Draw dialog fix (lephe)

This commit is contained in:
bgiraudr 2022-03-22 23:16:37 +01:00
parent 7711150484
commit 9c3e3c184a
9 changed files with 108 additions and 85 deletions

View File

@ -24,6 +24,7 @@ def convert_map(input, output, params, target):
TILE_TALKABLE = 4
TILE_TELEPORTER = 5
TILE_GRASS = 6
TILE_ICE = 7
DIALOG_LAYOUT = "dialog"
TELEPORTER_LAYOUT = "teleporter"
@ -46,30 +47,23 @@ def convert_map(input, output, params, target):
tileset.close()
tile_value = {}
tile_type = {
"air":TILE_AIR,
"solid":TILE_SOLID,
"door_in":TILE_DOOR_IN,
"door_out":TILE_DOOR_OUT,
"talkable":TILE_TALKABLE,
"bridge":TILE_BRIDGE,
"teleporter":TILE_TELEPORTER,
"grass":TILE_GRASS,
"ice":TILE_ICE
}
#create a dictionnary {tile id:type}
for i in data_tileset["tiles"]:
id = i["id"]+1
type = i["type"]
if type == "air":
value = TILE_AIR
elif type == "solid":
value = TILE_SOLID
elif type == "door_in":
value = TILE_DOOR_IN
elif type == "door_out":
value = TILE_DOOR_OUT
elif type == "talkable":
value = TILE_TALKABLE
elif type == "bridge":
value = TILE_BRIDGE
elif type == "teleporter":
value = TILE_TELEPORTER
elif type == "grass":
value = TILE_GRASS
else:
value = TILE_AIR
value = tile_type.get(type) if type in tile_type else TILE_AIR
tile_value[id] = value
#Extract from the json the width, height
@ -98,7 +92,7 @@ def convert_map(input, output, params, target):
nbZone = len(layer["objects"])
zone = parseZone(layer)
else:
print("UNKNOWN LAYOUT FOUND : " + layer.get("name"))
print("UNKNOWN LAYER FOUND : " + layer.get("name"))
structMap += fxconv.u32(w) + fxconv.u32(h) + fxconv.u32(nbTilelayer) + fxconv.u32(nbDialog) + fxconv.u32(nbTelep) + fxconv.u32(nbZone)
structMap += fxconv.ref(f"img_{nameTilesetFree}")
@ -116,6 +110,9 @@ def convert_map(input, output, params, target):
for x in range(w*h):
for i in range(nbTilelayer):
value = tile_value.get(data["layers"][i]["data"][x])
if value == TILE_SOLID:
maxValue = TILE_SOLID
break
if value == None: value = TILE_AIR
if value > maxValue: maxValue = value
if value == TILE_BRIDGE:

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.8" tiledversion="1.8.0" orientation="orthogonal" renderorder="right-down" width="100" height="100" tilewidth="16" tileheight="16" infinite="0" nextlayerid="13" nextobjectid="45">
<map version="1.8" tiledversion="1.8.2" orientation="orthogonal" renderorder="right-down" width="100" height="100" tilewidth="16" tileheight="16" infinite="0" nextlayerid="13" nextobjectid="45">
<editorsettings>
<export target="interior_1.json" format="json"/>
</editorsettings>
@ -63,17 +63,17 @@
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0,0,0,0,0,0,0,320,321,322,294,294,0,0,0,0,0,0,0,0,0,0,0,0,0,294,294,0,239,0,0,0,0,0,0,0,0,57,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,313,314,315,316,0,0,0,326,327,328,329,0,0,41,42,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,349,350,351,56,294,0,0,0,0,0,0,0,0,0,0,0,0,0,294,294,0,0,0,239,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,342,343,344,345,0,0,0,355,356,357,358,0,0,0,0,0,0,0,0,0,0,0,0,
@ -92,7 +92,7 @@
<object id="33" gid="267" x="592" y="528" width="16" height="16">
<properties>
<property name="name" value="Tituya"/>
<property name="text" value="Bonjour !;Je ne pense pas finir ce jeu...;voici donc une sorte de preview de ce qui;ne va pas arriver.;Encore désolé pour ce projet..."/>
<property name="text" value="Bonjour ! Je ne pense pas finir ce jeu...;voici donc une sorte de preview de ce qui ne va pas arriver. Encore désolé pour ce projet..."/>
</properties>
</object>
<object id="34" gid="267" x="704" y="368" width="16" height="16">

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.5" tiledversion="1.7.2" name="tileset" tilewidth="16" tileheight="16" tilecount="464" columns="29">
<tileset version="1.8" tiledversion="1.8.2" name="tileset" tilewidth="16" tileheight="16" tilecount="464" columns="29">
<editorsettings>
<export target="tileset.json" format="json"/>
</editorsettings>
@ -57,6 +57,7 @@
<tile id="223" type="solid"/>
<tile id="224" type="solid"/>
<tile id="225" type="solid"/>
<tile id="229" type="solid"/>
<tile id="231" type="bridge"/>
<tile id="232" type="solid"/>
<tile id="233" type="solid"/>
@ -84,6 +85,9 @@
<tile id="255" type="bridge"/>
<tile id="256" type="bridge"/>
<tile id="257" type="solid"/>
<tile id="258" type="ice"/>
<tile id="259" type="ice"/>
<tile id="260" type="ice"/>
<tile id="261" type="solid"/>
<tile id="262" type="solid"/>
<tile id="263" type="solid"/>
@ -114,6 +118,9 @@
<tile id="284" type="bridge"/>
<tile id="285" type="bridge"/>
<tile id="286" type="solid"/>
<tile id="287" type="ice"/>
<tile id="288" type="ice"/>
<tile id="289" type="ice"/>
<tile id="290" type="solid"/>
<tile id="291" type="solid"/>
<tile id="292" type="solid"/>
@ -135,6 +142,9 @@
<tile id="313" type="bridge"/>
<tile id="314" type="bridge"/>
<tile id="315" type="solid"/>
<tile id="316" type="ice"/>
<tile id="317" type="ice"/>
<tile id="318" type="ice"/>
<tile id="319" type="solid"/>
<tile id="320" type="solid"/>
<tile id="321" type="solid"/>

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@ -40,6 +40,7 @@ enum map_state {
TILE_TALKABLE,
TILE_TELEPORTER,
TILE_GRASS,
TILE_ICE,
};
/*check if a tile is walkable*/

View File

@ -14,4 +14,5 @@ struct Talkable {
void draw_dialog(struct Talkable *character);
/*find the talkable tile using the player's position*/
struct Talkable* get_dialog_xy(struct Map *map, int x, int y);
void clean(char *var);
char *word_boundary_before(char *str, char *limit);
char *skip_spaces(char *str);

View File

@ -26,6 +26,7 @@ void engine_draw(struct Game const *game) {
dprint(1,1,C_WHITE,"%d:%d",game->player->pos.x, game->player->pos.y);
dprint(1,20,C_WHITE,"%d",game->player->sprint);
dprint(1,40,C_WHITE,"%d",map_get_player_tile(game));
}
void engine_draw_map(struct Game const *game) {
@ -168,6 +169,20 @@ void engine_check_position(struct Game *game) {
if(player_curr_tile == TILE_GRASS) {
create_battle(game);
}
if(player_curr_tile == TILE_ICE) {
int direction = game->player->direction;
int dx = (direction == DIR_RIGHT) - (direction == DIR_LEFT);
int dy = (direction == DIR_DOWN) - (direction == DIR_UP);
if(player_facing(game) == TILE_ICE || map_walkable(game->map, game->player->pos.x+dx, game->player->pos.y+dy)) {
game->player->pos.x += dx;
game->player->pos.y += dy;
engine_draw(game);
engine_tick(game, ENGINE_TICK);
dupdate();
engine_check_position(game);
}
}
}
void engine_center_camera(struct Game *game) {

View File

@ -1,6 +1,8 @@
#include <gint/display.h>
#include <gint/keyboard.h>
#include <gint/cpu.h>
#include <string.h>
#include <ctype.h>
#include "talkable.h"
#include "util.h"
@ -14,6 +16,26 @@ struct Talkable default_value = {
.text = "default dialog"
};
/* Find the last word boundary between [str] and [limit]. If there is no word
boundary (ie. [limit] is in the first word of [str]), returns [limit].
This function always return a position *after* [str] so that we always make
progress and don't loop. */
char *word_boundary_before(char *str, char *limit)
{
char *s = limit;
while(s > str) {
if(isspace(*s) || !*s) return s;
s--;
}
return limit;
}
/* Skip spaces at the start of [str] */
char *skip_spaces(char *str)
{
return str + strspn(str, " \t\n");
}
/*draw the dialog of a specified talkable tile*/
void draw_dialog(struct Talkable *talkable) {
extern bopti_image_t img_dialogue;
@ -26,31 +48,16 @@ void draw_dialog(struct Talkable *talkable) {
dimage(43,31,&img_dialogue);
dprint(50,40, C_BLACK, "%s", talkable->name);
//TODO Il y a moyen de faire mieux avec seulement curr_line.
//Cela semble globalement fonctionner, mais j'ai pu observer des petites erreurs
if(strlen(curr_line) > LIMIT) {
char remain[strlen(curr_line)+1];
char split[LIMIT+1];
char first_part[LIMIT+1];
int const DIALOG_WIDTH = 295, LINE_HEIGHT = 13;
int y = 45 + LINE_HEIGHT;
strcpy(remain, curr_line);
int indexLine = 0;
while(strlen(remain) > LIMIT) {
clean(split);
strncpy(first_part,&remain[0],LIMIT);
char* find = strrchr(first_part,' ');
int indexSpace = find != NULL ? (int)(find-first_part) : LIMIT-1;
strncpy(split,&remain[0],indexSpace);
strncpy(remain,&remain[indexSpace]+1,strlen(remain));
dprint(50,60+indexLine*15, C_BLACK, "%s", split);
indexLine++;
}
dprint(50,60+indexLine*15, C_BLACK, "%s", remain);
} else {
dprint(50,60, C_BLACK, "%s", curr_line);
while(*curr_line) {
char *end = (char *)drsize(curr_line, NULL, DIALOG_WIDTH, NULL);
char *last_word = word_boundary_before(curr_line, end);
dtext_opt(50, y, C_BLACK, C_NONE, DTEXT_LEFT, DTEXT_TOP,
curr_line, last_word - curr_line);
curr_line = skip_spaces(last_word);
y += LINE_HEIGHT;
}
dupdate();
@ -59,14 +66,6 @@ void draw_dialog(struct Talkable *talkable) {
}
}
void clean(char *var) {
int i = 0;
while(var[i] != '\0') {
var[i] = '\0';
i++;
}
}
/*find the talkable tile using the player's position*/
struct Talkable* get_dialog_xy(struct Map *map, int x, int y) {
int i = 0;