Some progress

This commit is contained in:
2025-05-29 22:37:44 +02:00
parent f6e59e74c7
commit d01bdbe819
11 changed files with 331 additions and 65 deletions

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Width:  |  Height:  |  Size: 247 B

After

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@@ -108,11 +108,11 @@ void registerItem(char name[20], SDL_Renderer *renderer) {
memcpy(ItemRegistry[itemRegistryIndex].name, name, dot - name); memcpy(ItemRegistry[itemRegistryIndex].name, name, dot - name);
char texturePath[80]; char texturePath[80];
snprintf(texturePath, 80, "./assets/items/%s", name); snprintf(texturePath, 80, "./assets/items/%s", name);
ItemRegistry[itemRegistryIndex].texture = IMG_LoadTexture(renderer, texturePath); ItemRegistry[itemRegistryIndex].texture[ORIENT_LEFT] = IMG_LoadTexture(renderer, texturePath);
SDL_SetTextureBlendMode(ItemRegistry[itemRegistryIndex].texture, SDL_BLENDMODE_BLEND); SDL_SetTextureBlendMode(ItemRegistry[itemRegistryIndex].texture[0], SDL_BLENDMODE_BLEND);
ItemRegistry[itemRegistryIndex].textureOnBelt = ScaleTexture(renderer, ItemRegistry[itemRegistryIndex].texture, ItemRegistry[itemRegistryIndex].textureOnBelt[ORIENT_LEFT] = ScaleTexture(renderer, ItemRegistry[itemRegistryIndex].texture[ORIENT_LEFT],
TILE_SIZE / 2, TILE_SIZE / 2); TILE_SIZE / 2, TILE_SIZE / 2);
SDL_SetTextureBlendMode(ItemRegistry[itemRegistryIndex].textureOnBelt, SDL_BLENDMODE_BLEND); SDL_SetTextureBlendMode(ItemRegistry[itemRegistryIndex].textureOnBelt[ORIENT_LEFT], SDL_BLENDMODE_BLEND);
ItemRegistry[itemRegistryIndex].type = itemRegistryIndex; ItemRegistry[itemRegistryIndex].type = itemRegistryIndex;
itemRegistryIndex++; itemRegistryIndex++;
@@ -248,12 +248,12 @@ void renderItem(ItemOnBelt item, SDL_Renderer *renderer, int lane) {
adjustRect(&rect); adjustRect(&rect);
// (Optional debug overlay) // (Optional debug overlay)
SDL_Rect tileArea = {item.tileX * TILE_SIZE, item.tileY * TILE_SIZE, // SDL_Rect tileArea = {item.tileX * TILE_SIZE, item.tileY * TILE_SIZE,
TILE_SIZE, TILE_SIZE}; // TILE_SIZE, TILE_SIZE};
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); // SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 32); // SDL_SetRenderDrawColor(renderer, 255, 0, 0, 32);
adjustRect(&tileArea); // adjustRect(&tileArea);
SDL_RenderFillRect(renderer, &tileArea); // SDL_RenderFillRect(renderer, &tileArea);
char tempStr[50]; char tempStr[50];
@@ -267,11 +267,8 @@ void renderItem(ItemOnBelt item, SDL_Renderer *renderer, int lane) {
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 32); SDL_SetRenderDrawColor(renderer, 255, 0, 0, 32);
adjustRect(&rectA); adjustRect(&rectA);
SDL_RenderFillRect(renderer, &rectA); SDL_RenderFillRect(renderer, &rectA);
SDL_RenderCopy(renderer, ItemRegistry[item.type].textureOnBelt, NULL, &rect); SDL_RenderCopy(renderer, ItemRegistry[item.type].textureOnBelt[ORIENT_LEFT], NULL, &rect);
SDL_Texture *oldRenderTarget = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, NULL);
renderText(renderer, fonts[3], tempStr, rectA.x, rectA.y); renderText(renderer, fonts[3], tempStr, rectA.x, rectA.y);
SDL_SetRenderTarget(renderer, oldRenderTarget);
} }
void renderBeltItems(SDL_Renderer *renderer) { void renderBeltItems(SDL_Renderer *renderer) {
@@ -287,6 +284,23 @@ void putItem(int x, int y, uint16_t itemType, uint8_t lane, uint8_t itemIndex) {
} }
void loadItems(SDL_Renderer *renderer) { void loadItems(SDL_Renderer *renderer) {
for(int i = 0; i < tileTypeIndex; i++) {
TileType tile = TileRegistry[i];
strcpy(ItemRegistry[itemRegistryIndex].name, tile.name);
memcpy(ItemRegistry[itemRegistryIndex].texture, tile.textures, sizeof (tile.textures));
for (int a = 0; a < ORIENT_DIRECTION_COUNT; a++) {
SDL_SetTextureBlendMode(ItemRegistry[itemRegistryIndex].texture[a], SDL_BLENDMODE_BLEND);
ItemRegistry[itemRegistryIndex].textureOnBelt[a] = ScaleTexture(renderer, tile.textures[a],
TILE_SIZE / 2, TILE_SIZE / 2);
SDL_SetTextureBlendMode(ItemRegistry[itemRegistryIndex].textureOnBelt[a], SDL_BLENDMODE_BLEND);
}
ItemRegistry[itemRegistryIndex].type = itemRegistryIndex;
itemRegistryIndex++;
}
DIR *dir = opendir("./assets/items"); DIR *dir = opendir("./assets/items");
if (dir) { if (dir) {
struct dirent *entry; struct dirent *entry;

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@@ -3,6 +3,7 @@
// //
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include "../util/util.h"
#ifndef FACTORYGAME_ITEM_H #ifndef FACTORYGAME_ITEM_H
#define FACTORYGAME_ITEM_H #define FACTORYGAME_ITEM_H
@@ -10,8 +11,8 @@
typedef struct { typedef struct {
uint16_t type; uint16_t type;
char name[20]; char name[20];
SDL_Texture * texture; SDL_Texture * texture[ORIENT_DIRECTION_COUNT];
SDL_Texture * textureOnBelt; SDL_Texture * textureOnBelt[ORIENT_DIRECTION_COUNT];
} Item; } Item;
#define ITEMREGISTRY_SIZE 512 #define ITEMREGISTRY_SIZE 512
@@ -31,6 +32,8 @@ void loadItems(SDL_Renderer *renderer);
void renderItem(ItemOnBelt item, SDL_Renderer *renderer, int lane); void renderItem(ItemOnBelt item, SDL_Renderer *renderer, int lane);
extern uint16_t itemRegistryIndex;
extern uint8_t laneTarget; extern uint8_t laneTarget;
extern float speed; extern float speed;

154
main.c
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@@ -9,19 +9,16 @@
#include "stdlib.h" #include "stdlib.h"
#include "player/player.h" #include "player/player.h"
Player player;
float currentScale = 1;
//Screen dimension constants //Screen dimension constants
const int SCREEN_WIDTH = DISPLAY_WIDTH; #define SCREEN_WIDTH DISPLAY_WIDTH / currentScale
const int SCREEN_HEIGHT = DISPLAY_HEIGHT; #define SCREEN_HEIGHT DISPLAY_HEIGHT/ currentScale
const int targetFPS = 60; const int targetFPS = 60;
const int delayNeeded = 1000 / targetFPS; const int delayNeeded = 1000 / targetFPS;
//The window we'll be rendering to
SDL_Window *window = NULL;
volatile bool running = true;
//The surface contained by the window
SDL_Renderer *renderer = NULL;
#define biggerFont fonts[0] #define biggerFont fonts[0]
#define smallFont fonts[1] #define smallFont fonts[1]
#define smallerFont fonts[2] #define smallerFont fonts[2]
@@ -30,6 +27,7 @@ SDL_Renderer *renderer = NULL;
unsigned long frames = 0; unsigned long frames = 0;
bool cursor = true; bool cursor = true;
void msleep(unsigned int milliseconds) { void msleep(unsigned int milliseconds) {
struct timespec ts; struct timespec ts;
ts.tv_sec = milliseconds / 1000; ts.tv_sec = milliseconds / 1000;
@@ -42,11 +40,13 @@ int init() {
//Initialize SDL //Initialize SDL
srand(0); srand(0);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, NULL); SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, NULL);
SDL_SetHint(SDL_HINT_VIDEO_HIGHDPI_DISABLED, "1"); SDL_SetHint(SDL_HINT_VIDEO_HIGHDPI_DISABLED, "1");
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl"); SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE, "1");
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) { if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError()); printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError());
return 1; return 1;
@@ -61,6 +61,7 @@ int init() {
//Create window //Create window
window = SDL_CreateWindow("Factory game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, window = SDL_CreateWindow("Factory game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
SCREEN_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE); SCREEN_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
if (window == NULL) { if (window == NULL) {
printf("Window could not be created! SDL_Error: %s\n", SDL_GetError()); printf("Window could not be created! SDL_Error: %s\n", SDL_GetError());
return 1; return 1;
@@ -72,8 +73,8 @@ int init() {
return 1; return 1;
} }
loadItems(renderer);
loadTiles(renderer); loadTiles(renderer);
loadItems(renderer);
// Create OpenGL context // Create OpenGL context
SDL_GLContext glContext = SDL_GL_CreateContext(window); SDL_GLContext glContext = SDL_GL_CreateContext(window);
if (!glContext) { if (!glContext) {
@@ -102,7 +103,6 @@ int init() {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
SDL_SetRenderTarget(renderer, NULL);
SDL_Rect viewport = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT}; SDL_Rect viewport = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
SDL_RenderSetViewport(renderer, &viewport); SDL_RenderSetViewport(renderer, &viewport);
@@ -114,6 +114,8 @@ int init() {
smallestFont = prepText(renderer, 4, "assets/PublicPixel.ttf", 255, 255, 255, 255); smallestFont = prepText(renderer, 4, "assets/PublicPixel.ttf", 255, 255, 255, 255);
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT); SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
initPlayer(&player);
generateTestMap(); generateTestMap();
return 0; return 0;
@@ -132,6 +134,8 @@ int render() {
renderAllBelts(renderer); renderAllBelts(renderer);
renderPlayer(&player);
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
frames++; frames++;
@@ -162,26 +166,125 @@ int processEvent(SDL_Event e) {
case SDLK_p: case SDLK_p:
speed = speed == 0 ? 0.004f : 0; speed = speed == 0 ? 0.004f : 0;
break; break;
case SDLK_r:
if (player.cursor.canReach && player.cursor.targetTile->type == TYPE_BELT) {
player.cursor.direction = player.cursor.targetTile->direction;
}
player.cursor.direction = (player.cursor.direction + 2) % ORIENT_DIRECTION_COUNT;
if (player.cursor.canReach && player.cursor.targetTile->type == TYPE_BELT) {
player.cursor.targetTile->direction = player.cursor.direction;
}
break;
default: default:
break; break;
} }
} else if (e.type == SDL_MOUSEBUTTONDOWN) { } else if (e.type == SDL_MOUSEWHEEL) {
int dAmount = 0;
if (e.wheel.y > 0) {
dAmount = 1;
} else if (e.wheel.y < 0) {
dAmount = -1;
}
const Uint8 *keyboardState = SDL_GetKeyboardState(NULL);
if (keyboardState[SDL_SCANCODE_LCTRL] || keyboardState[SDL_SCANCODE_RCTRL]) {
currentScale += dAmount / 10.0f;
if (currentScale > 4) {
currentScale = 4;
} else if (currentScale < 0.5f) {
currentScale = 0.5f;
}
//setZoom(currentScale);
} else {
setActivePlayerSlot(&player, player.inventory.activeSlotIndex + dAmount);
}
}
return 1;
}
void processMousePosition() {
SDL_Rect viewport; SDL_Rect viewport;
SDL_RenderGetViewport(renderer, &viewport); SDL_RenderGetViewport(renderer, &viewport);
SDL_Rect mouset; uint32_t mouseButtons = SDL_GetMouseState(&player.cursor.windowX, &player.cursor.windowY);
mouset.w = 1; if (mouseButtons & SDL_BUTTON_LMASK) {
mouset.h = 1; if(player.cursor.targetTile->type == TYPE_AIR && player.inventory.activeSlotIndex < tileTypeIndex) {
SDL_GetMouseState(&mouset.x, &mouset.y); if (player.inventory.slotCounts[player.inventory.activeSlotIndex] > 0) {
// Translate mouse coordinates to viewport space player.inventory.slotCounts[player.inventory.activeSlotIndex]--;
SDL_Rect mouse; player.cursor.targetTile->type = player.inventory.activeSlotIndex + 1;
mouse.w = 1; player.cursor.targetTile->direction = player.cursor.direction;
mouse.h = 1; }
mouse.x = ((mouset.x - viewport.x) * SCREEN_WIDTH) / viewport.w; }
mouse.y = (mouset.y - viewport.y) * SCREEN_HEIGHT / viewport.h; } else if (mouseButtons & SDL_BUTTON_RMASK) {
if (player.cursor.targetTile != player.cursor.prevTargetTile) {
player.cursor.breakingProgress = 0;
}
int tileIndex = player.cursor.targetTile->type - 1;
uint16_t targetBreakTime = TileRegistry[tileIndex].breakTime;
if (targetBreakTime) {
if (player.cursor.breakingProgress >= targetBreakTime) {
if (player.cursor.targetTile->type - 1 < tileTypeIndex) {
player.inventory.slotCounts[player.cursor.targetTile->type - 1]++;
}
player.cursor.targetTile->type = TYPE_AIR;
player.cursor.breakingProgress = 0;
} else {
player.cursor.breakingProgress++;
}
printf("Player breaking %d\n", player.cursor.breakingProgress);
}
} else if (mouseButtons & SDL_BUTTON_MMASK) {
}
// Translate mouseRect coordinates to viewport space
player.cursor.windowX = ((player.cursor.windowX - viewport.x) * SCREEN_WIDTH) / viewport.w;
player.cursor.windowY = (player.cursor.windowY - viewport.y) * SCREEN_HEIGHT / viewport.h;
player.cursor.tileX = player.cursor.windowX / TILE_SIZE + (playerX / TILE_SIZE) - (SCREEN_WIDTH / TILE_SIZE / 2);
player.cursor.tileY = player.cursor.windowY / TILE_SIZE + (playerY / TILE_SIZE) - (SCREEN_HEIGHT / TILE_SIZE / 2);
player.cursor.prevTargetTile = player.cursor.targetTile;
player.cursor.targetTile = &tileMap[player.cursor.tileY][player.cursor.tileX];
}
void processKeyboardHeld() {
const Uint8 *keyboardState = SDL_GetKeyboardState(NULL);
int cameraSpeed = playerSpeed;
if (keyboardState[SDL_SCANCODE_LSHIFT] || keyboardState[SDL_SCANCODE_RSHIFT]) {
cameraSpeed *= 2;
}
if (keyboardState[SDL_SCANCODE_LCTRL] || keyboardState[SDL_SCANCODE_RCTRL]) {
cameraSpeed /= 2;
}
if (keyboardState[SDL_SCANCODE_W]) {
// Example: move up
playerY -= cameraSpeed;
if (playerY < (SCREEN_HEIGHT / 2)) {
playerY = (SCREEN_HEIGHT / 2);
}
}
if (keyboardState[SDL_SCANCODE_S]) {
playerY += cameraSpeed;
if (playerY > (MAP_HEIGHT * TILE_SIZE) - (SCREEN_HEIGHT / 2)) {
playerY = (MAP_HEIGHT * TILE_SIZE) - (SCREEN_HEIGHT / 2);
}
}
if (keyboardState[SDL_SCANCODE_A]) {
playerX -= cameraSpeed;
if (playerX < (SCREEN_WIDTH / 2)) {
playerX = (SCREEN_WIDTH / 2);
}
}
if (keyboardState[SDL_SCANCODE_D]) {
playerX += cameraSpeed;
if (playerX > (MAP_WIDTH * TILE_SIZE) - (SCREEN_WIDTH / 2)) {
playerX = (MAP_WIDTH * TILE_SIZE) - (SCREEN_WIDTH / 2);
}
} }
return 1;
} }
int main(__attribute__((unused)) int argc, __attribute__((unused)) char *args[]) { int main(__attribute__((unused)) int argc, __attribute__((unused)) char *args[]) {
@@ -205,6 +308,9 @@ int main(__attribute__((unused)) int argc, __attribute__((unused)) char *args[])
while (running) { while (running) {
start = SDL_GetTicks64(); start = SDL_GetTicks64();
processMousePosition();
processKeyboardHeld();
while (SDL_PollEvent(&e)) { while (SDL_PollEvent(&e)) {
running = processEvent(e); running = processEvent(e);
} }

View File

@@ -6,6 +6,19 @@
#include "player.h" #include "player.h"
#include "../tiles/tile.h" #include "../tiles/tile.h"
int playerSpeed = 4;
int playerReach = 4;
void setActivePlayerSlot(Player *plr, uint16_t activeSlotIndex) {
activeSlotIndex = activeSlotIndex % ITEMREGISTRY_SIZE;
if (activeSlotIndex < 0) {
activeSlotIndex = 0;
}
plr->inventory.activeSlotIndex = activeSlotIndex;
}
int playerX = (MAP_WIDTH / 2) * 16; int playerX = (MAP_WIDTH / 2) * 16;
int playerY = (MAP_HEIGHT / 2) * 16; int playerY = (MAP_HEIGHT / 2) * 16;
@@ -17,7 +30,8 @@ void adjustRect(SDL_Rect * rect) {
} }
bool isInboundsTile(int x, int y) { bool isInboundsTile(int x, int y) {
return (playerX / TILE_SIZE) - (DISPLAY_MAP_WIDTH / 2) < x && (playerY / TILE_SIZE) - (DISPLAY_MAP_HEIGHT / 2) < 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; (playerX / TILE_SIZE) + (DISPLAY_MAP_WIDTH / 2) > x && (playerX / TILE_SIZE) + (DISPLAY_MAP_WIDTH / 2) > y;
} }
@@ -46,3 +60,48 @@ bool isInboundsRect(SDL_Rect rect) {
} }
return isInbounds(rect.x, rect.y); return isInbounds(rect.x, rect.y);
} }
void initPlayer(Player *plr) {
plr->cursor.direction = ORIENT_UP;
setActivePlayerSlot(plr, 0);
}
void renderPlayer(Player *plr) {
plr->cursor.targetTileRect.x = plr->cursor.tileX * TILE_SIZE;
plr->cursor.targetTileRect.y = plr->cursor.tileY * TILE_SIZE;
plr->cursor.targetTileRect.w = TILE_SIZE;
plr->cursor.targetTileRect.h = TILE_SIZE;
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
plr->cursor.tileDiffX = plr->cursor.tileX - playerTileX;
plr->cursor.tileDiffY = plr->cursor.tileY - playerTileY;
if (plr->cursor.tileDiffX > plr->cursor.tileDiffY) {
plr->cursor.tileDiff = plr->cursor.tileDiffX;
} else {
plr->cursor.tileDiff = plr->cursor.tileDiffY;
}
plr->cursor.canReach = abs(plr->cursor.tileDiff) <= playerReach;
SDL_SetRenderDrawColor(renderer, plr->cursor.canReach ? 0 : 255, plr->cursor.canReach ? 255 : 0, 0, 128);
adjustRect(&plr->cursor.targetTileRect);
DrawThickRect(renderer, plr->cursor.targetTileRect, 4);
uint16_t itemIndex = plr->inventory.activeSlotIndex;
if (itemIndex < itemRegistryIndex) {
if (plr->inventory.slotCounts[itemIndex] > 0) {
SDL_Rect heldItemRect;
heldItemRect.x = plr->cursor.windowX;
heldItemRect.y = plr->cursor.windowY;
heldItemRect.w = TILE_SIZE;
heldItemRect.h = TILE_SIZE;
SDL_Texture *itemTex = ItemRegistry[itemIndex].textureOnBelt[plr->cursor.direction];
if (itemTex == NULL) {
itemTex = ItemRegistry[itemIndex].textureOnBelt[ORIENT_LEFT];
}
if (itemTex != NULL) {
SDL_RenderCopy(renderer, ItemRegistry[itemIndex].textureOnBelt[plr->cursor.direction], NULL,
&heldItemRect);
}
}
}
//printf("Player inventory index: %d\n", plr->inventory.activeSlotIndex);
}

View File

@@ -5,12 +5,54 @@
#ifndef FACTORYGAME_PLAYER_H #ifndef FACTORYGAME_PLAYER_H
#define FACTORYGAME_PLAYER_H #define FACTORYGAME_PLAYER_H
#include "../tiles/tile.h"
extern int playerReach;
extern int playerX; extern int playerX;
extern int playerY; extern int playerY;
#define playerTileX (playerX / TILE_SIZE)
#define playerTileY (playerY / TILE_SIZE)
extern int playerSpeed;
bool isInbounds(int x, int y); bool isInbounds(int x, int y);
bool isInboundsRect(SDL_Rect rect); bool isInboundsRect(SDL_Rect rect);
bool isInboundsTile(int x, int y); bool isInboundsTile(int x, int y);
void adjustRect(SDL_Rect *rect); void adjustRect(SDL_Rect *rect);
typedef struct {
uint16_t slotCounts[ITEMREGISTRY_SIZE];
uint16_t activeSlotIndex;
} PlayerInventory;
typedef struct {
int windowX;
int windowY;
int tileX;
int tileY;
int tileDiffX;
int tileDiffY;
int tileDiff;
bool canReach;
OrientDirection direction;
SDL_Rect targetTileRect;
Tile *targetTile;
Tile *prevTargetTile;
int breakingProgress;
} PlayerCursor;
typedef struct {
PlayerCursor cursor;
PlayerInventory inventory;
SDL_Renderer *renderer;
} Player;
void setActivePlayerSlot(Player * plr, uint16_t activeSlotIndex);
void renderPlayer(Player * plr);
void initPlayer(Player * plr);
#endif //FACTORYGAME_PLAYER_H #endif //FACTORYGAME_PLAYER_H

View File

@@ -17,7 +17,7 @@ void renderBelt(int x, int y, int w, int h, OrientDirection dir, SDL_Renderer *r
int px = x * TILE_SIZE; int px = x * TILE_SIZE;
int py = y * TILE_SIZE; int py = y * TILE_SIZE;
uint16_t tileType = tileMap[y][x].type; uint16_t tileType = tileMap[y][x].type - 1;
SDL_Rect src1, src2, dst1, dst2; SDL_Rect src1, src2, dst1, dst2;
@@ -64,7 +64,7 @@ void renderBelt(int x, int y, int w, int h, OrientDirection dir, SDL_Renderer *r
void renderAllBelts(SDL_Renderer *renderer) { void renderAllBelts(SDL_Renderer *renderer) {
int scrollSpeed = 0; // pixels per step int scrollSpeed = 1; // pixels per step
int scrollDelay = 1; // frames between steps int scrollDelay = 1; // frames between steps
if (beltFrames++ % scrollDelay == 0) { if (beltFrames++ % scrollDelay == 0) {
@@ -72,19 +72,31 @@ void renderAllBelts(SDL_Renderer *renderer) {
} }
int tileSize = TILE_SIZE; int tileSize = TILE_SIZE;
for (int y = (playerY / TILE_SIZE) - (DISPLAY_MAP_HEIGHT / 2); for (int y = (playerY / TILE_SIZE) - (DISPLAY_MAP_HEIGHT / 2) - 1;
y < (playerY / TILE_SIZE) + (DISPLAY_MAP_HEIGHT / 2); y++) { y < (playerY / TILE_SIZE) + (DISPLAY_MAP_HEIGHT / 2) + 1; y++) {
for (int x = (playerX / TILE_SIZE) - (DISPLAY_MAP_WIDTH / 2); if (y < 0 || y >= MAP_HEIGHT) {
x < (playerX / TILE_SIZE) + (DISPLAY_MAP_WIDTH / 2); x++) { continue;
}
for (int x = (playerX / TILE_SIZE) - (DISPLAY_MAP_WIDTH / 2) - 1;
x < (playerX / TILE_SIZE) + (DISPLAY_MAP_WIDTH / 2) + 1; x++) {
if (x < 0 || x >= MAP_WIDTH) {
continue;
}
Tile t = tileMap[y][x]; Tile t = tileMap[y][x];
if (t.type != TYPE_BELT) continue; if (t.type != TYPE_BELT) continue;
renderBelt(x, y, tileSize, tileSize, t.direction, renderer); renderBelt(x, y, tileSize, tileSize, t.direction, renderer);
} }
} }
for (int y = (playerY / TILE_SIZE) - (DISPLAY_MAP_HEIGHT / 2); for (int y = (playerY / TILE_SIZE) - (DISPLAY_MAP_HEIGHT / 2) - 1;
y < (playerY / TILE_SIZE) + (DISPLAY_MAP_HEIGHT / 2); y++) { y < (playerY / TILE_SIZE) + (DISPLAY_MAP_HEIGHT / 2) + 1; y++) {
for (int x = (playerX / TILE_SIZE) - (DISPLAY_MAP_WIDTH / 2); if (y < 0 || y >= MAP_HEIGHT) {
x < (playerX / TILE_SIZE) + (DISPLAY_MAP_WIDTH / 2); x++) { continue;
}
for (int x = (playerX / TILE_SIZE) - (DISPLAY_MAP_WIDTH / 2) - 1;
x < (playerX / TILE_SIZE) + (DISPLAY_MAP_WIDTH / 2) + 1; x++) {
if (x < 0 || x >= MAP_WIDTH) {
continue;
}
Tile t = tileMap[y][x]; Tile t = tileMap[y][x];
if (t.type != TYPE_BELT) continue; if (t.type != TYPE_BELT) continue;
for (uint8_t lane = 0; lane < 2; lane++) { for (uint8_t lane = 0; lane < 2; lane++) {

View File

@@ -23,10 +23,8 @@ void generateTestMap() {
} }
} }
for (int x = (playerX / TILE_SIZE) - (DISPLAY_MAP_WIDTH / 2); for (int x = 0; x < MAP_WIDTH; x += 1) {
x < (playerX / TILE_SIZE) + (DISPLAY_MAP_WIDTH / 2); x += 1) { for (int y = 0; y < MAP_HEIGHT; y += 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].type = TYPE_BELT;
tileMap[y][x].frameOffset = 0; tileMap[y][x].frameOffset = 0;
@@ -49,6 +47,7 @@ void registerTile(char name[20], SDL_Renderer *renderer) {
TileRegistry[tileTypeIndex].textures[ORIENT_UP] = createRotatedTexture(renderer, texture, 90); TileRegistry[tileTypeIndex].textures[ORIENT_UP] = createRotatedTexture(renderer, texture, 90);
TileRegistry[tileTypeIndex].textures[ORIENT_DOWN] = createRotatedTexture(renderer, texture, 270); TileRegistry[tileTypeIndex].textures[ORIENT_DOWN] = createRotatedTexture(renderer, texture, 270);
TileRegistry[tileTypeIndex].type = tileTypeIndex; TileRegistry[tileTypeIndex].type = tileTypeIndex;
TileRegistry[tileTypeIndex].breakTime = 60;
tileTypeIndex++; tileTypeIndex++;
} }

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@@ -24,13 +24,15 @@ typedef struct {
uint16_t type; uint16_t type;
char name[20]; char name[20];
SDL_Texture *textures[ORIENT_DIRECTION_COUNT]; SDL_Texture *textures[ORIENT_DIRECTION_COUNT];
uint16_t breakTime;
} TileType; } TileType;
#define TILEREGISTRY_SIZE 512 #define TILEREGISTRY_SIZE 512
extern TileType TileRegistry[TILEREGISTRY_SIZE]; extern TileType TileRegistry[TILEREGISTRY_SIZE];
#define TYPE_BELT 0 #define TYPE_AIR 0
#define TYPE_BELT 1
typedef struct { typedef struct {
OrientDirection direction; OrientDirection direction;
@@ -46,4 +48,6 @@ extern Tile tileMap[MAP_HEIGHT][MAP_WIDTH];
void generateTestMap(); void generateTestMap();
void loadTiles(SDL_Renderer *renderer); void loadTiles(SDL_Renderer *renderer);
extern uint16_t tileTypeIndex;
#endif //FACTORYGAME_TILE_H #endif //FACTORYGAME_TILE_H

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@@ -3,14 +3,25 @@
// //
#include "util.h" #include "util.h"
#include "../tiles/tile.h"
//The window we'll be rendering to
SDL_Window *window = NULL;
volatile bool running = true;
//The surface contained by the window
SDL_Renderer *renderer = NULL;
SDL_Texture* createFlippedTexture(SDL_Renderer* renderer, SDL_Texture* src, SDL_RendererFlip flip) { SDL_Texture* createFlippedTexture(SDL_Renderer* renderer, SDL_Texture* src, SDL_RendererFlip flip) {
int w, h; int w, h;
SDL_QueryTexture(src, NULL, NULL, &w, &h); SDL_QueryTexture(src, NULL, NULL, &w, &h);
SDL_Texture *renderTarget = SDL_GetRenderTarget(renderer);
SDL_Texture* target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h); SDL_Texture* target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
SDL_SetRenderTarget(renderer, target); SDL_SetRenderTarget(renderer, target);
SDL_RenderCopyEx(renderer, src, NULL, NULL, 0, NULL, flip); SDL_RenderCopyEx(renderer, src, NULL, NULL, 0, NULL, flip);
SDL_SetRenderTarget(renderer, NULL); SDL_SetRenderTarget(renderer, renderTarget);
return target; return target;
} }
@@ -18,11 +29,12 @@ SDL_Texture* createFlippedTexture(SDL_Renderer* renderer, SDL_Texture* src, SDL_
SDL_Texture* createRotatedTexture(SDL_Renderer* renderer, SDL_Texture* src, double angle) { SDL_Texture* createRotatedTexture(SDL_Renderer* renderer, SDL_Texture* src, double angle) {
int w, h; int w, h;
SDL_QueryTexture(src, NULL, NULL, &w, &h); SDL_QueryTexture(src, NULL, NULL, &w, &h);
SDL_Texture *renderTarget = SDL_GetRenderTarget(renderer);
SDL_Texture* target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h); SDL_Texture* target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
SDL_SetRenderTarget(renderer, target); SDL_SetRenderTarget(renderer, target);
SDL_RenderCopyEx(renderer, src, NULL, NULL, angle, NULL, SDL_FLIP_NONE); SDL_RenderCopyEx(renderer, src, NULL, NULL, angle, NULL, SDL_FLIP_NONE);
SDL_SetRenderTarget(renderer, NULL); SDL_SetRenderTarget(renderer, renderTarget);
return target; return target;
} }
@@ -53,3 +65,10 @@ SDL_Texture* ScaleTexture(SDL_Renderer* renderer, SDL_Texture* src, int newWidth
return scaledTex; return scaledTex;
} }
void DrawThickRect(SDL_Renderer* renderer, SDL_Rect rect, int thickness) {
for (int i = 0; i < thickness; i++) {
SDL_Rect r = { rect.x - i, rect.y - i, rect.w + i * 2, rect.h + i * 2 };
SDL_RenderDrawRect(renderer, &r);
}
}

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@@ -6,6 +6,12 @@
#define FACTORYGAME_UTIL_H #define FACTORYGAME_UTIL_H
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
//The window we'll be rendering to
extern SDL_Window *window;
extern volatile bool running;
//The surface contained by the window
extern SDL_Renderer *renderer;
typedef enum { typedef enum {
ORIENT_LEFT_DOWN, ORIENT_LEFT_DOWN,
@@ -25,4 +31,6 @@ SDL_Texture *createFlippedTexture(SDL_Renderer *renderer, SDL_Texture *src, SDL_
SDL_Texture* ScaleTexture(SDL_Renderer* renderer, SDL_Texture* src, int newWidth, int newHeight); SDL_Texture* ScaleTexture(SDL_Renderer* renderer, SDL_Texture* src, int newWidth, int newHeight);
void DrawThickRect(SDL_Renderer* renderer, SDL_Rect rect, int thickness);
#endif //FACTORYGAME_UTIL_H #endif //FACTORYGAME_UTIL_H