Start sprite drawing

This commit is contained in:
Miloslav Číž 2019-10-06 17:03:15 +02:00
parent d7e7606b1c
commit fec51971fb
1 changed files with 38 additions and 1 deletions

39
main.c
View File

@ -841,6 +841,43 @@ void SFG_gameStep()
}
}
void SFG_draw()
{
RCL_renderComplex(
SFG_player.camera,
SFG_floorHeightAt,
SFG_ceilingHeightAt,
SFG_texturesAt,
SFG_rayConstraints);
// draw sprites:
for (uint8_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
if (SFG_currentLevel.itemRecords[i] & SFG_ITEM_RECORD_ACTIVE_MASK)
{
RCL_Vector2D worldPosition;
SFG_LevelElement e =
SFG_currentLevel.levelPointer->elements[
SFG_currentLevel.itemRecords[i] & ~SFG_ITEM_RECORD_ACTIVE_MASK];
worldPosition.x =
e.coords[0] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2;
worldPosition.y =
e.coords[1] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2;
RCL_PixelInfo p =
RCL_mapToScreen(
worldPosition,
SFG_floorHeightAt(e.coords[0],e.coords[1]) + RCL_UNITS_PER_SQUARE / 2,
SFG_player.camera);
SFG_drawScaledImage(SFG_sprites[0],p.position.x,p.position.y,
RCL_perspectiveScale(256,p.depth));
}
}
void SFG_mainLoopBody()
{
/* standard deterministic game loop, independed on actuall achieved FPS,
@ -871,7 +908,7 @@ void SFG_mainLoopBody()
SFG_LOG("Failed to reach target FPS! Consider setting a lower value.")
// render noly once
RCL_renderComplex(SFG_player.camera,SFG_floorHeightAt,SFG_ceilingHeightAt,SFG_texturesAt,SFG_rayConstraints);
SFG_draw();
SFG_lastFrameTimeMs = timeNow;
}