Add tilemap rendering from sprite
Internal Changelog: - Add a mapping from connectivity to tile to render - Add new field for static tilemap spritescene_man
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d7113d42fe
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7b4af0b513
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@ -101,7 +101,7 @@ static inline bool add_a_sprite(Assets_t* assets, const SpriteInfo_t* spr_info,
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// Cannot be zero
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spr->frame_count = 1;
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}
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spr->frame_per_row = spr_info->frame_count;
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spr->frame_per_row = spr_info->frame_per_row;
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spr->speed = spr_info->speed;
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return true;
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}
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@ -44,6 +44,13 @@ static bool crate_activation = false;
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#define GAME_LAYER 0
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#define SELECTION_LAYER 1
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#define CONTROL_LAYER 2
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static const uint8_t CONNECTIVITY_TILE_MAPPING[16] = {
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0,3,15,14,
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1,2,12,13,
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7,6,11,10,
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4,5,8 ,9 ,
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};
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static char* get_spawn_selection_string(enum EntitySpawnSelection sel)
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{
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switch(sel)
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@ -481,8 +488,12 @@ static void render_editor_game_scene(Scene_t* scene)
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}
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if (tilemap.tiles[i].solid == SOLID)
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{
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sprintf(buffer, "%u", tilemap.tiles[i].connectivity);
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DrawText(buffer, x + tilemap.tile_size / 2, y + tilemap.tile_size / 2, 12, WHITE);
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draw_sprite(
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data->solid_tile_sprites, CONNECTIVITY_TILE_MAPPING[tilemap.tiles[i].connectivity],
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(Vector2){x,y}, 0.0f, false
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);
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//sprintf(buffer, "%u", tilemap.tiles[i].connectivity);
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//DrawText(buffer, x + tilemap.tile_size / 2, y + tilemap.tile_size / 2, 12, WHITE);
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}
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}
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}
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@ -1002,6 +1013,7 @@ void init_sandbox_scene(LevelScene_t* scene)
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scene->data.tile_sprites[SPIKES + TILE_90CWROT] = get_sprite(&scene->scene.engine->assets, "l_spikes");
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scene->data.tile_sprites[SPIKES + TILE_90CCWROT] = get_sprite(&scene->scene.engine->assets, "r_spikes");
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scene->data.tile_sprites[SPIKES + TILE_180ROT] = get_sprite(&scene->scene.engine->assets, "u_spikes");
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scene->data.solid_tile_sprites = get_sprite(&scene->scene.engine->assets, "stile0");
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for (size_t i = 0; i < scene->data.tilemap.width; ++i)
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{
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@ -44,6 +44,7 @@ typedef struct LevelSceneData {
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Rectangle game_rec;
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LevelCamera_t camera;
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Sprite_t* tile_sprites[MAX_TILE_SPRITES];
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Sprite_t* solid_tile_sprites;
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LevelPack_t* level_pack;
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unsigned int current_level;
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CoinCounter_t coins;
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