Files
factorygame/tiles/belt.c

99 lines
3.1 KiB
C

//
// 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 = 0; // 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);
}
}
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;
for (uint8_t lane = 0; lane < 2; lane++) {
for (uint8_t itemIndex = 0; itemIndex < 2; itemIndex++) {
if (t.items[lane][itemIndex].active) {
renderItem(t.items[lane][itemIndex], renderer, lane);
}
}
}
}
}
}