Windy rooms affect player

Left a possibility to make it affect projectiles.
This commit is contained in:
Linus_Probert 2018-03-15 16:30:41 +01:00
parent eb345cfc25
commit 07136c70f9
17 changed files with 166 additions and 63 deletions

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@ -119,6 +119,7 @@ add_executable(breakhack
src/skill
src/projectile
src/vector2d
src/map_room_modifiers
)
target_link_libraries(breakhack

Binary file not shown.

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@ -371,6 +371,10 @@ function module.build_square_room(map, room)
if room.goal then
add_level_exit(map);
end
if CURRENT_LEVEL > 2 and random(10) == 1 then
set_modifier(map, "WINDY");
end
end
function module.load_textures(map)

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@ -70,7 +70,7 @@ pickup_dagger(Item *item, Player *player)
{
player->daggers += (Uint32) item->value;
mixer_play_effect(SWORD_HIT);
mixer_play_effect(DAGGER_PICKUP);
if (item->value > 1)
gui_log("You collect %u daggers", (Uint32) item->value);
else

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@ -89,6 +89,26 @@ SDL_Renderer* luaL_checksdlrenderer(lua_State *L)
return renderer;
}
static int
l_map_set_current_room_modifier(lua_State *L)
{
const char *modifier;
Map *map = luaL_checkmap(L, 1);
modifier = luaL_checkstring(L, 2);
Room *room;
if (strcmp(modifier, "WINDY") == 0) {
room = map->rooms[map->currentRoom.x][map->currentRoom.y];
room->modifier.type = RMOD_TYPE_WINDY;
room->modifier.data.wind.direction = VECTOR2D_LEFT;
} else {
luaL_error(L, "Unknown room modifier: %s", modifier);
return 1;
}
return 0;
}
static
int l_map_set_current_room(lua_State *L)
{
@ -379,6 +399,9 @@ generate_map(unsigned int level, const char *file, SDL_Renderer *renderer)
lua_pushcfunction(L, l_map_set_current_room);
lua_setglobal(L, "set_current_room");
lua_pushcfunction(L, l_map_set_current_room_modifier);
lua_setglobal(L, "set_modifier");
lua_pushcfunction(L, l_add_monster);
lua_setglobal(L, "add_monster");

41
src/map_room_modifiers.c Normal file
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@ -0,0 +1,41 @@
/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <stdlib.h>
#include "map_room_modifiers.h"
#include "player.h"
#include "roommatrix.h"
#include "position.h"
void
map_room_modifier_player_effect(Player *player,
RoomMatrix *matrix,
Vector2d *direction,
void (*move_cb)(Player*, RoomMatrix*, Vector2d))
{
Position matrixPos = position_to_matrix_coords(&player->sprite->pos);
if (matrix->modifier->type == RMOD_TYPE_WINDY
&& !vector2d_equals(*direction, VECTOR2D_NODIR)
&& matrixPos.x > 0 && matrixPos.x < MAP_ROOM_WIDTH-1
&& matrixPos.y > 0 && matrixPos.y < MAP_ROOM_HEIGHT-1)
{
if (!vector2d_is_opposite(*direction, matrix->modifier->data.wind.direction)) {
move_cb(player, matrix, matrix->modifier->data.wind.direction);
}
}
}

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@ -1,6 +1,29 @@
/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef MAP_ROOM_MODIFIERS_H_
#define MAP_ROOM_MODIFIERS_H_
#include "vector2d.h"
// Forward declares
typedef struct Player_t Player;
typedef struct RoomMatrix_t RoomMatrix;
typedef enum RoomModifierType_e {
RMOD_TYPE_NONE,
@ -20,4 +43,10 @@ typedef struct RoomModifierData_t {
RoomModifierDataContainer data;
} RoomModifierData;
void
map_room_modifier_player_effect(Player*,
RoomMatrix*,
Vector2d *direction,
void (*)(Player*, RoomMatrix*, Vector2d));
#endif // MAP_ROOM_MODIFIERS_H_

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@ -79,6 +79,7 @@ load_effects(void)
effects[PLAYER_HIT0] = load_effect("Sounds/FX/fistpunch_vocal_01.wav");
effects[PLAYER_HIT1] = load_effect("Sounds/FX/fistpunch_vocal_02.wav");
effects[PLAYER_HIT2] = load_effect("Sounds/FX/fistpunch_vocal_03.wav");
effects[DAGGER_PICKUP] = load_effect("Sounds/FX/dagger_pickup.wav");
}
void

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@ -53,6 +53,7 @@ typedef enum Fx_t {
PLAYER_HIT0,
PLAYER_HIT1,
PLAYER_HIT2,
DAGGER_PICKUP,
LAST_EFFECT
} Fx;

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@ -200,7 +200,7 @@ particle_engine_speed_lines(Position pos, Dimension dim, bool horizontal)
void
particle_engine_wind(Vector2d direction)
{
static SDL_Color color = { 255, 255, 255, 255 };
static SDL_Color color = { 0, 0, 255, 255 };
unsigned int count = 5;
Position pos = { 0, 0 };
@ -218,8 +218,8 @@ particle_engine_wind(Vector2d direction)
x = get_random(dim.width) + pos.x;
y = get_random(dim.height) + pos.y;
w = get_random(2) + 1;
h = get_random(2) + 1;
w = get_random(2) + 2;
h = get_random(2) + 2;
velocity = get_random(500) + 500;
@ -292,6 +292,9 @@ render_particle(Particle *p, Camera *cam)
else
pos = camera_to_camera_position(cam, &p->pos);
// Make the particles look visible on all surfaces
SDL_SetRenderDrawBlendMode(cam->renderer, SDL_BLENDMODE_MOD);
SDL_Rect box = { pos.x, pos.y, p->dim.width, p->dim.height };
SDL_SetRenderDrawColor(cam->renderer,
p->color.r,
@ -299,6 +302,9 @@ render_particle(Particle *p, Camera *cam)
p->color.b,
p->color.a);
SDL_RenderFillRect(cam->renderer, &box);
// Reset the blend mode
SDL_SetRenderDrawBlendMode(cam->renderer, SDL_BLENDMODE_BLEND);
}
void

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@ -159,47 +159,30 @@ has_collided(Player *player, RoomMatrix *matrix)
}
static void
move_left(Player *player, RoomMatrix *matrix)
set_clip_for_direction(Player *player, Vector2d *direction)
{
player->sprite->clip.y = 16;
player->sprite->pos.x -= TILE_DIMENSION;
if (has_collided(player, matrix))
player->sprite->pos.x += TILE_DIMENSION;
else
player_step(player);
if (vector2d_equals(*direction, VECTOR2D_LEFT))
player->sprite->clip.y = 16;
else if (vector2d_equals(*direction, VECTOR2D_RIGHT))
player->sprite->clip.y = 32;
else if (vector2d_equals(*direction, VECTOR2D_UP))
player->sprite->clip.y = 48;
else if (vector2d_equals(*direction, VECTOR2D_DOWN))
player->sprite->clip.y = 0;
}
static void
move_right(Player *player, RoomMatrix *matrix)
move(Player *player, RoomMatrix *matrix, Vector2d direction)
{
player->sprite->clip.y = 32;
player->sprite->pos.x += TILE_DIMENSION;
if (has_collided(player, matrix))
player->sprite->pos.x -= TILE_DIMENSION;
else
player_step(player);
}
static void
move_up(Player *player, RoomMatrix *matrix)
{
player->sprite->clip.y = 48;
player->sprite->pos.y -= TILE_DIMENSION;
if (has_collided(player, matrix))
player->sprite->pos.y += TILE_DIMENSION;
else
player_step(player);
}
static void
move_down(Player *player, RoomMatrix *matrix)
{
player->sprite->clip.y = 0;
player->sprite->pos.y += TILE_DIMENSION;
if (has_collided(player, matrix))
player->sprite->pos.y -= TILE_DIMENSION;
else
set_clip_for_direction(player, &direction);
player->sprite->pos.x += TILE_DIMENSION * (int) direction.x;
player->sprite->pos.y += TILE_DIMENSION * (int) direction.y;
if (has_collided(player, matrix)) {
player->sprite->pos.x -= TILE_DIMENSION * (int) direction.x;
player->sprite->pos.y -= TILE_DIMENSION * (int) direction.y;
} else {
player_step(player);
}
}
void
@ -219,24 +202,23 @@ static void
handle_movement_input(Player *player, RoomMatrix *matrix, SDL_Event *event)
{
static unsigned int step = 1;
bool moved = false;
Vector2d direction = VECTOR2D_NODIR;
if (keyboard_direction_press(LEFT, event))
direction = VECTOR2D_LEFT;
if (keyboard_direction_press(RIGHT, event))
direction = VECTOR2D_RIGHT;
if (keyboard_direction_press(UP, event))
direction = VECTOR2D_UP;
if (keyboard_direction_press(DOWN, event))
direction = VECTOR2D_DOWN;
if (!vector2d_equals(direction, VECTOR2D_NODIR))
move(player, matrix, direction);
map_room_modifier_player_effect(player, matrix, &direction, move);
if (keyboard_direction_press(LEFT, event)) {
move_left(player, matrix);
moved = true;
}
if (keyboard_direction_press(RIGHT, event)) {
move_right(player, matrix);
moved = true;
}
if (keyboard_direction_press(UP, event)) {
move_up(player, matrix);
moved = true;
}
if (keyboard_direction_press(DOWN, event)) {
move_down(player, matrix);
moved = true;
}
#ifdef DEBUG
if (keyboard_mod_press(SDLK_SPACE, KMOD_CTRL, event)) {
Position pos = player->sprite->pos;
@ -247,7 +229,7 @@ handle_movement_input(Player *player, RoomMatrix *matrix, SDL_Event *event)
}
#endif // DEBUG
if (moved) {
if (!vector2d_equals(VECTOR2D_NODIR, direction)) {
player->sprite->clip.x = 16*step;
++step;
step = step % 4;

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@ -19,7 +19,8 @@
#include "position.h"
#include "defines.h"
Position position_to_matrix_coords(Position *src)
Position
position_to_matrix_coords(Position *src)
{
unsigned int room_px_width, room_px_height;
Position pos;
@ -33,7 +34,8 @@ Position position_to_matrix_coords(Position *src)
return pos;
}
Position position_to_room_coords(Position *src)
Position
position_to_room_coords(Position *src)
{
unsigned int room_px_width, room_px_height;
Position pos;
@ -53,7 +55,8 @@ position_equals(const Position *p1, const Position *p2)
return p1->x == p2->x && p1->y == p2->y;
}
bool position_in_room(Position *pos, Position *roomPos)
bool
position_in_room(Position *pos, Position *roomPos)
{
int room_px_width, room_px_height, room_x_px, room_y_px;

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@ -78,7 +78,7 @@ projectile_update(Projectile *p, UpdateData *data)
Position collisionPos = p->sprite->pos;
if (p->velocity.x > 0)
collisionPos.x += TILE_DIMENSION;
else if(p->velocity.y > 0)
if(p->velocity.y > 0)
collisionPos.y += TILE_DIMENSION;
Position roomPos = position_to_matrix_coords(&collisionPos);

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@ -65,6 +65,7 @@ void roommatrix_populate_from_map(RoomMatrix *rm, Map *m)
rm->roomPos = m->currentRoom;
r = m->rooms[rm->roomPos.x][rm->roomPos.y];
rm->modifier = &r->modifier;
for (i = 0; i < MAP_ROOM_WIDTH; ++i) {
for (j = 0; j < MAP_ROOM_HEIGHT; ++j) {

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@ -23,6 +23,7 @@
#include "defines.h"
#include "position.h"
#include "camera.h"
#include "map_room_modifiers.h"
typedef struct Sprite_t Sprite;
typedef struct Map_t Map;
@ -40,11 +41,12 @@ typedef struct {
LinkedList *items;
} RoomSpace;
typedef struct {
typedef struct RoomMatrix_t {
RoomSpace spaces[MAP_ROOM_WIDTH][MAP_ROOM_HEIGHT];
Position roomPos;
Position playerRoomPos;
Position mousePos;
RoomModifierData *modifier;
} RoomMatrix;
RoomMatrix* roommatrix_create(void);

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@ -4,4 +4,10 @@ bool
vector2d_equals(Vector2d v1, Vector2d v2)
{
return v1.x == v2.x && v1.y == v2.y;
}
}
bool
vector2d_is_opposite(Vector2d v1, Vector2d v2)
{
return (v1.x > 0 && v2.x < 0) ^ (v1.y > 0 && v2.y < 0);
}

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@ -35,4 +35,7 @@ typedef struct Vector2d_t {
bool
vector2d_equals(Vector2d, Vector2d);
bool
vector2d_is_opposite(Vector2d, Vector2d);
#endif // VECTOR2D_H_