#include #include #include "engine.h" #include "game.h" #include "map.h" #include "player.h" #include "animation.h" #include "define.h" #define TILESET_WIDTH 29 void engine_draw(struct game const *game) { dclear(game->background); engine_draw_map_around_player(game); engine_draw_player(game->player); } void engine_draw_map_around_player(struct game const *game) { const int level_width = game->map->w; const int taillemap = game->map->w * game->map->h; const int posx = game->player->show_x; const int posy = game->player->show_y; const int coo_player_map = game->player->x + game->player->y*level_width; //the index of the player on the map int beginmap = coo_player_map - PLAYER_VIEW_X - level_width*PLAYER_VIEW_Y; //compute the theorical top left corner int beginline = coo_player_map - PLAYER_VIEW_Y*level_width - coo_player_map%level_width; //index of the tile wich begin the row //anti begin oob if(beginmap < 0) { beginmap = game->player->x - PLAYER_VIEW_X; if(beginmap < 0) beginmap = 0; } //anti horizontal oob if((coo_player_map - PLAYER_VIEW_X)%level_width > coo_player_map%level_width) { beginmap = beginline > 0 ? beginline : 0; } int next = game->player->x + PLAYER_VIEW_X + beginmap/level_width * level_width; //index of the top right corner int endline = beginmap+level_width-beginmap%level_width-1; //index of the tile wich end the row if(next > endline) next = endline; if(next < 0) next = game->player->x + PLAYER_VIEW_X; int indypro = game->player->y + PLAYER_VIEW_Y; //y value of the bottom row //anti bottom oob if(indypro > taillemap/level_width-1) indypro = taillemap/level_width-1; int endmap = next%level_width + level_width*indypro; //index of the bottom right corner int ecart = next - beginmap; //number of column to draw //player x, y on the compute map int xcentre = 0, ycentre = 0; //calculate the player position in the generated map for(int i = beginmap; i < coo_player_map; i++) { xcentre++; if(i == next + ycentre * level_width) { ycentre++; xcentre=0; i = beginmap + ycentre*level_width-1; } } int j = 0; int x = posx-xcentre; for(int i = beginmap; i <= endmap; i++) { int y = j + (posy-ycentre); for(int layer = 0; layer < game->map->nb_layer; layer++) { int tile; tile = layer == 0 ? game->map->tiles_layer1[i] - 1 : game->map->tiles_layer2[i] - 1; if(tile != -1) { int tile_x = tile % TILESET_WIDTH; int tile_y = tile / TILESET_WIDTH; dsubimage(x * 16 - game->player->anim.dx * 3, y * 16 - game->player->anim.dy * 3, game->map->tileset, tile_x * 16, tile_y * 16, 16, 16, DIMAGE_NONE); } } x++; if(i==beginmap+ecart+j*level_width) { j++; x=posx-xcentre; i = beginmap + j*level_width-1; } } } void engine_draw_player(struct player const *player) { dframe(player->show_x * 16, player->show_y * 16 - 5, player->anim.img); //draw the player 5 pixel up dprint(1,1,C_BLACK,"%d:%d",player->x, player->y); } int engine_move(struct game *game, int direction) { int dx = (direction == DIR_RIGHT) - (direction == DIR_LEFT); int dy = (direction == DIR_DOWN) - (direction == DIR_UP); if(!game->player->idle) return 0; if(game->player->direction == direction) { if(map_walkable(game->map, game->player->x + dx, game->player->y + dy)) { game->player->x += dx; game->player->y += dy; game->player->idle = !anim_player_walking(&game->player->anim, 1); } else { game->player->idle = !anim_player_idle(&game->player->anim, 1); } } else { game->player->direction = direction; game->player->anim.dir = direction; } return 1; } void engine_tick(struct game *game, int dt) { game->player->anim.duration -= dt; if(game->player->anim.duration <= 0) { game->player->idle = !game->player->anim.function(&game->player->anim, 0); } } int map_walkable(struct map const *map, int x, int y) { int tile = map->info_map[x + map->w * y]; if(x < 0 || x > map->w-1 || y < 0 || y > map->h-1) return 0; return (tile != TILE_SOLID && tile != TILE_CHARACTER); } void engine_set_background(struct game *game, int color) { game->background = color; }