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#include "sprite.h"
#include "raylib.h"
#include <stdio.h>
#include <stdlib.h>
#include "../IsometricMap/isometricMap.h"
#include "../definitions.h"
#include "../Textures/animationHandler.h"
#include "../Textures/animation.h"
#include "../Textures/textureatlas.h"
#include "../IsometricMap/tile.h"
void DrawSpriteToWorld(Sprite *sprite, IsometricMap *map, Camera2D *camera){
Vector2 pos = {sprite->x - sprite->texture->width, sprite->y - sprite->texture->height/2};
IsometricMapUnprojectIgnoreCam( pos.x, pos.y, &pos);
DrawTexture(*sprite->texture, pos.x, pos.y, WHITE);
}
void DrawSpriteToScreen(Sprite *sprite){
DrawTexture(*sprite->texture, sprite->x, sprite->y, WHITE);
}
void SpriteUpdate(Sprite *sprite){
sprite->depth = sprite->x + sprite->y + sprite->z;
// sprite->texture = sprite->animationHandler->currentFrame->texture;
}
Sprite * SpriteCreate(TextureAtlas *atlas, int textureID, int x, int y){
Sprite *newSprite = malloc(sizeof(Sprite));
newSprite->texture = atlas->textures[textureID];
newSprite->x = x - (newSprite->texture->width/2);
newSprite->y = y - (newSprite->texture->height/2);
newSprite->z = 0;
newSprite->depth = newSprite->x + newSprite->y;
newSprite->next = 0;
newSprite->prev = 0;
return newSprite;
}
void SpriteListPrintForward(SpriteList *list){
Sprite *current = list->head;
printf("\n[\n");
while(current != 0){
printf("%f,\n", current->depth);
current = current->next;
}
printf("]\n");
}
void SpriteListInsertBefore(SpriteList *list, Sprite *new, Sprite *current){
new->next = current;
new->prev = current->prev;
current->prev = new;
if(current == list->head){
list->head = new;
}
else{
new->prev->next = new;
}
list->spriteAmount++;
}
void SpriteListInsertAfter(SpriteList *list, Sprite *new, Sprite *current){
new->prev = current;
new->next = current->next;
current->next = new;
if(current == list->tail){
list->tail = new;
}
else{
new->next->prev = new;
}
list->spriteAmount++;
}
void SpriteListInsert(SpriteList *list, Sprite *new){
if(list->head == 0){
list->head = new;
list->tail = new;
list->spriteAmount++;
}
else{
Sprite *current = list->head;
while(current != 0){
if(new->depth < current->depth){
SpriteListInsertBefore(list, new, current);
return;
}
current = current->next;
}
SpriteListInsertAfter(list, new, list->tail);
}
}
void SpriteListSpriteChanged(SpriteList *list, Sprite *changed){
if(changed != list->tail && changed->depth > changed->next->depth){
//Nach rechts
Sprite *current = changed->next;
SpriteListRemove(list, changed);
while(current != 0){
if(changed->depth < current->depth){
SpriteListInsertBefore(list, changed, current);
return;
}
current = current->next;
}
SpriteListInsertAfter(list, changed, list->tail);
}
else if(changed != list->head && changed->depth < changed->prev->depth){
//Nach links
Sprite *current = changed->prev;
SpriteListRemove(list, changed);
while(current != 0){
if(changed->depth > current->depth){
SpriteListInsertAfter(list, changed, current);
return;
}
current = current->prev;
}
SpriteListInsertBefore(list, changed, list->head);
}
}
void SpriteListRemove(SpriteList *list, Sprite *remove){
if(remove == 0){
printf("WARNING: TRIED TO REMOVE NULLPOINTER\n");
}
else if(list->head == remove && list->tail == remove){
list->head = 0;
list->tail = 0;
list->spriteAmount--;
}
else if(list->head == remove){
remove->next->prev = 0;
list->head = remove->next;
list->spriteAmount--;
}
else if(list->tail == remove){
remove->prev->next = 0;
list->tail = remove->prev;
list->spriteAmount--;
}
else{
remove->prev->next = remove->next;
remove->next->prev = remove->prev;
list->spriteAmount--;
}
remove->next = 0;
remove->prev = 0;
}
SpriteList * SpriteListInit(){
SpriteList *newSpriteList = malloc(sizeof(SpriteList));
newSpriteList->head = 0;
newSpriteList->tail = 0;
newSpriteList->spriteAmount = 0;
return newSpriteList;
}
// iterates over all Sprites in the list and draws them to the world
void SpriteListDrawAllSprites(SpriteList *list, IsometricMap *map, Camera2D *camera){
Sprite *current = list->head;
// Only drawing the Sprites which are within Camera view
Vector2 topleft = {0, 0};
IsometricMapProject(map, camera, topleft.x, topleft.y, &topleft);
Vector2 topright = {GetScreenWidth(), 0};
IsometricMapProject(map, camera, topright.x, topright.y, &topright);
Vector2 botleft = {0, GetScreenHeight()};
IsometricMapProject(map, camera, botleft.x, botleft.y, &botleft);
Vector2 botright = {GetScreenWidth(), GetScreenHeight()};
IsometricMapProject(map, camera, botright.x, botright.y, &botright);
int extraPixels = 0;
int itmp, jtmp, maxI, maxJ;
itmp = (int)(topleft.x) - extraPixels;
jtmp = (int)(topright.y) - extraPixels;
maxI = (int)(botright.x) + extraPixels;
maxJ = (int)(botleft.y) + extraPixels;
while(current != 0){
// drawing some extra corner pixels
// if extraPixels == 0 you might be able to see flickering in the corners
// Only drawing the Sprites which are within Camera view
if( current->x > itmp &&
current->y > jtmp &&
current->x < maxI &&
current->y < maxJ){
DrawSpriteToWorld(current, map, camera);
}
current = current->next;
}
}