something
@@ -13,6 +13,28 @@ add_executable(factorygame
|
||||
util/font.h
|
||||
util/audio.c
|
||||
util/audio.h
|
||||
main.c) # Ensure the target is defined before linking
|
||||
util/util.c
|
||||
util/util.h
|
||||
items/item.c
|
||||
items/item.h
|
||||
tiles/tile.c
|
||||
tiles/tile.h
|
||||
tiles/belt.c
|
||||
tiles/belt.h
|
||||
main.c
|
||||
player/player.c
|
||||
player/player.h) # Ensure the target is defined before linking
|
||||
|
||||
# Define the path to the assets folder
|
||||
set(ASSETS_SOURCE_DIR "${CMAKE_SOURCE_DIR}/assets")
|
||||
set(ASSETS_BINARY_DIR "${CMAKE_BINARY_DIR}/assets")
|
||||
|
||||
# Copy assets directory after build
|
||||
add_custom_command(TARGET factorygame POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_directory
|
||||
"${ASSETS_SOURCE_DIR}" "${ASSETS_BINARY_DIR}"
|
||||
COMMENT "Copying assets directory to build output..."
|
||||
)
|
||||
|
||||
|
||||
target_link_libraries(factorygame SDL2 SDL2_ttf SDL2_image SDL2_gfx SDL2_mixer SDL2_net m)
|
Before Width: | Height: | Size: 187 B |
BIN
assets/items/gold_ingot.png
Normal file
After Width: | Height: | Size: 517 B |
BIN
assets/items/gold_ore.png
Normal file
After Width: | Height: | Size: 566 B |
BIN
assets/items/iron_ingot.png
Normal file
After Width: | Height: | Size: 516 B |
BIN
assets/items/iron_ore.png
Normal file
After Width: | Height: | Size: 513 B |
BIN
assets/items/log.png
Normal file
After Width: | Height: | Size: 592 B |
BIN
assets/items/platinum_ingot.png
Normal file
After Width: | Height: | Size: 492 B |
BIN
assets/items/platinum_ore.png
Normal file
After Width: | Height: | Size: 526 B |
BIN
assets/items/silver_ingot.png
Normal file
After Width: | Height: | Size: 530 B |
BIN
assets/items/silver_ore.png
Normal file
After Width: | Height: | Size: 546 B |
BIN
assets/tiles/dopravnik.png
Normal file
After Width: | Height: | Size: 215 B |
127
items/item.c
Normal file
@@ -0,0 +1,127 @@
|
||||
//
|
||||
// Created by bruno on 4/24/25.
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||||
//
|
||||
|
||||
#include "item.h"
|
||||
#include "../tiles/tile.h"
|
||||
#include "../util/util.h"
|
||||
#include "../player/player.h"
|
||||
#include <dirent.h>
|
||||
|
||||
Item ItemRegistry[ITEMREGISTRY_SIZE];
|
||||
|
||||
uint16_t itemRegistryIndex = 0;
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||||
|
||||
void updateItems() {
|
||||
for (int y = 0; y < MAP_HEIGHT; y++) {
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||||
for (int x = 0; x < MAP_WIDTH; x++) {
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||||
Tile *t = &tileMap[y][x];
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||||
if (t->type != TYPE_BELT || !t->item.active) continue;
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||||
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||||
if (
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||||
(t->item.x < 0 && t->direction == ORIENT_LEFT) ||
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||||
(t->item.x > 0.75f && t->direction == ORIENT_RIGHT) ||
|
||||
(t->item.y < 0.25f && t->direction == ORIENT_UP) ||
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||||
(t->item.y > 0.625f && t->direction == ORIENT_DOWN)
|
||||
) {
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||||
int nx = x, ny = y;
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||||
if (t->direction == ORIENT_LEFT) nx--;
|
||||
if (t->direction == ORIENT_RIGHT) nx++;
|
||||
if (t->direction == ORIENT_UP) ny--;
|
||||
if (t->direction == ORIENT_DOWN) ny++;
|
||||
if (nx >= 0 && nx < MAP_WIDTH && ny >= 0 && ny < MAP_HEIGHT) {
|
||||
Tile *next = &tileMap[ny][nx];
|
||||
if (next->type == TYPE_BELT && !next->item.active) {
|
||||
memcpy(&next->item, &t->item, sizeof(ItemOnBelt));
|
||||
printf("Moved to X=%d, Y=%d", nx, ny);
|
||||
next->item.tileX = nx;
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||||
next->item.tileY = ny;
|
||||
if (t->direction == ORIENT_LEFT) next->item.x = 0.5f;
|
||||
if (t->direction == ORIENT_RIGHT) next->item.x = 0.25f;
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||||
if (t->direction == ORIENT_UP) next->item.y = 0.5f;
|
||||
if (t->direction == ORIENT_DOWN) next->item.y = 0;
|
||||
next->item.active = true;
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||||
t->item.active = false;
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
} else {
|
||||
t->item.active = false;
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||||
}
|
||||
}
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||||
|
||||
float speed = 0.02f;
|
||||
switch (t->direction) {
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||||
case ORIENT_LEFT:
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||||
t->item.x -= speed;
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||||
break;
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||||
case ORIENT_RIGHT:
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||||
t->item.x += speed;
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||||
break;
|
||||
case ORIENT_UP:
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||||
t->item.y -= speed;
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||||
break;
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||||
case ORIENT_DOWN:
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||||
t->item.y += speed;
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||||
break;
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||||
default:
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||||
break;
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||||
}
|
||||
}
|
||||
}
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||||
}
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||||
|
||||
void registerItem(char name[20], SDL_Renderer *renderer) {
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||||
const char *dot = strchr(name, '.');
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||||
memcpy(ItemRegistry[itemRegistryIndex].name, name, dot - name);
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||||
char texturePath[80];
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||||
snprintf(texturePath, 80, "./assets/items/%s", name);
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||||
ItemRegistry[itemRegistryIndex].texture = IMG_LoadTexture(renderer, texturePath);
|
||||
SDL_SetTextureBlendMode(ItemRegistry[itemRegistryIndex].texture, SDL_BLENDMODE_BLEND);
|
||||
ItemRegistry[itemRegistryIndex].textureOnBelt = ScaleTexture(renderer, ItemRegistry[itemRegistryIndex].texture,
|
||||
TILE_SIZE / 2, TILE_SIZE / 2);
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||||
SDL_SetTextureBlendMode(ItemRegistry[itemRegistryIndex].textureOnBelt, SDL_BLENDMODE_BLEND);
|
||||
ItemRegistry[itemRegistryIndex].type = itemRegistryIndex;
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||||
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||||
itemRegistryIndex++;
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||||
}
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||||
|
||||
void renderItem(ItemOnBelt item, SDL_Renderer *renderer) {
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||||
SDL_Rect rect = {0};
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||||
rect.x = (item.tileX * TILE_SIZE) + (item.x * TILE_SIZE);
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||||
rect.y = (item.tileY * TILE_SIZE) + (item.y * TILE_SIZE);
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||||
rect.w = TILE_SIZE / 2;
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||||
rect.h = TILE_SIZE / 2;
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||||
adjustRect(&rect);
|
||||
SDL_RenderCopy(renderer, ItemRegistry[item.type].textureOnBelt, NULL, &rect);
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||||
}
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||||
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||||
void renderBeltItems(SDL_Renderer *renderer) {
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||||
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||||
}
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||||
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void putItem(int x, int y, uint16_t itemType) {
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||||
tileMap[y][x].item.type = itemType;
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||||
tileMap[y][x].item.x = 0.25f;
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||||
tileMap[y][x].item.y = 0.25f;
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if (tileMap[y][x].direction == ORIENT_LEFT) tileMap[y][x].item.x = 0.5f;
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||||
if (tileMap[y][x].direction == ORIENT_RIGHT) tileMap[y][x].item.x = 0.25f;
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||||
if (tileMap[y][x].direction == ORIENT_UP) tileMap[y][x].item.y = 0.5f;
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||||
if (tileMap[y][x].direction == ORIENT_DOWN) tileMap[y][x].item.y = 0.25f;
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||||
tileMap[y][x].item.active = true;
|
||||
tileMap[y][x].item.tileX = x;
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||||
tileMap[y][x].item.tileY = y;
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}
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||||
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||||
void loadItems(SDL_Renderer *renderer) {
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||||
DIR *dir = opendir("./assets/items");
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||||
if (dir) {
|
||||
struct dirent *entry;
|
||||
while ((entry = readdir(dir)) != NULL) {
|
||||
if (entry->d_name[0] == '.') {
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||||
continue;
|
||||
}
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||||
registerItem(entry->d_name, renderer);
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}
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||||
}
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}
|
35
items/item.h
Normal file
@@ -0,0 +1,35 @@
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||||
//
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||||
// Created by bruno on 4/24/25.
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||||
//
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||||
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||||
#include <SDL2/SDL.h>
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||||
|
||||
#ifndef FACTORYGAME_ITEM_H
|
||||
#define FACTORYGAME_ITEM_H
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||||
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||||
typedef struct {
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||||
uint16_t type;
|
||||
char name[20];
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||||
SDL_Texture * texture;
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SDL_Texture * textureOnBelt;
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||||
} Item;
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||||
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#define ITEMREGISTRY_SIZE 512
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extern Item ItemRegistry[ITEMREGISTRY_SIZE];
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typedef struct {
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float x, y; // local position in tile (0.0–1.0)
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int tileX, tileY;
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bool active;
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uint16_t type;
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} ItemOnBelt;
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void updateItems();
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||||
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||||
void loadItems(SDL_Renderer *renderer);
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void renderItem(ItemOnBelt item, SDL_Renderer *renderer);
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void putItem(int x, int y, uint16_t itemType);
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#endif //FACTORYGAME_ITEM_H
|
176
main.c
@@ -3,42 +3,10 @@
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||||
#include <time.h>
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#include "util/font.h"
|
||||
#include "util/audio.h"
|
||||
#include <SDL2/SDL_image.h>
|
||||
|
||||
#define MAP_WIDTH 64
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||||
#define MAP_HEIGHT 36
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||||
|
||||
#define TILE_SIZE 16
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||||
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||||
#define DISPLAY_WIDTH MAP_WIDTH * TILE_SIZE
|
||||
#define DISPLAY_HEIGHT MAP_HEIGHT * TILE_SIZE
|
||||
|
||||
typedef enum {
|
||||
BELT_LEFT_DOWN,
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BELT_LEFT,
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||||
BELT_LEFT_UP,
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BELT_UP,
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BELT_RIGHT_UP,
|
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BELT_RIGHT,
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BELT_RIGHT_DOWN,
|
||||
BELT_DOWN
|
||||
} BeltDirection;
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||||
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||||
typedef struct {
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||||
float x, y; // local position in tile (0.0–1.0)
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||||
bool active;
|
||||
} Item;
|
||||
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||||
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||||
|
||||
typedef struct {
|
||||
bool hasBelt;
|
||||
BeltDirection direction;
|
||||
int frameOffset;
|
||||
Item item;
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||||
} Tile;
|
||||
|
||||
Tile tileMap[MAP_HEIGHT][MAP_WIDTH];
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#include "tiles/tile.h"
|
||||
#include "tiles/belt.h"
|
||||
#include "items/item.h"
|
||||
#include "player/player.h"
|
||||
|
||||
//Screen dimension constants
|
||||
const int SCREEN_WIDTH = DISPLAY_WIDTH;
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@@ -63,9 +31,6 @@ BitmapFont fonts[fontCount];
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||||
|
||||
unsigned long frames = 0;
|
||||
bool cursor = true;
|
||||
|
||||
SDL_Texture *beltTex;
|
||||
|
||||
void msleep(unsigned int milliseconds) {
|
||||
struct timespec ts;
|
||||
ts.tv_sec = milliseconds / 1000;
|
||||
@@ -73,28 +38,10 @@ void msleep(unsigned int milliseconds) {
|
||||
nanosleep(&ts, NULL);
|
||||
}
|
||||
|
||||
void generateTestMap() {
|
||||
for (int y = 0; y < MAP_HEIGHT; y++) {
|
||||
for (int x = 0; x < MAP_WIDTH; x++) {
|
||||
tileMap[y][x] = (Tile){0};
|
||||
}
|
||||
}
|
||||
|
||||
for (int x = 5; x < 5 + (4*2); x+=2) {
|
||||
tileMap[10][x].hasBelt = true;
|
||||
tileMap[10][x].frameOffset = 0;
|
||||
}
|
||||
tileMap[10][5].direction = BELT_LEFT;
|
||||
tileMap[10][7].direction = BELT_RIGHT;
|
||||
tileMap[10][9].direction = BELT_UP;
|
||||
tileMap[10][11].direction = BELT_DOWN;
|
||||
|
||||
tileMap[10][5].item = (Item){.x = 0.5f, .y = 0.5f, .active = true};
|
||||
}
|
||||
|
||||
|
||||
int init() {
|
||||
//Initialize SDL
|
||||
|
||||
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, NULL);
|
||||
SDL_SetHint(SDL_HINT_VIDEO_HIGHDPI_DISABLED, "1");
|
||||
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
|
||||
@@ -123,6 +70,8 @@ int init() {
|
||||
return 1;
|
||||
}
|
||||
|
||||
loadItems(renderer);
|
||||
loadTiles(renderer);
|
||||
// Create OpenGL context
|
||||
SDL_GLContext glContext = SDL_GL_CreateContext(window);
|
||||
if (!glContext) {
|
||||
@@ -162,112 +111,12 @@ int init() {
|
||||
smallerFont = prepText(renderer, 8, "PublicPixel.ttf", 255, 255, 255, 255);
|
||||
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
|
||||
|
||||
beltTex = IMG_LoadTexture(renderer, "../assets/dopravnik.png");
|
||||
|
||||
generateTestMap();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
void updateItems() {
|
||||
for (int y = 0; y < MAP_HEIGHT; y++) {
|
||||
for (int x = 0; x < MAP_WIDTH; x++) {
|
||||
Tile *t = &tileMap[y][x];
|
||||
if (!t->hasBelt || !t->item.active) continue;
|
||||
|
||||
float speed = 0.05f;
|
||||
switch (t->direction) {
|
||||
case BELT_LEFT: t->item.x -= speed; break;
|
||||
case BELT_RIGHT: t->item.x += speed; break;
|
||||
case BELT_UP: t->item.y -= speed; break;
|
||||
case BELT_DOWN: t->item.y += speed; break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
if (t->item.x < 0 || t->item.x > 1 || t->item.y < 0 || t->item.y > 1) {
|
||||
int nx = x, ny = y;
|
||||
if (t->direction == BELT_LEFT) nx--;
|
||||
if (t->direction == BELT_RIGHT) nx++;
|
||||
if (t->direction == BELT_UP) ny--;
|
||||
if (t->direction == BELT_DOWN) ny++;
|
||||
if (nx >= 0 && nx < MAP_WIDTH && ny >= 0 && ny < MAP_HEIGHT) {
|
||||
Tile *next = &tileMap[ny][nx];
|
||||
if (next->hasBelt && next->direction == t->direction && !next->item.active) {
|
||||
next->item = (Item){ .x = 0.5f, .y = 0.5f, .active = true };
|
||||
t->item.active = false;
|
||||
}
|
||||
} else {
|
||||
t->item.active = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
void renderBelt(SDL_Texture *tex, int x, int y, int w, int h, BeltDirection dir) {
|
||||
int texW, texH;
|
||||
SDL_QueryTexture(tex, NULL, NULL, &texW, &texH);
|
||||
|
||||
static int scrollFrame = 0;
|
||||
int scrollSpeed = 1; // pixels per step
|
||||
int scrollDelay = 15; // frames between steps
|
||||
|
||||
if (frames % scrollDelay == 0) {
|
||||
scrollFrame += scrollSpeed;
|
||||
}
|
||||
|
||||
SDL_Rect src1, src2, dst1, dst2;
|
||||
|
||||
if (dir == BELT_LEFT || dir == BELT_RIGHT) {
|
||||
int offset = scrollFrame % texW;
|
||||
|
||||
if (dir == BELT_LEFT) {
|
||||
offset = texW - offset; // reverse scroll
|
||||
}
|
||||
|
||||
src1 = (SDL_Rect){offset, 0, texW - offset, texH};
|
||||
dst1 = (SDL_Rect){x, y, w - offset, h};
|
||||
|
||||
src2 = (SDL_Rect){0, 0, offset, texH};
|
||||
dst2 = (SDL_Rect){x + (w - offset), y, offset, h};
|
||||
|
||||
SDL_RenderCopy(renderer, tex, &src1, &dst1);
|
||||
SDL_RenderCopy(renderer, tex, &src2, &dst2);
|
||||
} else {
|
||||
int offset = scrollFrame % texH;
|
||||
|
||||
if (dir == BELT_UP) {
|
||||
offset = texH - offset; // reverse scroll
|
||||
}
|
||||
|
||||
src1 = (SDL_Rect){0, offset, texW, texH - offset};
|
||||
dst1 = (SDL_Rect){x, y, w, h - offset};
|
||||
|
||||
src2 = (SDL_Rect){0, 0, texW, offset};
|
||||
dst2 = (SDL_Rect){x, y + (h - offset), w, offset};
|
||||
|
||||
SDL_RenderCopy(renderer, tex, &src1, &dst1);
|
||||
SDL_RenderCopy(renderer, tex, &src2, &dst2);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void renderAllBelts() {
|
||||
int tileSize = TILE_SIZE;
|
||||
for (int y = 0; y < MAP_HEIGHT; y++) {
|
||||
for (int x = 0; x < MAP_WIDTH; x++) {
|
||||
Tile t = tileMap[y][x];
|
||||
if (!t.hasBelt) continue;
|
||||
int px = x * tileSize;
|
||||
int py = y * tileSize;
|
||||
renderBelt(beltTex, px, py, tileSize, tileSize, t.direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
int render() {
|
||||
SDL_SetRenderDrawColor(renderer, 32, 32, 32, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
@@ -278,7 +127,7 @@ int render() {
|
||||
rect2.w = 0;
|
||||
rect2.h = 0;
|
||||
|
||||
renderAllBelts();
|
||||
renderAllBelts(renderer);
|
||||
|
||||
|
||||
SDL_RenderPresent(renderer);
|
||||
@@ -331,6 +180,14 @@ int main(__attribute__((unused)) int argc, __attribute__((unused)) char *args[])
|
||||
return status;
|
||||
}
|
||||
|
||||
uint8_t type = 0;
|
||||
for (int x = 149; x < 152; x++) {
|
||||
for(int y = 87; y < 90; y++) {
|
||||
putItem(x, y, type++);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//Hack to get window to stay up
|
||||
SDL_Event e;
|
||||
Uint64 start;
|
||||
@@ -358,7 +215,6 @@ int main(__attribute__((unused)) int argc, __attribute__((unused)) char *args[])
|
||||
for (uint8_t i = 0; i < fontCount; i++) {
|
||||
destroyFont(&fonts[i]);
|
||||
}
|
||||
|
||||
puts(SDL_GetError());
|
||||
if (renderer) SDL_DestroyRenderer(renderer);
|
||||
if (window) SDL_DestroyWindow(window);
|
||||
|
48
player/player.c
Normal file
@@ -0,0 +1,48 @@
|
||||
//
|
||||
// Created by bruno on 4/24/25.
|
||||
//
|
||||
|
||||
#include <SDL2/SDL_rect.h>
|
||||
#include "player.h"
|
||||
#include "../tiles/tile.h"
|
||||
|
||||
int playerX = (MAP_WIDTH / 2) * 16;
|
||||
int playerY = (MAP_HEIGHT / 2) * 16;
|
||||
|
||||
void adjustRect(SDL_Rect * rect) {
|
||||
rect->x -= playerX;
|
||||
rect->y -= playerY;
|
||||
rect->x += DISPLAY_WIDTH / 2;
|
||||
rect->y += DISPLAY_HEIGHT / 2;
|
||||
}
|
||||
|
||||
bool isInboundsTile(int x, int y) {
|
||||
return (playerX / TILE_SIZE) - (DISPLAY_MAP_WIDTH / 2) < x && (playerY / TILE_SIZE) - (DISPLAY_MAP_HEIGHT / 2) < y &&
|
||||
(playerX / TILE_SIZE) + (DISPLAY_MAP_WIDTH / 2) > x && (playerX / TILE_SIZE) + (DISPLAY_MAP_WIDTH / 2) > y;
|
||||
}
|
||||
|
||||
bool isInbounds(int x, int y) {
|
||||
return x > 0 && y > 0 && x < DISPLAY_WIDTH && y < DISPLAY_HEIGHT;
|
||||
}
|
||||
|
||||
bool isInboundsRect(SDL_Rect rect) {
|
||||
if (isInbounds(rect.x, rect.y)) {
|
||||
return true;
|
||||
}
|
||||
if (rect.x < 0) {
|
||||
rect.x += rect.w;
|
||||
}
|
||||
if (rect.y < 0) {
|
||||
rect.y += rect.h;
|
||||
}
|
||||
if (isInbounds(rect.x, rect.y)) {
|
||||
return true;
|
||||
}
|
||||
if (rect.x > DISPLAY_WIDTH) {
|
||||
rect.x -= rect.w;
|
||||
}
|
||||
if (rect.y > DISPLAY_HEIGHT) {
|
||||
rect.y -= rect.h;
|
||||
}
|
||||
return isInbounds(rect.x, rect.y);
|
||||
}
|
16
player/player.h
Normal file
@@ -0,0 +1,16 @@
|
||||
//
|
||||
// Created by bruno on 4/24/25.
|
||||
//
|
||||
|
||||
#ifndef FACTORYGAME_PLAYER_H
|
||||
#define FACTORYGAME_PLAYER_H
|
||||
|
||||
extern int playerX;
|
||||
extern int playerY;
|
||||
|
||||
bool isInbounds(int x, int y);
|
||||
bool isInboundsRect(SDL_Rect rect);
|
||||
bool isInboundsTile(int x, int y);
|
||||
void adjustRect(SDL_Rect * rect);
|
||||
|
||||
#endif //FACTORYGAME_PLAYER_H
|
85
tiles/belt.c
Normal file
@@ -0,0 +1,85 @@
|
||||
//
|
||||
// Created by bruno on 4/24/25.
|
||||
//
|
||||
|
||||
#include "belt.h"
|
||||
|
||||
#include "../util/util.h"
|
||||
#include "tile.h"
|
||||
#include "../player/player.h"
|
||||
|
||||
static int scrollFrame = 0;
|
||||
unsigned long beltFrames = 0;
|
||||
|
||||
|
||||
void renderBelt(int x, int y, int w, int h, OrientDirection dir, SDL_Renderer * renderer) {
|
||||
|
||||
int px = x * TILE_SIZE;
|
||||
int py = y * TILE_SIZE;
|
||||
|
||||
uint16_t tileType = tileMap[y][x].type;
|
||||
|
||||
SDL_Rect src1, src2, dst1, dst2;
|
||||
|
||||
if (dir == ORIENT_LEFT || dir == ORIENT_RIGHT) {
|
||||
int offset = scrollFrame % TILE_SIZE;
|
||||
|
||||
if (dir == ORIENT_RIGHT) {
|
||||
offset = TILE_SIZE - offset; // reverse scroll
|
||||
}
|
||||
|
||||
src1 = (SDL_Rect) {offset, 0, TILE_SIZE - offset, TILE_SIZE};
|
||||
dst1 = (SDL_Rect) {px, py, (w - offset), h};
|
||||
|
||||
src2 = (SDL_Rect) {0, 0, offset, TILE_SIZE};
|
||||
dst2 = (SDL_Rect) {px + (w - offset), py, offset, h};
|
||||
|
||||
adjustRect(&dst1);
|
||||
adjustRect(&dst2);
|
||||
|
||||
SDL_RenderCopy(renderer, TileRegistry[tileType].textures[dir], &src1, &dst1);
|
||||
SDL_RenderCopy(renderer, TileRegistry[tileType].textures[dir], &src2, &dst2);
|
||||
} else {
|
||||
int offset = scrollFrame % TILE_SIZE;
|
||||
|
||||
if (dir == ORIENT_DOWN) {
|
||||
offset = TILE_SIZE - offset; // reverse scroll
|
||||
}
|
||||
|
||||
src1 = (SDL_Rect) {0, offset, TILE_SIZE, TILE_SIZE - offset};
|
||||
dst1 = (SDL_Rect) {px, py, w, h - offset};
|
||||
|
||||
src2 = (SDL_Rect) {0, 0, TILE_SIZE, offset};
|
||||
dst2 = (SDL_Rect) {px, py + (h - offset), w, offset};
|
||||
|
||||
adjustRect(&dst1);
|
||||
adjustRect(&dst2);
|
||||
|
||||
|
||||
// Rotate to make the belt vertical
|
||||
SDL_RenderCopy(renderer, TileRegistry[tileType].textures[dir], &src1, &dst1);
|
||||
SDL_RenderCopy(renderer, TileRegistry[tileType].textures[dir], &src2, &dst2);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void renderAllBelts(SDL_Renderer * renderer) {
|
||||
int scrollSpeed = 1; // pixels per step
|
||||
int scrollDelay = 1; // frames between steps
|
||||
|
||||
if (beltFrames++ % scrollDelay == 0) {
|
||||
scrollFrame += scrollSpeed;
|
||||
}
|
||||
|
||||
int tileSize = TILE_SIZE;
|
||||
for (int y = (playerY / TILE_SIZE) - (DISPLAY_MAP_HEIGHT / 2); y < (playerY / TILE_SIZE) + (DISPLAY_MAP_HEIGHT / 2); y++) {
|
||||
for (int x = (playerX / TILE_SIZE) - (DISPLAY_MAP_WIDTH / 2); x < (playerX / TILE_SIZE) + (DISPLAY_MAP_WIDTH / 2); x++) {
|
||||
Tile t = tileMap[y][x];
|
||||
if (t.type != TYPE_BELT) continue;
|
||||
renderBelt(x, y, tileSize, tileSize, t.direction, renderer);
|
||||
if (t.item.active) {
|
||||
renderItem(t.item, renderer);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
16
tiles/belt.h
Normal file
@@ -0,0 +1,16 @@
|
||||
//
|
||||
// Created by bruno on 4/24/25.
|
||||
//
|
||||
|
||||
#ifndef FACTORYGAME_BELT_H
|
||||
#define FACTORYGAME_BELT_H
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_image.h>
|
||||
#include "tile.h"
|
||||
#include "../util/util.h"
|
||||
|
||||
void renderBelt(int px, int py, int w, int h, OrientDirection dir, SDL_Renderer * renderer);
|
||||
|
||||
void renderAllBelts(SDL_Renderer * renderer);
|
||||
|
||||
#endif //FACTORYGAME_BELT_H
|
67
tiles/tile.c
Normal file
@@ -0,0 +1,67 @@
|
||||
//
|
||||
// Created by bruno on 4/24/25.
|
||||
//
|
||||
|
||||
#include <dirent.h>
|
||||
#include "tile.h"
|
||||
#include "../player/player.h"
|
||||
#include "../util/util.h"
|
||||
|
||||
Tile tileMap[MAP_HEIGHT][MAP_WIDTH];
|
||||
|
||||
uint16_t tileTypeIndex = 0;
|
||||
|
||||
TileType TileRegistry[TILEREGISTRY_SIZE];
|
||||
|
||||
void generateTestMap() {
|
||||
for (int y = 0; y < DISPLAY_MAP_HEIGHT; y++) {
|
||||
for (int x = 0; x < DISPLAY_MAP_WIDTH; x++) {
|
||||
Tile tile = {0};
|
||||
tile.x = x;
|
||||
tile.y = y;
|
||||
tileMap[y][x] = tile;
|
||||
}
|
||||
}
|
||||
|
||||
for (int x = (playerX / TILE_SIZE) - (DISPLAY_MAP_WIDTH / 2);
|
||||
x < (playerX / TILE_SIZE) + (DISPLAY_MAP_WIDTH / 2); x += 1) {
|
||||
for (int y = (playerY / TILE_SIZE) - (DISPLAY_MAP_HEIGHT / 2);
|
||||
y < (playerY / TILE_SIZE) + (DISPLAY_MAP_HEIGHT / 2); y += 1) {
|
||||
|
||||
tileMap[y][x].type = TYPE_BELT;
|
||||
tileMap[y][x].frameOffset = 0;
|
||||
//tileMap[y][x].direction = ((x + y) % 4 * 2) + 1;
|
||||
tileMap[y][x].direction = 5;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void registerTile(char name[20], SDL_Renderer *renderer) {
|
||||
const char *dot = strchr(name, '.');
|
||||
memcpy(TileRegistry[tileTypeIndex].name, name, dot - name);
|
||||
char texturePath[80];
|
||||
snprintf(texturePath, 80, "./assets/tiles/%s", name);
|
||||
SDL_Texture * texture = IMG_LoadTexture(renderer, texturePath);
|
||||
TileRegistry[tileTypeIndex].textures[ORIENT_LEFT] = texture;
|
||||
TileRegistry[tileTypeIndex].textures[ORIENT_RIGHT] = createFlippedTexture(renderer, texture, SDL_FLIP_HORIZONTAL);
|
||||
TileRegistry[tileTypeIndex].textures[ORIENT_UP] = createRotatedTexture(renderer, texture, 90);
|
||||
TileRegistry[tileTypeIndex].textures[ORIENT_DOWN] = createRotatedTexture(renderer, texture, 270);
|
||||
TileRegistry[tileTypeIndex].type = tileTypeIndex;
|
||||
|
||||
tileTypeIndex++;
|
||||
}
|
||||
|
||||
|
||||
void loadTiles(SDL_Renderer *renderer) {
|
||||
DIR *dir = opendir("./assets/tiles");
|
||||
if (dir) {
|
||||
struct dirent *entry;
|
||||
while ((entry = readdir(dir)) != NULL) {
|
||||
if (entry->d_name[0] == '.') {
|
||||
continue;
|
||||
}
|
||||
registerTile(entry->d_name, renderer);
|
||||
}
|
||||
}
|
||||
}
|
49
tiles/tile.h
Normal file
@@ -0,0 +1,49 @@
|
||||
//
|
||||
// Created by bruno on 4/24/25.
|
||||
//
|
||||
|
||||
#ifndef FACTORYGAME_TILE_H
|
||||
#define FACTORYGAME_TILE_H
|
||||
|
||||
#include "belt.h"
|
||||
#include "../items/item.h"
|
||||
#include "../util/util.h"
|
||||
|
||||
#define MAP_WIDTH 600
|
||||
#define MAP_HEIGHT 340
|
||||
|
||||
#define DISPLAY_MAP_WIDTH 30
|
||||
#define DISPLAY_MAP_HEIGHT 16
|
||||
|
||||
#define TILE_SIZE 32
|
||||
|
||||
#define DISPLAY_WIDTH DISPLAY_MAP_WIDTH * TILE_SIZE
|
||||
#define DISPLAY_HEIGHT DISPLAY_MAP_HEIGHT * TILE_SIZE
|
||||
|
||||
typedef struct {
|
||||
uint16_t type;
|
||||
char name[20];
|
||||
SDL_Texture *textures[ORIENT_DIRECTION_COUNT];
|
||||
} TileType;
|
||||
|
||||
#define TILEREGISTRY_SIZE 512
|
||||
|
||||
extern TileType TileRegistry[TILEREGISTRY_SIZE];
|
||||
|
||||
#define TYPE_BELT 0
|
||||
|
||||
typedef struct {
|
||||
OrientDirection direction;
|
||||
uint16_t type;
|
||||
int frameOffset;
|
||||
ItemOnBelt item;
|
||||
int x;
|
||||
int y;
|
||||
} Tile;
|
||||
|
||||
extern Tile tileMap[MAP_HEIGHT][MAP_WIDTH];
|
||||
|
||||
void generateTestMap();
|
||||
void loadTiles(SDL_Renderer *renderer);
|
||||
|
||||
#endif //FACTORYGAME_TILE_H
|
55
util/util.c
Normal file
@@ -0,0 +1,55 @@
|
||||
//
|
||||
// Created by bruno on 4/24/25.
|
||||
//
|
||||
|
||||
#include "util.h"
|
||||
SDL_Texture* createFlippedTexture(SDL_Renderer* renderer, SDL_Texture* src, SDL_RendererFlip flip) {
|
||||
int w, h;
|
||||
SDL_QueryTexture(src, NULL, NULL, &w, &h);
|
||||
|
||||
SDL_Texture* target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
|
||||
SDL_SetRenderTarget(renderer, target);
|
||||
SDL_RenderCopyEx(renderer, src, NULL, NULL, 0, NULL, flip);
|
||||
SDL_SetRenderTarget(renderer, NULL);
|
||||
|
||||
return target;
|
||||
}
|
||||
|
||||
SDL_Texture* createRotatedTexture(SDL_Renderer* renderer, SDL_Texture* src, double angle) {
|
||||
int w, h;
|
||||
SDL_QueryTexture(src, NULL, NULL, &w, &h);
|
||||
|
||||
SDL_Texture* target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
|
||||
SDL_SetRenderTarget(renderer, target);
|
||||
SDL_RenderCopyEx(renderer, src, NULL, NULL, angle, NULL, SDL_FLIP_NONE);
|
||||
SDL_SetRenderTarget(renderer, NULL);
|
||||
|
||||
return target;
|
||||
}
|
||||
|
||||
SDL_Texture* ScaleTexture(SDL_Renderer* renderer, SDL_Texture* src, int newWidth, int newHeight) {
|
||||
SDL_Texture* scaledTex = SDL_CreateTexture(renderer,
|
||||
SDL_PIXELFORMAT_RGBA8888,
|
||||
SDL_TEXTUREACCESS_TARGET,
|
||||
newWidth,
|
||||
newHeight);
|
||||
|
||||
if (!scaledTex) {
|
||||
SDL_Log("Failed to create target texture: %s", SDL_GetError());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Save current render target
|
||||
SDL_Texture* oldTarget = SDL_GetRenderTarget(renderer);
|
||||
|
||||
SDL_SetRenderTarget(renderer, scaledTex);
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
SDL_Rect dst = { 0, 0, newWidth, newHeight };
|
||||
SDL_RenderCopy(renderer, src, NULL, &dst);
|
||||
|
||||
SDL_SetRenderTarget(renderer, oldTarget); // Restore
|
||||
|
||||
return scaledTex;
|
||||
}
|
28
util/util.h
Normal file
@@ -0,0 +1,28 @@
|
||||
//
|
||||
// Created by bruno on 4/24/25.
|
||||
//
|
||||
|
||||
#ifndef FACTORYGAME_UTIL_H
|
||||
#define FACTORYGAME_UTIL_H
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
typedef enum {
|
||||
ORIENT_LEFT_DOWN,
|
||||
ORIENT_LEFT,
|
||||
ORIENT_LEFT_UP,
|
||||
ORIENT_UP,
|
||||
ORIENT_RIGHT_UP,
|
||||
ORIENT_RIGHT,
|
||||
ORIENT_RIGHT_DOWN,
|
||||
ORIENT_DOWN,
|
||||
ORIENT_DIRECTION_COUNT
|
||||
} OrientDirection;
|
||||
|
||||
SDL_Texture *createRotatedTexture(SDL_Renderer *renderer, SDL_Texture *src, double angle);
|
||||
|
||||
SDL_Texture *createFlippedTexture(SDL_Renderer *renderer, SDL_Texture *src, SDL_RendererFlip flip);
|
||||
|
||||
SDL_Texture* ScaleTexture(SDL_Renderer* renderer, SDL_Texture* src, int newWidth, int newHeight);
|
||||
|
||||
#endif //FACTORYGAME_UTIL_H
|