added normals and borders for all tiles

This commit is contained in:
Sylvain PILLOT 2023-05-07 20:24:10 +02:00
parent 6ea6e9fbe5
commit 7a23951a43
11 changed files with 319 additions and 65 deletions

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@ -3,6 +3,8 @@
#include <azur/azur.h>
#include <azur/gint/render.h>
#include <num/num.h>
#include "utilities.h"
#include <cstdint>
@ -17,9 +19,14 @@ extern struct Map map_level3;
extern struct Map map_level4;
extern bool drawbackground;
extern bool drawforeground;
extern bool drawnormals;
extern bool drawborders;
extern bool textbacktile;
extern bool textforetile;
extern std::vector<Border*> MyLevelBorders;
struct Map *map_level;
@ -51,6 +58,7 @@ void Level::ChangeMap( int level, Player *MyPlayer )
else map_level = &map_level0;
this->UpdateDataMap( MyPlayer );
this->UpdateBorders( );
}
void Level::UpdateDataMap( Player *MyPlayer )
@ -77,14 +85,14 @@ void Level::UpdateDataMap( Player *MyPlayer )
void Level::Render( void )
{
for(int u=!drawbackground; u<map_level->nblayers;u++)
for(int u=!drawbackground; u<map_level->nblayers-!drawforeground;u++)
{
for(int i=0; i<map_level->w; i++)
{
for(int j=0; j<map_level->h; j++)
{
uint16_t index = j * map_level->w + i;
uint16_t currentTile = map_level->layers[u][ index ];
int16_t currentTile = map_level->layers[u][ index ];
if (currentTile!=-1)
{
uint16_t xtile = (currentTile % map_level->tileset_size) * 16;
@ -97,6 +105,20 @@ void Level::Render( void )
}
}
}
if (drawborders)
for( int i=0; i<MyLevelBorders.size(); i++)
azrp_line( (int) MyLevelBorders[i]->A.x, (int) MyLevelBorders[i]->A.y,
(int) MyLevelBorders[i]->B.x, (int) MyLevelBorders[i]->B.y,
C_GREEN );
if (drawnormals)
for( int i=0; i<MyLevelBorders.size(); i++)
azrp_line( ((int) MyLevelBorders[i]->A.x+(int) MyLevelBorders[i]->B.x)/2, ((int) MyLevelBorders[i]->A.y+(int) MyLevelBorders[i]->B.y)/2,
((int) MyLevelBorders[i]->A.x+(int) MyLevelBorders[i]->B.x)/2 + (int) MyLevelBorders[i]->N.x/2, ((int) MyLevelBorders[i]->A.y+(int) MyLevelBorders[i]->B.y)/2 + (int) MyLevelBorders[i]->N.y/2,
C_BLUE );
}
void Level::RenderSelected( uint8_t i, uint8_t j )
@ -173,4 +195,283 @@ bool Level::IsOnGround( Player *MyPlayer )
}
return false;
}
Border* Level::MakeBorder( libnum::num DX, libnum::num DY, float x1, float y1, float x2, float y2 )
{
Border *Bord = new Border();
Bord->A.x = DX + libnum::num(x1*16.0);
Bord->A.y = DY + libnum::num(y1*16.0);
Bord->B.x = DX + libnum::num(x2*16.0);
Bord->B.y = DY + libnum::num(y2*16.0);
Bord->N.x = Bord->A.y - Bord->B.y;
Bord->N.y = Bord->B.x - Bord->A.x;
return Bord;
}
void Level::UpdateBorders( void )
{
MyLevelBorders.clear();
Border *B1;
for(int i=0; i<map_level->w; i++)
{
for(int j=0; j<map_level->h; j++)
{
uint16_t index = j * map_level->w + i;
int16_t currentTile = map_level->layers[0][ index ];
libnum::num DeltaX = libnum::num( i*16 );
libnum::num Deltay = libnum::num( j*16 );
switch(currentTile)
{
case -1: break; // Empty background
case 0: break; // No borders (filling tile)
case 1:
B1 = MakeBorder( DeltaX, Deltay, 0.0,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, Deltay, 0.0,1.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, Deltay, 1.0,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, Deltay, 1.0,0.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
//45° diagonals
case 2:
B1 = MakeBorder( DeltaX, Deltay, 0.0,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 3:
B1 = MakeBorder( DeltaX, Deltay, 0.0,0.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
break;
case 12:
B1 = MakeBorder( DeltaX, Deltay, 1.0,1.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 13:
B1 = MakeBorder( DeltaX, Deltay, 1.0,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
break;
//22.5° diagonals
case 4:
B1 = MakeBorder( DeltaX, Deltay, 0.0,1.0, 1.0,0.5 );
MyLevelBorders.push_back(B1);
break;
case 5:
B1 = MakeBorder( DeltaX, Deltay, 0.0,0.5, 1.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 6:
B1 = MakeBorder( DeltaX, Deltay, 0.0,0.0, 1.0,0.5 );
MyLevelBorders.push_back(B1);
break;
case 7:
B1 = MakeBorder( DeltaX, Deltay, 0.0,0.5, 1.0,1.0 );
MyLevelBorders.push_back(B1);
break;
case 14:
B1 = MakeBorder( DeltaX, Deltay, 1.0,0.5, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 15:
B1 = MakeBorder( DeltaX, Deltay, 1.0,1.0, 0.0,0.5 );
MyLevelBorders.push_back(B1);
break;
case 16:
B1 = MakeBorder( DeltaX, Deltay, 1.0,0.5, 0.0,1.0 );
MyLevelBorders.push_back(B1);
break;
case 17:
B1 = MakeBorder( DeltaX, Deltay, 1.0,0.0, 0.0,0.5 );
MyLevelBorders.push_back(B1);
break;
// 67.5° Diagonals
case 24:
B1 = MakeBorder( DeltaX, Deltay, 0.5,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 34:
B1 = MakeBorder( DeltaX, Deltay, 0.0,1.0, 0.5,0.0 );
MyLevelBorders.push_back(B1);
break;
case 25:
B1 = MakeBorder( DeltaX, Deltay, 0.0,0.0, 0.5,1.0 );
MyLevelBorders.push_back(B1);
break;
case 35:
B1 = MakeBorder( DeltaX, Deltay, 0.5,0.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
break;
case 26:
B1 = MakeBorder( DeltaX, Deltay, 0.5,1.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 36:
B1 = MakeBorder( DeltaX, Deltay, 1.0,1.0, 0.5,0.0 );
MyLevelBorders.push_back(B1);
break;
case 27:
B1 = MakeBorder( DeltaX, Deltay, 1.0,0.0, 0.5,1.0 );
MyLevelBorders.push_back(B1);
break;
case 37:
B1 = MakeBorder( DeltaX, Deltay, 0.5,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
break;
// Blocks with 3 sides
case 8:
B1 = MakeBorder( DeltaX, Deltay, 0.0,1.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, Deltay, 1.0,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, Deltay, 1.0,0.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 9:
B1 = MakeBorder( DeltaX, Deltay, 0.0,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, Deltay, 1.0,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, Deltay, 1.0,0.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 18:
B1 = MakeBorder( DeltaX, Deltay, 0.0,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, Deltay, 0.0,1.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, Deltay, 1.0,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 19:
B1 = MakeBorder( DeltaX, Deltay, 0.0,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, Deltay, 0.0,1.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, Deltay, 1.0,0.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
// Blocks with 2 sides
case 28:
B1 = MakeBorder( DeltaX, Deltay, 0.0,1.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, Deltay, 1.0,0.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 29:
B1 = MakeBorder( DeltaX, Deltay, 0.0,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, Deltay, 1.0,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 38:
B1 = MakeBorder( DeltaX, Deltay, 0.0,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, Deltay, 1.0,0.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 39:
B1 = MakeBorder( DeltaX, Deltay, 1.0,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, Deltay, 1.0,0.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 48:
B1 = MakeBorder( DeltaX, Deltay, 0.0,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, Deltay, 0.0,1.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
break;
case 49:
B1 = MakeBorder( DeltaX, Deltay, 0.0,1.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
B1 = MakeBorder( DeltaX, Deltay, 1.0,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
break;
// Blocks with one single side
case 10:
case 44:
B1 = MakeBorder( DeltaX, Deltay, 1.0,0.0, 0.0,0.0 );
MyLevelBorders.push_back(B1);
break;
case 11:
case 46:
B1 = MakeBorder( DeltaX, Deltay, 0.0,1.0, 1.0,1.0 );
MyLevelBorders.push_back(B1);
break;
case 20:
case 47:
B1 = MakeBorder( DeltaX, Deltay, 0.0,0.0, 0.0,1.0 );
MyLevelBorders.push_back(B1);
break;
case 21:
case 45:
B1 = MakeBorder( DeltaX, Deltay, 1.0,1.0, 1.0,0.0 );
MyLevelBorders.push_back(B1);
break;
default:
break;
}
}
}
}

View File

@ -11,6 +11,7 @@
#include "num/num.h"
#include "player.h"
#include "vector2D.h"
struct Map {
/*width, height and the number of layer of the map*/
@ -38,6 +39,8 @@ class Level
void ChangeMap( int level, Player *MyPlayer );
void UpdateDataMap( Player *MyPlayer );
void UpdateBorders( void );
bool CanGo( Player *MyPlayer );
bool IsOnGround( Player *MyPlayer );
@ -46,6 +49,8 @@ class Level
int GetTileForeground( uint16_t x, uint16_t y );
int GetTileBackgroundINT( uint8_t x, uint8_t y );
int GetTileForegroundINT( uint8_t x, uint8_t y );
Border* MakeBorder( libnum::num DX, libnum::num DY, float x1, float y1, float x2, float y2 );
};

View File

@ -62,11 +62,13 @@ KeyboardExtra MyKeyboard;
Level MyLevel;
Player MyPlayer( 198, 180 );
std::vector<Border> MyLevelBorders;
std::vector<Border*> MyLevelBorders;
bool drawbackground = true;
bool drawforeground = true;
bool drawnormals = false;
bool drawborders = false;
static void hook_prefrag(int id, void *fragment, int size)
{
@ -111,8 +113,9 @@ static void render( void )
{
MyLevel.Render();
// MyLevel.RenderSelected();
MyPlayer.Render();
// MyPlayer.Render();
#if(BIAS)
if (texttodraw>=1) Azur_draw_text(1,01, "FPS = %.0f", (float) (1000.0f / elapsedTime) );
@ -141,6 +144,9 @@ static void get_inputs( float dt )
if( MyKeyboard.IsKeyPressed(MYKEY_OPTN) && MyKeyboard.IsKeyPressedEvent(MYKEY_9) && usb_is_open() ) {record = false; };
if( MyKeyboard.IsKeyPressed(MYKEY_OPTN) && MyKeyboard.IsKeyPressedEvent(MYKEY_VARS) ) { drawbackground = !drawbackground; }
if( MyKeyboard.IsKeyPressed(MYKEY_OPTN) && MyKeyboard.IsKeyPressedEvent(MYKEY_MENU) ) { drawforeground = !drawforeground; }
if( MyKeyboard.IsKeyPressed(MYKEY_SHIFT) && MyKeyboard.IsKeyPressedEvent(MYKEY_VARS) ) { drawnormals = !drawnormals; }
if( MyKeyboard.IsKeyPressed(MYKEY_SHIFT) && MyKeyboard.IsKeyPressedEvent(MYKEY_MENU) ) { drawborders = !drawborders; }
if( MyKeyboard.IsKeyPressed(MYKEY_OPTN) && MyKeyboard.IsKeyPressedEvent(MYKEY_0) ) { texttodraw = 0; }
if( MyKeyboard.IsKeyPressed(MYKEY_OPTN) && MyKeyboard.IsKeyPressedEvent(MYKEY_1) ) { texttodraw = 1; }
@ -251,47 +257,6 @@ int main(void)
usb_open(interfaces, GINT_CALL_NULL);
Border B1, B2, B3, B4;
B1.A.x = libnum::num( 50 );
B1.A.y = libnum::num( 210 );
B1.B.x = libnum::num( 250 );
B1.B.y = libnum::num( 210 );
B1.N.x = libnum::num( 0 );
B1.N.y = libnum::num( -1 );
B2.A.x = libnum::num( 250 );
B2.A.y = libnum::num( 210 );
B2.B.x = libnum::num( 250 );
B2.B.y = libnum::num( 10 );
B2.N.x = libnum::num( -1 );
B2.N.y = libnum::num( 0 );
B3.A.x = libnum::num( 250 );
B3.A.y = libnum::num( 10 );
B3.B.x = libnum::num( 50 );
B3.B.y = libnum::num( 10 );
B3.N.x = libnum::num( 0 );
B3.N.y = libnum::num( 1 );
B4.A.x = libnum::num( 50 );
B4.A.y = libnum::num( 10 );
B4.B.x = libnum::num( 50 );
B4.B.y = libnum::num( 210 );
B4.N.x = libnum::num( 1 );
B4.N.y = libnum::num( 0 );
MyLevelBorders.push_back( B1 );
MyLevelBorders.push_back( B2 );
MyLevelBorders.push_back( B3 );
MyLevelBorders.push_back( B4 );
//MyLevel.ChangeMap(2, &MyPlayer);
prof_init();
@ -321,28 +286,11 @@ Border B1, B2, B3, B4;
{
// all the stuff to be rendered should be put here
azrp_clear( C_GREEN );
azrp_clear( C_WHITE );
render();
for( int i=0; i<MyLevelBorders.size(); i++)
{
azrp_line( (int) MyLevelBorders[i].A.x, (int) MyLevelBorders[i].A.y,
(int) MyLevelBorders[i].B.x, (int) MyLevelBorders[i].B.y,
C_RED );
}
/*
azrp_clear( C_BLACK );
Azur_draw_text(1,01, "FPS = %.0f", (float) (1000.0f / elapsedTime) );
azrp_line( 10, 10, 100, 50, C_WHITE );
azrp_line( 100, 10, 100, 50, C_RED );
azrp_line( 10, 100, 100, 150, C_GREEN );
azrp_line( 100, 150, 200, 150, C_WHITE );
azrp_line( 200, 150, 300, 100, C_BLUE )
azrp_line( 10, 100, 350, 100, C_RED );
*/
Azur_draw_text(1,01, "FPS = %.0f", (float) (1000.0f / elapsedTime) );
azrp_update();
}