Fix rendering for finishing the level

main
En Yi 2024-08-20 14:03:59 +08:00
parent 2be80ea6bf
commit f208964e7f
1 changed files with 47 additions and 12 deletions

View File

@ -248,10 +248,38 @@ static void render_editor_game_scene(Scene_t* scene)
}
}
sc_map_foreach_value(&scene->ent_manager.entities_map[LEVEL_END_TAG], p_ent)
{
CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
if (p_cspr != NULL)
{
const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
if (spr.sprite != NULL)
{
Vector2 pos = p_ent->position;
pos = Vector2Subtract(
pos,
get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->flip_x)
);
Vector2 offset = spr.offset;
if (p_cspr->flip_x) offset.x *= -1;
pos = Vector2Add(pos, offset);
draw_sprite(spr.sprite, (data->coins.current < data->coins.total) ? 0 : 1, pos, 0.0f, p_cspr->flip_x);
}
}
else
{
DrawCircleV(p_ent->position, tilemap.tile_size >> 1, (data->coins.current < data->coins.total)? RED : GREEN);
}
}
char buffer[64] = {0};
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
if (p_ent->m_tag == LEVEL_END_TAG) continue;
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
// Entity culling
@ -393,11 +421,11 @@ static void render_editor_game_scene(Scene_t* scene)
pos,
get_anchor_offset(p_bbox->size, spr.dest_anchor, p_cspr->flip_x)
);
}
pos = Vector2Subtract(
pos,
get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->flip_x)
);
}
Vector2 offset = spr.offset;
if (p_cspr->flip_x) offset.x *= -1;
@ -408,11 +436,6 @@ static void render_editor_game_scene(Scene_t* scene)
}
}
sc_map_foreach_value(&scene->ent_manager.entities_map[LEVEL_END_TAG], p_ent)
{
DrawCircleV(p_ent->position, tilemap.tile_size >> 1, (data->coins.current < data->coins.total)? RED : GREEN);
}
for (int tile_y = min.y; tile_y < max.y; tile_y++)
{
for (int tile_x = min.x; tile_x < max.x; tile_x++)
@ -1131,7 +1154,7 @@ static void at_level_complete(Scene_t* scene)
data->sm.fractional -= 1.0f;
data->sm.counter++;
}
if (data->sm.counter >= 3)
if (data->sm.counter >= 1)
{
do_action(scene, ACTION_NEXTLEVEL, true);
at_level_dead(scene);
@ -1195,6 +1218,20 @@ void init_sandbox_scene(LevelScene_t* scene)
scene->data.game_rec
);
{
Entity_t* p_player = create_player(&scene->scene.ent_manager);
CSprite_t* p_cspr = get_component(p_player, CSPRITE_T);
p_cspr->flip_x = true;
p_player->position.x = 100;
p_player->position.y = (scene->data.tilemap.height - 2) * scene->data.tilemap.tile_size;
scene->data.player_spawn = p_player->position;
scene->data.camera.target_pos = p_player->position;
scene->data.camera.cam.target = p_player->position;
}
update_entity_manager(&scene->scene.ent_manager);
BeginTextureMode(scene->scene.layers.render_layers[SELECTION_LAYER].layer_tex);
ClearBackground(LIGHTGRAY);
Vector2 draw_pos = {0, 0};
@ -1370,8 +1407,6 @@ void init_sandbox_scene(LevelScene_t* scene)
EndTextureMode();
create_player(&scene->scene.ent_manager);
update_entity_manager(&scene->scene.ent_manager);
// insert level scene systems
sc_array_add(&scene->scene.systems, &update_tilemap_system);