added more controls and generalized tile previews
parent
f4ccfd43a7
commit
4b080adfde
56
src/game.cc
56
src/game.cc
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@ -34,6 +34,12 @@ void on_clear_key(int down) {
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void on_cycle_tile(int axis) {
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cursor_tile += axis;
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if(cursor_tile <= 0) {
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cursor_tile = 1;
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}
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if(cursor_tile > g_tilemap.tileset.set.size()) {
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cursor_tile = g_tilemap.tileset.set.size();
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}
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if(g_tilemap.tileset.set.size() >= cursor_tile && 0 < cursor_tile) {
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cursor = g_tilemap.tileset.set.at(cursor_tile-1);
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}
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@ -49,6 +55,10 @@ void on_click(int down) {
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drawing = down;
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}
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void on_erase(int down) {
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drawing = -down;
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}
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void on_drag_world(float dx, float dy) {
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if(dragging) {
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g_active_view.x -= dx * g_active_view.width;
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@ -60,6 +70,12 @@ void on_middle_mouse(int down) {
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dragging = down;
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}
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void on_debug_frame(int down) {
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if(down) {
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d_debug_next_frame = 1;
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}
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}
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void load_game() {
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g_tilemap.width = g_tilemap.height = 10;
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@ -111,7 +127,9 @@ void load_game() {
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add_listener_for(SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_C, &on_clear_key);
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add_listener_for(SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_Q, &on_quit_key);
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add_listener_for(SDL_SCANCODE_A, SDL_SCANCODE_D, &on_cycle_tile);
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add_listener_for(SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_TAB, &on_debug_frame);
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add_mouse_button_listener(SDL_BUTTON_LMASK, &on_click);
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add_mouse_button_listener(SDL_BUTTON_RMASK, &on_erase);
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add_mouse_button_listener(SDL_BUTTON_MMASK, &on_middle_mouse);
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add_mouse_listener(0, &on_drag_world);
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@ -122,6 +140,7 @@ void start_game() {
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}
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void update_game() {
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if(drawing == 1) drawing = 2;
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update_input();
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mouse_world_position(&cursor.x, &cursor.y);
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cursor.x += 0.1f; cursor.y += 0.1f;
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@ -132,11 +151,15 @@ void update_game() {
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mouse_world_position(&fx, &fy);
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x = floorf(fx);
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y = floorf(fy);
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if(x >= 0 && y >= 0 && x < g_tilemap.width && y < g_tilemap.height) {
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if(drawing > 0) {
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get_tilemap_tile(x, y)->value = cursor_tile;
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} else {
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get_tilemap_tile(x, y)->value = 0;
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}
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}
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}
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void draw_game() {
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rectshape_t world_outline = {
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g_tilemap.x, g_tilemap.y, float(g_tilemap.width), float(g_tilemap.height),
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0.01f, RLAYER_TILEMAP-1, {0,0,0,0}, {255, 255, 255, 255}
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@ -152,19 +175,42 @@ void draw_game() {
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draw_tilemap();
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}
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void draw_game_ui() {
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void update_ui() {
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rectshape_t shape = (rectshape_t){
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0.0f, 0.0f, 0.15f, 0.15f, 0, 1,
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0.0f, 0.0f, 1.f, 0.015f, 0, RLAYER_UI,
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{100,100,100,255}, {0,0,0,0}
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};
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int w = world_sheet.w / world_sheet.tile_width,
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h = world_sheet.h / world_sheet.tile_height,
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offset_selected = cursor_tile - 1;
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rectshape_t selected_tile_rect = (rectshape_t) {
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float(offset_selected % w) * 0.015f, float(offset_selected / h) * 0.015f, 0.015f, 0.015f, 0.001f, -1,
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offset_selected * 0.015f, 0.f, 0.015f, 0.015f, 0.001f, RLAYER_UI-10,
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{0,0,0,0}, {255, 255, 255, 255}
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};
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draw_rect(&selected_tile_rect);
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draw_rect(&shape);
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draw_sprite(¤t_tile_display);
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int i = 0;
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float mx, my;
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mouse_screen_position(&mx, &my);
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for(auto& original: g_tilemap.tileset.set) {
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// make a copy of the reference sprite and adjust it to fit the ui
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sprite_t sprite = original;
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sprite.depth = RLAYER_UI-5;
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sprite.x = i * 0.015f; sprite.y = 0;
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sprite.sx = 0.015f; sprite.sy = 0.015f;
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float amx=mx-sprite.x, amy=my-sprite.y;
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draw_sprite(&sprite);
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// allow user to select tiles with mouse
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if(amx >= 0 && amy >= 0 && amx < sprite.sx && amy < sprite.sy) {
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if(drawing == 1) {
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drawing = 0;
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cursor_tile = i+1;
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on_cycle_tile(0);
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}
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}
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++i;
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}
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}
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