big tileset and support multi-layer map from Tiled

This commit is contained in:
Sylvain PILLOT 2023-01-29 19:55:11 +01:00
parent 2b6f492419
commit bcea8d061d
14 changed files with 79 additions and 52 deletions

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@ -2,13 +2,14 @@ The SHMUP Todo list :
# Engine
- better keyboard management engine for keypressed() and keyreleased() events
- [DONE] better keyboard management engine for keypressed() and keyreleased() events
# Partie décors :
- [WIP] - animer le décors avec le parallaxe (glissement de la droite vers la gauche pour donner l'avancement du vaisseau).
- animer des éléments du décors (clignotements, sprites animés, ...)
- interaction avec le décors (collisions possibles avec certaines tiles) qui imposent donc de suivre un "chemin" dans le niveau
- multiple layers de tiles pour avoir des niveaux plus beaux
Partie mouvement :
- améliorer le système de trajectoires sur base de Splines pour rendre la vitesse des ennemis plus constante.

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@ -1,25 +1,40 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.8" tiledversion="1.8.0" orientation="orthogonal" renderorder="right-down" width="102" height="14" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="1">
<editorsettings>
<export target="Level1.json" format="json"/>
</editorsettings>
<map version="1.8" tiledversion="1.8.0" orientation="orthogonal" renderorder="right-down" width="90" height="14" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="1">
<tileset firstgid="1" source="Tileset_Space.tsx"/>
<layer id="1" name="Calque de Tuiles 1" width="102" height="14">
<layer id="2" name="Background" width="90" height="14">
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</data>
</layer>
</map>

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@ -1,11 +1,11 @@
{ "columns":9,
{ "columns":32,
"image":"tileset.png",
"imageheight":240,
"imagewidth":144,
"imageheight":1024,
"imagewidth":512,
"margin":0,
"name":"Level1_Tiles",
"name":"Tileset_Space",
"spacing":0,
"tilecount":135,
"tilecount":2048,
"tiledversion":"1.8.0",
"tileheight":16,
"tilewidth":16,

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.8" tiledversion="1.8.0" name="Level1_Tiles" tilewidth="16" tileheight="16" tilecount="135" columns="9">
<image source="tileset.png" width="144" height="240"/>
<tileset version="1.8" tiledversion="1.8.0" name="Tileset_Space" tilewidth="16" tileheight="16" tilecount="2048" columns="32">
<image source="tileset.png" width="512" height="1024"/>
</tileset>

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@ -38,7 +38,7 @@ def convert_map(input, output, params, target):
structMap = fxconv.Structure()
structMap += fxconv.u32(w) + fxconv.u32(h)
structMap += fxconv.u32(w) + fxconv.u32(h) + fxconv.u32(nbTilelayer)
structMap += fxconv.ref(f"img_{nameTilesetFree}")
structMap += fxconv.u32(tileset_size)

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@ -25,27 +25,27 @@ void Background::Render( void )
int x0 = (int) xlevel;
int shifttile = (int) (16*xlevel.frac());
for(int i=0; i<=25; i++)
{
for(int j=0; j<14; j++)
for(int u=0; u<map_Level1.nblayers;u++)
for(int i=0; i<=25; i++)
{
uint16_t index = j * map_Level1.w + (x0+i)%25;
uint16_t currentTile = map_Level1.layers[ index ];
if (currentTile!=0)
for(int j=0; j<14; j++)
{
uint16_t xtile = ((currentTile % 9)-1) * 16;
uint16_t ytile = (currentTile / 9) * 16;
azrp_subimage_p8( i*16-shifttile, j*16, map_Level1.tileset, xtile, ytile, 16, 16, DIMAGE_NONE );
}
uint16_t index = j * map_Level1.w + (x0+i) % map_Level1.w;
uint16_t currentTile = map_Level1.layers[u][ index ];
if (currentTile!=0)
{
uint16_t xtile = ((currentTile % map_Level1.tileset_size)-1) * 16;
uint16_t ytile = (currentTile / map_Level1.tileset_size) * 16;
azrp_subimage_p8( i*16-shifttile, j*16, map_Level1.tileset, xtile, ytile, 16, 16, DIMAGE_NONE );
}
}
}
}
}
void Background::Update( float dt )
{
libnum::num a = libnum::num( dt / 18000.0f );
libnum::num a = libnum::num( dt / 90000.0f); //18000.0f );
xlevel += a;
}

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@ -12,14 +12,14 @@
struct Map {
/*width, height and the number of layer of the map*/
int w, h;
int w, h, nblayers;
/*the tileset to use*/
bopti_image_t *tileset;
int tileset_size;
/*list of all the tiles*/
short *layers;
short *layers[];
};

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@ -8,8 +8,6 @@
#include <gint/clock.h>
#include <gint/kmalloc.h>
#include <gint/keyboard.h>
#include <libprof.h>
#include <gint/usb.h>
#include <gint/usb-ff-bulk.h>
@ -22,8 +20,9 @@
#include <num/num.h>
#include "collections.h"
#include "extrakeyboard.h"
#include "collections.h"
#include "player.h"
#include "utilities.h"
@ -39,7 +38,7 @@
#include <vector>
#include <algorithm>
#include "extrakeyboard.h"
bool screenshot = false;