diff --git a/scenes/game_scene.c b/scenes/game_scene.c index 3d86b3b..0bb4e67 100644 --- a/scenes/game_scene.c +++ b/scenes/game_scene.c @@ -208,13 +208,13 @@ static void render_regular_game_scene(Scene_t* scene) } // Queue Sprite rendering - unsigned int ent_idx; - CSprite_t* p_cspr; - sc_map_foreach(&scene->ent_manager.component_map[CSPRITE_T], ent_idx, p_cspr) + sc_map_foreach_value(&scene->ent_manager.entities, p_ent) { - Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx); if (!p_ent->m_alive) continue; + CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T); + if (p_cspr == NULL) continue; + const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx]; if (spr.sprite == NULL) continue; @@ -437,12 +437,15 @@ static void render_regular_game_scene(Scene_t* scene) // Particle effect will always be in front of everything except water draw_particle_system(&scene->part_sys); + CSprite_t* water_surface_spr = get_component_wtih_id(CSPRITE_T, data->water_surface_spr_cidx); + const SpriteRenderInfo_t surface_spr = water_surface_spr->sprites[water_surface_spr->current_idx]; // Render water + const Color water_colour = ColorAlpha(BLUE, 0.5); for (int tile_y = min.y; tile_y < max.y; tile_y++) { for (int tile_x = min.x; tile_x < max.x; tile_x++) { - int i = tile_x + tile_y * tilemap.width; + unsigned int i = tile_x + tile_y * tilemap.width; if (!tilemap.tiles[i].wet && tilemap.tiles[i].water_level == 0) { continue; } @@ -459,7 +462,7 @@ static void render_regular_game_scene(Scene_t* scene) int bot_line = y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP - SURFACE_THICKNESS / 2; if (up >= 0 && tilemap.tiles[up].wet) { - DrawLineEx((Vector2){x + TILE_SIZE / 2, y}, (Vector2){x + TILE_SIZE / 2, y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7)); + DrawLineEx((Vector2){x + TILE_SIZE / 2, y}, (Vector2){x + TILE_SIZE / 2, y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP}, SURFACE_THICKNESS, water_colour); } if ( @@ -469,11 +472,11 @@ static void render_regular_game_scene(Scene_t* scene) { if (i % tilemap.width != 0 && tilemap.tiles[left].wet && (tilemap.tiles[bot].solid == SOLID || tilemap.tiles[bot-1].solid == SOLID)) { - DrawLineEx((Vector2){x, bot_line}, (Vector2){x + TILE_SIZE / 2, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7)); + DrawLineEx((Vector2){x, bot_line}, (Vector2){x + TILE_SIZE / 2, bot_line}, SURFACE_THICKNESS, water_colour); } if (right % tilemap.width != 0 && tilemap.tiles[right].wet && (tilemap.tiles[bot].solid == SOLID || tilemap.tiles[bot+1].solid == SOLID)) { - DrawLineEx((Vector2){x + TILE_SIZE / 2, bot_line}, (Vector2){x + TILE_SIZE, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7)); + DrawLineEx((Vector2){x + TILE_SIZE / 2, bot_line}, (Vector2){x + TILE_SIZE, bot_line}, SURFACE_THICKNESS, water_colour); } } @@ -483,7 +486,6 @@ static void render_regular_game_scene(Scene_t* scene) //} uint32_t water_height = tilemap.tiles[i].water_level * WATER_BBOX_STEP; - Color water_colour = ColorAlpha(BLUE, 0.5); DrawRectangle( x, y + (TILE_SIZE - water_height), @@ -491,6 +493,27 @@ static void render_regular_game_scene(Scene_t* scene) water_height, water_colour ); + + if ( + (tilemap.tiles[i].water_level > 0 && tilemap.tiles[i].water_level < tilemap.tiles->max_water_level) + || ( + (tilemap.tiles[i].water_level == tilemap.tiles->max_water_level) + && i >= tilemap.width + && tilemap.tiles[i - tilemap.width].water_level == 0 + && !tilemap.tiles[i - tilemap.width].solid + ) + ) + { + Vector2 surf_pos = {x, y + (TILE_SIZE - water_height)}; + + surf_pos = Vector2Subtract( + surf_pos, + get_anchor_offset(surface_spr.sprite->frame_size, AP_BOT_LEFT, false) + ); + + draw_sprite_pro(surface_spr.sprite, water_surface_spr->current_frame, surf_pos, 0, false, (Vector2){1,1}, water_colour); + } + } } EndMode2D();