Added an XP bar. Need some text to go with it next
This commit is contained in:
parent
6dc08b8a6b
commit
5dff9a9452
126
src/gui.c
126
src/gui.c
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@ -8,6 +8,7 @@
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#include "util.h"
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#define DEFAULT_LOG { NULL, 50, 0, 200 }
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#define POS_Y_XPBAR 96
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static SDL_Rect frame_top_left = { 16, 160, 16, 16 };
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static SDL_Rect frame_top_right = { 48, 160, 16, 16 };
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@ -26,6 +27,19 @@ static struct LogData_t {
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unsigned int strlen;
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} log_data = DEFAULT_LOG;
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static Texture*
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add_texture(Gui *gui, const char *path, SDL_Renderer *renderer)
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{
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Texture *t = ht_get(gui->textures, path);
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if (t == NULL) {
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t = texture_create();
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texture_load_from_file(t, path, renderer);
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t->dim = (Dimension) { 16, 16 };
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ht_set(gui->textures, path, t);
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}
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return t;
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}
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static void
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gui_malloc_log(void)
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{
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@ -39,8 +53,56 @@ gui_malloc_log(void)
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log_data.log[i] = NULL;
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}
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static void
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init_sprites(Gui *gui, SDL_Renderer *renderer)
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{
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Texture *t;
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Sprite *s;
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unsigned int i;
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t = add_texture(gui, "assets/GUI/GUI0.png", renderer);
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/*
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* Add XP bar decoration
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*/
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// Left end
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s = sprite_create();
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sprite_set_texture(s, t, 0);
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s->fixed = true;
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s->clip = (SDL_Rect) { 6 * 16, 0, 16, 16 };
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s->pos = (Position) { 16 , POS_Y_XPBAR };
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linkedlist_append(&gui->sprites, s);
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// Right end
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s = sprite_create();
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sprite_set_texture(s, t, 0);
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s->fixed = true;
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s->clip = (SDL_Rect) { 8 * 16, 0, 16, 16 };
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s->pos = (Position) { 16 + (16 * 7), POS_Y_XPBAR };
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linkedlist_append(&gui->sprites, s);
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for (i = 1; i < 7; ++i) {
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s = sprite_create();
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sprite_set_texture(s, t, 0);
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s->fixed = true;
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s->clip = (SDL_Rect) { 7 * 16, 0, 16, 16 };
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s->pos = (Position) { 16 + (i * 16), POS_Y_XPBAR };
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linkedlist_append(&gui->sprites, s);
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}
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for (i = 0; i < 8; ++i) {
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s = sprite_create();
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sprite_set_texture(s, t, 0);
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s->fixed = true;
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s->clip = (SDL_Rect) { 6 * 16, 4 * 16, 16, 16 };
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s->pos = (Position) { 16 + (i * 16), POS_Y_XPBAR };
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linkedlist_append(&gui->xp_bar, s);
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}
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}
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Gui*
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gui_create()
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gui_create(SDL_Renderer *renderer)
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{
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Texture *t;
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unsigned int i;
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@ -48,6 +110,7 @@ gui_create()
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Gui *gui = ec_malloc(sizeof(Gui));
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gui->sprites = linkedlist_create();
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gui->health = linkedlist_create();
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gui->xp_bar = linkedlist_create();
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gui->textures = ht_create(5);
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for (i = 0; i < LOG_LINES_COUNT; ++i) {
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@ -58,6 +121,8 @@ gui_create()
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gui_malloc_log();
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init_sprites(gui, renderer);
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return gui;
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}
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@ -76,7 +141,7 @@ gui_set_max_health(Gui *gui, int max, SDL_Renderer *renderer)
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while (gui->health != NULL)
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sprite_destroy(linkedlist_pop(&gui->health));
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texture = gui_add_texture(gui, "assets/GUI/GUI0.png", renderer);
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texture = add_texture(gui, "assets/GUI/GUI0.png", renderer);
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for (i = 0; i < max/3; ++i) {
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Sprite *sprite = sprite_create();
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@ -114,17 +179,48 @@ gui_set_current_health(Gui *gui, int current)
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}
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}
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Texture*
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gui_add_texture(Gui *gui, const char *path, SDL_Renderer *renderer)
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void
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gui_set_current_xp(Gui *gui, ExperienceData data)
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{
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Texture *t = ht_get(gui->textures, path);
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if (t == NULL) {
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t = texture_create();
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texture_load_from_file(t, path, renderer);
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t->dim = (Dimension) { 16, 16 };
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ht_set(gui->textures, path, t);
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static unsigned int last_level = 0;
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unsigned int xp_from_levelup, xp_required_from_last_level;
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float xp_step, xp_current_step;
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unsigned int full_xp_blocks, partial_xp_block;
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LinkedList *xp_bars;
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unsigned int i;
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xp_from_levelup = data.current - data.previousLevel;
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xp_required_from_last_level = data.nextLevel - data.previousLevel;
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xp_step = ((float) xp_required_from_last_level) / 32; // 4 * 8
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xp_current_step = xp_from_levelup / xp_step;
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partial_xp_block = ((unsigned int) xp_current_step) % 4;
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full_xp_blocks = (unsigned int)((xp_current_step - partial_xp_block) / 4);
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xp_bars = gui->xp_bar;
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i = 0;
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while (xp_bars != NULL) {
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Sprite *s = xp_bars->data;
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s->hidden = false;
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xp_bars = xp_bars->next;
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if (i < full_xp_blocks) {
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s->clip.x = 6 * 16;
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} else if (i == full_xp_blocks && partial_xp_block != 0) {
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s->clip.x = (6 * 16) + (16 * (4 - partial_xp_block));
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} else {
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s->hidden = true;
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}
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++i;
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}
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return t;
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if (last_level != data.level) {
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// TODO(Linus): Update the indicators
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last_level = data.level;
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}
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}
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static void
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@ -173,6 +269,12 @@ gui_render_panel(Gui *gui, unsigned int width, unsigned int height, Camera *cam)
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sprite_render(s, cam);
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item = item->next;
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}
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item = gui->xp_bar;
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while (item != NULL) {
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Sprite *s = item->data;
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sprite_render(s, cam);
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item = item->next;
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}
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item = gui->sprites;
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while (item != NULL) {
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Sprite *s = item->data;
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@ -262,6 +364,8 @@ gui_destroy(Gui *gui)
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sprite_destroy(linkedlist_pop(&gui->sprites));
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while (gui->health != NULL)
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sprite_destroy(linkedlist_pop(&gui->health));
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while (gui->xp_bar != NULL)
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sprite_destroy(linkedlist_pop(&gui->xp_bar));
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ht_destroy_custom(gui->textures, (void (*)(void*)) &texture_destroy);
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free(gui);
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29
src/gui.h
29
src/gui.h
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@ -8,28 +8,41 @@
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#include "hashtable.h"
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#include "sprite.h"
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#include "camera.h"
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#include "player.h"
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typedef struct {
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LinkedList *sprites;
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LinkedList *health;
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LinkedList *xp_bar;
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Hashtable *textures;
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Texture *log_lines[LOG_LINES_COUNT];
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} Gui;
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Gui* gui_create(void);
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Gui*
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gui_create(SDL_Renderer *renderer);
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void gui_set_max_health(Gui*, int max, SDL_Renderer*);
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void
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gui_set_max_health(Gui*, int max, SDL_Renderer*);
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void gui_set_current_health(Gui*, int current);
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void
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gui_set_current_health(Gui*, int current);
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Texture* gui_add_texture(Gui*, const char *path, SDL_Renderer*);
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void
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gui_set_current_xp(Gui*, ExperienceData);
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void gui_render_panel(Gui*, unsigned int width, unsigned int height, Camera*);
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void
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gui_set_xp_data(Gui*, ExperienceData);
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void gui_render_log(Gui*, unsigned int width, unsigned int height, Camera*);
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void
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gui_render_panel(Gui*, unsigned int width, unsigned int height, Camera*);
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void gui_log(const char *fmt, ...);
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void
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gui_render_log(Gui*, unsigned int width, unsigned int height, Camera*);
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void gui_destroy(Gui*);
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void
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gui_log(const char *fmt, ...);
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void
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gui_destroy(Gui*);
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#endif // GUI_H_
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26
src/main.c
26
src/main.c
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@ -115,9 +115,7 @@ initViewports(void)
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static
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bool initGame(void)
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{
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initViewports();
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gMap = map_lua_generator_run(cLevel, gRenderer);
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gPointer = pointer_create(gRenderer);
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return true;
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}
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@ -129,11 +127,13 @@ bool init(void)
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result = result && initSDL();
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result = result && initGame();
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if (result) {
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initViewports();
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gCamera.pos = (Position) { 0, 0 };
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gCamera.renderer = gRenderer;
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gRoomMatrix = roommatrix_create();
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gGui = gui_create();
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gGui = gui_create(gRenderer);
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item_builder_init(gRenderer);
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gPointer = pointer_create(gRenderer);
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}
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gGameState = PLAYING;
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static void
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run_game(void)
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{
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static unsigned int player_max_hp = 0;
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static unsigned int player_current_hp = 0;
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static unsigned int player_current_xp = 0;
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SDL_RenderSetViewport(gRenderer, NULL);
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map_clear_dead_monsters(gMap);
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map_clear_collected_items(gMap);
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roommatrix_populate_from_map(gRoomMatrix, gMap);
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roommatrix_add_lightsource(gRoomMatrix,
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&gPlayer->sprite->pos);
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&gPlayer->sprite->pos);
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roommatrix_build_lightmap(gRoomMatrix);
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gui_set_max_health(gGui, gPlayer->stats.maxhp, gRenderer);
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gui_set_current_health(gGui, gPlayer->stats.hp);
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if (player_max_hp != gPlayer->stats.maxhp) {
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gui_set_max_health(gGui, gPlayer->stats.maxhp, gRenderer);
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player_max_hp = gPlayer->stats.maxhp;
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}
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if (player_current_hp != gPlayer->stats.hp) {
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gui_set_current_health(gGui, gPlayer->stats.hp);
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player_current_hp = gPlayer->stats.hp;
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}
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if (player_current_xp != gPlayer->xp) {
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gui_set_current_xp(gGui, player_get_xp_data(gPlayer));
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player_current_xp = gPlayer->xp;
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}
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if (gPlayer->steps == gPlayer->stats.speed) {
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player_reset_steps(gPlayer);
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roommatrix_update_with_player(gRoomMatrix, gPlayer);
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30
src/player.c
30
src/player.c
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@ -22,6 +22,10 @@ player_levelup(Player *player)
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player->stats.dmg += 5;
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player->stats.atk += 1;
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player->stats.def += 1;
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// Limit health to 3 rows of hearts
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if (player->stats.maxhp > 72)
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player->stats.maxhp = 72;
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}
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unsigned int
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player_step(player);
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}
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static
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void move_right(Player *player, RoomMatrix *matrix)
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static void
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move_right(Player *player, RoomMatrix *matrix)
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{
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player->sprite->clip.y = 32;
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player->sprite->pos.x += TILE_DIMENSION;
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player_step(player);
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}
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static
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void move_up(Player *player, RoomMatrix *matrix)
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static void
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move_up(Player *player, RoomMatrix *matrix)
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{
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player->sprite->clip.y = 48;
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player->sprite->pos.y -= TILE_DIMENSION;
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player_step(player);
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}
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static
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void move_down(Player *player, RoomMatrix *matrix)
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static void
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move_down(Player *player, RoomMatrix *matrix)
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{
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player->sprite->clip.y = 0;
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player->sprite->pos.y += TILE_DIMENSION;
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@ -148,8 +152,8 @@ void move_down(Player *player, RoomMatrix *matrix)
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player_step(player);
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}
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static
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void handle_player_input(Player *player, RoomMatrix *matrix, SDL_Event *event)
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static void
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handle_player_input(Player *player, RoomMatrix *matrix, SDL_Event *event)
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{
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static unsigned int step = 1;
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return player;
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}
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ExperienceData player_get_xp_data(Player *p)
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{
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ExperienceData data;
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data.previousLevel = next_level_threshold(p->stats.lvl - 1);
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data.current = p->xp;
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data.nextLevel = next_level_threshold(p->stats.lvl);
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data.level = p->stats.lvl;
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return data;
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}
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void
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player_hit(Player *p, unsigned int dmg)
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{
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11
src/player.h
11
src/player.h
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enum PlayerClass { ENGINEER, MAGE, PALADIN, ROGUE, WARRIOR };
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typedef enum PlayerClass class_t;
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typedef struct ExperienceData_t {
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unsigned int previousLevel;
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unsigned int current;
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unsigned int nextLevel;
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unsigned int level;
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} ExperienceData;
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typedef struct Player_t {
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Sprite *sprite;
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ActionText *hitText;
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Player*
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player_create(class_t, SDL_Renderer*);
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ExperienceData
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player_get_xp_data(Player*);
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void
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player_hit(Player*, unsigned int dmg);
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@ -14,6 +14,7 @@ Sprite* sprite_create_default(void)
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s->renderTimer = timer_create();
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s->texture_index = 0;
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s->fixed = false;
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s->hidden = false;
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return s;
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}
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@ -55,6 +56,9 @@ sprite_set_texture(Sprite *s, Texture *t, int index)
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void sprite_render(Sprite *s, Camera *cam)
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{
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if (s->hidden)
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return;
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if (s->textures[1]) {
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if (!timer_started(s->renderTimer))
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timer_start(s->renderTimer);
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@ -17,6 +17,7 @@ typedef struct Sprite_t {
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Timer *renderTimer;
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unsigned int texture_index;
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bool fixed;
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bool hidden;
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} Sprite;
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Sprite* sprite_create(void);
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