From 8e847807a47d4a584a93ae1bbfcf6d326498b786 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Fri, 4 Oct 2019 21:09:10 +0200 Subject: [PATCH] Continue door --- constants.h | 6 +++ main.c | 108 ++++++++++++++++++++++++++++++++++++++----------- platform_sdl.h | 3 +- 3 files changed, 92 insertions(+), 25 deletions(-) diff --git a/constants.h b/constants.h index 6584cc3..1c9f9ac 100644 --- a/constants.h +++ b/constants.h @@ -43,4 +43,10 @@ */ #define SFG_MOVING_WALL_SPEED 1024 +/** + How quickly doors open and close, in RCL_Unit per second. +*/ + +#define SFG_DOOR_OPEN_SPEED 2048 + #endif // guard diff --git a/main.c b/main.c index f6224db..7d18215 100755 --- a/main.c +++ b/main.c @@ -88,6 +88,15 @@ void SFG_init(); #include "levels.h" #include "assets.h" #include "palette.h" +#include "settings.h" // will include if not included by platform + +#define RCL_PIXEL_FUNCTION SFG_pixelFunc +#define RCL_TEXTURE_VERTICAL_STRETCH 0 + +#define RCL_CAMERA_COLL_HEIGHT_BELOW 800 +#define RCL_CAMERA_COLL_HEIGHT_ABOVE 100 + +#include "raycastlib.h" #define SFG_GAME_RESOLUTION_X \ (SFG_SCREEN_RESOLUTION_X / SFG_RESOLUTION_SCALEDOWN) @@ -97,23 +106,30 @@ void SFG_init(); #define SFG_MS_PER_FRAME (1000 / SFG_FPS) // ms per frame with target FPS -#define SFG_PLAYER_TURN_UNITS_PER_FRAME\ - ((SFG_PLAYER_TURN_SPEED * RCL_UNITS_PER_SQUARE) / (360 * SFG_FPS)) -// TODO: ^ if zero, set to 1? +#if SFG_MS_PER_FRAME == 0 + #define SFG_MS_PER_FRAME 1 +#endif -#define SFG_PLAYER_MOVE_UNITS_PER_FRAME\ +#define SFG_PLAYER_TURN_UNITS_PER_FRAME \ + ((SFG_PLAYER_TURN_SPEED * RCL_UNITS_PER_SQUARE) / (360 * SFG_FPS)) + +#if SFG_PLAYER_TURN_UNITS_PER_FRAME == 0 + #define SFG_PLAYER_TURN_UNITS_PER_FRAME 1 +#endif + +#define SFG_PLAYER_MOVE_UNITS_PER_FRAME \ ((SFG_PLAYER_MOVE_SPEED * RCL_UNITS_PER_SQUARE) / SFG_FPS) -#define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME\ +#if SFG_PLAYER_MOVE_UNITS_PER_FRAME == 0 + #define SFG_PLAYER_MOVE_UNITS_PER_FRAME 1 +#endif + +#define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME \ ((SFG_GRAVITY_ACCELERATION * RCL_UNITS_PER_SQUARE) / (SFG_FPS * SFG_FPS)) -#define RCL_PIXEL_FUNCTION SFG_pixelFunc -#define RCL_TEXTURE_VERTICAL_STRETCH 0 - -#define RCL_CAMERA_COLL_HEIGHT_BELOW 800 -#define RCL_CAMERA_COLL_HEIGHT_ABOVE 100 - -#include "raycastlib.h" +#if SFG_GRAVITY_SPEED_INCREASE_PER_FRAME == 0 + #define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME 1 +#endif /** Step in which walls get higher, in raycastlib units. @@ -200,6 +216,15 @@ typedef struct } SFG_DoorRecord; #define SFG_DOOR_DEFAULT_STATE 0x1f +#define SFG_DOOR_UP_DOWN_MASK 0x20 +#define SFG_DOOR_VERTICAL_POSITION_MASK 0x1f +#define SFG_DOOR_HEIGHT_STEP (RCL_UNITS_PER_SQUARE / 0x1f) +#define SFG_DOOR_INCREMENT_PER_FRAME \ + (SFG_DOOR_OPEN_SPEED / (SFG_DOOR_HEIGHT_STEP * SFG_FPS)) + +#if SFG_DOOR_INCREMENT_PER_FRAME == 0 + #define SFG_DOOR_INCREMENT_PER_FRAME 1 +#endif #define SFG_MAX_DOORS 32 @@ -461,14 +486,34 @@ RCL_Unit SFG_floorHeightAt(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); - return properties != SFG_TILE_PROPERTY_ELEVATOR ? - SFG_TILE_FLOOR_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP : - SFG_movingWallHeight( + uint8_t doorHeight = 0; + + if (properties == SFG_TILE_PROPERTY_DOOR) + { + for (uint8_t i = 0; i < SFG_currentLevel.doorRecordCount; ++i) + { + SFG_DoorRecord *door = &(SFG_currentLevel.doors[i]); + + if ((door->coords[0] == x) && (door->coords[1] == y)) + { + doorHeight = door->state & SFG_DOOR_VERTICAL_POSITION_MASK; + break; + } + } + } + else if (properties == SFG_TILE_PROPERTY_ELEVATOR) + { + return SFG_movingWallHeight( SFG_TILE_FLOOR_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP, SFG_TILE_CEILING_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP, SFG_getTimeMs() - SFG_currentLevel.timeStart); + } + + return SFG_TILE_FLOOR_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP - + doorHeight * SFG_DOOR_HEIGHT_STEP; } RCL_Unit SFG_ceilingHeightAt(int16_t x, int16_t y) @@ -686,20 +731,35 @@ void SFG_gameStep() /* Check one door on whether a player is standing nearby. For performance reasons we only check one door and move to another in the next frame. */ - SFG_DoorRecord door = - SFG_currentLevel.doors[SFG_currentLevel.checkedDoorIndex]; + SFG_DoorRecord *door = + &(SFG_currentLevel.doors[SFG_currentLevel.checkedDoorIndex]); - if ( - (door.coords[0] >= (SFG_player.squarePosition[0] - 1)) && - (door.coords[0] <= (SFG_player.squarePosition[0] + 1)) && - (door.coords[1] >= (SFG_player.squarePosition[1] - 1)) && - (door.coords[1] <= (SFG_player.squarePosition[1] + 1))) - printf("%d %d\n",SFG_player.squarePosition[0],SFG_player.squarePosition[1]); + door->state = (door->state & ~SFG_DOOR_UP_DOWN_MASK) | + ( + ((door->coords[0] >= (SFG_player.squarePosition[0] - 1)) && + (door->coords[0] <= (SFG_player.squarePosition[0] + 1)) && + (door->coords[1] >= (SFG_player.squarePosition[1] - 1)) && + (door->coords[1] <= (SFG_player.squarePosition[1] + 1))) ? + SFG_DOOR_UP_DOWN_MASK : 0x00 + ); SFG_currentLevel.checkedDoorIndex++; if (SFG_currentLevel.checkedDoorIndex >= SFG_currentLevel.doorRecordCount) SFG_currentLevel.checkedDoorIndex = 0; + + for (uint32_t i = 0; i < SFG_currentLevel.doorRecordCount; ++i) + { + SFG_DoorRecord *door = &(SFG_currentLevel.doors[i]); + + int8_t height = door->state & SFG_DOOR_VERTICAL_POSITION_MASK; + + height = (door->state & SFG_DOOR_UP_DOWN_MASK) ? + RCL_min(0x1f,height + SFG_DOOR_INCREMENT_PER_FRAME) : + RCL_max(0x00,height - SFG_DOOR_INCREMENT_PER_FRAME); + + door->state = (door->state & ~SFG_DOOR_VERTICAL_POSITION_MASK) | height; + } } void SFG_mainLoopBody() diff --git a/platform_sdl.h b/platform_sdl.h index 43290a1..6f25e45 100644 --- a/platform_sdl.h +++ b/platform_sdl.h @@ -64,7 +64,8 @@ int8_t SFG_keyPressed(uint8_t key) case SFG_KEY_DOWN: return sdlKeyboardState[SDL_SCANCODE_DOWN] || sdlKeyboardState[SDL_SCANCODE_S] || - sdlKeyboardState[SDL_SCANCODE_KP_5]; + sdlKeyboardState[SDL_SCANCODE_KP_5] || + sdlKeyboardState[SDL_SCANCODE_KP_2]; break; case SFG_KEY_LEFT: