Start map

This commit is contained in:
Miloslav Číž 2019-10-08 13:46:12 +02:00
parent ed9ac12345
commit 8480dc28fb
4 changed files with 129 additions and 39 deletions

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@ -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
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@ -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()

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@ -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;
} }
} }

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@ -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