#include "comp/entity.h" #include "comp/physical.h" #include "comp/visible.h" #include "comp/mechanical.h" #include "comp/fighter.h" #include "comp/particle.h" #include "render.h" #include "game.h" #include "anim.h" #include #include //--- // Camera management //--- void camera_init(camera_t *c, map_t const *m) { c->zoom = 1; c->limits.x_min = fix(-CAMERA_BORDER); c->limits.x_max = fix(m->width + CAMERA_BORDER); c->limits.y_min = fix(-CAMERA_BORDER); c->limits.y_max = fix(m->height + CAMERA_BORDER); /* Fullscreen */ c->viewport.x_min = 0; c->viewport.x_max = DWIDTH; c->viewport.y_min = 0; c->viewport.y_max = DHEIGHT; c->width = fix(c->viewport.x_max - c->viewport.x_min) / TILE_WIDTH; c->height = fix(c->viewport.y_max - c->viewport.y_min) / TILE_HEIGHT; c->x = (c->limits.x_min + c->limits.x_max) / 2; c->y = (c->limits.y_min + c->limits.y_max) / 2; /* Vertical adjustment to add space for the HUD */ c->y -= fix(0); } ivec2 camera_map2screen(camera_t const *c, vec2 p) { return (ivec2){ .x = DWIDTH / 2 + fround((p.x - c->x) * TILE_WIDTH * c->zoom), .y = DHEIGHT / 2 + fround((p.y - c->y) * TILE_HEIGHT * c->zoom), }; } /* Translate screen coordinates to map coordinates */ vec2 camera_screen2map(camera_t const *c, ivec2 p) { return (vec2){ .x = c->x + fix(p.x - DWIDTH / 2) / TILE_WIDTH / c->zoom, .y = c->y + fix(p.y - DHEIGHT / 2) / TILE_HEIGHT / c->zoom, }; } /* Lock the camera at the center if set by settings. */ static bool camera_lock(camera_t *c) { if(c->zoom == 1 && CAMERA_LOCK_AT_x1) { c->x = (c->limits.x_min + c->limits.x_max) / 2; c->y = (c->limits.y_min + c->limits.y_max) / 2; return true; } return false; } /* Bound the camera to the map limits */ static void camera_bound(camera_t *c) { /* Project top left and bottom-right corners of viewport onto the map */ ivec2 v_tl = { c->viewport.x_min, c->viewport.y_min }; ivec2 v_br = { c->viewport.x_max, c->viewport.y_max }; vec2 m_tl = camera_screen2map(c, v_tl); vec2 m_br = camera_screen2map(c, v_br); /* Bound viewport to map limits */ if(m_tl.x < c->limits.x_min) c->x += (c->limits.x_min - m_tl.x); else if(m_br.x > c->limits.x_max) c->x += (c->limits.x_max - m_br.x); if(m_tl.y < c->limits.y_min) c->y += (c->limits.y_min - m_tl.y); else if(m_br.y > c->limits.y_max) c->y += (c->limits.y_max - m_br.y); } void camera_move(camera_t *c, map_coord_t dx, map_coord_t dy) { if(camera_lock(c)) return; c->x += dx; c->y += dy; camera_bound(c); } void camera_zoom(camera_t *c, int zoom) { if(zoom < ZOOM_MIN) zoom = ZOOM_MIN; if(zoom > ZOOM_MAX) zoom = ZOOM_MAX; c->zoom = zoom; if(camera_lock(c)) return; camera_bound(c); } fixed_t camera_ppu(camera_t const *c) { /* Since this assumes isotropic space we can use TILE_WIDTH or TILE_HEIGHT indifferently (they're assumed equal) */ return fix(1) * c->zoom * TILE_WIDTH; } //--- // Rendering //--- static void render_map_layer(map_t const *m, camera_t const *c, int layer) { /* Render floor and walls */ for(int row = -2; row < m->height + 2; row++) for(int col = -1; col < m->width + 1; col++) { tile_t *t = map_tile(m, col, row); vec2 tile_pos = { fix(col), fix(row) }; ivec2 p = camera_map2screen(c, tile_pos); if(!t && layer == CEILING) { drect(p.x, p.y, p.x+15, p.y+15, C_BLACK); continue; } if(t->plane != layer) continue; dsubimage(p.x, p.y, m->tileset, TILE_WIDTH * (t->base % 8), TILE_HEIGHT * (t->base / 8), TILE_WIDTH, TILE_HEIGHT, DIMAGE_NOCLIP); if(t->decor) dsubimage(p.x, p.y, m->tileset, TILE_WIDTH * (t->decor % 8), TILE_HEIGHT * (t->decor / 8), TILE_WIDTH, TILE_HEIGHT, DIMAGE_NOCLIP); } } static int depth_measure(entity_t const *e, int direction) { particle_t *p = getcomp(e, particle); if(p) { return (p->plane != direction) ? -1 : p->y; } visible_t *v = getcomp(e, visible); if(v) { return (v->sprite_plane != direction) ? -1 : getcomp(e, physical)->y; } return -1; } static int floor_depth_measure(entity_t const *e) { return depth_measure(e, HORIZONTAL); } static int wall_depth_measure(entity_t const *e) { return depth_measure(e, VERTICAL); } static int ceiling_depth_measure(entity_t const *e) { return depth_measure(e, CEILING); } static void render_shadow(int cx, int cy, int shadow_size) { if(shadow_size < 1 || shadow_size > 4) return; static const int hw_array[] = { 2, 3, 5, 7 }; static const int hh_array[] = { 1, 1, 2, 3 }; /* TODO: render_shadow(): Encode shadow shapes properly x) */ static const uint8_t profile_1[] = { 1, 0, 1 }; static const uint8_t profile_2[] = { 1, 0, 1 }; static const uint8_t profile_3[] = { 3, 1, 0, 1, 3 }; static const uint8_t profile_4[] = { 4, 2, 1, 0, 1, 2, 4 }; static const uint8_t *profile_array[] = { profile_1, profile_2, profile_3, profile_4, }; int hw = hw_array[shadow_size - 1]; int hh = hh_array[shadow_size - 1]; uint8_t const *profile = profile_array[shadow_size - 1] + hh; int xmin = max(-hw, -cx); int xmax = min(hw, DWIDTH-1 - cx); int ymin = max(-hh, -cy); int ymax = min(hh, DHEIGHT-1 - cy); for(int y = ymin; y <= ymax; y++) for(int x = xmin; x <= xmax; x++) { if(hw - abs(x) < profile[y]) continue; int i = DWIDTH * (cy+y) + (cx+x); gint_vram[i] = (gint_vram[i] & 0xf7de) >> 1; } } static void render_entities(game_t const *g, camera_t const *camera, entity_measure_t *measure, bool show_hitboxes) { uint16_t *rendering_order; int count = game_sort_entities(g, measure, &rendering_order); for(int i = 0; i < count; i++) { entity_t *e = g->entities[rendering_order[i]]; physical_t *p = getcomp(e, physical); visible_t *v = getcomp(e, visible); particle_t *pt = getcomp(e, particle); vec2 xy; fixed_t z; if(pt) { xy = (vec2) { pt->x, pt->y }; z = pt->z; } else { xy = physical_pos(e); z = v->z; } ivec2 scr = camera_map2screen(camera, xy); int elevated_y = scr.y - fround(16 * z); /* Show shadow */ if(v && v->shadow_size) { render_shadow(scr.x, scr.y, v->shadow_size); } /* Show entity sprite */ if(v && v->anim.frame) { anim_frame_render(scr.x, elevated_y, v->anim.frame); } /* Show entity hitbox in the map coordinate system */ if(v && (!v->anim.frame || show_hitboxes)) { rect r = p->hitbox; r = rect_scale(r, camera_ppu(camera)); r = rect_translate(r, vec_i2f(scr)); rect_draw(r, C_BLUE); /* Show entity center */ dline(scr.x-1, scr.y, scr.x+1, scr.y, C_BLUE); dline(scr.x, scr.y-1, scr.x, scr.y+1, C_BLUE); } /* Show particle */ if(pt) { particle_render(scr.x, scr.y, pt); } } free(rendering_order); } void render_game(game_t const *g, bool show_hitboxes) { camera_t const *camera = &g->camera; /* Render map floor and floor entities */ render_map_layer(g->map, camera, HORIZONTAL); render_entities(g, camera, floor_depth_measure, show_hitboxes); /* Render map walls and vertical entities TODO ECS: Sort walls and wall entities together for proper ordering!*/ render_map_layer(g->map, camera, VERTICAL); render_entities(g, camera, wall_depth_measure, show_hitboxes); /* Render ceiling tiles (including out of bounds) and ceiling entities */ render_map_layer(g->map, camera, CEILING); render_entities(g, camera, ceiling_depth_measure, show_hitboxes); extern font_t font_rogue; font_t const *old_font = dfont(&font_rogue); /* Render wave progress bar */ level_wave_t const *wave = game_current_wave(g); int wave_enemies = 0; for(int i = 0; i < wave->entry_count; i++) wave_enemies += wave->entries[i].amount; dprint_opt(DWIDTH/2, 2, C_WHITE, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Wave %d: Spawned %d/%d, time %d/%d+%d s", g->wave, g->wave_spawned, wave_enemies, fround(g->time_wave), wave->duration, wave->delay_after); /* Render HUD */ extern bopti_image_t img_hud; dimage(0, DHEIGHT - img_hud.height, &img_hud); fighter_t *player_f = getcomp(g->player, fighter); mechanical_t *player_m = getcomp(g->player, mechanical); /* Render life bar */ extern bopti_image_t img_hud_life; int fill_height = (img_hud_life.height * player_f->HP) / player_f->HP_max; dsubimage(184, DHEIGHT - 5 - fill_height, &img_hud_life, 0, img_hud_life.height - fill_height, img_hud_life.width, fill_height, DIMAGE_NONE); /* Render skill icons */ extern bopti_image_t img_skillicons; static const int skill_size = 23; static const int skill_box_size = 27; for(int i = 0; i < 6; i++) { /* Activity and cooldown */ fixed_t cooldown_total=0, cooldown_remaining=0; if(i == 0 && player_m->dash < 0) { cooldown_total = player_m->limits->dash_cooldown; cooldown_remaining = -player_m->dash; } else if(i > 0) { cooldown_total = player_f->actions_cooldown_total[i-1]; cooldown_remaining = player_f->actions_cooldown[i-1]; } int x = 31 + 48*i + 64*(i>=3); int y = DHEIGHT - 33; int bg = (cooldown_remaining != 0); dsubimage(x+2, y+2, &img_skillicons, skill_size * bg, 0, skill_size, skill_size, DIMAGE_NONE); dsubimage(x+2, y+2, &img_skillicons, skill_size * (i+2), 0, skill_size, skill_size, DIMAGE_NONE); /* Darken the area representing remaining cooldown */ if(cooldown_total != 0) { int height = (cooldown_remaining*skill_box_size) / cooldown_total; int ymin = y + skill_box_size - height; int ymax = y + skill_box_size; for(int y1 = ymin; y1 < ymax; y1++) { for(int x1 = x; x1 < x + skill_box_size; x1++) { int i = DWIDTH * y1 + x1; gint_vram[i] = ~((~gint_vram[i] & 0xf7de) >> 1); } } } } dfont(old_font); } void render_pfg_all2one(pfg_all2one_t const *paths, camera_t const *c) { for(int row = 0; row < paths->map->height; row++) for(int col = 0; col < paths->map->width; col++) { tile_t *tile = map_tile(paths->map, col, row); if(!tile || tile->solid) continue; vec2 fp = vec_i2f_center((ivec2){ col, row }); ivec2 p = camera_map2screen(c, fp); int dir = paths->direction[row * paths->map->width + col]; if(dir == -1) { drect(p.x-1, p.y-1, p.x+1, p.y+1, C_RGB(31, 0, 31)); } else { ivec2 v = vec_f2i(fdir(dir)); int x2 = p.x + 8*v.x; int y2 = p.y + 8*v.y; int dx = 3*v.x, dy = 3*v.y; dline(p.x, p.y, x2, y2, C_RGB(31, 0, 31)); dline(x2, y2, x2-dx-dy, y2-dy-dx, C_RGB(31, 0, 31)); dline(x2, y2, x2-dx+dy, y2-dy+dx, C_RGB(31, 0, 31)); } } }