D/fixed.h"
#include "C3D/game.h"
#include "C3D/sprites.h"
#include "C3D/moteur.h"
#include "C3D/map.h"
#include "C3D/config.h"
void init_gfx();

View file

@ -12,13 +12,16 @@
#include <libprof.h>
#include "C3D/fixed.h"
#include "C3D/game.h"
#include "C3D/sprites.h"
#include "C3D/moteur.h"
#include "C3D/map.h"
#include "C3D/config.h"
#include "gfx.h"
#include "map.h"
#include "game.h"
//====== Copy3DEngine =====
// Git du moteur : https://git.planet-casio.com/Fcalva/Copy3DEngine
// Git du jeu : [Rajoutez le vôtre ici]
@ -29,42 +32,29 @@
//
//
bopti_image_t *tex_index[TINDEX_S];
extern uint8_t map_test[map_w][map_h];
//Vos images ici
extern bopti_image_t briques0;
extern bopti_image_t buisson0;
extern bopti_image_t sprite_tst;
extern bopti_image_t *tex_index[TINDEX_S];
char disp_frame_time = 0;
char first_frame = 0;
int frame_time_timer = 1;
RcMap map0 = {
.w = 128,
.h = 64,
.dat = (void*)&map_test
};
RcGame game = {
CCGame game = {
._bgame = {
.player = {
.pos = {fix(3.1), fix(3.1)},
.dir = {fix(0), fix(1)},
.plane = {fix(0.66), fix(0)}
},
.current_map = &map0,
.flags = {0}
}
};
int frame_time = 1;
void keys_get(){
void keys_get(RcGame *game){
pollevent();
move(&game);
move(game);
if (keydown(KEY_F1) && frame_time_timer <= 0) {
if (disp_frame_time == 0) {
@ -77,10 +67,22 @@ void keys_get(){
}
}
frame_time_timer--;
if (keydown(KEY_EXIT)) game.flags.exit = 1;
if (keydown(KEY_EXIT)) game->flags.exit = 1;
if(keydown(KEY_F2)){
dprint(0,0,3,"%d",raycast(&game, &game.player, NULL));
dprint(0,0,3,"%d",raycast(game, &game->player, NULL));
}
if(keydown(KEY_F3)){
cc_mksprite(game->player.pos, stype_frenguy);
while(keydown(KEY_F3)){
clearevents();
pollevent();
}
}
if(keydown(KEY_F4)){
cc_rmsprite(0);
while(keydown(KEY_F4)) { clearevents(); pollevent();}
}
#ifdef debug
@ -88,15 +90,6 @@ void keys_get(){
#endif
}
void main_menu(){
dtext_opt(198, 100, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, NAMEOFGAME, -1);
dtext_opt(198, 120, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "De "AUTHOR, -1);
dtext_opt(198, 150, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Appuyez sur une touche", -1);
dupdate();
getkey();
}
Sprite tsprite = {
.pos = {200000, 300000},
.tex = 4
@ -104,7 +97,7 @@ Sprite tsprite = {
int movdir = 1;
int test_logic(RcGame *game){
int test_logic(GUNUSED RcGame *game){
tsprite.pos.x += movdir*500;
if(tsprite.pos.x > fix(4) || tsprite.pos.x < fix(2))
movdir = -movdir;
@ -112,27 +105,21 @@ int test_logic(RcGame *game){
return 0;
}
extern bopti_image_t sprite_tst;
int main(){
RcGame *rcgame = (RcGame*)&game;
dclear(C_WHITE);
//trucs de chargement
load_map();
tex_index[1] = &buisson0;
tex_index[2] = &briques0;
//Vos textures générées procéduralement (TODO)
tex_index[0] = &briques0;
tex_index[3] = &briques0;
tex_index[4] = &sprite_tst;
prof_init();
if(dgray(DGRAY_ON))
goto c3d_abort;
rcgame->flags.exit = 1;
dupdate();
dclear(0);
@ -146,34 +133,34 @@ int main(){
add_logic_hook((RcLogicFunc*)&test_logic);
while (!game.flags.exit) {
init_gfx();
init_map(&game);
while (!rcgame->flags.exit) {
prof_t frame = prof_make();
prof_enter(frame);
dclear(C_WHITE);
if(first_frame){
main_menu();
}
keys_get(rcgame);
keys_get();
do_logic(&game, frame_time);
do_logic(rcgame, frame_time);
draw_walls(
#if debug
&timers,
#endif
&game
rcgame
);
draw_sprites(tex_index, &game.player);
draw_sprites(tex_index, &rcgame->player);
if (disp_frame_time == 1) dprint( 0, 0, C_BLACK, "%d ms", frame_time/1000);
#if debug
dprint( 1, 27, C_BLACK, "pX %d", game.player.pos.x);
dprint( 1, 36, C_BLACK, "pY %d", game.player.pos.y);
dprint( 1, 27, C_BLACK, "pX %d", ffloor(rcgame->player.pos.x));
dprint( 1, 36, C_BLACK, "pY %d", ffloor(rcgame->player.pos.y));
dprint( 1, 9, C_BLACK, "Rct %d", prof_time(timers.raycast_time));
dprint( 1, 18, C_BLACK, "Dt %d", prof_time(timers.draw_time));
timers.raycast_time = prof_make();
@ -182,20 +169,15 @@ int main(){
dupdate();
prof_leave(frame);
frame_time = (int)prof_time(frame);
frame_time = prof_time(frame);
first_frame = 0;
}
c3d_abort:
dgray(DGRAY_OFF);
prof_quit();
//Libérez vos textures générées procéduralement
//bopti_free(tex_index[0]);
//bopti_free(tex_index[3]);
return 1;
}

44
src/map.c Normal file
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@ -0,0 +1,44 @@
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
#include <stdint.h>
#include "C3D/map.h"
#include "C3D/moteur.h"
#include "C3D/game.h"
#include "map.h"
#include "game.h"
uint8_t __attribute__((section(".rodata"))) map_dat0[] = {
1,1,1,1,1,1,1,1,1,1,
1,0,0,0,0,0,0,0,0,1,
1,0,4,0,0,0,0,2,0,1,
1,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,1,
1,0,5,5,6,6,0,1,0,1,
1,0,0,0,0,0,0,0,0,1,
1,1,1,1,1,1,1,1,1,1,
};
RcMap map0 = {
.w = 10,
.h = 10,
.dat = (void*)&map_dat0
};
#define MAPC 1
RcMap *maps[MAPC] = {
&map0
};
void init_map(CCGame *game){
switch_map(game, 0);
};
void switch_map(CCGame *game, int map){
game->_bgame.current_map = maps[map];
game->curr_map = map;
}

13
src/map.h Normal file
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@ -0,0 +1,13 @@
//Par Fcalva et est sous GPLv3
#pragma once
#include <stdint.h>
#include "C3D/game.h"
#include "game.h"
void init_map(CCGame *game);
void switch_map(CCGame *game, int map);