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