Render the selection tiles only once
This is not pretty as this does not allow double (de-)init of the sandbox scene, but should suffice for nowscene_man
parent
e6683dfec1
commit
731a84273a
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@ -75,6 +75,7 @@ static inline unsigned int get_tile_idx(int x, int y, const TileGrid_t* tilemap)
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return MAX_N_TILES;
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}
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static RenderTexture2D selection_section;
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static void level_scene_render_func(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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@ -96,22 +97,18 @@ static void level_scene_render_func(Scene_t* scene)
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max.x = (int)fmin(tilemap.width-1, max.x + 1);
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max.y = (int)fmin(tilemap.height-1, max.y + 1);
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printf("(%d,%d %d,%d\n", (int)min.x, (int)min.y, (int)max.x, (int)max.y);
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BeginTextureMode(data->game_viewport);
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ClearBackground(WHITE);
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BeginMode2D(data->cam);
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//for (size_t i = 0; i < tilemap.n_tiles; ++i)
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//{
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for (int tile_y = min.y; tile_y <= max.y; tile_y++)
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{
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//for (unsigned int tile_x = tile_x1; tile_x <= tile_x2; 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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//int i = get_tile_idx(x, y, &tilemap);
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int i = tile_x + tile_y * tilemap.width;
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char buffer[6] = {0};
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int x = tile_x * TILE_SIZE;
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int y = tile_y * TILE_SIZE;
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char buffer[6] = {0};
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sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
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if (!tilemap.tiles[i].moveable)
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@ -375,149 +372,30 @@ static void level_scene_render_func(Scene_t* scene)
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(Vector2){data->game_rec.x, data->game_rec.y},
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WHITE
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);
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draw_rec.width = SELECTION_REGION_WIDTH;
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draw_rec.height = -(SELECTION_REGION_HEIGHT * 2 + 10);
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Vector2 draw_pos = {data->game_rec.x, data->game_rec.y + data->game_rec.height + SELECTION_GAP};
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const Color crate_colour = metal_toggle ? GRAY : BROWN;
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const Color draw_colour[MAX_SPAWN_TYPE] = {
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BLACK, MAROON, ORANGE, ColorAlpha(RAYWHITE, 0.5), ColorAlpha(BLUE, 0.5), ColorAlpha(RAYWHITE, 0.5),
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crate_colour, crate_colour, crate_colour, crate_colour, crate_colour, crate_colour,
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ColorAlpha(RAYWHITE, 0.5), ColorAlpha(RAYWHITE, 0.5)
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};
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for (uint8_t i = 0; i < MAX_SPAWN_TYPE; ++i)
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{
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if (i != current_spawn_selection)
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{
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DrawRectangle(draw_pos.x, draw_pos.y, SELECTION_TILE_SIZE, SELECTION_TILE_SIZE, draw_colour[i]);
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Vector2 half_size = {SELECTION_TILE_HALFSIZE, SELECTION_TILE_HALFSIZE};
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switch (i)
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{
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case TOGGLE_SPIKE:
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DrawRectangle(draw_pos.x, draw_pos.y + SELECTION_TILE_HALFSIZE, SELECTION_TILE_SIZE, SELECTION_TILE_HALFSIZE, RED);
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break;
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case SPAWN_BOULDER:
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DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, GRAY);
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break;
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case SPAWN_CRATE_ARROW_L:
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DrawLine(
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draw_pos.x,
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draw_pos.y + half_size.y,
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draw_pos.x + half_size.x,
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draw_pos.y + half_size.y,
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BLACK
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);
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break;
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case SPAWN_CRATE_ARROW_R:
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DrawLine(
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draw_pos.x + half_size.x,
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draw_pos.y + half_size.y,
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draw_pos.x + half_size.x * 2,
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draw_pos.y + half_size.y,
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BLACK
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);
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break;
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case SPAWN_CRATE_ARROW_U:
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DrawLine(
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draw_pos.x + half_size.x,
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draw_pos.y,
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draw_pos.x + half_size.x,
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draw_pos.y + half_size.y,
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BLACK
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);
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break;
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case SPAWN_CRATE_ARROW_D:
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DrawLine(
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draw_pos.x + half_size.x,
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draw_pos.y + half_size.y,
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draw_pos.x + half_size.x,
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draw_pos.y + half_size.y * 2,
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BLACK
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);
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break;
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case SPAWN_CRATE_BOMB:
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DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, BLACK);
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break;
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case SPAWN_WATER_RUNNER:
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DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, ColorAlpha(BLUE, 0.2));
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break;
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case TOGGLE_AIR_POCKET:
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DrawRectangleLinesEx((Rectangle){draw_pos.x, draw_pos.y, SELECTION_TILE_SIZE, SELECTION_TILE_SIZE}, 2.0, ColorAlpha(BLUE, 0.5));
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break;
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}
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}
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draw_pos.x += SELECTION_TILE_SIZE;
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}
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DrawTextureRec(
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selection_section.texture,
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draw_rec,
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draw_pos,
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WHITE
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);
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draw_pos.x = data->game_rec.x + current_spawn_selection * SELECTION_TILE_SIZE;
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DrawRectangle(
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draw_pos.x - 2, draw_pos.y - 2,
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SELECTION_TILE_SIZE + 4, SELECTION_TILE_SIZE + 4, GREEN
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DrawRectangleLines(
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draw_pos.x, draw_pos.y,
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SELECTION_TILE_SIZE, SELECTION_TILE_SIZE, GREEN
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);
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DrawRectangle(draw_pos.x, draw_pos.y, SELECTION_TILE_SIZE, SELECTION_TILE_SIZE, draw_colour[current_spawn_selection]);
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const Vector2 half_size = {SELECTION_TILE_HALFSIZE, SELECTION_TILE_HALFSIZE};
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switch (current_spawn_selection)
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{
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case TOGGLE_SPIKE:
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DrawRectangle(draw_pos.x, draw_pos.y + SELECTION_TILE_HALFSIZE, SELECTION_TILE_SIZE, SELECTION_TILE_HALFSIZE, RED);
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break;
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case SPAWN_BOULDER:
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DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, GRAY);
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break;
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case SPAWN_CRATE_ARROW_L:
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DrawLine(
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draw_pos.x,
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draw_pos.y + half_size.y,
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draw_pos.x + half_size.x,
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draw_pos.y + half_size.y,
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BLACK
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);
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break;
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case SPAWN_CRATE_ARROW_R:
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DrawLine(
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draw_pos.x + half_size.x,
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draw_pos.y + half_size.y,
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draw_pos.x + half_size.x * 2,
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draw_pos.y + half_size.y,
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BLACK
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);
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break;
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case SPAWN_CRATE_ARROW_U:
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DrawLine(
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draw_pos.x + half_size.x,
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draw_pos.y,
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draw_pos.x + half_size.x,
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draw_pos.y + half_size.y,
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BLACK
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);
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break;
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case SPAWN_CRATE_ARROW_D:
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DrawLine(
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draw_pos.x + half_size.x,
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draw_pos.y + half_size.y,
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draw_pos.x + half_size.x,
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draw_pos.y + half_size.y * 2,
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BLACK
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);
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break;
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case SPAWN_CRATE_BOMB:
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DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, BLACK);
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break;
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case SPAWN_WATER_RUNNER:
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DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, ColorAlpha(BLUE, 0.2));
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break;
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case TOGGLE_AIR_POCKET:
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DrawRectangleLinesEx((Rectangle){draw_pos.x, draw_pos.y, SELECTION_TILE_SIZE, SELECTION_TILE_SIZE}, 2.0, ColorAlpha(BLUE, 0.5));
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break;
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}
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draw_pos.x = data->game_rec.x + (MAX_SPAWN_TYPE + 1) * SELECTION_TILE_SIZE;
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sprintf(buffer, "Crate %s on spawn", crate_activation? "active" : "inactive");
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DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK);
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draw_pos.x = data->game_rec.x;
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draw_pos.y += SELECTION_TILE_SIZE + 5;
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sprintf(buffer, "Selection: %s", get_spawn_selection_string(current_spawn_selection));
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DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK);
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draw_pos.x = data->game_rec.x + (MAX_SPAWN_TYPE + 1) * SELECTION_TILE_SIZE;
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DrawText("Press R to reset the map\nO,P to cycle the selection, T to toggle crate spawn behaviour", draw_pos.x, draw_pos.y, 16, BLACK);
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draw_pos.y += SELECTION_TILE_SIZE + 5;
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sprintf(buffer, "Crate %s on spawn", crate_activation? "active" : "inactive");
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DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK);
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// For DEBUG
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const int gui_x = data->game_rec.x + data->game_rec.width + 10;
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@ -866,6 +744,85 @@ void init_sandbox_scene(LevelScene_t* scene)
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unsigned int tile_idx = (scene->data.tilemap.height - 1) * scene->data.tilemap.width + i;
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change_a_tile(&scene->data.tilemap, tile_idx, SOLID_TILE);
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}
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selection_section = LoadRenderTexture(SELECTION_REGION_WIDTH, SELECTION_REGION_HEIGHT * 2 + 10);
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BeginTextureMode(selection_section);
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ClearBackground(LIGHTGRAY);
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Vector2 draw_pos = {0, 0};
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const Color crate_colour = metal_toggle ? GRAY : BROWN;
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const Color draw_colour[MAX_SPAWN_TYPE] = {
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BLACK, MAROON, ORANGE, ColorAlpha(RAYWHITE, 0.5), ColorAlpha(BLUE, 0.5), ColorAlpha(RAYWHITE, 0.5),
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crate_colour, crate_colour, crate_colour, crate_colour, crate_colour, crate_colour,
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ColorAlpha(RAYWHITE, 0.5), ColorAlpha(RAYWHITE, 0.5)
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};
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for (uint8_t i = 0; i < MAX_SPAWN_TYPE; ++i)
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{
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{
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DrawRectangle(draw_pos.x, draw_pos.y, SELECTION_TILE_SIZE, SELECTION_TILE_SIZE, draw_colour[i]);
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Vector2 half_size = {SELECTION_TILE_HALFSIZE, SELECTION_TILE_HALFSIZE};
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switch (i)
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{
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case TOGGLE_SPIKE:
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DrawRectangle(draw_pos.x, draw_pos.y + SELECTION_TILE_HALFSIZE, SELECTION_TILE_SIZE, SELECTION_TILE_HALFSIZE, RED);
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break;
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case SPAWN_BOULDER:
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DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, GRAY);
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break;
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case SPAWN_CRATE_ARROW_L:
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DrawLine(
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draw_pos.x,
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draw_pos.y + half_size.y,
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draw_pos.x + half_size.x,
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draw_pos.y + half_size.y,
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BLACK
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);
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break;
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case SPAWN_CRATE_ARROW_R:
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DrawLine(
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draw_pos.x + half_size.x,
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draw_pos.y + half_size.y,
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draw_pos.x + half_size.x * 2,
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draw_pos.y + half_size.y,
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BLACK
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);
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break;
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case SPAWN_CRATE_ARROW_U:
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DrawLine(
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draw_pos.x + half_size.x,
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draw_pos.y,
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draw_pos.x + half_size.x,
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draw_pos.y + half_size.y,
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BLACK
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);
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break;
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case SPAWN_CRATE_ARROW_D:
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DrawLine(
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draw_pos.x + half_size.x,
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draw_pos.y + half_size.y,
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draw_pos.x + half_size.x,
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draw_pos.y + half_size.y * 2,
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BLACK
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);
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break;
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case SPAWN_CRATE_BOMB:
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DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, BLACK);
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break;
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case SPAWN_WATER_RUNNER:
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DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, ColorAlpha(BLUE, 0.2));
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break;
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case TOGGLE_AIR_POCKET:
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DrawRectangleLinesEx((Rectangle){draw_pos.x, draw_pos.y, SELECTION_TILE_SIZE, SELECTION_TILE_SIZE}, 2.0, ColorAlpha(BLUE, 0.5));
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break;
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}
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}
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draw_pos.x += SELECTION_TILE_SIZE;
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}
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draw_pos.y += SELECTION_TILE_SIZE + 2;
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DrawText("R to reset the map, O/P to cycle the selection,\nT to toggle crate spawn behaviour", 0, draw_pos.y, 16, BLACK);
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EndTextureMode();
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create_player(&scene->scene.ent_manager, &scene->scene.engine->assets);
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update_entity_manager(&scene->scene.ent_manager);
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@ -924,4 +881,5 @@ void free_sandbox_scene(LevelScene_t* scene)
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{
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free_scene(&scene->scene);
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term_level_scene_data(&scene->data);
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UnloadRenderTexture(selection_section); // Unload render texture
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}
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