#include "engine.h" #include "tilemap.h" #include "corelib/input.h" #include "corelib/render.h" #include "corelib/assets.h" #include "corelib/layers.h" #include "SDL2/SDL_mouse.h" #include "SDL2/SDL_scancode.h" #include "ui.h" int cursor_tile = 1; int dragging = 0; int drawing = 0; sprite_t cursor; spritesheet_t world_sheet; tileset_t tileset; tilemap_t tilemap = { .width = 0,.height = 0, .x=0,.y=0 }; void on_save_key(int down) { if(down) save_tilemap(&tilemap, "tilemap.csv"); } void on_load_key(int down) { if(down) load_tilemap(&tilemap, "tilemap.csv"); } void on_clear_key(int down) { if(down) { for(int i = 0; i < tilemap.height * tilemap.width; ++i) { tilemap.tiles[i] = 0; } } } void on_cycle_tile(int axis) { cursor_tile += axis; if(cursor_tile <= 0) { cursor_tile = 1; } int size = tileset.size; if(cursor_tile >= size) { cursor_tile = size-1; } if(tileset.size >= cursor_tile && 0 < cursor_tile) { cursor = tileset.set[cursor_tile-1].sprite; } } void on_quit_key(int down) { if(down) { g_context.running = 0; } } void on_click(int down) { drawing = down; } void on_erase(int down) { drawing = -down; } void on_drag_world(float dx, float dy) { if(dragging) { g_active_view.x -= dx * g_active_view.width; g_active_view.y -= dy * g_active_view.width; } } void on_middle_mouse(int down) { dragging = down; } void on_debug_frame(int down) { if(down) { d_debug_next_frame = 1; } } void on_button_zoom(int axis) { if(axis != 0) { g_active_view.width += axis; } } void on_scroll_zoom(float delta) { g_active_view.width -= delta * 0.5f; } void load_game() { style.button.button = style.button.active = make_nineslice("button.png", 126, 0.01); world_sheet = make_spritesheet("tileset.png", 189, 189); tileset.set = (tile_t*)calloc(21, sizeof(tile_t)); tileset.size = 21; tileset.set[0] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 0),.walkable=0}; tileset.set[1] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 1),.walkable=0}; tileset.set[2] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 2),.walkable=0}; tileset.set[3] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 10),.walkable=0}; tileset.set[4] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 11),.walkable=0}; tileset.set[5] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 12),.walkable=0}; tileset.set[6] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 20),.walkable=0}; tileset.set[7] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 21),.walkable=0}; tileset.set[8] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 22),.walkable=0}; tileset.set[9] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 30),.walkable=1}; tileset.set[10]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 31),.walkable=1}; tileset.set[11]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 32),.walkable=1}; tileset.set[12]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 3),.walkable=1}; tileset.set[13]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 4),.walkable=1}; tileset.set[14]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 5),.walkable=1}; tileset.set[15]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 13),.walkable=1}; tileset.set[16]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 14),.walkable=1}; tileset.set[17]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 15),.walkable=1}; tileset.set[18]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 23),.walkable=1}; tileset.set[19]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 24),.walkable=1}; tileset.set[20]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 25),.walkable=1}; // register calloc'd array to be deleted with free(...) add_arbitrary_asset(tileset.set, &free); tilemap.width = tilemap.height = 128; on_cycle_tile(0); input_init(); add_key_listener(SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_W, &on_save_key); add_key_listener(SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_R, &on_load_key); add_key_listener(SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_C, &on_clear_key); add_key_listener(SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_Q, &on_quit_key); add_key_listener(SDL_SCANCODE_A, SDL_SCANCODE_D, &on_cycle_tile); add_key_listener(SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_TAB, &on_debug_frame); add_key_listener(SDL_SCANCODE_MINUS, SDL_SCANCODE_EQUALS, &on_button_zoom); add_mouse_button_listener(SDL_BUTTON_LMASK, &on_click); add_mouse_button_listener(SDL_BUTTON_RMASK, &on_erase); add_mouse_button_listener(SDL_BUTTON_MMASK, &on_middle_mouse); add_mouse_listener(&on_drag_world); add_scroll_listener(&on_scroll_zoom); } void start_game() { g_active_view.width = 21; on_clear_key(1); } void update_game() { if(drawing == 1) { drawing = 2; } float fx, fy; mouse_world_position(&fx, &fy); cursor.x = floor(fx); cursor.y = floor(fy); if(drawing) { int x, y; x = floorf(fx); y = floorf(fy); if(x >= 0 && y >= 0 && x < tilemap.width && y < tilemap.height) { if(drawing > 0) { set_tile(&tilemap, x, y, cursor_tile); } else { set_tile(&tilemap, x, y, 0); } } } rectshape_t world_outline = { tilemap.x, tilemap.y, (float)tilemap.width, (float)tilemap.height, 0.01f, RLAYER_TILEMAP-1, {0,0,0,0}, {255, 255, 255, 255} }; rectshape_t cursor_outline = { cursor.x, cursor.y, 1.0f, 1.0f, 0.01f, RLAYER_SPRITES-1, {0, 0, 0, 0}, {255, 255, 255, 255} }; draw_rect(&world_outline); draw_rect(&cursor_outline); draw_sprite(&cursor); draw_tilemap(&tilemap, &tileset); } void update_ui() { update_input(); nineslice_t sliced = style.button.active; sliced.rect = (SDL_FRect){0, 0, 0.1, 0.1}; sliced.depth = RLAYER_UI - 20; draw_sliced(&sliced); const int offset_selected = cursor_tile - 1; rectshape_t selected_tile_rect = (rectshape_t) { offset_selected * 0.015f, 0.f, 0.015f, 0.015f, 0.001f, RLAYER_UI-10, {0,0,0,0}, {255, 255, 255, 255} }; draw_rect(&selected_tile_rect); rectshape_t shape = (rectshape_t) { 0.0f, 0.0f, 1.f, 0.015f, 0, RLAYER_UI, {100,100,100,255}, {0,0,0,0} }; draw_rect(&shape); float mx, my; mouse_screen_position(&mx, &my); for(int i = 0; i < tileset.size; ++i) { // make a copy of the reference sprite and adjust it to fit the ui sprite_t sprite = tileset.set[i].sprite; sprite.depth = RLAYER_UI-5; sprite.x = i * 0.015f; sprite.y = 0; sprite.sx = 0.015f; sprite.sy = 0.015f; float amx=mx-sprite.x, amy=my-sprite.y; draw_sprite(&sprite); // allow user to select tiles with mouse if(amx >= 0 && amy >= 0 && amx < sprite.sx && amy < sprite.sy) { if(drawing == 1) { drawing = 0; cursor_tile = i+1; on_cycle_tile(0); } } } } void game_exit() {}