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5 Commits

Author SHA1 Message Date
En Yi 67e0e7dc08 Add resource packing script 2024-12-21 20:11:32 +08:00
En Yi f3defcf656 Significantly Update CMakeFile to reduce clutter
This is to reduce repetition and better integrate Tracy.

Some options are added as well.
2024-12-21 18:42:45 +08:00
En Yi ee65e3c974 Extend the render queue to tilemap
This is only applied to the main game
2024-12-21 16:53:47 +08:00
En Yi e24bb382f9 Update editor rendering function 2024-12-21 15:36:58 +08:00
En Yi 04d928c97f Add a rendering queue for sprite
Only applies for editor scene as a test
2024-12-21 14:37:18 +08:00
21 changed files with 477 additions and 476 deletions

View File

@ -2,18 +2,26 @@ set(PROJECT_NAME HATPC_remake)
set(CMAKE_C_COMPILER clang)
set(CMAKE_C_FLAGS "-Wall -Wextra")
cmake_minimum_required(VERSION 3.22.1)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
project(${PROJECT_NAME} C CXX)
set(CMAKE_C_STANDARD 99)
set(RAYLIB_DIR /usr/local/lib CACHE FILEPATH "directory to Raylib")
set(LIBZSTD_DIR /usr/local/lib CACHE FILEPATH "directory to zstd")
option(RUN_PROFILER OFF)
option(INCLUDE_ASAN ON)
option(EXPORT_MMAP OFF)
option(BUILD_EXTRAS OFF)
# If you want to use Heaptrack to profile the memory
# Do not compile in ASAN
if (EMSCRIPTEN)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS}")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DPLATFORM_WEB")
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY -s MIN_WEBGL_VERSION=2 -s MAX_WEBGL_VERSION=2 -s TOTAL_MEMORY=16777216 -s TOTAL_STACK=1048576 --preload-file ./res ")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS}")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DPLATFORM_WEB")
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY -s MIN_WEBGL_VERSION=2 -s MAX_WEBGL_VERSION=2 -s TOTAL_MEMORY=16777216 -s TOTAL_STACK=1048576 --preload-file ./res ")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
set(CMAKE_EXECUTABLE_SUFFIX ".html")
set(CMAKE_EXECUTABLE_SUFFIX ".html")
endif ()
if (${CMAKE_BUILD_TYPE} STREQUAL tile16)
@ -24,210 +32,71 @@ set(GAME_LIBS
lib_scenes
)
if (${RUN_PROFILER})
set(GAME_LIBS
lib_scenes
pthread
dl
)
endif()
add_subdirectory(engine)
add_subdirectory(scenes)
if (NOT EMSCRIPTEN)
add_subdirectory(res)
endif ()
add_executable(${PROJECT_NAME}
main.c
)
# Use Heaptrack to profile the main application
# Do not compile in ASAN
target_include_directories(${PROJECT_NAME}
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_link_libraries(${PROJECT_NAME}
${GAME_LIBS}
)
add_executable(level_player
level_test.c
)
# Use Heaptrack to profile the main application
# Do not compile in ASAN
target_include_directories(level_player
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_link_libraries(level_player
${GAME_LIBS}
)
add_executable(sandbox_trace
scene_test.c
macro(add_target_exe name)
add_executable(${name}
${name}.c
tracy/public/TracyClient.cpp
)
target_compile_definitions(sandbox_trace
PUBLIC
TRACY_ENABLE
TRACY_ON_DEMAND
)
target_include_directories(sandbox_trace
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
PUBLIC
tracy/public/
)
)
target_include_directories(${name}
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
PUBLIC
tracy/public/
)
if (RUN_PROFILER)
target_compile_definitions(${name}
PUBLIC
TRACY_ENABLE
TRACY_ON_DEMAND
)
endif()
target_link_libraries(sandbox_trace
PUBLIC
lib_scenes_trace
pthread
dl
)
add_executable(scene_test
scene_test.c
)
target_include_directories(scene_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
if (NOT EMSCRIPTEN)
if (INCLUDE_ASAN)
target_compile_options(${name} PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(${name} PRIVATE -fsanitize=address -gdwarf-4)
endif ()
if (EXPORT_MMAP)
target_link_options(${name} PRIVATE -Xlinker -Map=scene_test.map)
endif()
endif ()
target_link_libraries(${name}
PUBLIC
${GAME_LIBS}
)
endmacro()
add_target_exe(main)
add_target_exe(level_test)
add_target_exe(scene_test)
if (NOT EMSCRIPTEN)
target_compile_options(scene_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(scene_test PRIVATE -fsanitize=address -gdwarf-4)
endif ()
target_link_libraries(scene_test
${GAME_LIBS}
)
if (NOT EMSCRIPTEN)
add_executable(EntManager_test
entManager_test.c
)
target_compile_options(EntManager_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(EntManager_test PRIVATE -fsanitize=address -gdwarf-4)
target_include_directories(EntManager_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_link_libraries(EntManager_test
${GAME_LIBS}
)
add_executable(scene_test_mem
scene_test.c
)
target_include_directories(scene_test_mem
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_link_options(scene_test_mem PRIVATE -Xlinker -Map=scene_test.map)
target_link_libraries(scene_test_mem
${GAME_LIBS}
)
add_executable(water_test
water_test.c
)
target_include_directories(water_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_link_libraries(water_test
${GAME_LIBS}
)
target_compile_options(water_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(water_test PRIVATE -fsanitize=address -gdwarf-4)
add_executable(level_load_test
level_load_test.c
)
target_include_directories(level_load_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_link_libraries(level_load_test
${GAME_LIBS}
)
target_compile_options(level_load_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(level_load_test PRIVATE -fsanitize=address -gdwarf-4)
add_executable(menu_test
menu_test.c
)
target_include_directories(menu_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_compile_options(menu_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(menu_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_libraries(menu_test
${GAME_LIBS}
)
add_executable(assets_test
assets_test.c
)
target_include_directories(assets_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_compile_options(assets_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(assets_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_libraries(assets_test
${GAME_LIBS}
)
add_executable(particle_test
particle_test.c
)
target_include_directories(particle_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_compile_options(particle_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(particle_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_libraries(particle_test
${GAME_LIBS}
)
add_executable(scene_man_test
scene_man_test.c
)
target_include_directories(scene_man_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_compile_options(scene_man_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(scene_man_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_libraries(scene_man_test
${GAME_LIBS}
)
add_executable(level_select_test
level_select_test.c
)
target_include_directories(level_select_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_compile_options(level_select_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(level_select_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_libraries(level_select_test
${GAME_LIBS}
)
if (BUILD_TESTING)
find_package(cmocka 1.1.0 REQUIRED)
add_subdirectory(tests)
endif()
if (BUILD_EXTRAS AND NOT RUN_PROFILER)
add_target_exe(entManager_test)
add_target_exe(water_test)
add_target_exe(level_load_test)
add_target_exe(menu_test)
add_target_exe(assets_test)
add_target_exe(particle_test)
add_target_exe(scene_man_test)
add_target_exe(level_select_test)
endif()
if (BUILD_TESTING)
find_package(cmocka 1.1.0 REQUIRED)
add_subdirectory(tests)
endif()
endif()

View File

@ -32,6 +32,7 @@ add_library(lib_engine OBJECT
collisions.c
mempool.c
entManager.c
render_queue.c
)
target_link_libraries(lib_engine
PUBLIC

View File

@ -1,6 +1,7 @@
#ifndef __COLLISION_FUNCS_H
#define __COLLISION_FUNCS_H
#include "EC.h"
#include "render_queue.h"
typedef enum SolidType
{
@ -42,6 +43,7 @@ typedef struct TileGrid
unsigned int max_tiles;
unsigned int tile_size;
Tile_t* tiles;
RenderInfoNode* render_nodes;
}TileGrid_t;
typedef struct TileArea {

View File

@ -6,6 +6,7 @@
#include "sc/heap/sc_heap.h"
#include "assets.h"
#include "particle_sys.h"
#include "render_queue.h"
typedef struct Scene Scene_t;

View File

@ -5,6 +5,7 @@
// if memory used too high
#define MAX_SCENES_TO_RENDER 8
#define MAX_RENDER_LAYERS 4
#define MAX_RENDERMANAGER_DEPTH 4
#define MAX_ENTITIES 2047
#define MAX_TEXTURES 16
#define MAX_SPRITES 127

View File

@ -0,0 +1,42 @@
#include "render_queue.h"
#include "raylib.h"
void init_render_manager(RenderManager *manager)
{
memset(manager, 0, sizeof(*manager));
}
bool add_render_node(RenderManager *manager, RenderInfoNode *node, uint8_t layer_num)
{
if (node->next != NULL)
{
return false;
}
if (node->spr == NULL) {
return false;
}
layer_num = (layer_num >= MAX_RENDERMANAGER_DEPTH) ? MAX_RENDERMANAGER_DEPTH - 1 : layer_num;
node->next = manager->layers[layer_num];
manager->layers[layer_num] = node;
return true;
}
void execute_render(RenderManager *manager) {
for (uint8_t depth = 0; depth < MAX_RENDERMANAGER_DEPTH; ++depth)
{
RenderInfoNode* curr = manager->layers[depth];
while (curr != NULL)
{
draw_sprite_pro(
curr->spr, curr->frame_num, curr->pos,
curr->rotation, curr->flip, curr->scale,
curr->colour
);
RenderInfoNode* next = curr->next;
curr->next = NULL;
curr = next;
}
}
reset_render_manager(manager);
}

View File

@ -0,0 +1,29 @@
#ifndef RENDER_QUEUE_H
#define RENDER_QUEUE_H
#include "assets.h"
#include "engine_conf.h"
typedef struct RenderInfoNode RenderInfoNode;
struct RenderInfoNode {
// Intrusive Linked-list Node
RenderInfoNode* next;
Sprite_t* spr;
Vector2 pos;
int frame_num;
float rotation;
Vector2 scale;
Color colour;
uint8_t flip;
};
typedef struct RenderManager {
RenderInfoNode* layers[MAX_RENDERMANAGER_DEPTH];
} RenderManager;
void init_render_manager(RenderManager* manager);
#define reset_render_manager init_render_manager
bool add_render_node(RenderManager* manager, RenderInfoNode* node, uint8_t layer_num);
void execute_render(RenderManager* manager);
#endif

View File

@ -7,6 +7,8 @@
#include <stdio.h>
#include <math.h>
#include <stdlib.h>
#include "tracy/TracyC.h"
#define N_SCENES 1
Scene_t *scenes[N_SCENES];
@ -30,13 +32,8 @@ int main(int argc, char** argv)
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
init_engine(&engine, (Vector2){screenWidth, screenHeight});
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
#ifndef NDEBUG
load_from_infofile("res/assets.info.raw", &engine.assets);
init_player_creation("res/player_spr.info", &engine.assets);
#else
load_from_rres("res/myresources.rres", &engine.assets);
init_player_creation_rres("res/myresources.rres", "player_spr.info", &engine.assets);
#endif
init_item_creation(&engine.assets);
load_sfx(&engine, "snd_jump", PLAYER_JMP_SFX);
@ -91,6 +88,7 @@ int main(int argc, char** argv)
const float DT = 1.0f/60.0f;
while (!WindowShouldClose())
{
TracyCFrameMark;
// This entire key processing relies on the assumption that a pressed key will
// appear in the polling of raylib
Scene_t* curr_scene = engine.scenes[engine.curr_scene];
@ -106,11 +104,16 @@ int main(int argc, char** argv)
float frame_time = GetFrameTime();
float delta_time = fminf(frame_time, DT);
update_scene(curr_scene, delta_time);
update_entity_manager(&curr_scene->ent_manager);
{
TracyCZoneN(ctx, "Update", true)
update_scene(curr_scene, delta_time);
update_entity_manager(&curr_scene->ent_manager);
update_sfx_list(&engine);
TracyCZoneEnd(ctx)
}
// This is needed to advance time delta
render_scene(curr_scene);
update_sfx_list(&engine);
if (curr_scene->state != 0)
{

1
res/.gitignore vendored
View File

@ -3,6 +3,7 @@
!CMakeLists.txt
!ldtk_repacker.py
!pack_ldtk.sh
!pack_resources.sh
!test_assets.info
!testLevels.lvldata.zst
!rres_packer.c

View File

@ -0,0 +1,6 @@
#!/bin/bash
sed 's|res/||g' assets.info.raw > assets.info
./rres_packer
mv ../web/res/myresources.rres ../web/res/myresources.rres.old
cp ./myresources.rres ../web/res/

View File

@ -15,37 +15,18 @@ add_library(lib_scenes STATIC
target_include_directories(lib_scenes
PUBLIC
${CMAKE_CURRENT_LIST_DIR}
${CMAKE_CURRENT_LIST_DIR}/../tracy/public/
)
if (${RUN_PROFILER})
target_compile_definitions(lib_scenes
PUBLIC
TRACY_ENABLE
TRACY_ON_DEMAND
)
endif()
target_link_libraries(lib_scenes
PUBLIC
lib_engine
)
add_library(lib_scenes_trace STATIC
assets_loader.c
player_ent.c
items_ent.c
water_flow.c
editor_scene.c
menu_scene.c
level_select_scene.c
game_scene.c
game_systems.c
scene_systems.c
camera_systems.c
engine_impl.c
)
target_compile_definitions(lib_scenes_trace
PUBLIC
TRACY_ENABLE
TRACY_ON_DEMAND
)
target_include_directories(lib_scenes_trace
PUBLIC
${CMAKE_CURRENT_LIST_DIR}
${CMAKE_CURRENT_LIST_DIR}/../tracy/public/
)
target_link_libraries(lib_scenes_trace
PUBLIC
lib_engine
)

View File

@ -1,4 +1,5 @@
#include "EC.h"
#include "render_queue.h"
#include "particle_sys.h" // includes assets
enum ComponentEnum {
@ -145,19 +146,17 @@ typedef struct _SpriteRenderInfo
} SpriteRenderInfo_t;
typedef struct _CSprite_t {
RenderInfoNode node;
SpriteRenderInfo_t* sprites;
sprite_transition_func_t transition_func;
unsigned int current_idx;
bool flip_x;
bool flip_y;
bool pause;
int current_frame;
float fractional;
float rotation; // Degree
float rotation_speed; // Degree / s
int elapsed;
Vector2 offset;
Color colour;
uint8_t depth;
bool pause;
} CSprite_t;
typedef struct _CMoveable_t {

View File

@ -1,6 +1,8 @@
// Constants to be used in game
#ifndef __CONSTANTS_H
#define __CONSTANTS_H
#include <stdint.h>
#ifndef TILE16_SIZE
#define TILE_SIZE 32
#define DEFAULT_MAP_WIDTH 48
@ -47,4 +49,11 @@
#define WATER_BBOX_STEP (TILE_SIZE / MAX_WATER_LEVEL)
#define MAX_LEVEL_NUM 50
static const uint8_t CONNECTIVITY_TILE_MAPPING[16] = {
0,3,15,14,
1,2,12,13,
7,6,11,10,
4,5,8 ,9 ,
};
#endif // __CONSTANTS_H

View File

@ -58,13 +58,6 @@ static Vector2 urchin_click_pos = {0,0};
#define SELECTION_LAYER 0
#define CONTROL_LAYER 1
static const uint8_t CONNECTIVITY_TILE_MAPPING[16] = {
0,3,15,14,
1,2,12,13,
7,6,11,10,
4,5,8 ,9 ,
};
#define N_SOLID_TILESETS 3
static const char* SOLID_TILE_SELECTIONS[N_SOLID_TILESETS] = {
"stile0", "stile1", "stile2"
@ -302,6 +295,58 @@ static void render_editor_game_scene(Scene_t* scene)
max.x = (int)fmin(tilemap.width, max.x + 1);
max.y = (int)fmin(tilemap.height, max.y + 1);
// Queue Sprite rendering
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
if (!p_ent->m_alive) continue;
CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
if (p_cspr == NULL) continue;
const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
if (spr.sprite == NULL) continue;
Vector2 pos = p_ent->position;
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
if (p_bbox != NULL)
{
pos = Vector2Add(
pos,
get_anchor_offset(p_bbox->size, spr.dest_anchor, p_cspr->node.flip & 1)
);
}
pos = Vector2Subtract(
pos,
get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->node.flip & 1)
);
Vector2 offset = spr.offset;
if (p_cspr->node.flip & 1) offset.x *= -1;
pos = Vector2Add(pos, offset);
// Entity culling
if (
pos.x + spr.sprite->frame_size.x < min.x * tilemap.tile_size
|| pos.x > max.x * tilemap.tile_size
|| pos.y + spr.sprite->frame_size.y < min.y * tilemap.tile_size
|| pos.y > max.y * tilemap.tile_size
)
{
continue;
}
if (p_ent->m_tag == LEVEL_END_TAG)
{
p_cspr->current_frame = 2 * data->selected_solid_tilemap + (
(data->coins.current < data->coins.total) ? 0 : 1);
}
p_cspr->node.spr = spr.sprite;
p_cspr->node.frame_num = p_cspr->current_frame;
p_cspr->node.pos = pos;
add_render_node(&data->render_manager, &p_cspr->node, p_cspr->depth);
}
Texture2D* bg = get_texture(&scene->engine->assets, "bg_tex");
BeginTextureMode(scene->layers.render_layers[GAME_LAYER].layer_tex);
ClearBackground(WHITE);
@ -342,58 +387,23 @@ 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,
2 * data->selected_solid_tilemap + (
(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 (data->show_grid)
{
if (p_ent->m_tag == LEVEL_END_TAG) continue;
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
// Entity culling
Vector2 box_size = {0};
if (p_bbox != NULL) box_size = p_bbox->size;
if (
p_ent->position.x + box_size.x < min.x * tilemap.tile_size
|| p_ent->position.x > max.x * tilemap.tile_size
|| p_ent->position.y + box_size.y < min.y * tilemap.tile_size
|| p_ent->position.y > max.y * tilemap.tile_size
) continue;
if (data->show_grid)
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
// Entity culling
Vector2 box_size = {0};
if (p_bbox != NULL) box_size = p_bbox->size;
if (
p_ent->position.x + box_size.x < min.x * tilemap.tile_size
|| p_ent->position.x > max.x * tilemap.tile_size
|| p_ent->position.y + box_size.y < min.y * tilemap.tile_size
|| p_ent->position.y > max.y * tilemap.tile_size
) continue;
Color colour;
switch(p_ent->m_tag)
{
@ -418,6 +428,21 @@ static void render_editor_game_scene(Scene_t* scene)
break;
}
if (p_ent->m_tag == LEVEL_END_TAG)
{
DrawCircleV(p_ent->position, tilemap.tile_size >> 1, (data->coins.current < data->coins.total)? RED : GREEN);
continue;
}
if (p_ent->m_tag == DYNMEM_ENT_TAG)
{
CWaterRunner_t* p_runner = get_component(p_ent, CWATERRUNNER_T);
unsigned int x = ((p_runner->current_tile) % tilemap.width) * tilemap.tile_size;
unsigned int y = ((p_runner->current_tile) / tilemap.width) * tilemap.tile_size;
DrawCircle(x+16, y+16, 8, ColorAlpha(BLUE, 0.6));
}
if (p_bbox != NULL)
{
if (p_ent->m_tag == BOULDER_ENT_TAG)
@ -508,35 +533,10 @@ static void render_editor_game_scene(Scene_t* scene)
DrawRectangleLinesEx(rec, 1.5, PURPLE);
}
}
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;
if (p_bbox != NULL)
{
pos = Vector2Add(
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;
pos = Vector2Add(pos, offset);
draw_sprite(spr.sprite, p_cspr->current_frame, pos, 0.0f, p_cspr->flip_x);
}
}
}
execute_render(&data->render_manager);
for (int tile_y = min.y; tile_y < max.y; tile_y++)
{
for (int tile_x = min.x; tile_x < max.x; tile_x++)
@ -636,16 +636,6 @@ static void render_editor_game_scene(Scene_t* scene)
}
}
sc_map_foreach_value(&scene->ent_manager.entities_map[DYNMEM_ENT_TAG], p_ent)
{
CWaterRunner_t* p_runner = get_component(p_ent, CWATERRUNNER_T);
unsigned int x = ((p_runner->current_tile) % tilemap.width) * tilemap.tile_size;
unsigned int y = ((p_runner->current_tile) / tilemap.width) * tilemap.tile_size;
DrawCircle(x+16, y+16, 8, ColorAlpha(BLUE, 0.6));
}
if (data->show_grid)
{
for (int tile_y = min.y; tile_y < max.y; tile_y++)
@ -1321,7 +1311,7 @@ void init_sandbox_scene(LevelScene_t* scene)
{
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_cspr->node.flip |= 1;
p_player->position.x = 100;
p_player->position.y = (scene->data.tilemap.height - 1) * scene->data.tilemap.tile_size - PLAYER_HEIGHT;

View File

@ -1,3 +1,5 @@
#include "tracy/TracyC.h"
#include "scene_impl.h"
#include "game_systems.h"
#include "water_flow.h"
@ -9,12 +11,7 @@
#include <stdio.h>
static Tile_t all_tiles[MAX_N_TILES] = {0};
static const uint8_t CONNECTIVITY_TILE_MAPPING[16] = {
0,3,15,14,
1,2,12,13,
7,6,11,10,
4,5,8 ,9 ,
};
static RenderInfoNode all_tile_rendernodes[MAX_N_TILES] = {0};
#define GAME_LAYER 0
#define CONTROL_LAYER 1
@ -140,6 +137,7 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
static void render_regular_game_scene(Scene_t* scene)
{
TracyCZoneN(ctx, "GameRender", true)
// This function will render the game scene outside of the intended draw function
// Just for clarity and separation of logic
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
@ -161,6 +159,80 @@ static void render_regular_game_scene(Scene_t* scene)
max.x = (int)fmin(tilemap.width, max.x + 1);
max.y = (int)fmin(tilemap.height, max.y + 1);
// Queue TileMap rendering
for (int tile_y = min.y; tile_y < max.y; tile_y++)
{
for (int tile_x = min.x; tile_x < max.x; tile_x++)
{
int i = tile_x + tile_y * tilemap.width;
// Tile render nodes is static on load and is not dynamically updated.
// We exploit the fact that all tiles can only change into an empty
// tile.
// This won't work if a tile can change into something else
if (tilemap.tiles[i].tile_type == EMPTY_TILE) continue;
uint8_t depth = 2;
if (tilemap.tiles[i].tile_type == LADDER)
{
depth = 0;
}
add_render_node(&data->render_manager, all_tile_rendernodes + i, depth);
}
}
// Queue Sprite rendering
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
if (!p_ent->m_alive) continue;
CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
if (p_cspr == NULL) continue;
const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
if (spr.sprite == NULL) continue;
Vector2 pos = p_ent->position;
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
if (p_bbox != NULL)
{
pos = Vector2Add(
pos,
get_anchor_offset(p_bbox->size, spr.dest_anchor, p_cspr->node.flip & 1)
);
}
pos = Vector2Subtract(
pos,
get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->node.flip & 1)
);
Vector2 offset = spr.offset;
if (p_cspr->node.flip & 1) offset.x *= -1;
pos = Vector2Add(pos, offset);
// Entity culling
if (
pos.x + spr.sprite->frame_size.x < min.x * tilemap.tile_size
|| pos.x > max.x * tilemap.tile_size
|| pos.y + spr.sprite->frame_size.y < min.y * tilemap.tile_size
|| pos.y > max.y * tilemap.tile_size
)
{
continue;
}
if (p_ent->m_tag == LEVEL_END_TAG)
{
p_cspr->current_frame = 2 * data->selected_solid_tilemap + (
(data->coins.current < data->coins.total) ? 0 : 1);
}
p_cspr->node.spr = spr.sprite;
p_cspr->node.frame_num = p_cspr->current_frame;
p_cspr->node.pos = pos;
add_render_node(&data->render_manager, &p_cspr->node, p_cspr->depth);
}
Texture2D* bg = get_texture(&scene->engine->assets, "bg_tex");
BeginTextureMode(scene->layers.render_layers[GAME_LAYER].layer_tex);
ClearBackground(WHITE);
@ -174,6 +246,7 @@ static void render_regular_game_scene(Scene_t* scene)
BeginMode2D(data->camera.cam);
#ifdef ENABLE_RENDER_FALLBACK
for (int tile_y = min.y; tile_y < max.y; tile_y++)
{
for (int tile_x = min.x; tile_x < max.x; tile_x++)
@ -184,56 +257,15 @@ static void render_regular_game_scene(Scene_t* scene)
if (tilemap.tiles[i].tile_type == LADDER)
{
if (data->tile_sprites[tilemap.tiles[i].tile_type] != NULL)
{
draw_sprite(data->tile_sprites[tilemap.tiles[i].tile_type], 0, (Vector2){x,y}, 0.0f, false);
}
else
if (data->tile_sprites[tilemap.tiles[i].tile_type] == NULL)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, ORANGE);
}
}
}
}
sc_map_foreach_value(&scene->ent_manager.entities_map[LEVEL_END_TAG], p_ent)
{
// There is only a few exits, can may be get away without culling
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,
2 * data->selected_solid_tilemap + (
(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);
}
}
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
@ -246,34 +278,8 @@ static void render_regular_game_scene(Scene_t* scene)
|| p_ent->position.y > max.y * tilemap.tile_size
) continue;
// Render Sprite only
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;
if (p_bbox != NULL)
{
pos = Vector2Add(
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;
pos = Vector2Add(pos, offset);
draw_sprite(spr.sprite, p_cspr->current_frame, pos, 0.0f, p_cspr->flip_x);
}
continue;
}
if (p_cspr != NULL) continue;
// Continue here only if no sprite
Color colour;
@ -293,6 +299,12 @@ static void render_regular_game_scene(Scene_t* scene)
break;
}
if (p_ent->m_tag == LEVEL_END_TAG)
{
DrawCircleV(p_ent->position, tilemap.tile_size >> 1, (data->coins.current < data->coins.total)? RED : GREEN);
continue;
}
if (p_bbox != NULL)
{
if (p_ent->m_tag == BOULDER_ENT_TAG)
@ -357,7 +369,6 @@ static void render_regular_game_scene(Scene_t* scene)
}
}
}
for (int tile_y = min.y; tile_y < max.y; tile_y++)
{
for (int tile_x = min.x; tile_x < max.x; tile_x++)
@ -369,31 +380,46 @@ static void render_regular_game_scene(Scene_t* scene)
if (tilemap.tiles[i].tile_type != LADDER)
{
uint8_t tile_sprite_idx = tilemap.tiles[i].tile_type + tilemap.tiles[i].rotation;
if (data->tile_sprites[tile_sprite_idx] != NULL)
if (tilemap.tiles[i].tile_type == SOLID_TILE)
{
draw_sprite(data->tile_sprites[tile_sprite_idx], 0, (Vector2){x,y}, 0.0f, false);
if (data->solid_tile_sprites == NULL) {
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
}
}
else if (tilemap.tiles[i].tile_type == SOLID_TILE)
else if (data->tile_sprites[tile_sprite_idx] == NULL)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
draw_sprite(
data->solid_tile_sprites,
CONNECTIVITY_TILE_MAPPING[tilemap.tiles[i].connectivity],
(Vector2){x,y}, 0.0f, false
);
}
else if (tilemap.tiles[i].tile_type == ONEWAY_TILE)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, MAROON);
}
else if (tilemap.tiles[i].tile_type == SPIKES)
{
DrawRectangle(
x + tilemap.tiles[i].offset.x, y + tilemap.tiles[i].offset.y,
tilemap.tiles[i].size.x, tilemap.tiles[i].size.y, RED
);
if (tilemap.tiles[i].tile_type == ONEWAY_TILE)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, MAROON);
}
else if (tilemap.tiles[i].tile_type == SPIKES)
{
DrawRectangle(
x + tilemap.tiles[i].offset.x, y + tilemap.tiles[i].offset.y,
tilemap.tiles[i].size.x, tilemap.tiles[i].size.y, RED
);
}
}
}
}
}
#endif //ENABLE_RENDER_FALLBACK
execute_render(&data->render_manager);
// Particle effect will always be in front of everything except water
draw_particle_system(&scene->part_sys);
// Render water
for (int tile_y = min.y; tile_y < max.y; tile_y++)
{
for (int tile_x = min.x; tile_x < max.x; tile_x++)
{
int i = tile_x + tile_y * tilemap.width;
int x = tile_x * TILE_SIZE;
int y = tile_y * TILE_SIZE;
// Draw water flow
if (tilemap.tiles[i].wet)
{
#define SURFACE_THICKNESS 4
@ -407,7 +433,6 @@ static void render_regular_game_scene(Scene_t* scene)
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));
}
if (
bot <= tilemap.n_tiles
&& tilemap.tiles[i].water_level == 0
@ -428,28 +453,6 @@ static void render_regular_game_scene(Scene_t* scene)
DrawRectangleLinesEx((Rectangle){x, y, TILE_SIZE, TILE_SIZE}, 2.0, ColorAlpha(BLUE, 0.5));
}
}
}
}
//sc_map_foreach_value(&scene->ent_manager.entities_map[DYNMEM_ENT_TAG], p_ent)
//{
// CWaterRunner_t* p_runner = get_component(p_ent, CWATERRUNNER_T);
// unsigned int x = ((p_runner->current_tile) % tilemap.width) * tilemap.tile_size;
// unsigned int y = ((p_runner->current_tile) / tilemap.width) * tilemap.tile_size;
// DrawCircle(x+16, y+16, 8, ColorAlpha(BLUE, 0.6));
//}
draw_particle_system(&scene->part_sys);
// Draw water tile
for (int tile_y = min.y; tile_y < max.y; tile_y++)
{
for (int tile_x = min.x; tile_x < max.x; tile_x++)
{
int i = tile_x + tile_y * tilemap.width;
int x = tile_x * TILE_SIZE;
int y = tile_y * TILE_SIZE;
uint32_t water_height = tilemap.tiles[i].water_level * WATER_BBOX_STEP;
Color water_colour = ColorAlpha(BLUE, 0.5);
@ -462,16 +465,9 @@ static void render_regular_game_scene(Scene_t* scene)
);
}
}
//// Draw Border (remove later)
//DrawLine(0, 0, 0, tilemap.height * tilemap.tile_size, BLACK);
//DrawLine(0, 0, tilemap.width * TILE_SIZE, 0, BLACK);
//int val = (tilemap.width) * tilemap.tile_size;
//DrawLine(val, 0, val, tilemap.height * tilemap.tile_size, BLACK);
//val = (tilemap.height) * tilemap.tile_size;
//DrawLine(0, val, tilemap.width * TILE_SIZE, val, BLACK);
EndMode2D();
EndTextureMode();
TracyCZoneEnd(ctx)
}
static void at_level_start(Scene_t* scene)
@ -505,6 +501,7 @@ void init_game_scene(LevelScene_t* scene)
init_entity_tag_map(&scene->scene.ent_manager, DYNMEM_ENT_TAG, 16);
scene->data.tilemap.tiles = all_tiles;
scene->data.tilemap.render_nodes = all_tile_rendernodes;
init_level_scene_data(
&scene->data, MAX_N_TILES, all_tiles,
(Rectangle){
@ -512,6 +509,16 @@ void init_game_scene(LevelScene_t* scene)
VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE
}
);
for (size_t i = 0; i < MAX_N_TILES; i++)
{
memset(all_tile_rendernodes + i, 0, sizeof(RenderInfoNode));
all_tile_rendernodes[i].pos = (Vector2){
(i % scene->data.tilemap.width) * TILE_SIZE,
(i / scene->data.tilemap.width) * TILE_SIZE,
};
all_tile_rendernodes[i].scale = (Vector2){1,1};
all_tile_rendernodes[i].colour = WHITE;
}
scene->data.sm.state_functions[LEVEL_STATE_STARTING] = at_level_start;
scene->data.sm.state_functions[LEVEL_STATE_RUNNING] = NULL;
scene->data.sm.state_functions[LEVEL_STATE_DEAD] = NULL;

View File

@ -1,7 +1,5 @@
#include "assets_tag.h"
#ifdef TRACY_ENABLE
#include "tracy/TracyC.h"
#endif
#include "game_systems.h"
@ -781,9 +779,7 @@ void spike_collision_system(Scene_t* scene)
void tile_collision_system(Scene_t* scene)
{
#ifdef TRACY_ENABLE
TracyCZoneN(ctx, "TileCol", true)
#endif
static bool checked_entities[MAX_COMP_POOL_SIZE] = {0};
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
@ -924,9 +920,7 @@ void tile_collision_system(Scene_t* scene)
}
}
#ifdef TRACY_ENABLE
TracyCZoneEnd(ctx)
#endif
}
void friction_coefficient_update_system(Scene_t* scene)
@ -2155,7 +2149,7 @@ void level_end_detection_system(Scene_t* scene)
ent->position.y += tilemap.tile_size >> 1;
CSprite_t* p_cspr = get_component(p_other_ent, CSPRITE_T);
CSprite_t* new_cspr = get_component(ent, CSPRITE_T);
new_cspr->flip_x = p_cspr->flip_x;
new_cspr->node.flip = p_cspr->node.flip;
}
destroy_entity(scene, &lvl_scene->data.tilemap, p_other_ent);

View File

@ -74,6 +74,9 @@ Entity_t* create_crate(EntityManager_t* ent_manager, bool metal, ContainerItem_t
CSprite_t* p_cspr = add_component(p_crate, CSPRITE_T);
p_cspr->sprites = item_sprite_map;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->node.colour = WHITE;
{
CContainer_t* p_container = add_component(p_crate, CCONTAINER_T);
p_container->material = metal? METAL_CONTAINER : WOODEN_CONTAINER;
@ -122,6 +125,9 @@ Entity_t* create_boulder(EntityManager_t* ent_manager)
CSprite_t* p_cspr = add_component(p_boulder, CSPRITE_T);
p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 19;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->node.colour = WHITE;
p_cspr->depth = 2;
return p_boulder;
}
@ -145,6 +151,8 @@ Entity_t* create_arrow(EntityManager_t* ent_manager, uint8_t dir)
CSprite_t* p_cspr = add_component(p_arrow, CSPRITE_T);
p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 2;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->node.colour = WHITE;
//p_hitbox->boxes[0] = (Rectangle){TILE_SIZE - 5, TILE_SIZE / 2 - 5, 5, 5};
const int HITBOX_LONG_SIDE = 10;
const int HITBOX_SHORT_SIDE = 4;
@ -197,6 +205,8 @@ Entity_t* create_bomb(EntityManager_t* ent_manager, Vector2 launch_dir)
CSprite_t* p_cspr = add_component(p_bomb, CSPRITE_T);
p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 6;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->node.colour = WHITE;
CTransform_t* p_ctransform = add_component(p_bomb, CTRANSFORM_COMP_T);
p_ctransform->active = true;
@ -230,6 +240,9 @@ Entity_t* create_explosion(EntityManager_t* ent_manager)
CSprite_t* p_cspr = add_component(p_explosion, CSPRITE_T);
p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 17;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->node.colour = WHITE;
p_cspr->depth = 3;
CLifeTimer_t* p_clifetimer = add_component(p_explosion, CLIFETIMER_T);
p_clifetimer->life_time = 0.05f;
@ -269,6 +282,9 @@ Entity_t* create_urchin(EntityManager_t* ent_manager)
CSprite_t* p_cspr = add_component(p_urchin, CSPRITE_T);
p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 21;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->node.colour = WHITE;
p_cspr->depth = 2;
add_component(p_urchin, CSQUISHABLE_T);
@ -298,6 +314,9 @@ Entity_t* create_chest(EntityManager_t* ent_manager)
CSprite_t* p_cspr = add_component(p_chest, CSPRITE_T);
p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 18;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->node.colour = WHITE;
p_cspr->depth = 2;
return p_chest;
@ -311,6 +330,8 @@ Entity_t* create_level_end(EntityManager_t* ent_manager)
CSprite_t* p_cspr = add_component(p_flag, CSPRITE_T);
p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 20;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->node.colour = WHITE;
add_component(p_flag, CTILECOORD_COMP_T);
return p_flag;

View File

@ -30,8 +30,13 @@ static unsigned int player_sprite_transition_func(Entity_t* ent)
CSprite_t* p_spr = get_component(ent, CSPRITE_T);
CPlayerState_t* p_plr = get_component(ent, CPLAYERSTATE_T);
if (p_ctrans->velocity.x > 0) p_spr->flip_x = true;
else if (p_ctrans->velocity.x < 0) p_spr->flip_x = false;
if (p_ctrans->velocity.x > 0) {
p_spr->node.flip |= 1;
}
else if (p_ctrans->velocity.x < 0)
{
p_spr->node.flip &= ~1;
}
p_spr->pause = false;
@ -111,6 +116,9 @@ Entity_t* create_player(EntityManager_t* ent_manager)
CSprite_t* p_cspr = add_component(p_ent, CSPRITE_T);
p_cspr->sprites = player_sprite_map;
p_cspr->transition_func = &player_sprite_transition_func;
p_cspr->node.colour = WHITE;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->depth = 1;
CEmitter_t* p_emitter = add_component(p_ent, CEMITTER_T);
p_emitter->offset = (Vector2){7,0};
@ -133,6 +141,9 @@ Entity_t* create_dead_player(EntityManager_t* ent_manager)
CSprite_t* p_cspr = add_component(p_ent, CSPRITE_T);
p_cspr->sprites = player_sprite_map;
p_cspr->current_idx = SPR_PLAYER_DEAD;
p_cspr->node.colour = WHITE;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->depth = 3;
add_component(p_ent, CMOVEMENTSTATE_T);
@ -160,6 +171,9 @@ Entity_t* create_player_finish(EntityManager_t* ent_manager)
p_cspr->sprites = player_sprite_map;
p_cspr->current_idx = SPR_PLAYER_ENTER;
p_cspr->transition_func = &player_finish_transition_func;
p_cspr->node.colour = WHITE;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->depth = 1;
CLifeTimer_t* p_clifetimer = add_component(p_ent, CLIFETIMER_T);
p_clifetimer->life_time = 0.9f;

View File

@ -75,6 +75,7 @@ typedef struct LevelSceneData {
bool show_grid;
Vector2 player_spawn;
LevelSceneStateMachine_t sm;
RenderManager render_manager;
}LevelSceneData_t;
static inline void change_level_state(LevelSceneData_t* data, LevelSceneState_t state)

View File

@ -7,6 +7,8 @@
void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* tiles, Rectangle view_zone)
{
init_render_manager(&data->render_manager);
data->game_rec = view_zone;
memset(&data->camera, 0, sizeof(LevelCamera_t));
data->camera.cam.rotation = 0.0f;
@ -45,6 +47,7 @@ void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* t
data->show_grid = false;
memset(&data->sm, 0, sizeof(data->sm));
}
void term_level_scene_data(LevelSceneData_t* data)
@ -128,8 +131,16 @@ bool load_level_tilemap(LevelScene_t* scene, unsigned int level_num)
scene->data.tilemap.tiles[i].offset = (Vector2){0, 0};
scene->data.tilemap.tiles[i].size = (Vector2){TILE_SIZE, TILE_SIZE};
scene->data.tilemap.tiles[i].def = 0;
if (lvl_map.tiles[i].tile_type == 1)
memset(scene->data.tilemap.render_nodes + i, 0, sizeof(RenderInfoNode));
scene->data.tilemap.render_nodes[i].pos = (Vector2){
(i % scene->data.tilemap.width) * TILE_SIZE,
(i / scene->data.tilemap.width) * TILE_SIZE,
};
scene->data.tilemap.render_nodes[i].scale = (Vector2){1,1};
scene->data.tilemap.render_nodes[i].colour = WHITE;
if (lvl_map.tiles[i].tile_type == SOLID_TILE)
{
change_a_tile(&scene->data.tilemap, i, SOLID_TILE);
}
@ -144,7 +155,8 @@ bool load_level_tilemap(LevelScene_t* scene, unsigned int level_num)
scene->data.tilemap.tiles[i].wet = scene->data.tilemap.tiles[i].water_level > 0;
}
}
// Two pass
// Two pass, because some tile depends on the solidity of the tiles
for (size_t i = 0; i < scene->data.tilemap.n_tiles;i++)
{
if (lvl_map.tiles[i].tile_type >= 8 && lvl_map.tiles[i].tile_type < 20)
@ -247,6 +259,24 @@ bool load_level_tilemap(LevelScene_t* scene, unsigned int level_num)
}
}
}
// This only works for static loading.
// If a tilemap change change to some other arbitrary tile.
// Then this should be done while changing a tile.
if (lvl_map.tiles[i].tile_type == SOLID_TILE)
{
scene->data.tilemap.render_nodes[i].spr = scene->data.solid_tile_sprites;
scene->data.tilemap.render_nodes[i].frame_num = CONNECTIVITY_TILE_MAPPING[
scene->data.tilemap.tiles[i].connectivity
];
}
else
{
uint8_t tile_sprite_idx = scene->data.tilemap.tiles[i].tile_type + scene->data.tilemap.tiles[i].rotation;
scene->data.tilemap.render_nodes[i].spr = scene->data.tile_sprites[
tile_sprite_idx
];
}
}
return true;

View File

@ -110,7 +110,7 @@ static void level_scene_render_func(Scene_t* scene)
if (spr.sprite != NULL)
{
Vector2 pos = Vector2Add(p_ent->position, spr.offset);
draw_sprite(spr.sprite, p_cspr->current_frame, pos, 0.0f, p_cspr->flip_x);
draw_sprite(spr.sprite, p_cspr->current_frame, pos, 0.0f, p_cspr->node.flip & 1);
}
}
}