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271 lines
8.8 KiB
271 lines
8.8 KiB
#include "list.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "../sprite.h"
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#include "raylib.h"
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#include "raymath.h"
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#include "../Textures/textureIDs.h"
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Node * ListCreateNode(Sprite *data){
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Node *new = (Node *) malloc(sizeof(Node));
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new->data = *data;
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new->next = 0;
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new->prev = 0;
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return new;
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}
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void ListPrintForward(List *list){
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Node *current = list->head;
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printf("\n[\n");
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while(current != 0){
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//printf("(%f | %f),\n", current->data.x, current->data.y);
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current = current->next;
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}
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printf("]\n");
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}
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void ListInsertFront(List *list, Sprite *data){
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Node *new = ListCreateNode(data);
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if(list->head == 0){
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list->head = new;
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list->tail = new;
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}
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else if(list->head == list->tail){
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list->head = new;
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list->head->next = list->tail;
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list->tail->prev = list->head;
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}
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else{
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list->head->prev = new;
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new->next = list->head;
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list->head = new;
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}
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}
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void ListInsertBack(List *list, Sprite *data){
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Node *new = ListCreateNode(data);
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if(list->head == 0){
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list->head = new;
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list->tail = new;
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}
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else if(list->head == list->tail){
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list->tail = new;
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list->head->next = list->tail;
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list->tail->prev = list->head;
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}
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else{
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list->tail->next = new;
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new->prev = list->tail;
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list->tail = new;
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}
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}
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void ListInsertSorted(List *list, Sprite *data){
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Node *new = ListCreateNode(data);
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int inserted = 1;
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Node *current = list->head;
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while(inserted == 1){
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if(current == 0){
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free(new);
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ListInsertBack(list, data);
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inserted = 0;
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continue;
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}
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else if(data->y <= current->data.y){
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if(current == list->head){
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free(new);
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ListInsertFront(list, data);
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inserted = 0;
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}
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else{
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new->prev = current->prev;
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new->next = current;
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current->prev->next = new;
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current->prev = new;
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inserted = 0;
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}
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continue;
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}
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current = current->next;
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}
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}
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List * ListInit(){
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List *newList = (List *) malloc(sizeof(List));
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newList->head = 0;
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newList->tail = 0;
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return newList;
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}
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// iterates over all Sprites in the list and draws them to the world
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void ListDrawAllSprites(List *list, IsometricMap **map, Camera2D *camera){
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Node *current = list->head;
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// Only drawing the Sprites which are within Camera view
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Vector2 topleft = {0, 0};
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IsometricMapProject(map[0], camera, topleft.x, topleft.y, &topleft);
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Vector2 topright = {GetScreenWidth(), 0};
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IsometricMapProject(map[0], camera, topright.x, topright.y, &topright);
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Vector2 botleft = {0, GetScreenHeight()};
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IsometricMapProject(map[0], camera, botleft.x, botleft.y, &botleft);
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Vector2 botright = {GetScreenWidth(), GetScreenHeight()};
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IsometricMapProject(map[0], camera, botright.x, botright.y, &botright);
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int itmp, jtmp, maxI, maxJ;
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int extraPixels = 0;
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while(current != 0){
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// drawing some extra corner pixels
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// if extraPixels == 0 you can see flickering in the corners
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itmp = (int)(topleft.x) - extraPixels;
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jtmp = (int)(topright.y) - extraPixels;
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maxI = (int)(botright.x) + extraPixels;
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maxJ = (int)(botleft.y) + extraPixels;
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// Only drawing the Sprites which are within Camera view
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if( current->data.x > itmp &&
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current->data.y > jtmp &&
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current->data.x < maxI &&
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current->data.y < maxJ){
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DrawSpriteToWorld(¤t->data, map, camera);
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}
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current = current->next;
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}
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}
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// iterates over all Sprites in the list and does their acting (moving etc)
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void ListActAllSprites(Game *game){
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// Sprites move towards their destination
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float movementSpeed = 150.0f * GetFrameTime();
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Node *current = game->sprites->head;
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int counter = 0;
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while (current != 0){
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counter ++;
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if(current->data.hasDestination == 1){
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Vector2 movement = {
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current->data.destX - current->data.x,
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current->data.destY - current->data.y
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};
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if(Vector2Length(movement) < movementSpeed){
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current->data.hasDestination = 0;
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current->data.x = current->data.destX;
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current->data.y = current->data.destY;
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}
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else{
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movement = Vector2Normalize(movement);
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movement = Vector2Scale(movement, movementSpeed);
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current->data.x += movement.x;
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current->data.y += movement.y;
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// Change sprite according to direction
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Vector2 nullvektor = {0,0};
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float angle = Vector2Angle(movement, nullvektor);
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angle = angle * RAD2DEG;
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angle -= 35.26;
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if(angle <= 22.5 && angle >= -22.5){
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// E
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AnimationChangeAnimation(current->data.animationHandler, E);
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}
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else if(angle > 0 && angle <= 67.5){
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// NE
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AnimationChangeAnimation(current->data.animationHandler, NE);
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}
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else if(angle > 0 && angle <= 112.5){
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// N
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AnimationChangeAnimation(current->data.animationHandler, N);
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}
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else if(angle > 0 && angle <= 157.5){
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// NW
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AnimationChangeAnimation(current->data.animationHandler, NW);
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}
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else if(angle < 0 && angle >= -67.5){
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// SE
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AnimationChangeAnimation(current->data.animationHandler, SE);
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}
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else if(angle < 0 && angle >= -112.5){
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// S
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AnimationChangeAnimation(current->data.animationHandler, S);
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}
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else if(angle < 0 && angle >= -157.5){
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// SW
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AnimationChangeAnimation(current->data.animationHandler, SW);
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}
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else{
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// W
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AnimationChangeAnimation(current->data.animationHandler, W);
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}
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}
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}
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// Sorting the sprites by y-coord, bruh
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if(counter > 2 && current != game->sprites->tail){
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if(current->data.y < current->prev->data.y){
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Node *prepre = current->prev->prev;
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Node *toBack = current->prev;
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Node *toFront = current;
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Node *back = current->next;
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prepre->next = toFront;
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toFront->next = toBack;
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toFront->prev = prepre;
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toBack->prev = toFront;
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toBack->next = back;
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back->prev = toBack;
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}
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}
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else if(counter > 2 && current == game->sprites->tail){
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if(current->data.y < current->prev->data.y){
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Node *prepre = current->prev->prev;
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Node *toBack = current->prev;
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Node *toFront = current;
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prepre->next = toFront;
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toFront->next = toBack;
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toFront->prev = prepre;
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toBack->prev = toFront;
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toBack->next = 0;
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game->sprites->tail = toBack;
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}
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}
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else if(counter == 2 && current != game->sprites->tail){
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if(current->data.y < current->prev->data.y){
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Node *toBack = current->prev;
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Node *toFront = current;
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Node *back = current->next;
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toFront->next = toBack;
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toBack->prev = toFront;
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toBack->next = back;
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back->prev = toBack;
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toFront->prev = 0;
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game->sprites->head = toFront;
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}
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}
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else if(counter == 2 && current == game->sprites->tail){
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if(current->data.y < current->prev->data.y){
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Node *toBack = current->prev;
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Node *toFront = current;
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toBack->prev = toFront;
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toBack->next = 0;
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toFront->next = toBack;
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toFront->prev = 0;
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game->sprites->head = toFront;
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game->sprites->tail = toBack;
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}
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}
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SpriteUpdateAnimation(¤t->data);
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// updating z-position according to the tile the sprite stands on
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Tile *floorTile = IsometricMapGetTileFromWorldCoordinates(game->layers, current->data.x, current->data.y, 0);
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Tile *topTile = IsometricMapGetMostUpperTile(game->layers, floorTile);
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current->data.z = topTile->z;
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current = current->next;
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}
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}
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