diff --git a/engine/constants.h b/engine/constants.h index b2685a3..30ee695 100644 --- a/engine/constants.h +++ b/engine/constants.h @@ -4,7 +4,7 @@ #ifndef TILE16_SIZE #define TILE_SIZE 32 #define DEFAULT_MAP_WIDTH 48 -#define DEFAULT_MAP_HEIGHT 16 +#define DEFAULT_MAP_HEIGHT 22 #define VIEWABLE_MAP_WIDTH 32 #define VIEWABLE_MAP_HEIGHT 16 #else @@ -22,7 +22,7 @@ #ifndef TILE16_SIZE #define PLAYER_WIDTH 30 -#define PLAYER_HEIGHT 55 +#define PLAYER_HEIGHT 42 #define PLAYER_C_WIDTH 30 #define PLAYER_C_HEIGHT 30 #else diff --git a/engine/editor_scene.c b/engine/editor_scene.c index f628d42..2b51548 100644 --- a/engine/editor_scene.c +++ b/engine/editor_scene.c @@ -40,7 +40,7 @@ static void level_scene_render_func(Scene_t* scene) Entity_t* p_ent; BeginTextureMode(data->game_viewport); - ClearBackground(RAYWHITE); + ClearBackground(WHITE); BeginMode2D(data->cam); for (size_t i = 0; i < tilemap.n_tiles; ++i) { @@ -252,6 +252,7 @@ static void spawn_player(Scene_t* scene) }; CSprite_t* p_cspr = add_component(&scene->ent_manager, p_ent, CSPRITE_T); p_cspr->sprite = get_sprite(&scene->engine->assets, "plr_stand"); + p_cspr->offset = (Vector2){0, -20}; p_cspr->sprites_map = player_sprite_map; p_cspr->transition_func = &player_sprite_transition_func; } diff --git a/scene_test.c b/scene_test.c index b9bce42..4694db6 100644 --- a/scene_test.c +++ b/scene_test.c @@ -23,16 +23,16 @@ int main(void) init_memory_pools(); init_assets(&engine.assets); - Texture2D* tex = add_texture(&engine.assets, "plr_tex", "res/test_tex.png"); + Texture2D* tex = add_texture(&engine.assets, "plr_tex", "res/bunny_stand.png"); Sprite_t* spr = add_sprite(&engine.assets, "plr_stand", tex); spr->origin = (Vector2){0, 0}; - spr->frame_size = (Vector2){32, 32}; + spr->frame_size = (Vector2){32, 64}; spr = add_sprite(&engine.assets, "plr_run", tex); - spr->frame_count = 4; + spr->frame_count = 1; spr->origin = (Vector2){0, 0}; - spr->frame_size = (Vector2){32, 32}; - spr->speed = 15; + spr->frame_size = (Vector2){32, 64}; + spr->speed = 30; LevelScene_t scene; scene.scene.engine = &engine;