Adoranda/src/engine.c

199 lines
6.3 KiB
C

#include <gint/display.h>
#include <gint/keyboard.h>
#include "engine.h"
#include "game.h"
#include "map.h"
#include "player.h"
#include "animation.h"
#include "define.h"
#include "character.h"
#include "camera.h"
/*draw the current state of the game*/
void engine_draw(struct Game const *game) {
dclear(game->background);
//engine_draw_map_around_player(game);
engine_draw_map(game);
engine_draw_player(game->player);
}
/*draw the map around the 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_layers; layer++) {
int tile = game->map->layers[layer][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_map(struct Game const *game) {
int x_offset = (game->camera->x - DWIDTH/2);
int y_offset = (game->camera->y - DHEIGHT/2);
//currently -1 to avoid white during transition
for (int layer = 0 ; layer < game->map->nb_layers; layer++) {
for (int y = -1 ; y <= DHEIGHT / TILE_SIZE + 1; y++) {
for (int x = -1 ; x <= DWIDTH / TILE_SIZE + 1; x++) {
unsigned int tile_id = 0;
if(game->map->w > x && game->map->h > y) {
//detect if the map is oob
int indexY = (y + y_offset / TILE_SIZE);
int indexX = (x + x_offset / TILE_SIZE);
if(indexX >= 0 && indexX < game->map->w
&& indexY >= 0 && indexY < game->map->h)
tile_id = game->map->layers[layer][indexX + indexY * game->map->w];
}
if (tile_id != 0) {
tile_id--;
unsigned int tile_x = TILE_SIZE * (tile_id % TILESET_WIDTH);
unsigned int tile_y = TILE_SIZE * (tile_id / TILESET_WIDTH);
//provisoire le temps de trouver une manière propre
dsubimage(x * TILE_SIZE - x_offset%TILE_SIZE - game->player->anim.dx * 3,
y * TILE_SIZE - y_offset%TILE_SIZE - game->player->anim.dy * 3, game->map->tileset,
tile_x, tile_y, TILE_SIZE, TILE_SIZE, DIMAGE_NONE);
}
}
}
}
}
/*draw the player*/
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);
}
/*move the player to the direction*/
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->camera->x += dx*16;
game->camera->y += dy*16;
game->player->idle = !anim_player_walking(&game->player->anim, 1);
engine_check_position(game);
} else {
game->player->idle = !anim_player_idle(&game->player->anim, 1);
}
} else {
game->player->direction = direction;
game->player->anim.dir = direction;
}
return 1;
}
/*update the player animation*/
void engine_tick(struct Game *game, int dt) {
game->player->anim.duration -= dt;
vec_lerp(game->camera, game->player, 0.05);
if(game->player->anim.duration <= 0) {
game->player->idle = !game->player->anim.function(&game->player->anim, 0);
}
}
/*set the background color*/
void engine_set_background(struct Game *game, int color) {
game->background = color;
}
/*make an interaction with something*/
void engine_action(struct Game const *game, int action) {
if(action == ACTION_SHIFT) {
if(player_facing(game) == TILE_CHARACTER) {
int direction = game->player->direction;
int dx = (direction == DIR_RIGHT) - (direction == DIR_LEFT);
int dy = (direction == DIR_DOWN) - (direction == DIR_UP);
draw_dialog(get_character_xy(game->characters, game->player->x + dx, game->player->y + dy));
}
}
}
/*check the current position of the player. To perform action depends of his location*/
void engine_check_position(struct Game *game) {
int player_curr_tile = map_get_player_tile(game);
if(player_curr_tile == TILE_DOOR) {
engine_set_background(game, C_BLACK);
} else {
engine_set_background(game, C_WHITE);
}
}
void vec_lerp(struct Camera *from, struct Player const *to, float scale) {
from->x = from->x * (1 - scale) + (to->x*TILE_SIZE + to->x_mid) * scale;
from->y = from->y * (1 - scale) + (to->y*TILE_SIZE + to->y_mid) * scale;
}