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#include "sprite.h"
#include "raylib.h"
#include <stdio.h>
#include <stdlib.h>
#include "IsometricMap/isometricMap.h"
#include "Textures/textureIDs.h"
#include "Textures/animationHandler.h"
#include "Textures/animation.h"
#include "Textures/textureatlas.h"
#include "IsometricMap/tile.h"
// @param deprecated
void SpriteAdd(Sprite *sprites, int *spriteAmount, Texture2D *texture, int x, int y){
printf("WARNING: Using deprecated Function SpriteAdd!\n");
/*
if(*spriteAmount < 100){
(sprites + *spriteAmount) -> texture = texture;
(sprites + *spriteAmount) -> x = x;
(sprites + *spriteAmount) -> y = y;
(sprites + *spriteAmount) -> z = 0;
(sprites + *spriteAmount) -> destX = x;
(sprites + *spriteAmount) -> destY = y;
(sprites + *spriteAmount) -> hasDestination = 0;
(sprites + *spriteAmount) -> selected = 0;
(*spriteAmount)++;
}
else{
printf("Voll\n");
}
*/
}
void DrawSpriteToWorld(Sprite *sprite, IsometricMap **map, Camera2D *camera){
// TODO: Nach y sortieren, bevor sie gedrawed werden
// Wir müssen beachten, dass sie nach den unprojezierten Screen-Koordinaten sortiert werden müssen.
// Macht es vielleicht sinn den Sprites auch einen Vector mit ihren Screen Koordinaten zu geben?
//Vector2 pos = {sprite->x, sprite->y};
Vector2 pos = {sprite->x - sprite->texture->width, sprite->y - sprite->texture->height/2};
IsometricMapUnproject(map, camera, pos.x, pos.y, sprite->z, &pos);
// Also erst ab hier sortieren, mit den Werten aus dem pos Vector
// IsometricMap muss auch mit reingerechnet werden -> mögliche Container Lösung steht in der README
pos.x -= camera->target.x;
pos.y -= camera->target.y;
if(sprite->selected){
DrawTexture(*sprite->texture, pos.x, pos.y, (Color){255, 255, 255, 200});
//DrawTexture(*sprite->texture, sprite->x, sprite->y, BLACK);
}
else{
DrawTexture(*sprite->texture, pos.x, pos.y, WHITE);
}
//printf("%f %f \n", sprite->x, sprite->y);
}
void DrawSpriteToScreen(Sprite *sprite){
if(sprite->selected){
DrawTexture(*sprite->texture, sprite->x, sprite->y, (Color){255, 255, 255, 200});
//DrawTexture(*sprite->texture, sprite->x, sprite->y, BLACK);
}
else{
DrawTexture(*sprite->texture, sprite->x, sprite->y, WHITE);
}
}
void SpriteUpdateAnimation(Sprite *sprite){
AnimationUpdate(sprite->animationHandler);
sprite->texture = sprite->animationHandler->currentFrame->texture;
}
Sprite * SpriteCreate(TextureAtlas *atlas, int textureID, int x, int y){
Sprite *newSprite = (Sprite *) malloc(sizeof(Sprite));
//AnimationHandler create
//Animation **animations = atlas->workerAnimations;
Animation **animations = 0;
if(textureID == worker){
animations = atlas->workerAnimations;
}
else if(textureID == cursor){
animations = atlas->cursorAnimation;
}
else{
printf("\n\n\n\n\n\n\n\nSpriteCreate mit falscher ID aufgerufen oder ID nicht bekannt!!!\n\n\n\n\n\n\n\n");
}
AnimationHandler *newHandler = AnimationHandlerInit(animations);
newSprite->animationHandler = newHandler;
newSprite->texture = newSprite->animationHandler->currentFrame->texture;
newSprite->x = x - newSprite->texture->width / 2;
newSprite->y = y - newSprite->texture->height / 2;
newSprite->destX = x;
newSprite->destY = y;
newSprite->hasDestination = 0;
newSprite->selected = 0;
return newSprite;
}