Add static water surface
parent
595b778066
commit
2946921edc
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@ -537,6 +537,7 @@ static void render_editor_game_scene(Scene_t* scene)
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execute_render(&data->render_manager);
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execute_render(&data->render_manager);
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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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@ -586,7 +587,7 @@ static void render_editor_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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@ -597,18 +598,18 @@ static void render_editor_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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}
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}
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if (tilemap.tiles[i].max_water_level < MAX_WATER_LEVEL)
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if (tilemap.tiles[i].max_water_level < MAX_WATER_LEVEL)
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{
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{
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DrawRectangleLinesEx((Rectangle){x, y, TILE_SIZE, TILE_SIZE}, 2.0, ColorAlpha(BLUE, 0.5));
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DrawRectangleLinesEx((Rectangle){x, y, TILE_SIZE, TILE_SIZE}, 2.0, 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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}
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@ -616,6 +617,8 @@ static void render_editor_game_scene(Scene_t* scene)
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draw_particle_system(&scene->part_sys);
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draw_particle_system(&scene->part_sys);
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// Draw water tile
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// Draw water tile
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Sprite_t* surface_spr = get_sprite(&scene->engine->assets, "wsurf");
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Vector2 surf_offset = get_anchor_offset(surface_spr->frame_size, AP_BOT_LEFT, false);
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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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@ -625,7 +628,6 @@ static void render_editor_game_scene(Scene_t* scene)
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int y = tile_y * TILE_SIZE;
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int y = tile_y * TILE_SIZE;
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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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@ -633,6 +635,21 @@ static void render_editor_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(surf_pos, surf_offset);
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draw_sprite_pro(surface_spr, 0, 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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