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added items on all maps - one bug to be corrected with coodinates

This commit is contained in:
Sylvain PILLOT 2023-08-16 23:12:16 +02:00
parent a5328d0be6
commit 9d8464e0d5
9 changed files with 133 additions and 46 deletions

View File

@ -12,9 +12,9 @@ find_package(Gint 2.9 REQUIRED)
find_package(LibProf 2.4 REQUIRED)
#set the color mode either to 1b or 2b
set(COLORMODE_fx 2b)
set(COLORMODE_fx 1b)
#set the color mode either to 1b, 2b or EGA64
set(COLORMODE_cg 2b)
set(COLORMODE_cg EGA64)
fxconv_declare_converters(assets/converters.py)

View File

@ -1,6 +1,6 @@
- Jeu de tuile 1bit pour CG pour avoir la version 1bit vérifiable en fonctionnement dans l'émulateur de Heath
- corriger les tuiles 1bit pour les rivières (tiles 1 2 3 et 4) avec niveaux de diphering pour tiles 1 et 3 (gris 33% et 66%)
- ajouter face pour dialogue pour PNJ
- ajouter indicateur visuel pour action joueur quand on est proche d'un PNJ ou d'un panneau
[OK] - Jeu de tuile 1bit pour CG pour avoir la version 1bit vérifiable en fonctionnement dans l'émulateur de Heath
[OK] - corriger les tuiles 1bit pour les rivières (tiles 1 2 3 et 4) avec niveaux de diphering pour tiles 1 et 3 (gris 33% et 66%)
[OK] - ajouter face pour dialogue pour PNJ
[OK] - ajouter indicateur visuel pour action joueur quand on est proche d'un PNJ ou d'un panneau
- faire des fonts lisibles avec le set `print` disponible intégralement

View File

@ -1,5 +1,5 @@
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<map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-down" width="48" height="24" tilewidth="8" tileheight="8" infinite="0" nextlayerid="8" nextobjectid="9">
<editorsettings>
<export target="level0.json" format="json"/>
</editorsettings>
@ -90,7 +90,19 @@
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</layer>
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<object id="1" name="INFO3" type="INFO" x="232" y="79.75">
<properties>
<property name="dialog" value="Etrange ce coffre ouvert ..."/>
</properties>
<point/>
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<object id="8" name="INFO2" type="INFO" x="119.75" y="47.25">
<properties>
<property name="dialog" value="Et sa tombe est en train d'etre creusee ...^"/>
</properties>
<point/>
</object>
<object id="7" name="INFO2" type="INFO" x="52" y="44">
<properties>
<property name="dialog" value="Quelqu'un est mort ici ..."/>
</properties>

View File

@ -1,5 +1,5 @@
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</object>
<object id="5" name="SGN4" type="SGN" x="320.5" y="159.25">
<properties>
<property name="dialog" value="Maison du Boulanger"/>
</properties>
<point/>
</object>
<object id="3" name="SGN3" type="SGN" x="184.25" y="95.75">
<properties>
<property name="dialog" value="Maison du Boucher"/>
</properties>
<point/>
</object>
<object id="4" name="SGN2" type="SGN" x="343.75" y="80">
<properties>
<property name="dialog" value="Maison du Marechal Ferrand"/>
</properties>
<point/>
</object>
<object id="2" name="SGN1" type="SGN" x="71.75" y="143.25">
<properties>
<property name="dialog" value="Maison du Fermier"/>
</properties>
<point/>
</object>
</objectgroup>
</map>

View File

@ -15,17 +15,21 @@ extern bopti_image_t SignAction_img;
void game_logic(Game *game) {
/* we check if interactions are possible close to the player */
for( int i=0; i<game->map_level->nbextradata; i++ )
{
/* simple distance check along X and Y axis */
if ( (abs((int) game->player.x - (int) game->map_level->extradata[i].x*PXSIZE) < 8*PXSIZE)
&& (abs((int) game->player.y - (int) game->map_level->extradata[i].y*PXSIZE) < 8*PXSIZE))
{
/* the player can do something */
game->player.canDoSomething = true;
/* we mark the action for futur treatment in player_action() */
game->player.whichAction = i;
return;
}
}
/* else nothing to be done here */
game->player.canDoSomething = false;
game->player.whichAction = -1;
return;
@ -34,14 +38,15 @@ void game_logic(Game *game) {
void render_indicator(Game *game)
{
/* nothing to do for the player so we quit */
if (game->player.canDoSomething==false)
return;
/* else we draw a small indicator on the screen */
dimage(5, 5, &SignAction_img);
//dprint( 20, 20, C_RED, "X= %d - Y= %d / Xp= %d - Yp= %d", game->player.x, game->player.y, game->map_level->extradata[0].x*PXSIZE, game->map_level->extradata[0].y*PXSIZE );
//dprint( 20, 40, C_RED, "ABS1= %d - ABS2= %d", abs((int) game->player.x - (int) game->map_level->extradata[0].x*PXSIZE), abs((int) game->player.y - (int) game->map_level->extradata[0].y*PXSIZE) );
}
void draw(Game *game) {
/* Draw everything. */
render_map_by_layer(game, BACKGROUND);

View File

@ -28,22 +28,31 @@ typedef struct {
int16_t x, y; /* The position of the player int the current map */
uint16_t px, py; /* The position of the player on screen */
int16_t wx, wy; /* position of the player in the world */
int16_t life; /* How many lives the player still has between 0
* and 100. */
int8_t life; /* How many lives the player still has between 0 and 100. */
int8_t speed; /* The speed of the movement of the player. */
bool canDoSomething; /* set to true if a action can be done in the current position of the map */
int32_t whichAction; /* indicates which data are relevant to the current action in the extradata layer of the map */
bool isDoingAction;
/* set to true if a action can be done in the current position of the map */
bool canDoSomething;
/* indicates which data are relevant to the current action in the */
/* extradata layer of the map */
int32_t whichAction;
/* the player is doing something */
bool isDoingAction;
} Player;
typedef struct {
/* position of the item */
uint16_t x;
uint16_t y;
/* its name */
char *name;
/* its class (NPC, SGN, INFO, ... )*/
char *type;
/* data to be shown in the dialog*/
char *dialog;
/* ... this can be extended as per needs ... */
} ExtraData;
@ -66,16 +75,16 @@ typedef struct {
/* contain the properties of the tiles */
/* this is given by the layer Walkable of the map in Tiled */
uint8_t *walkable;
/* structure that contains all the items on the map to interract with */
/* each portion of the map has its own list to avoid scrutinizing too much */
/* data when lloking for proximity of items */
uint32_t nbextradata;
ExtraData *extradata;
/* list of all the tiles */
/* list of all the tiles to draw the background and the foreground layers */
uint16_t *layers[];
} Map;

View File

@ -87,12 +87,14 @@ void player_action(Game *game) {
if( game->player.canDoSomething ) /* we can do something */
{
/* we indicate that the player is occupied */
game->player.isDoingAction = true;
/* we collect the information */
char *text = game->map_level->extradata[game->player.whichAction].dialog;
/* we use the correct image as per the class of the item */
bopti_image_t *face;
if (strcmp("PST", game->map_level->extradata[game->player.whichAction].type)==0)
if (strcmp("INFO", game->map_level->extradata[game->player.whichAction].type)==0)
face = &INFO_Icon_img;
else if (strcmp("NPC", game->map_level->extradata[game->player.whichAction].type)==0)
face = &NPC_Icon_img;
@ -100,11 +102,10 @@ void player_action(Game *game) {
face = &SGN_Icon_img;
else face = &demo_player_img;
showtext_dialog( game,
face,
text,
true, true );
/* we treat the action - i.e. we show a dialog */
showtext_dialog( game, face, text, true, true );
/* when done we release the occupied status of the player */
game->player.isDoingAction = false;
}
}