mirror of
https://gitlab.com/drummyfish/anarch.git
synced 2024-11-28 11:52:15 -05:00
Start map
This commit is contained in:
parent
ed9ac12345
commit
8480dc28fb
10
levels.h
10
levels.h
@ -23,11 +23,11 @@ typedef uint16_t SFG_TileDefinition;
|
|||||||
|
|
||||||
MSB aaabbbbb cccddddd LSB
|
MSB aaabbbbb cccddddd LSB
|
||||||
|
|
||||||
aaa: ceiling texture index (from texture available on the map), 111
|
aaa: ceiling texture index (from texture available on the map), 111
|
||||||
means completely transparent texture
|
means completely transparent texture
|
||||||
bbbb: ceiling height (1111 meaning no ceiling) ABOVE the floor
|
bbbbb: ceiling height (1111 meaning no ceiling) ABOVE the floor
|
||||||
ccc: floor texture index, 111 means completely transparent texture
|
ccc: floor texture index, 111 means completely transparent texture
|
||||||
dddd: floor height
|
ddddd: floor height
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#define SFG_TILE_CEILING_MAX_HEIGHT 31
|
#define SFG_TILE_CEILING_MAX_HEIGHT 31
|
||||||
|
148
main.c
148
main.c
@ -32,6 +32,7 @@
|
|||||||
#define SFG_KEY_JUMP 7
|
#define SFG_KEY_JUMP 7
|
||||||
#define SFG_KEY_STRAFE_LEFT 8
|
#define SFG_KEY_STRAFE_LEFT 8
|
||||||
#define SFG_KEY_STRAFE_RIGHT 9
|
#define SFG_KEY_STRAFE_RIGHT 9
|
||||||
|
#define SFG_KEY_MAP 10
|
||||||
|
|
||||||
/* ============================= PORTING =================================== */
|
/* ============================= PORTING =================================== */
|
||||||
|
|
||||||
@ -583,7 +584,8 @@ RCL_Unit SFG_floorHeightAt(int16_t x, int16_t y)
|
|||||||
RCL_Unit SFG_ceilingHeightAt(int16_t x, int16_t y)
|
RCL_Unit SFG_ceilingHeightAt(int16_t x, int16_t y)
|
||||||
{
|
{
|
||||||
uint8_t properties;
|
uint8_t properties;
|
||||||
SFG_TileDefinition tile = SFG_getMapTile(SFG_currentLevel.levelPointer,x,y,&properties);
|
SFG_TileDefinition tile =
|
||||||
|
SFG_getMapTile(SFG_currentLevel.levelPointer,x,y,&properties);
|
||||||
|
|
||||||
if (properties == SFG_TILE_PROPERTY_ELEVATOR)
|
if (properties == SFG_TILE_PROPERTY_ELEVATOR)
|
||||||
return SFG_CEILING_MAX_HEIGHT;
|
return SFG_CEILING_MAX_HEIGHT;
|
||||||
@ -885,46 +887,130 @@ void SFG_gameStep()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void SFG_clearScreen(uint8_t color)
|
||||||
|
{
|
||||||
|
for (uint16_t j = 0; j < SFG_GAME_RESOLUTION_Y; ++j)
|
||||||
|
for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i)
|
||||||
|
SFG_setGamePixel(i,j,color);
|
||||||
|
}
|
||||||
|
|
||||||
|
#define SFG_MAP_PIXEL_SIZE (SFG_GAME_RESOLUTION_Y / SFG_MAP_SIZE)
|
||||||
|
|
||||||
|
#if SFG_MAP_PIXEL_SIZE == 0
|
||||||
|
#define SFG_MAP_SIZE 1
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/**
|
||||||
|
Draws fullscreen map of the current level.
|
||||||
|
*/
|
||||||
|
void SFG_drawMap()
|
||||||
|
{
|
||||||
|
SFG_clearScreen(0);
|
||||||
|
|
||||||
|
uint16_t maxJ =
|
||||||
|
(SFG_MAP_PIXEL_SIZE * SFG_MAP_SIZE) < SFG_GAME_RESOLUTION_Y ?
|
||||||
|
(SFG_MAP_SIZE) : (SFG_GAME_RESOLUTION_Y / SFG_MAP_PIXEL_SIZE);
|
||||||
|
|
||||||
|
uint16_t maxI =
|
||||||
|
(SFG_MAP_PIXEL_SIZE * SFG_MAP_SIZE) < SFG_GAME_RESOLUTION_X ?
|
||||||
|
(SFG_MAP_SIZE) : (SFG_GAME_RESOLUTION_X / SFG_MAP_PIXEL_SIZE);
|
||||||
|
|
||||||
|
uint16_t topLeftX =
|
||||||
|
(SFG_GAME_RESOLUTION_X - (maxI * SFG_MAP_PIXEL_SIZE)) / 2;
|
||||||
|
|
||||||
|
uint16_t topLeftY =
|
||||||
|
(SFG_GAME_RESOLUTION_Y - (maxJ * SFG_MAP_PIXEL_SIZE)) / 2;
|
||||||
|
|
||||||
|
uint16_t x;
|
||||||
|
uint16_t y = topLeftY;
|
||||||
|
|
||||||
|
for (int16_t j = maxJ - 1; j >= 0; --j)
|
||||||
|
{
|
||||||
|
x = topLeftX;
|
||||||
|
|
||||||
|
for (uint16_t i = 0; i < maxI; ++i)
|
||||||
|
{
|
||||||
|
uint8_t properties;
|
||||||
|
|
||||||
|
SFG_TileDefinition tile =
|
||||||
|
SFG_getMapTile(SFG_currentLevel.levelPointer,i,j,&properties);
|
||||||
|
|
||||||
|
uint8_t color = 94; // init with player color
|
||||||
|
|
||||||
|
if (i != SFG_player.squarePosition[0] ||
|
||||||
|
j != SFG_player.squarePosition[1])
|
||||||
|
{
|
||||||
|
if (properties == SFG_TILE_PROPERTY_ELEVATOR)
|
||||||
|
color = 46;
|
||||||
|
else if (properties == SFG_TILE_PROPERTY_SQUEEZER)
|
||||||
|
color = 63;
|
||||||
|
else
|
||||||
|
{
|
||||||
|
color = SFG_TILE_FLOOR_HEIGHT(tile) / 8 + 2;
|
||||||
|
|
||||||
|
if (properties == SFG_TILE_PROPERTY_DOOR)
|
||||||
|
color += 8;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for (uint16_t k = 0; k < SFG_MAP_PIXEL_SIZE; ++k)
|
||||||
|
for (uint16_t l = 0; l < SFG_MAP_PIXEL_SIZE; ++l)
|
||||||
|
SFG_setGamePixel(x + l, y + k,color);
|
||||||
|
|
||||||
|
x += SFG_MAP_PIXEL_SIZE;
|
||||||
|
}
|
||||||
|
|
||||||
|
y += SFG_MAP_PIXEL_SIZE;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void SFG_draw()
|
void SFG_draw()
|
||||||
{
|
{
|
||||||
for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i)
|
if (SFG_keyPressed(SFG_KEY_MAP))
|
||||||
SFG_zBuffer[i] = 255;
|
{
|
||||||
|
SFG_drawMap();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i)
|
||||||
|
SFG_zBuffer[i] = 255;
|
||||||
|
|
||||||
RCL_renderComplex(
|
RCL_renderComplex(
|
||||||
SFG_player.camera,
|
SFG_player.camera,
|
||||||
SFG_floorHeightAt,
|
SFG_floorHeightAt,
|
||||||
SFG_ceilingHeightAt,
|
SFG_ceilingHeightAt,
|
||||||
SFG_texturesAt,
|
SFG_texturesAt,
|
||||||
SFG_rayConstraints);
|
SFG_rayConstraints);
|
||||||
|
|
||||||
// draw sprites:
|
// draw sprites:
|
||||||
|
|
||||||
for (uint8_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
|
for (uint8_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
|
||||||
if (SFG_currentLevel.itemRecords[i] & SFG_ITEM_RECORD_ACTIVE_MASK)
|
if (SFG_currentLevel.itemRecords[i] & SFG_ITEM_RECORD_ACTIVE_MASK)
|
||||||
{
|
{
|
||||||
RCL_Vector2D worldPosition;
|
RCL_Vector2D worldPosition;
|
||||||
|
|
||||||
SFG_LevelElement e =
|
SFG_LevelElement e =
|
||||||
SFG_currentLevel.levelPointer->elements[
|
SFG_currentLevel.levelPointer->elements[
|
||||||
SFG_currentLevel.itemRecords[i] & ~SFG_ITEM_RECORD_ACTIVE_MASK];
|
SFG_currentLevel.itemRecords[i] & ~SFG_ITEM_RECORD_ACTIVE_MASK];
|
||||||
|
|
||||||
worldPosition.x =
|
worldPosition.x =
|
||||||
e.coords[0] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2;
|
e.coords[0] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2;
|
||||||
|
|
||||||
worldPosition.y =
|
worldPosition.y =
|
||||||
e.coords[1] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2;
|
e.coords[1] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2;
|
||||||
|
|
||||||
RCL_PixelInfo p =
|
RCL_PixelInfo p =
|
||||||
RCL_mapToScreen(
|
RCL_mapToScreen(
|
||||||
worldPosition,
|
worldPosition,
|
||||||
SFG_floorHeightAt(e.coords[0],e.coords[1]) + RCL_UNITS_PER_SQUARE / 2,
|
SFG_floorHeightAt(e.coords[0],e.coords[1]) + RCL_UNITS_PER_SQUARE / 2,
|
||||||
SFG_player.camera);
|
SFG_player.camera);
|
||||||
|
|
||||||
if (p.depth > 0)
|
if (p.depth > 0)
|
||||||
SFG_drawScaledSprite(SFG_sprites[0],p.position.x,p.position.y,
|
SFG_drawScaledSprite(SFG_sprites[0],p.position.x,p.position.y,
|
||||||
RCL_perspectiveScale(SFG_GAME_RESOLUTION_Y / 2,p.depth),
|
RCL_perspectiveScale(SFG_GAME_RESOLUTION_Y / 2,p.depth),
|
||||||
p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
|
p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void SFG_mainLoopBody()
|
void SFG_mainLoopBody()
|
||||||
|
@ -100,6 +100,10 @@ int8_t SFG_keyPressed(uint8_t key)
|
|||||||
sdlKeyboardState[SDL_SCANCODE_KP_9];
|
sdlKeyboardState[SDL_SCANCODE_KP_9];
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
case SFG_KEY_MAP:
|
||||||
|
return sdlKeyboardState[SDL_SCANCODE_TAB];
|
||||||
|
break;
|
||||||
|
|
||||||
default: return 0; break;
|
default: return 0; break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -30,14 +30,14 @@
|
|||||||
game to run at smaller resolution (with bigger pixels), do his using
|
game to run at smaller resolution (with bigger pixels), do his using
|
||||||
SFG_RESOLUTION_SCALEDOWN;
|
SFG_RESOLUTION_SCALEDOWN;
|
||||||
*/
|
*/
|
||||||
#define SFG_SCREEN_RESOLUTION_X 1024
|
#define SFG_SCREEN_RESOLUTION_X 640
|
||||||
|
|
||||||
/**
|
/**
|
||||||
Height of the screen in pixels. Set this to ACTUAL resolution. If you want the
|
Height of the screen in pixels. Set this to ACTUAL resolution. If you want the
|
||||||
game to run at smaller resolution (with bigger pixels), do his using
|
game to run at smaller resolution (with bigger pixels), do his using
|
||||||
SFG_RESOLUTION_SCALEDOWN;
|
SFG_RESOLUTION_SCALEDOWN;
|
||||||
*/
|
*/
|
||||||
#define SFG_SCREEN_RESOLUTION_Y 768
|
#define SFG_SCREEN_RESOLUTION_Y 480
|
||||||
|
|
||||||
/**
|
/**
|
||||||
How many times the screen resolution will be divided (how many times a game
|
How many times the screen resolution will be divided (how many times a game
|
||||||
|
Loading…
Reference in New Issue
Block a user