Add text
81
assets.h
@ -588,4 +588,85 @@ uint8_t SFG_backgrounds[][SFG_TEXTURE_SIZE * SFG_TEXTURE_SIZE] =
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}
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};
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uint8_t SFG_charToFontIndex(char c)
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{
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if (c >= 'a' && c <= 'z')
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return c - 'a';
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if (c >= 'A' && c <= 'Z')
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return c - 'A';
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if (c >= '0' && c <= '9')
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return c - '0';
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switch (c)
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{
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case ' ': return 26; break;
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case '.': return 27; break;
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case ',': return 28; break;
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case '!': return 29; break;
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case '/': return 41; break;
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case '-': return 42; break;
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case '+': return 43; break;
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case '(': return 44; break;
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case ')': return 45; break;
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case '%': return 46; break;
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default: return 30; break; // "?"
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}
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}
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/**
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4x4 font, each character stored as 16 bits.
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*/
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SFG_PROGRAM_MEMORY uint16_t SFG_font[47] =
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{
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0xfaf0, // 0 "A"
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0xfd70, // 1 "B"
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0x6990, // 2 "C"
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0xf960, // 3 "D"
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0xfd90, // 4 "E"
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0xfa80, // 5 "F"
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0x69b0, // 6 "G"
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0xf4f0, // 7 "H"
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0x9f90, // 8 "I"
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0x31f0, // 9 "J"
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0xf4b0, // 10 "K"
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0xf110, // 11 "L"
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0xfc4f, // 12 "M"
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0xf42f, // 13 "N"
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0x6996, // 14 "O"
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0xfae0, // 15 "P"
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0x69b7, // 16 "Q"
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0xfad0, // 17 "R"
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0x5da0, // 18 "S"
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0x8f80, // 19 "T"
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0xf1f0, // 20 "U"
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0xe1e0, // 21 "V"
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0xf32f, // 22 "W"
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0x9690, // 23 "X"
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0xc7c0, // 24 "Y"
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0xbd90, // 25 "Z"
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0x0000, // 26 " "
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0x0100, // 27 "."
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0x0300, // 28 ","
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0x0d00, // 29 "!"
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0x48b4, // 30 "?"
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0xf9f0, // 31 "0"
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0x9f10, // 32 "1"
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0xbdd0, // 33 "2"
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0x9da0, // 34 "3"
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0xe2f0, // 35 "4"
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0xdbb0, // 36 "5"
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0xfbb0, // 37 "6"
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0x8bc0, // 38 "7"
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0xfdf0, // 39 "8"
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0xddf0, // 40 "9"
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0x1680, // 41 "/"
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0x2220, // 42 "-"
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0x2720, // 43 "+"
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0x0690, // 44 "("
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0x0960, // 45 ")"
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0x9249 // 46 "%"
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};
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#endif // guard
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BIN
assets/background1.png
Normal file
After Width: | Height: | Size: 979 B |
BIN
assets/font.png
Normal file
After Width: | Height: | Size: 447 B |
41
assets/font2array.py
Normal file
@ -0,0 +1,41 @@
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# Python tool to convert font image to C bit array.
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#
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# by drummyfish
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# released under CC0 1.0.
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from PIL import Image
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imageArray = []
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paletteColors = []
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paletteArray = []
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image = Image.open("font.png").convert("RGB")
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pixels = image.load()
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column = 0
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value = 0
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index = 0
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result = ""
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chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZ .,!?0123456789/-+()%"
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for x in range(image.size[0]):
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if column == 4:
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column = 0
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value = 0
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index += 1
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continue
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for y in range(image.size[1]):
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value = value * 2 + (1 if pixels[x,y][0] < 128 else 0)
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if column == 3:
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result += " 0x" + hex(value)[2:].zfill(4) + ", // " + str(index) + " \"" + chars[index] + "\"\n"
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column += 1
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result = "{\n" + result + "}";
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print(result)
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BIN
assets/sprite_barrel.png
Normal file
After Width: | Height: | Size: 1.5 KiB |
BIN
assets/wall_texture10.png
Normal file
After Width: | Height: | Size: 1.5 KiB |
BIN
assets/wall_texture11.png
Normal file
After Width: | Height: | Size: 927 B |
BIN
assets/wall_texture12.png
Normal file
After Width: | Height: | Size: 1.4 KiB |
BIN
assets/wall_texture13.png
Normal file
After Width: | Height: | Size: 995 B |
BIN
assets/wall_texture2.png
Normal file
After Width: | Height: | Size: 1.5 KiB |
BIN
assets/wall_texture3.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
assets/wall_texture4.png
Normal file
After Width: | Height: | Size: 1.4 KiB |
BIN
assets/wall_texture5.png
Normal file
After Width: | Height: | Size: 956 B |
BIN
assets/wall_texture6.png
Normal file
After Width: | Height: | Size: 1.0 KiB |
BIN
assets/wall_texture7.png
Normal file
After Width: | Height: | Size: 1.4 KiB |
BIN
assets/wall_texture8.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
assets/wall_texture9.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
58
main.c
@ -1013,6 +1013,62 @@ void SFG_drawMap()
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}
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}
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/**
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Draws text on screen using the bitmap font stored in assets.
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*/
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void SFG_drawText(
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const char *text,
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uint16_t x,
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uint16_t y,
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uint8_t size,
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uint8_t color)
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{
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uint16_t pos = 0;
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uint16_t currentX = x;
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uint16_t currentY = y;
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while (text[pos] != 0)
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{
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uint16_t character = SFG_font[SFG_charToFontIndex(text[pos])];
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for (uint8_t i = 0; i < 4; ++i)
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{
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currentY = y;
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for (uint8_t j = 0; j < 4; ++j)
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{
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if (character & 0x8000)
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for (uint8_t k = 0; k < size; ++k)
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for (uint8_t l = 0; l < size; ++l)
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{
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uint16_t drawX = currentX + k;
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uint16_t drawY = currentY + l;
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if (drawX >= 0 && drawX < SFG_GAME_RESOLUTION_X &&
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drawY >= 0 && drawY < SFG_GAME_RESOLUTION_Y)
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SFG_setGamePixel(drawX,drawY,color);
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}
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currentY += size;
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character = character << 1;
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}
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currentX += size;
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if (currentX >= SFG_GAME_RESOLUTION_X)
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break;
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}
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currentX += size;
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if (currentX >= SFG_GAME_RESOLUTION_X)
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break;
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pos++;
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}
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}
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void SFG_draw()
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{
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if (SFG_keyPressed(SFG_KEY_MAP))
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@ -1073,6 +1129,8 @@ void SFG_draw()
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// substract head bob after rendering
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SFG_player.camera.height -= headBobOffset;
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#endif
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SFG_drawText("test text!",10,20,3,7);
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}
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}
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