This commit is contained in:
2025-06-07 00:57:00 +02:00
parent d4665c4e9b
commit 64cac7578d
100 changed files with 464 additions and 169 deletions

View File

@@ -2,6 +2,7 @@
// Created by bruno on 4/24/25.
//
#include <dirent.h>
#include "tile.h"
#include "../player/player.h"
#include "furnace.h"
@@ -73,57 +74,189 @@ void generateTestMap() {
}
void registerTile(char name[20], SDL_Renderer *renderer) {
const char *dot = strchr(name, '.');
memcpy(TileRegistry[tileTypeIndex].name, name, dot - name);
void registerTile(char fname[20], SDL_Renderer *renderer) {
char name[21];
// Load animation frames
int frame = 0;
int indexTile = 0;
char texturePath[80];
snprintf(texturePath, 80, "./assets/tiles/%s", name);
if (sscanf(fname, "%d_%20[^_]_%d.png", &indexTile, name, &frame) == 3) {
// Success: you now have index, fname, and frame
} else {
fprintf(stderr, "Invalid format: %s\n", fname);
}
strcpy(TileRegistry[indexTile].name, name);
snprintf(texturePath, sizeof(texturePath), "./assets/tiles/%s", fname);
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);
SDL_SetTextureBlendMode(TileRegistry[tileTypeIndex].textures[ORIENT_LEFT], SDL_BLENDMODE_BLEND);
SDL_SetTextureBlendMode(TileRegistry[tileTypeIndex].textures[ORIENT_RIGHT], SDL_BLENDMODE_BLEND);
SDL_SetTextureBlendMode(TileRegistry[tileTypeIndex].textures[ORIENT_UP], SDL_BLENDMODE_BLEND);
SDL_SetTextureBlendMode(TileRegistry[tileTypeIndex].textures[ORIENT_DOWN], SDL_BLENDMODE_BLEND);
if (!texture) {
// Stop loading frames if the first one fails, or after all valid ones are added
if (frame == 0) {
fprintf(stderr, "Failed to load tile texture %s: %s\n", texturePath, IMG_GetError());
}
}
TileRegistry[tileTypeIndex].atlasRects[ORIENT_LEFT] = allocate_32x32(
TileRegistry[tileTypeIndex].textures[ORIENT_LEFT], renderer);
TileRegistry[tileTypeIndex].atlasRects[ORIENT_RIGHT] = allocate_32x32(
TileRegistry[tileTypeIndex].textures[ORIENT_RIGHT], renderer);
TileRegistry[tileTypeIndex].atlasRects[ORIENT_UP] = allocate_32x32(TileRegistry[tileTypeIndex].textures[ORIENT_UP],
renderer);
TileRegistry[tileTypeIndex].atlasRects[ORIENT_DOWN] = allocate_32x32(
TileRegistry[tileTypeIndex].textures[ORIENT_DOWN], renderer);
for (int o = 0; o < ORIENT_DIRECTION_COUNT; o++) {
SDL_Texture *textures[ORIENT_DIRECTION_COUNT] = {
NULL,
texture,
NULL,
createFlippedTexture(renderer, texture, SDL_FLIP_HORIZONTAL),
NULL,
createRotatedTexture(renderer, texture, 90),
NULL,
createRotatedTexture(renderer, texture, 270)
};
TileRegistry[tileTypeIndex].type = tileTypeIndex;
TileRegistry[tileTypeIndex].breakTime = 15;
printf("Bound %s to %d orient %s\n", fname, indexTile, OrientStrings[o]);
TileRegistry[indexTile].animation.textures[o][frame] = textures[o];
SDL_SetTextureBlendMode(textures[o], SDL_BLENDMODE_BLEND);
TileRegistry[indexTile].animation.atlasRects[o][frame] = allocate_32x32(textures[o], renderer);
}
tileTypeIndex++;
TileRegistry[indexTile].type = indexTile;
TileRegistry[indexTile].animation.frameCount = frame + 1;
TileRegistry[indexTile].animation.divisor = 1;
TileRegistry[indexTile].type = tileTypeIndex;
TileRegistry[indexTile].breakTime = 15;
if (indexTile + 1 > tileTypeIndex) {
tileTypeIndex = indexTile + 1;
}
}
void registerBackgroundTile(char name[20], SDL_Renderer *renderer) {
const char *dot = strchr(name, '.');
memcpy(BackgroundTileRegistry[backgroundTileTypeIndex].name, name, dot - name);
void registerBackgroundTile(char fname[20], SDL_Renderer *renderer) {
char name[21];
// Load animation frames
int frame = 0;
int indexBgTile = 0;
char texturePath[80];
snprintf(texturePath, 80, "./assets/backgrounds/%s", name);
if (sscanf(fname, "%d_%20[^_]_%d.png", &indexBgTile, name, &frame) == 3) {
// Success: you now have index, fname, and frame
} else {
fprintf(stderr, "Invalid format: %s\n", fname);
}
strcpy(BackgroundTileRegistry[indexBgTile].name, name);
snprintf(texturePath, sizeof(texturePath), "./assets/backgrounds/%s", fname);
SDL_Texture *texture = IMG_LoadTexture(renderer, texturePath);
BackgroundTileRegistry[backgroundTileTypeIndex].texture = texture;
SDL_SetTextureBlendMode(BackgroundTileRegistry[backgroundTileTypeIndex].texture, SDL_BLENDMODE_NONE);
BackgroundTileRegistry[backgroundTileTypeIndex].atlasRect = allocate_32x32(
BackgroundTileRegistry[backgroundTileTypeIndex].texture, renderer);
if (!texture) {
if (frame == 0) {
fprintf(stderr, "Failed to load background texture %s: %s\n", texturePath, IMG_GetError());
}
}
BackgroundTileRegistry[backgroundTileTypeIndex].type = backgroundTileTypeIndex;
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_NONE);
backgroundTileTypeIndex++;
printf("Bound %s to %d\n", fname, indexBgTile);
BackgroundTileRegistry[indexBgTile].animation.textures[frame] = texture;
BackgroundTileRegistry[indexBgTile].animation.atlasRects[frame] = allocate_32x32(texture, renderer);
BackgroundTileRegistry[indexBgTile].type = indexBgTile;
BackgroundTileRegistry[indexBgTile].animation.frameCount = frame + 1;
BackgroundTileRegistry[indexBgTile].animation.divisor = 1;
if (indexBgTile + 1 > backgroundTileTypeIndex) {
backgroundTileTypeIndex = indexBgTile + 1;
}
}
int compareStrings(const void *a, const void *b) {
const char *strA = *(const char **) a;
const char *strB = *(const char **) b;
return strcmp(strA, strB);
}
void loadTiles(SDL_Renderer *renderer) {
iterateSortedDir("./assets/tiles", (DirEntryCallback) registerTile, renderer);
iterateSortedDir("./assets/backgrounds", (DirEntryCallback) registerBackgroundTile, renderer);
DIR *dir = opendir("./assets/tiles");
if (!dir) {
perror("Failed to open tiles directory");
return;
}
char *baseNames[MAX_BASE_NAMES];
int baseNameCount = 0;
struct dirent *entry;
while ((entry = readdir(dir))) {
char *dot = strrchr(entry->d_name, '.');
if (!dot || strcmp(dot, ".png") != 0) continue;
// Check if baseName already stored
int found = 0;
for (int i = 0; i < baseNameCount; ++i) {
if (strcmp(baseNames[i], entry->d_name) == 0) {
found = 1;
break;
}
}
if (!found && baseNameCount < MAX_BASE_NAMES) {
baseNames[baseNameCount++] = strdup(entry->d_name); // Only store base, not full file name
}
}
closedir(dir);
qsort(baseNames, baseNameCount, sizeof(char *), compareStrings);
// Call registerTile on each base name
for (int i = 0; i < baseNameCount; ++i) {
char fileName[64];
snprintf(fileName, sizeof(fileName), "%s", baseNames[i]);
registerTile(fileName, renderer);
free(baseNames[i]);
}
generateBeltFrames(renderer);
}
void loadBackgroundTiles(SDL_Renderer *renderer) {
DIR *dir = opendir("./assets/backgrounds");
if (!dir) {
perror("Failed to open backgrounds directory");
return;
}
char *baseNames[MAX_BASE_NAMES];
int baseNameCount = 0;
struct dirent *entry;
while ((entry = readdir(dir))) {
char *dot = strrchr(entry->d_name, '.');
if (!dot || strcmp(dot, ".png") != 0) continue;
// Check if baseName already stored
int found = 0;
for (int i = 0; i < baseNameCount; ++i) {
if (strcmp(baseNames[i], entry->d_name) == 0) {
found = 1;
break;
}
}
if (!found && baseNameCount < MAX_BASE_NAMES) {
baseNames[baseNameCount++] = strdup(entry->d_name); // Only store base, not full file name
}
}
closedir(dir);
qsort(baseNames, baseNameCount, sizeof(char *), compareStrings);
// Call registerBackgroundTile on each base name
for (int i = 0; i < baseNameCount; ++i) {
char fileName[64];
snprintf(fileName, sizeof(fileName), "%s", baseNames[i]);
registerBackgroundTile(fileName, renderer);
free(baseNames[i]);
}
}
void setupTiles() {
@@ -144,10 +277,19 @@ void setupTiles() {
}
}
TileRegistry[TYPE_FURNACE].outputLane[FURNACE_OUTPUT_SLOT] = 1;
TileRegistry[TYPE_FURNACE].startFrame = 1;
TileRegistry[TYPE_FURNACE].needsTicks = true;
TileRegistry[TYPE_FURNACE].animation.divisor = 8;
TileRegistry[TYPE_BELT].needsTicks = true;
TileRegistry[TYPE_MINER].needsTicks = true;
TileRegistry[TYPE_MINER].outputLane[MINER_OUTPUT_SLOT] = 1;
TileRegistry[TYPE_MINER].startFrame = 1;
BackgroundTileRegistry[BGType_WATER_DEEP].animation.divisor = 16;
BackgroundTileRegistry[BGType_WATER_SHALLOW].animation.divisor = 12;
BackgroundTileRegistry[BGType_GRASS_FLOWER0].animation.divisor = 16;
BackgroundTileRegistry[BGType_GRASS_FLOWER1].animation.divisor = 16;
BackgroundTileRegistry[BGType_GRASS_FLOWER2].animation.divisor = 16;
}
uint16_t getBreakTime(int type) {
@@ -205,8 +347,11 @@ void renderAllTiles(SDL_Renderer *renderer, SDL_Rect playerRect) {
adjustRect(&dstRect, playerRect);
BackgroundTile bt = backgroundMap[y][x];
SDL_Texture *tex = BackgroundTileRegistry[bt.type].texture;
SDL_Rect atlRect = BackgroundTileRegistry[bt.type].atlasRect;
SDL_Texture *tex = BackgroundTileRegistry[bt.type].animation.textures[animationStep %
BackgroundTileRegistry[bt.type].animation.frameCount];
SDL_Rect atlRect = BackgroundTileRegistry[bt.type].animation.atlasRects[
(animationStep / BackgroundTileRegistry[bt.type].animation.divisor) %
BackgroundTileRegistry[bt.type].animation.frameCount];
if (atlRect.w != 0 && atlRect.h != 0) {
SDL_RenderCopy(renderer, atlasTexture, &atlRect, &dstRect);
//SDL_RenderCopy(renderer, tex, NULL, &dstRect);
@@ -237,11 +382,18 @@ void renderAllTiles(SDL_Renderer *renderer, SDL_Rect playerRect) {
renderBelt(x, y, tileSize, tileSize, t.direction, playerRect, renderer);
break;
default: {
SDL_Rect atlRect = TileRegistry[t.type].atlasRects[t.direction];
SDL_Texture *tex = TileRegistry[t.type].textures[t.direction];
char animationFrame = ((animationStep / TileRegistry[t.type].animation.divisor) %
(TileRegistry[t.type].animation.frameCount -
TileRegistry[t.type].startFrame)) + TileRegistry[t.type].startFrame;
if (t.fixedFrame > 0) {
animationFrame = t.fixedFrame - 1;
}
SDL_Rect atlRect = TileRegistry[t.type].animation.atlasRects[t.direction][animationFrame];
SDL_Texture *tex = TileRegistry[t.type].animation.textures[t.direction][animationFrame];
if (atlRect.w == 0 || atlRect.h == 0) {
tex = TileRegistry[t.type].textures[ORIENT_LEFT];
atlRect = TileRegistry[t.type].atlasRects[ORIENT_LEFT];
tex = TileRegistry[t.type].animation.textures[ORIENT_LEFT][animationFrame];
atlRect = TileRegistry[t.type].animation.atlasRects[ORIENT_LEFT][
animationFrame];
}
if (atlRect.w != 0 && atlRect.h != 0) {
//SDL_RenderCopy(renderer, tex, NULL, &dstRect);