Files
factorygame/tiles/tile.c
2025-04-30 19:01:44 +02:00

68 lines
2.1 KiB
C

//
// 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;
tileMap[y][x].direction = (rand() % 4 * 2) + 1;
}
}
}
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);
}
}
}