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188 lines
6.6 KiB
188 lines
6.6 KiB
#include "isometricMap.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "tile.h"
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#include "raymath.h"
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#include "raylib.h"
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#include "../Sprite/sprite.h"
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#include "../game.h"
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IsometricMap * IsometricMapInit(Game *game){
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IsometricMap* map = malloc(sizeof(IsometricMap));
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int counter = 0;
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for(counter = 0; counter < TE_TILES_LENGTH; counter++){
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map->tileTextures[counter] = &(game->textures->textures[TE_TILES][counter]);
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}
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map->width = 500;
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map->height = 500;
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map->textureWidth = map->tileTextures[0]->width;
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map->textureHeight = map->tileTextures[0]->height;
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map->worldPixelWidth = map->width * map->textureWidth;
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map->worldPixelWidth = map->height * map->textureHeight;
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map->timer = 0;
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// mallocating the twodimensional Tiles Array
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Tile*** tiles = malloc(map->width*sizeof(Tile*));
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int n = 0;
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for(n=0; n < map->width; n++){
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tiles[n] = malloc(map->height*sizeof(Tile*));
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}
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int i = 0;
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int j = 0;
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int halfTextureSize = map->textureWidth/2;
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int quarterTextureSize = map->textureWidth/4;
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for(i=0; i < map->width; i++){
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for(j=0; j < map->height; j++){
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Tile *tmp = malloc(sizeof(Tile));
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// initially all the Tiles are "empty"
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tmp->textureId = -1;
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tmp->x = i;
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tmp->y = j;
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Vector2 *offset = IsometricMapCalcOffsetForTileAt(i,j, halfTextureSize, quarterTextureSize);
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tmp->offsetX = offset->x;
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tmp->offsetY = offset->y;
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free(offset);
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tiles[i][j] = tmp;
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}
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}
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map->tiles = tiles;
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return map;
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}
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// For Rendering: calculates coordinate offset for a single tile at arrayPosition x y
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// Only works for tiles with texture width == height (and for 22.5 degree?)
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Vector2 * IsometricMapCalcOffsetForTileAt(int x, int y, int halfTextureSize, int quarterTextureSize){
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Vector2* offset = malloc(sizeof(Vector2));
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offset->x = x * halfTextureSize - y * halfTextureSize;
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offset->y = x * quarterTextureSize + y * quarterTextureSize;
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return offset;
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}
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// Unproject: World Coordinates -> Screen Coordinates writes result in tmp Vector
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void IsometricMapProject(IsometricMap *isometricMap, Camera2D *camera, float x, float y, Vector2 *tmp){
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x = (x+camera->target.x) / ((isometricMap->textureWidth)/2);
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y = (y+camera->target.y) / ((isometricMap->textureHeight)/4);
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tmp->x = ( x + y) * (isometricMap->textureWidth/2);
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tmp->y = ( -x + y) * (isometricMap->textureHeight/2);
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}
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// Unproject: World Coordinates -> Screen Coordinates writes result in tmp Vector
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void IsometricMapUnproject(Camera2D *camera, int x, int y, Vector2 *tmp){
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tmp->x = ((x - y)/2) + camera->target.x;
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tmp->y = ((x + y)/4) + camera->target.y;
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}
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void IsometricMapUnprojectIgnoreCam(int x, int y, Vector2 *tmp){
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tmp->x = ((x - y)/2);
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tmp->y = ((x + y)/4);
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}
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// USE INSIDE MODE2D!!
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void IsometricMapDrawRectangle(Vector2 from, Vector2 to, Color color){
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from.x += 32;
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to.x += 32;
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Vector2 corner1 = {from.x, from.y};
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IsometricMapUnprojectIgnoreCam(corner1.x, corner1.y, &corner1);
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Vector2 corner2 = {to.x, from.y};
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IsometricMapUnprojectIgnoreCam(corner2.x, corner2.y, &corner2);
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Vector2 corner3 = {to.x, to.y};
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IsometricMapUnprojectIgnoreCam(corner3.x, corner3.y, &corner3);
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Vector2 corner4 = {from.x, to.y};
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IsometricMapUnprojectIgnoreCam(corner4.x, corner4.y, &corner4);
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DrawLineV(corner1, corner2, RED);
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DrawLineV(corner2, corner3, RED);
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DrawLineV(corner3, corner4, RED);
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DrawLineV(corner4, corner1, RED);
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}
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// returns Tile * -> tile at coordinates x y z=layer
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Tile * IsometricMapGetTileFromWorldCoordinates(IsometricMap *isometricMap, float x, float y){
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x = (int)(x / isometricMap->textureWidth);
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y = (int)(y / isometricMap->textureHeight);
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if( x < isometricMap->width && y < isometricMap->height && x >= 0 && y >= 0 ){
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if(isometricMap->tiles[(int)x][(int)y]->textureId != -1){
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return (isometricMap->tiles[(int)x][(int)y]);
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}
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}
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return 0;
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}
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// changes to Texture ID of tile at x y on maplayer layer
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void IsometricMapChangeTextureIdOfTile(IsometricMap *map, int x, int y, int id){
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if( x < map->width && y < map->height &&
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x >= 0 && y >= 0 ){
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(map->tiles[x][y])->textureId = id;
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}
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else{
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printf("WARNING: trying to change Texture of Tile which is out of bounds!\n");
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}
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}
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void IsometricMapDraw(Game *game){
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game->map->timer += GetFrameTime();
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if(game->map->timer > 0.2f){
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game->map->tileTextures[7] = &(game->textures->textures[TE_TILES][9]);
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}
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if(game->map->timer > 0.4f){
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game->map->tileTextures[7] = &(game->textures->textures[TE_TILES][10]);
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}
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if(game->map->timer > 0.6f){
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game->map->tileTextures[7] = &(game->textures->textures[TE_TILES][11]);
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}
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if(game->map->timer > 0.8f){
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game->map->tileTextures[7] = &(game->textures->textures[TE_TILES][7]);
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game->map->timer = 0;
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}
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int windowWidth = GetScreenWidth();
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int windowHeight = GetScreenHeight();
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Vector2 topleft = {0, 0};
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IsometricMapProject(game->map, game->camera, topleft.x, topleft.y, &topleft);
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Vector2 topright = {windowWidth, 0};
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IsometricMapProject(game->map, game->camera, topright.x, topright.y, &topright);
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Vector2 botleft = {0, windowHeight};
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IsometricMapProject(game->map, game->camera, botleft.x, botleft.y, &botleft);
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Vector2 botright = {windowWidth, windowHeight};
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IsometricMapProject(game->map, game->camera, botright.x, botright.y, &botright);
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int extraTiles = 1;
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int n = 0;
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int itmp = (int)(topleft.x / game->map->textureWidth) - extraTiles;
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int jtmp = (int)(topright.y / game->map->textureHeight) - extraTiles;
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int maxI = (int)(botright.x / game->map->textureWidth) + extraTiles;
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int maxJ = (int)(botleft.y / game->map->textureHeight) + extraTiles;
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if (itmp < 0){ itmp = 0; }
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if (jtmp < 0){ jtmp = 0; }
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if (maxI > game->map->width){ maxI = game->map->width; }
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if (maxJ > game->map->height){ maxJ = game->map->height; }
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register int i, j = 0;
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for (j = jtmp; j < maxJ; ++j){
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for (i = itmp; i < maxI; ++i){
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if (game->map->tiles[i][j]->textureId == -1){
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continue;
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}
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else{
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DrawTexture(
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*(game->map->tileTextures[game->map->tiles[i][j]->textureId]),
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game->map->tiles[i][j]->offsetX,
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game->map->tiles[i][j]->offsetY - game->map->tileTextures[game->map->tiles[i][j]->textureId]->height + 32,
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WHITE);
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continue;
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}
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}
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}
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}
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