Add water surface sprite rendering to main game
parent
bbcef9124b
commit
0d2753d505
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@ -208,13 +208,13 @@ static void render_regular_game_scene(Scene_t* scene)
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}
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}
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// Queue Sprite rendering
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// Queue Sprite rendering
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unsigned int ent_idx;
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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CSprite_t* p_cspr;
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sc_map_foreach(&scene->ent_manager.component_map[CSPRITE_T], ent_idx, p_cspr)
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{
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{
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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if (!p_ent->m_alive) continue;
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if (!p_ent->m_alive) continue;
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CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
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if (p_cspr == NULL) continue;
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const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
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const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
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if (spr.sprite == NULL) continue;
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if (spr.sprite == NULL) continue;
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@ -437,12 +437,15 @@ static void render_regular_game_scene(Scene_t* scene)
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// Particle effect will always be in front of everything except water
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// Particle effect will always be in front of everything except water
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draw_particle_system(&scene->part_sys);
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draw_particle_system(&scene->part_sys);
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CSprite_t* water_surface_spr = get_component_wtih_id(CSPRITE_T, data->water_surface_spr_cidx);
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const SpriteRenderInfo_t surface_spr = water_surface_spr->sprites[water_surface_spr->current_idx];
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// Render water
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// Render water
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const Color water_colour = ColorAlpha(BLUE, 0.5);
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for (int tile_y = min.y; tile_y < max.y; tile_y++)
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for (int tile_y = min.y; tile_y < max.y; tile_y++)
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{
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{
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for (int tile_x = min.x; tile_x < max.x; tile_x++)
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for (int tile_x = min.x; tile_x < max.x; tile_x++)
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{
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{
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int i = tile_x + tile_y * tilemap.width;
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unsigned int i = tile_x + tile_y * tilemap.width;
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if (!tilemap.tiles[i].wet && tilemap.tiles[i].water_level == 0) {
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if (!tilemap.tiles[i].wet && tilemap.tiles[i].water_level == 0) {
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continue;
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continue;
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}
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}
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@ -459,7 +462,7 @@ static void render_regular_game_scene(Scene_t* scene)
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int bot_line = y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP - SURFACE_THICKNESS / 2;
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int bot_line = y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP - SURFACE_THICKNESS / 2;
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if (up >= 0 && tilemap.tiles[up].wet)
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if (up >= 0 && tilemap.tiles[up].wet)
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{
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{
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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));
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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);
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}
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}
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if (
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if (
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@ -469,11 +472,11 @@ static void render_regular_game_scene(Scene_t* scene)
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{
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{
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if (i % tilemap.width != 0 && tilemap.tiles[left].wet && (tilemap.tiles[bot].solid == SOLID || tilemap.tiles[bot-1].solid == SOLID))
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if (i % tilemap.width != 0 && tilemap.tiles[left].wet && (tilemap.tiles[bot].solid == SOLID || tilemap.tiles[bot-1].solid == SOLID))
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{
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{
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DrawLineEx((Vector2){x, bot_line}, (Vector2){x + TILE_SIZE / 2, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
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DrawLineEx((Vector2){x, bot_line}, (Vector2){x + TILE_SIZE / 2, bot_line}, SURFACE_THICKNESS, water_colour);
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}
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}
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if (right % tilemap.width != 0 && tilemap.tiles[right].wet && (tilemap.tiles[bot].solid == SOLID || tilemap.tiles[bot+1].solid == SOLID))
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if (right % tilemap.width != 0 && tilemap.tiles[right].wet && (tilemap.tiles[bot].solid == SOLID || tilemap.tiles[bot+1].solid == SOLID))
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{
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{
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DrawLineEx((Vector2){x + TILE_SIZE / 2, bot_line}, (Vector2){x + TILE_SIZE, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
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DrawLineEx((Vector2){x + TILE_SIZE / 2, bot_line}, (Vector2){x + TILE_SIZE, bot_line}, SURFACE_THICKNESS, water_colour);
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}
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}
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}
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}
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@ -483,7 +486,6 @@ static void render_regular_game_scene(Scene_t* scene)
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//}
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//}
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uint32_t water_height = tilemap.tiles[i].water_level * WATER_BBOX_STEP;
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uint32_t water_height = tilemap.tiles[i].water_level * WATER_BBOX_STEP;
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Color water_colour = ColorAlpha(BLUE, 0.5);
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DrawRectangle(
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DrawRectangle(
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x,
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x,
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y + (TILE_SIZE - water_height),
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y + (TILE_SIZE - water_height),
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@ -491,6 +493,27 @@ static void render_regular_game_scene(Scene_t* scene)
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water_height,
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water_height,
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water_colour
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water_colour
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);
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);
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if (
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(tilemap.tiles[i].water_level > 0 && tilemap.tiles[i].water_level < tilemap.tiles->max_water_level)
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|| (
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(tilemap.tiles[i].water_level == tilemap.tiles->max_water_level)
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&& i >= tilemap.width
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&& tilemap.tiles[i - tilemap.width].water_level == 0
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&& !tilemap.tiles[i - tilemap.width].solid
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)
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)
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{
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Vector2 surf_pos = {x, y + (TILE_SIZE - water_height)};
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surf_pos = Vector2Subtract(
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surf_pos,
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get_anchor_offset(surface_spr.sprite->frame_size, AP_BOT_LEFT, false)
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);
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draw_sprite_pro(surface_spr.sprite, water_surface_spr->current_frame, surf_pos, 0, false, (Vector2){1,1}, water_colour);
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}
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}
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}
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}
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}
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EndMode2D();
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EndMode2D();
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