#include "scene_impl.h" #include "water_flow.h" #include "ent_impl.h" #include "constants.h" void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* tiles, Rectangle view_zone) //void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* tiles) { //data->game_viewport = LoadRenderTexture(VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE); //data->game_rec = (Rectangle){25, 25, VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE}; data->game_viewport = LoadRenderTexture(view_zone.width, view_zone.height); data->game_rec = view_zone; data->cam = (Camera2D){0}; data->cam.rotation = 0.0f; data->cam.zoom = 1.0f; data->tilemap.max_tiles = max_tiles; if (tiles != NULL) { data->tilemap.tiles = tiles; } else { data->tilemap.tiles = calloc(max_tiles, sizeof(Tile_t)); } data->tilemap.width = DEFAULT_MAP_WIDTH; data->tilemap.height = DEFAULT_MAP_HEIGHT; data->tilemap.tile_size = TILE_SIZE; data->tilemap.n_tiles = data->tilemap.width * data->tilemap.height; memset(data->tile_sprites, 0, sizeof(data->tile_sprites)); for (size_t i = 0; i < max_tiles;i++) { data->tilemap.tiles[i].solid = NOT_SOLID; data->tilemap.tiles[i].tile_type = EMPTY_TILE; data->tilemap.tiles[i].rotation = TILE_NOROTATE; data->tilemap.tiles[i].moveable = true; data->tilemap.tiles[i].max_water_level = 4; sc_map_init_64v(&data->tilemap.tiles[i].entities_set, 16, 0); data->tilemap.tiles[i].size = (Vector2){TILE_SIZE, TILE_SIZE}; } memset(&data->coins, 0, sizeof(data->coins)); } void term_level_scene_data(LevelSceneData_t* data) { for (size_t i = 0; i < data->tilemap.max_tiles;i++) { sc_map_term_64v(&data->tilemap.tiles[i].entities_set); } UnloadRenderTexture(data->game_viewport); // Unload render texture } bool load_level_tilemap(LevelScene_t* scene, unsigned int level_num) { if (level_num >= scene->data.level_pack->n_levels) return false; LevelMap_t lvl_map = scene->data.level_pack->levels[level_num]; uint32_t n_tiles = lvl_map.width * lvl_map.height; if (n_tiles > scene->data.tilemap.max_tiles) return false; scene->data.current_level = level_num; scene->data.tilemap.width = lvl_map.width; scene->data.tilemap.height = lvl_map.height; scene->data.tilemap.n_tiles = n_tiles; clear_entity_manager(&scene->scene.ent_manager); for (size_t i = 0; i < scene->data.tilemap.n_tiles;i++) { scene->data.tilemap.tiles[i].max_water_level = 4; scene->data.tilemap.tiles[i].solid = NOT_SOLID; scene->data.tilemap.tiles[i].tile_type = EMPTY_TILE; scene->data.tilemap.tiles[i].moveable = true; scene->data.tilemap.tiles[i].size = (Vector2){TILE_SIZE, TILE_SIZE}; sc_map_clear_64v(&scene->data.tilemap.tiles[i].entities_set); if (lvl_map.tiles[i].tile_type == 1) { change_a_tile(&scene->data.tilemap, i, SOLID_TILE); } scene->data.tilemap.tiles[i].water_level = lvl_map.tiles[i].water; } // Two pass 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) { uint32_t tmp_idx = lvl_map.tiles[i].tile_type - 8; uint32_t item_type = tmp_idx % 6; ContainerItem_t item = CONTAINER_EMPTY; switch (item_type) { case 1: item = CONTAINER_LEFT_ARROW;break; case 2: item = CONTAINER_RIGHT_ARROW;break; case 3: item = CONTAINER_UP_ARROW;break; case 4: item = CONTAINER_DOWN_ARROW;break; case 5: item = CONTAINER_BOMB;break; default: break; } Entity_t* ent = create_crate(&scene->scene.ent_manager, &scene->scene.engine->assets, tmp_idx > 5, item); CTransform_t* p_ct = get_component(ent, CTRANSFORM_COMP_T); p_ct->position.x = (i % scene->data.tilemap.width) * scene->data.tilemap.tile_size; p_ct->position.y = (i / scene->data.tilemap.width) * scene->data.tilemap.tile_size; } else { switch (lvl_map.tiles[i].tile_type) { case 2: change_a_tile(&scene->data.tilemap, i, ONEWAY_TILE); break; case 3: change_a_tile(&scene->data.tilemap, i, LADDER); break; case 4: case 5: case 6: case 7: change_a_tile(&scene->data.tilemap, i, SPIKES); break; case 20: { Entity_t* ent = create_boulder(&scene->scene.ent_manager, &scene->scene.engine->assets); CTransform_t* p_ct = get_component(ent, CTRANSFORM_COMP_T); p_ct->position.x = (i % scene->data.tilemap.width) * scene->data.tilemap.tile_size; p_ct->position.y = (i / scene->data.tilemap.width) * scene->data.tilemap.tile_size; } break; case 21: { create_water_runner(&scene->scene.ent_manager, lvl_map.width, lvl_map.height, i); } break; case 22: { Entity_t* ent = create_player(&scene->scene.ent_manager, &scene->scene.engine->assets); CTransform_t* p_ct = get_component(ent, CTRANSFORM_COMP_T); p_ct->position.x = (i % scene->data.tilemap.width) * scene->data.tilemap.tile_size; p_ct->position.y = (i / scene->data.tilemap.width) * scene->data.tilemap.tile_size; ent->spawn_pos = p_ct->position; } break; default: break; } } } return true; } void reload_level_tilemap(LevelScene_t* scene) { load_level_tilemap(scene, scene->data.current_level); } void load_next_level_tilemap(LevelScene_t* scene) { unsigned int lvl = scene->data.current_level; lvl++; if (lvl < scene->data.level_pack->n_levels) { load_level_tilemap(scene, lvl); } } void load_prev_level_tilemap(LevelScene_t* scene) { unsigned int lvl = scene->data.current_level; lvl--; if (lvl >= 0) { load_level_tilemap(scene, lvl); } } void change_a_tile(TileGrid_t* tilemap, unsigned int tile_idx, TileType_t new_type) { TileType_t last_type = tilemap->tiles[tile_idx].tile_type; tilemap->tiles[tile_idx].tile_type = new_type; switch (new_type) { case EMPTY_TILE: tilemap->tiles[tile_idx].solid = NOT_SOLID; break; case ONEWAY_TILE: tilemap->tiles[tile_idx].solid = ONE_WAY; break; case LADDER: { int up_tile = tile_idx - tilemap->width; if (up_tile > 0 && tilemap->tiles[up_tile].tile_type != LADDER) { tilemap->tiles[tile_idx].solid = ONE_WAY; } else { tilemap->tiles[tile_idx].solid = NOT_SOLID; } int down_tile = tile_idx + tilemap->width; if (down_tile < tilemap->n_tiles && tilemap->tiles[down_tile].tile_type == LADDER) { tilemap->tiles[down_tile].solid = (tilemap->tiles[tile_idx].tile_type != LADDER)? ONE_WAY : NOT_SOLID; } } break; case SPIKES: tilemap->tiles[tile_idx].solid = NOT_SOLID; break; case SOLID_TILE: tilemap->tiles[tile_idx].solid = SOLID; break; } if (last_type == LADDER && new_type != LADDER) { int down_tile = tile_idx + tilemap->width; if (down_tile < tilemap->n_tiles && tilemap->tiles[down_tile].tile_type == LADDER) { tilemap->tiles[down_tile].solid = ONE_WAY; } } tilemap->tiles[tile_idx].rotation = TILE_NOROTATE; if (new_type == SPIKES) { // Priority: Down, Up, Left, Right if (tile_idx + tilemap->width < tilemap->n_tiles && tilemap->tiles[tile_idx + tilemap->width].tile_type == SOLID_TILE) { tilemap->tiles[tile_idx].offset = (Vector2){0,16}; tilemap->tiles[tile_idx].size = (Vector2){32,16}; } else if (tile_idx - tilemap->width >= 0 && tilemap->tiles[tile_idx - tilemap->width].tile_type == SOLID_TILE) { tilemap->tiles[tile_idx].offset = (Vector2){0,0}; tilemap->tiles[tile_idx].size = (Vector2){32,16}; tilemap->tiles[tile_idx].rotation = TILE_180ROT; } else if (tile_idx % tilemap->width != 0 && tilemap->tiles[tile_idx - 1].tile_type == SOLID_TILE) { tilemap->tiles[tile_idx].offset = (Vector2){0,0}; tilemap->tiles[tile_idx].size = (Vector2){16,32}; tilemap->tiles[tile_idx].rotation = TILE_90CWROT; } else if ((tile_idx + 1) % tilemap->width != 0 && tilemap->tiles[tile_idx + 1].tile_type == SOLID_TILE) { tilemap->tiles[tile_idx].offset = (Vector2){16,0}; tilemap->tiles[tile_idx].size = (Vector2){16,32}; tilemap->tiles[tile_idx].rotation = TILE_90CCWROT; } else { tilemap->tiles[tile_idx].offset = (Vector2){0,16}; tilemap->tiles[tile_idx].size = (Vector2){32,16}; } } else if (new_type == ONEWAY_TILE) { tilemap->tiles[tile_idx].offset = (Vector2){0,0}; tilemap->tiles[tile_idx].size = (Vector2){32,10}; } else { tilemap->tiles[tile_idx].offset = (Vector2){0,0}; tilemap->tiles[tile_idx].size = (Vector2){32,32}; } tilemap->tiles[tile_idx].moveable = ( tilemap->tiles[tile_idx].tile_type == EMPTY_TILE || tilemap->tiles[tile_idx].tile_type == SPIKES ); tilemap->tiles[tile_idx].def = (tilemap->tiles[tile_idx].tile_type == SOLID_TILE) ? 5: 2; }