More progress on audio and rendering
This commit is contained in:
@@ -6,6 +6,7 @@
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#include "player.h"
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#include "../tiles/tile.h"
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#include "../util/font.h"
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#include "../util/atlas.h"
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#define HEALTH_MARGIN 4
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@@ -18,6 +19,7 @@ SDL_Texture *hudTexture;
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SDL_Texture *PlayerTexture;
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SDL_Rect PlayerRect;
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SDL_Rect playerTextureRect;
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SDL_Rect targetItemBGRect;
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@@ -28,9 +30,6 @@ SDL_Color breakingBarColor = {128, 128, 0, 255};
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void setActivePlayerSlot(Player *plr, ItemType activeSlotIndex) {
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activeSlotIndex = activeSlotIndex % itemRegistryIndex;
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if (activeSlotIndex <= 0) {
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activeSlotIndex = 1;
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}
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plr->inventory.activeSlotIndex = activeSlotIndex;
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}
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@@ -46,11 +45,11 @@ void moveActivePlayerSlot(Player *plr, bool up, bool seek) {
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// Stop if we found a slot with count > 0
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if (!strlen(ItemRegistry[newSlot].name)) continue;
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if (newSlot == 0) continue;
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if (newSlot == 0) break;
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if (seek) {
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if (plr->inventory.slotCounts[newSlot] > 0) break;
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} else {
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break;
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break;
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}
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} while (true);
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@@ -104,6 +103,7 @@ void initPlayer(Player *plr) {
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SDL_QueryTexture(PlayerTexture, NULL, NULL, &PlayerRect.w, &PlayerRect.h);
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PlayerRect.x = (DISPLAY_WIDTH / 2) - (PlayerRect.w / 2);
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PlayerRect.y = (DISPLAY_HEIGHT / 2) - (PlayerRect.h / 2);
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playerTextureRect = allocate_32x32(PlayerTexture, mainRenderer);
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plr->health = 64;
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plr->healthIdle = 0;
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@@ -112,12 +112,12 @@ void initPlayer(Player *plr) {
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plr->rect.w = TILE_SIZE;
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plr->rect.h = TILE_SIZE;
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for (ItemType ui = 0; ui < tileTypeIndex; ui++) {
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plr->inventory.slotCounts[ui] = 64;
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for (ItemType ui = 1; ui < tileTypeIndex; ui++) {
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plr->inventory.slotCounts[ui] = 65535;
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}
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for (ItemType ui = ITEMREGISTRY_SIZE / 2; ui < itemRegistryIndex; ui++) {
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plr->inventory.slotCounts[ui] = 64;
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plr->inventory.slotCounts[ui] = 65535;
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}
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hudTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, screenRect.w,
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@@ -135,12 +135,12 @@ void initPlayer(Player *plr) {
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plr->cursor.targetTileRect.h = TILE_SIZE;
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targetItemBGRect.w = DISPLAY_WIDTH;
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targetItemBGRect.h = TILE_SIZE;
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targetItemBGRect.h = TILE_SIZE + fonts[2].size * 2;
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targetItemBGRect.x = 0;
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targetItemBGRect.y = DISPLAY_HEIGHT - 32;
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targetItemBGRect.y = DISPLAY_HEIGHT - TILE_SIZE - fonts[2].size * 2;
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targetItemRect.w = TILE_SIZE / 2;
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targetItemRect.h = TILE_SIZE / 2;
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targetItemRect.w = TILE_SIZE;
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targetItemRect.h = TILE_SIZE;
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plr->cursor.heldItemRect.w = TILE_SIZE;
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plr->cursor.heldItemRect.h = TILE_SIZE;
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@@ -164,7 +164,8 @@ void renderPlayer(Player *plr) {
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SDL_SetRenderTarget(mainRenderer, entityTexture);
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SDL_RenderClear(mainRenderer);
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SDL_RenderCopy(mainRenderer, PlayerTexture, NULL, &PlayerRect);
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SDL_RenderCopy(mainRenderer, atlasTexture, &playerTextureRect, &PlayerRect);
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//SDL_RenderCopy(mainRenderer, PlayerTexture, NULL, &PlayerRect);
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SDL_SetRenderTarget(mainRenderer, hudTexture);
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SDL_RenderClear(mainRenderer);
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@@ -172,29 +173,31 @@ void renderPlayer(Player *plr) {
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DrawThickRect(mainRenderer, plr->cursor.targetTileRect, 4);
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ItemType itemIndex = plr->inventory.activeSlotIndex;
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SDL_Texture *itemTex;
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//SDL_Texture *itemTex;
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char itemStringCount[6];
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if (itemIndex < itemRegistryIndex) {
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if (itemIndex < itemRegistryIndex && itemIndex > 0) {
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plr->cursor.heldItemRect.x = plr->cursor.windowX;
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plr->cursor.heldItemRect.y = plr->cursor.windowY;
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itemTex = ItemRegistry[itemIndex].textureOnBelt[plr->cursor.direction];
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if (itemTex == NULL) {
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itemTex = ItemRegistry[itemIndex].textureOnBelt[ORIENT_LEFT];
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//itemTex = ItemRegistry[itemIndex].textureOnBelt[plr->cursor.direction];
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SDL_Rect itemAtlasRect = ItemRegistry[itemIndex].atlasRects[plr->cursor.direction];
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if (itemAtlasRect.w == 0 || itemAtlasRect.h == 0) {
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itemAtlasRect = ItemRegistry[itemIndex].atlasRects[ORIENT_LEFT];
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}
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if (itemTex != NULL) {
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if (itemAtlasRect.w != 0 && itemAtlasRect.h != 0) {
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if (plr->inventory.slotCounts[itemIndex] <= 0) {
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// Set a red tint (255, 0, 0)
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SDL_SetTextureColorMod(itemTex, 128, 128, 255);
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SDL_SetTextureAlphaMod(itemTex, 192);
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} else {
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SDL_SetTextureColorMod(itemTex, 255, 255, 255);
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SDL_SetTextureAlphaMod(itemTex, 255);
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}
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SDL_RenderCopy(mainRenderer, itemTex, NULL,
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&plr->cursor.heldItemRect);
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// if (plr->inventory.slotCounts[itemIndex] <= 0) {
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// // Set a red tint (255, 0, 0)
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// SDL_SetTextureColorMod(itemTex, 128, 128, 255);
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//
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// SDL_SetTextureAlphaMod(itemTex, 192);
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// } else {
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// SDL_SetTextureColorMod(itemTex, 255, 255, 255);
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//
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// SDL_SetTextureAlphaMod(itemTex, 255);
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// }
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// SDL_RenderCopy(mainRenderer, itemTex, NULL,
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// &plr->cursor.heldItemRect);
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SDL_RenderCopy(mainRenderer, atlasTexture, &itemAtlasRect, &plr->cursor.heldItemRect);
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renderText(mainRenderer, fonts[2], ItemRegistry[itemIndex].name, plr->cursor.heldItemRect.x,
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plr->cursor.heldItemRect.y - (fonts[2].size * 3 / 2));
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}
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@@ -215,21 +218,22 @@ void renderPlayer(Player *plr) {
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SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
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SDL_RenderFillRect(mainRenderer, &targetItemBGRect);
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targetItemRect.y = DISPLAY_HEIGHT - 30 + TILE_SIZE / 4 + 3;
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targetItemRect.y = DISPLAY_HEIGHT - TILE_SIZE;
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targetItemRect.x = TILE_SIZE / 4;
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for (ItemType i = 1; i < ITEMREGISTRY_SIZE; i++) {
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itemTex = ItemRegistry[i].textureOnBelt[plr->cursor.direction];
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if (itemTex == NULL) {
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itemTex = ItemRegistry[i].textureOnBelt[ORIENT_LEFT];
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SDL_SetTextureBlendMode(atlasTexture, SDL_BLENDMODE_ADD);
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for (ItemType i = 0; i < ITEMREGISTRY_SIZE; i++) {
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SDL_Rect itemAtlasRectd = ItemRegistry[i].atlasRects[plr->cursor.direction];
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if (itemAtlasRectd.w == 0 || itemAtlasRectd.h == 0) {
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itemAtlasRectd = ItemRegistry[i].atlasRects[ORIENT_LEFT];
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}
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if (itemTex != NULL) {
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if (plr->inventory.slotCounts[i] <= 0) {
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// Set a red tint (255, 0, 0)
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SDL_SetTextureColorMod(itemTex, 128, 128, 255);
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}
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SDL_RenderCopy(mainRenderer, itemTex, NULL, &targetItemRect);
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SDL_SetTextureColorMod(itemTex, 255, 255, 255);
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if (itemAtlasRectd.w != 0 && itemAtlasRectd.h != 0) {
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// if (plr->inventory.slotCounts[i] <= 0) {
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// // Set a red tint (255, 0, 0)
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// SDL_SetTextureColorMod(itemTex, 128, 128, 255);
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// }
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SDL_RenderCopy(mainRenderer, atlasTexture, &itemAtlasRectd, &targetItemRect);
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//SDL_SetTextureColorMod(itemTex, 255, 255, 255);
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if (plr->inventory.activeSlotIndex == i) {
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SDL_SetRenderDrawColor(mainRenderer, 16, plr->inventory.slotCounts[i] > 0 ? 128 : 16,
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@@ -240,9 +244,10 @@ void renderPlayer(Player *plr) {
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renderText(mainRenderer, fonts[2], itemStringCount, targetItemRect.x - 3,
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targetItemRect.y - (fonts[2].size * 3 / 2));
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//targetItemRect.x += (TILE_SIZE / 2) + (TILE_SIZE / 4);
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targetItemRect.x += TILE_SIZE;
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targetItemRect.x += TILE_SIZE / 2 * 3;
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}
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}
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SDL_SetTextureBlendMode(atlasTexture, SDL_BLENDMODE_BLEND);
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SDL_SetRenderTarget(mainRenderer, originalTarget);
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}
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