going back to one map layer

main
Jan 3 years ago
parent d32e153565
commit f29dee2553

@ -70,8 +70,8 @@ void mouseInput(Game *game){
}
// hardcoded layer amount
int n = 9;
for(n = 9; n >= 0 ; n--){
int n = 0;
for(n = 0; n >= 0 ; n--){
if(layers[n] != 0){
float tileWidthHalf = layers[n]->tileTextures[0].width / 2;
float tileHeightQuarter = layers[n]->tileTextures[0].height / 4;
@ -132,7 +132,7 @@ void mouseInput(Game *game){
else if(inputHandler->cursorWorldPos.y > maxHeight){ printf("OutOfBoundsDestination Spawn\n");}
else {
ListInsert(sprites, SpriteCreate(game->textures, 1, inputHandler->cursorWorldPos.x, inputHandler->cursorWorldPos.y));
ListPrintForward(sprites);
//ListPrintForward(sprites);
//ListInsertSorted(sprites, SpriteCreate(game->textures, 1, inputHandler->cursorWorldPos.x, inputHandler->cursorWorldPos.y));
}
} else{

@ -128,8 +128,8 @@ Tile * IsometricMapGetMostUpperTile(IsometricMap **isometricMap, Tile *tile){
//Tile *ptr = (Tile *) malloc(sizeof(Tile *));
// hardcoded layer amount
int n = 9;
for(n=9;n>=0;n--){
int n = 0;
for(n=0;n>=0;n--){
if( tile->x < isometricMap[n]->width && tile->y < isometricMap[n]->height &&
tile->x >= 0 && tile->y >= 0 ){
if(isometricMap[n]->tiles[tile->x][tile->y]->textureId != -1){
@ -174,22 +174,20 @@ void IsometricMapDraw(Game *game){
if (maxI > game->layers[0]->width){ maxI = game->layers[0]->width; }
if (maxJ > game->layers[0]->height){ maxJ = game->layers[0]->height; }
/*
int i, j = 0;
for (n = 0; n < 10; n++){
for (j = jtmp; j < maxJ; j++){
for (i = itmp; i < maxI; i++){
if (game->layers[n]->tiles[i][j]->textureId == -1){
}
else{
buckets[counter] = game->layers[n]->tiles[i][j]->sortable;
++counter;
}
for (j = jtmp; j < maxJ; j++){
for (i = itmp; i < maxI; i++){
if (game->layers[0]->tiles[i][j]->textureId == -1){
}
}
else{
DrawTexture(
game->layers[0]->tileTextures[game->layers[n]->tiles[i][j]->textureId],
game->layers[0]->tiles[i][j]->offsetX,
game->layers[0]->tiles[i][j]->offsetY,
WHITE);
}
}
}
*/
//printf("\n\n\n");
ListDrawAllSprites(game->sprites, game->layers, game->camera);
}

@ -175,7 +175,7 @@ void ListDrawAllSprites(List *list, IsometricMap **map, Camera2D *camera){
// iterates over all Sprites in the list and does their acting (moving etc)
void ListActAllSprites(Game *game){
ListPrintForward(game->sprites);
//ListPrintForward(game->sprites);
// Sprites move towards their destination
float movementSpeed = 150.0f * GetFrameTime();
Node *current = game->sprites->head;

@ -43,7 +43,7 @@ Game *GameInit()
game->sprites = ListInit();
game->layers = malloc(10 * sizeof(IsometricMap *));
game->layers = malloc(1 * sizeof(IsometricMap *));
//das du es weißt man kann wenn du nicht auf hört was machen und dann bist du leise es gibt was das nett sich rufmord
// Test Layers ---
@ -51,66 +51,11 @@ Game *GameInit()
int i = 0;
int j = 0;
for (n = 0; n < 10; n++)
for (n = 0; n < 1; n++)
{
((game->layers))[n] = IsometricMapInit(n);
}
for (n = 0; n < 10; n++)
{
for (i = 0; i < game->layers[n]->width; i++)
{
for (j = 0; j < game->layers[n]->height; j++)
{
if(i > 50 && i < 70 && j == 50){
IsometricMapChangeTextureIdOfTile(game->layers, i, j, n, 0);
}
switch (n)
{
case 0:
IsometricMapChangeTextureIdOfTile(game->layers, i, j, n, 0);
break;
case 1:
if (i > 35 && i < 50 && j > 45 && j < 60)
{
IsometricMapChangeTextureIdOfTile(game->layers, i, j, n, 0);
}
break;
case 2:
if (i > 40 && i < 44 && j > 50 && j < 54)
{
IsometricMapChangeTextureIdOfTile(game->layers, i, j, n, 2);
}
break;
}
if(i == j && n == 1){
IsometricMapChangeTextureIdOfTile(game->layers, i, j, n, 0);
}
if(i == j && n == 2){
IsometricMapChangeTextureIdOfTile(game->layers, i, j, n, 0);
}
if(i == j-1 && n == 1){
IsometricMapChangeTextureIdOfTile(game->layers, i, j, n, 0);
}
if(i-1 == j && n == 1){
IsometricMapChangeTextureIdOfTile(game->layers, i, j, n, 0);
}
}
}
}
for (n = 0; n < 10; n++)
{
for (i = 0; i < 20 - n * 2; i++)
{
for (j = 0; j < 20 - n * 2; j++)
{
IsometricMapChangeTextureIdOfTile(game->layers, i, j, n, 0);
}
}
}
n = 0;
for (i = 0; i < game->layers[0]->width; i++)
{

@ -27,7 +27,7 @@ int main(){
// Hides the operating systems own cursor
HideCursor();
SetTargetFPS(60);
//SetTargetFPS(60);
while(!WindowShouldClose()){

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