176 lines
4.9 KiB
C++
176 lines
4.9 KiB
C++
#include "level.h"
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#include "player.h"
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#include <azur/azur.h>
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#include <azur/gint/render.h>
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#include "utilities.h"
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#include <cstdint>
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#include <stdlib.h>
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#define TILESIZE 16
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extern struct Map map_level0;
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extern struct Map map_level1;
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extern struct Map map_level2;
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extern struct Map map_level3;
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extern struct Map map_level4;
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extern bool drawbackground;
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extern bool textbacktile;
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extern bool textforetile;
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struct Map *map_level;
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int tileXmin, tileXmax;
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int tileYmin, tileYmax;
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int XinTile, YinTile;
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extern bopti_image_t img_selected;
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Level::Level( )
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{
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map_level = &map_level1;
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}
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Level::~Level( )
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{
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}
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void Level::ChangeMap( int level, Player *MyPlayer )
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{
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if(level==0) map_level = &map_level0;
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else if(level==1) map_level = &map_level1;
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else if(level==2) map_level = &map_level2;
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else if(level==3) map_level = &map_level3;
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else if(level==4) map_level = &map_level4;
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else map_level = &map_level0;
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this->UpdateDataMap( MyPlayer );
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}
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void Level::UpdateDataMap( Player *MyPlayer )
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{
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for(int i=0; i<map_level->w; i++)
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{
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for(int j=0; j<map_level->h; j++)
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{
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uint16_t index = j * map_level->w + i;
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uint16_t currentTile = map_level->layers[1][ index ];
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if (currentTile==31)
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{
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MyPlayer->currx = (float) (i) + 0.5f;
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MyPlayer->curry = (float) (j) + 0.5f;
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MyPlayer->vx = 0.0f;
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MyPlayer->vy = 0.0f;
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MyPlayer->Update( 0.0f );
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}
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}
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}
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}
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void Level::Render( void )
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{
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for(int u=!drawbackground; u<map_level->nblayers;u++)
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{
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for(int i=0; i<map_level->w; i++)
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{
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for(int j=0; j<map_level->h; j++)
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{
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uint16_t index = j * map_level->w + i;
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uint16_t currentTile = map_level->layers[u][ index ];
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if (currentTile!=-1)
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{
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uint16_t xtile = (currentTile % map_level->tileset_size) * 16;
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uint16_t ytile = (currentTile / map_level->tileset_size) * 16;
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azrp_subimage_p8( i*16, j*16, map_level->tileset, xtile, ytile, 16, 16, DIMAGE_NONE );
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if (textbacktile) Azur_draw_text( i*16, j*16, "%d", GetTileBackgroundINT( i, j ) );
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if (textforetile) Azur_draw_text( i*16+8, j*16+8, "%d", GetTileForegroundINT( i, j ) );
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}
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}
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}
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}
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}
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void Level::RenderSelected( uint8_t i, uint8_t j )
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{
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azrp_image_p8( i*16, j*16, &img_selected, DIMAGE_NONE );
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Azur_draw_text( i*16+1, j*16+1, "B=%d", GetTileBackgroundINT( i, j ) );
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Azur_draw_text( i*16+1, j*16+1, "F=%d", GetTileForegroundINT( i, j ) );
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}
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void Level::Update( float dt )
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{
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}
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/*RETURN the type of tile located in the background for the point x, y using player coordinates (x=[0..25], y=[0..14]) */
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/*the x and y correspond to hte integer part of MyPlayer.x and MyPlayer.y*/
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int Level::GetTileBackgroundINT( uint8_t x, uint8_t y )
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{
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uint16_t index = y * map_level->w + x;
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uint16_t currentTile = map_level->layers[0][ index ];
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return currentTile;
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}
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/*RETURN the type of tile located in the foreground for the point x, y using player coordinates (x=[0..25], y=[0..14]) */
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/*the x and y correspond to hte integer part of MyPlayer.x and MyPlayer.y*/
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int Level::GetTileForegroundINT( uint8_t x, uint8_t y )
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{
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uint16_t index = y * map_level->w + x;
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uint16_t currentTile = map_level->layers[1][ index ];
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return currentTile;
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}
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/*RETURN the type of tile located in the background for the point x, y using screen coordinates (x=[0..396], y=[0..223]) */
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int Level::GetTileBackground( uint16_t x, uint16_t y )
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{
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uint8_t tileX = x >> 4;
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uint8_t tileY = y >> 4;
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uint16_t index = tileY * map_level->w + tileX;
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uint16_t currentTile = map_level->layers[0][ index ];
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return currentTile;
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}
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/*RETURN the type of tile located in the foreground for the point x, y using screen coordinates (x=[0..396], y=[0..223]) */
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int Level::GetTileForeground( uint16_t x, uint16_t y )
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{
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uint8_t tileX = x >> 4;
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uint8_t tileY = y >> 4 ;
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uint16_t index = tileY * map_level->w + tileX;
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uint16_t currentTile = map_level->layers[1][ index ];
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return currentTile;
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}
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/*RETURN true if the player can go in the target position*/
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bool Level::CanGo( Player *MyPlayer )
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{
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uint16_t targetTile = this->GetTileBackgroundINT( (int) MyPlayer->nextx, (int) MyPlayer->nexty );
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if (targetTile!=0) return false;
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return true;
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}
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/*RETURN true if the player is above a solid tile*/
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/*TO DO : TO BE IMPROVED, THIS IS REALLY DIRTY !!!!*/
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bool Level::IsOnGround( Player *MyPlayer )
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{
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if (this->GetTileBackgroundINT( (uint8_t) MyPlayer->currx, (uint8_t) MyPlayer->curry +1 ) !=0)
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{
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return true;
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}
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return false;
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} |