mirror of
https://gitlab.com/drummyfish/anarch.git
synced 2024-11-24 09:52:20 -05:00
Start map
This commit is contained in:
parent
ed9ac12345
commit
8480dc28fb
4
levels.h
4
levels.h
@ -25,9 +25,9 @@ typedef uint16_t SFG_TileDefinition;
|
||||
|
||||
aaa: ceiling texture index (from texture available on the map), 111
|
||||
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
|
||||
dddd: floor height
|
||||
ddddd: floor height
|
||||
*/
|
||||
|
||||
#define SFG_TILE_CEILING_MAX_HEIGHT 31
|
||||
|
88
main.c
88
main.c
@ -32,6 +32,7 @@
|
||||
#define SFG_KEY_JUMP 7
|
||||
#define SFG_KEY_STRAFE_LEFT 8
|
||||
#define SFG_KEY_STRAFE_RIGHT 9
|
||||
#define SFG_KEY_MAP 10
|
||||
|
||||
/* ============================= 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)
|
||||
{
|
||||
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)
|
||||
return SFG_CEILING_MAX_HEIGHT;
|
||||
@ -885,8 +887,91 @@ 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()
|
||||
{
|
||||
if (SFG_keyPressed(SFG_KEY_MAP))
|
||||
{
|
||||
SFG_drawMap();
|
||||
}
|
||||
else
|
||||
{
|
||||
for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i)
|
||||
SFG_zBuffer[i] = 255;
|
||||
|
||||
@ -925,6 +1010,7 @@ void SFG_draw()
|
||||
RCL_perspectiveScale(SFG_GAME_RESOLUTION_Y / 2,p.depth),
|
||||
p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SFG_mainLoopBody()
|
||||
|
@ -100,6 +100,10 @@ int8_t SFG_keyPressed(uint8_t key)
|
||||
sdlKeyboardState[SDL_SCANCODE_KP_9];
|
||||
break;
|
||||
|
||||
case SFG_KEY_MAP:
|
||||
return sdlKeyboardState[SDL_SCANCODE_TAB];
|
||||
break;
|
||||
|
||||
default: return 0; break;
|
||||
}
|
||||
}
|
||||
|
@ -30,14 +30,14 @@
|
||||
game to run at smaller resolution (with bigger pixels), do his using
|
||||
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
|
||||
game to run at smaller resolution (with bigger pixels), do his using
|
||||
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
|
||||
|
Loading…
Reference in New Issue
Block a user